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Kristyn Hensby

dblp:173/9977 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2016
0000-0002-1045-612XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Human-robot interaction · 47% Interaction techniques and input · 21% Learning and educational technologies · 16%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
child-robot interaction
0.632016
Social Cardboard: Pretotyping a Social Ethnodroid in the Wild · HRI 2016
Hand in Hand: Tools and techniques for understanding children's touch with a social robot · HRI 2016
Lingodroids: Investigating Grounded Color Relations using a Social Robot for Children · HRI 2016
Interaction techniques and input
touch interaction
0.322016
Discovering Patterns of Touch: A Case Study for Visualization-Driven Analysis in Human-Robot Interaction · HRI 2016
Hand in Hand: Tools and techniques for understanding children's touch with a social robot · HRI 2016
Learning and educational technologies
language learning
0.212016
Lingodroids: Investigating Grounded Color Relations using a Social Robot for Children · HRI 2016
User interface design and tools
visualization
0.212016
Discovering Patterns of Touch: A Case Study for Visualization-Driven Analysis in Human-Robot Interaction · HRI 2016
Human-robot interaction
robot design
0.112016
Social Cardboard: Pretotyping a Social Ethnodroid in the Wild · HRI 2016
Human-robot interaction
social robot
0.112016
Hand in Hand: Tools and techniques for understanding children's touch with a social robot · HRI 2016

Methods — techniques the papers use, named apart from their topics

quantitative analysis · 0.5qualitative analysis · 0.5wizard-of-oz · 0.2user study · 0.2raster-based visualization · 0.2pretotyping · 0.2non-parametric lexicon learning · 0.2
YearPublicationVenuePosition
2016 Lingodroids: Investigating Grounded Color Relations using a Social Robot for Children
abstract
Language can be a useful tool for social robots as part of their repertoire of social engagement. This late breaking report outlines preliminary studies into how a child can teach a robot lexicons for colors and color relations. The robot used is a minimal social robot, made from cardboard and foam, that interacts with the children through a simple color naming game. Distributed, non-parametric lexicons similar to those used in previous language learning robot studies are used to store links between words and colors. We visually present the resulting lexicons and highlight the issues that have arisen from this preliminary study and how they can be resolved for future studies. The results of this study indicate that children can teach a social robot lexicons, allowing the children and robot to develop a shared set of symbols for color.
Scott Heath, Kristyn Hensby, Marie Boden, Jonathon Taufatofua, Jason Weigel, Janet Wiles
HRI2
2016 Hand in Hand: Tools and techniques for understanding children's touch with a social robot
abstract
Robots that facilitate touch by children have special requirements in terms of safety and robustness, but little is known about how and when children actually use touch with robots. Tools and techniques are required to sense the variety of children's touch and to interpret the volumes of data generated. This explorative user study investigated children's patterns of touch during game play with a robot. We examined where the children touch the robot and their patterns of touch over time, using a raster-based visualisation of each child's time series of touches, recording patterns of touch across different games and children. We found that children readily engage with the robot, in particular spontaneously touching the robot's hands more than any other area. This user study and the tools developed may aid future designs of robots to autonomously detect when they have been touched.
Kristyn Hensby, Janet Wiles, Marie Boden, Scott Heath, Mark Nielsen, Pauline Pounds, Joshua Riddell, Kristopher Rogers, Nikodem Rybak, Virginia P. Slaughter, Michael Smith 0003, Jonathon Taufatofua, Peter Worthy, Jason Weigel
HRI1
2016 Discovering Patterns of Touch: A Case Study for Visualization-Driven Analysis in Human-Robot Interaction
abstract
An important challenge in Human-Robot Interaction (HRI) is the analysis and interpretation of large volumes of data to inform the design process within a complex, multi-faceted research space. In this study, we explore how data visualization techniques can contribute to HRI methodology, particularly in terms of linking qualitative and quantitative analysis methods. Specifically, we present a case study demonstrating the visualization of touch data to identify potential patterns of interaction with a social robot intended for deployment in preschool classrooms.
Kristopher Rogers, Janet Wiles, Scott Heath, Kristyn Hensby, Jonathon Taufatofua
HRI4
2016 Social Cardboard: Pretotyping a Social Ethnodroid in the Wild
abstract
Pretotyping is a set of techniques, tools, and metrics for gauging the interest in a product, prior to full-scale development [1]. This late breaking report describes a pretotyping case study of an ethnodroid - a robot that functions as an ethnographer - intended to engage with young children and record their learning progress. The central requirement for the project is that the robot will be able to interact socially with children aged 1-6 years in tablet-based tasks. We developed a simple robot made of MDF (thick cardboard), added tablets for the face and torso, and controlled a scripted interaction using Wizard of Oz (WoZ). Children's engagement with the robot was tested in an early learning centre which provided a relatively structured environment (“in the lab”) and at a science fair which provided a relatively unconstrained setting (“in the wild”). The rapid testing revealed distinct effects in the children's attitudes and behaviors in the two user contexts and provided insights into form, sensors and analyses for the design process.
Janet Wiles, Peter Worthy, Kristyn Hensby, Marie Boden, Scott Heath, Pauline Pounds, Nikodem Rybak, Michael Smith 0003, Jonathon Taufatofua, Jason Weigel
HRI3