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Samuel Mascarenhas

dblp:76/7117 · also Samuel Francisco Mascarenhas · DBLP profile ↗
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27ranked-venue papers
4as first author
3since 2021 · last 2022
0000-0002-0904-5585ORCID · verified

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

Artificial intelligence and machine learning · 20 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 19 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2

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
3 papers
Human-robot interaction · 100%
Artificial intelligence
1 paper
Face, body and person analysis · 50% Multi-agent systems · 50%

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

TopicWeightPapersLastEvidence papers
Human-robot interaction
human-robot collaboration
0.522019
Exploring Prosociality in Human-Robot Teams · HRI 2019
Group-based Emotions in Teams of Humans and Robots · HRI 2018
Human-robot interaction › social human-robot interaction
prosocial behavior
0.412019
Exploring Prosociality in Human-Robot Teams · HRI 2019
Human-robot interaction › affective interaction
social robot affect
0.312018
Group-based Emotions in Teams of Humans and Robots · HRI 2018
Computer vision › Face, body and person analysis
affective computing
0.212013
An Agent Model for the Appraisal of Normative Events Based in In-Group and Out-Group Relations · AAAI 2013
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
virtual agents
0.212013
An Agent Model for the Appraisal of Normative Events Based in In-Group and Out-Group Relations · AAAI 2013
Human-robot interaction › affective interaction
empathy in human-robot interaction
0.212013
The influence of empathy in human-robot relations · Int. J. Hum. Comput. Stud. 2013

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

user study · 0.7normative reasoning · 0.2in-group out-group relations · 0.2
YearPublicationVenuePosition
2022 I Know I Am, But What Are You? How Culture and Self-Categorization Affect Emotions Toward Robots
abstract
As routinely working with robots spreads globally, it becomes important to understand how best to customize robots to each culture to maximize collaboration between humans and robots. In two distinct cultures (United States and Portugal) we examined group-based emotions toward robots with participants self-categorizing three different ways (ingroup, outgroup, and neutral). We tested and confirmed our baseline assumptions that Portuguese participants are more collectivistic and less individualistic, and feel closer with a team in negative, but not positive, scenarios, compared to United States participants. Supporting our hypotheses, the results showed that participants rated more positive emotions toward the robot in the ingroup condition than in the outgroup or neutral conditions. Moreover, an interaction effect between culture and self-categorization revealed that Portuguese participants had more positive group-based emotions toward the robot than United States participants when self-categorizing as an ingroup. We discuss the implications in terms of human-robot teaming and potential future research directions.
Filipa Correia, Sean Christeson, Samuel Mascarenhas, Ana Paiva 0001, Marlena R. Fraune
Proc. ACM Hum. Comput. Interact.3
2022 FAtiMA Toolkit: Toward an Accessible Tool for the Development of Socio-emotional Agents
abstract
More than a decade has passed since the development of FearNot!, an application designed to help children deal with bullying through role-playing with virtual characters. It was also the application that led to the creation of FAtiMA, an affective agent architecture for creating autonomous characters that can evoke empathic responses. In this article, we describe the FAtiMA Toolkit, a collection of open-source tools that is designed to help researchers, game developers, and roboticists incorporate a computational model of emotion and decision-making in their work. The toolkit was developed with the goal of making FAtiMA more accessible, easier to incorporate into different projects, and more flexible in its capabilities for human-agent interaction, based upon the experience gathered over the years across different virtual environments and human-robot interaction scenarios. As a result, this work makes several different contributions to the field of Agent-Based Architectures. More precisely, the FAtiMA Toolkit’s library-based design allows developers to easily integrate it with other frameworks, its meta-cognitive model affords different internal reasoners and affective components, and its explicit dialogue structure gives control to the author even within highly complex scenarios. To demonstrate the use of the FAtiMA Toolkit, several different use cases where the toolkit was successfully applied are described and discussed.
Samuel Mascarenhas, Manuel Guimarães, Rui Prada, Pedro Santos 0001, João Dias 0001, Ana Paiva 0001
ACM Trans. Interact. Intell. Syst.1
2021 Persuasive Social Robot Using Reward Power over Repeated Instances of Persuasion
Mojgan Hashemian, Marta Couto, Samuel Mascarenhas, Ana Paiva 0001, Pedro Santos 0001, Rui Prada
PERSUASIVE3
2020 The Impact of Virtual Reality in the Social Presence of a Virtual Agent
abstract
In this work we test the hypothesis that interacting with an intelligent virtual character in Virtual Reality (VR) has a stronger impact compared to the same interaction in a traditional non-immersive platform, both in terms of presence and believability.
Manuel Guimarães, Rui Prada, Pedro Santos 0001, João Dias 0001, Arnav Jhala, Samuel Mascarenhas
IVA6
2020 Investigating Reward/Punishment Strategies in the Persuasiveness of Social Robots
abstract
This paper presents the results of a user study designed to investigate social robots' persuasiveness. In the design, the robot attempts to persuade users in two different conditions comparing to a control condition. In one condition, the robot aims at persuading users by giving them a reward. In the second condition, the robot tries to persuade by punishing users. The results indicated that the robot succeeded to persuade the users to select a less-desirable choice comparing to a better one. However, no difference was found in the perception of the robot's warmth nor discomfort, comparing the two strategies. The results suggest that social robots are capable of persuading users objectively, but further investigation is required to investigate persuasion subjectively.
Mojgan Hashemian, Marta Couto, Samuel Mascarenhas, Ana Paiva 0001, Pedro Santos 0001, Rui Prada
RO-MAN3
2020 Picky losers and carefree winners prevail in collective risk dilemmas with partner selection
abstract
Abstract Understanding how to design agents that sustain cooperation in multi-agent systems has been a long-lasting goal in distributed artificial intelligence. Proposed solutions rely on identifying free-riders and avoiding cooperating or interacting with them. These mechanisms of social control are traditionally studied in games with linear and deterministic payoffs, such as the prisoner’s dilemma or the public goods game. In reality, however, agents often face dilemmas in which payoffs are uncertain and non-linear, as collective success requires a minimum number of cooperators. The collective risk dilemma (CRD) is one of these games, and it is unclear whether the known mechanisms of cooperation remain effective in this case. Here we study the emergence of cooperation in CRD through partner-based selection. First, we discuss an experiment in which groups of humans and robots play a CRD. This experiment suggests that people only prefer cooperative partners when they lose a previous game (i.e., when collective success was not previously achieved). Secondly, we develop an evolutionary game theoretical model pointing out the evolutionary advantages of preferring cooperative partners only when a previous game was lost. We show that this strategy constitutes a favorable balance between strictness (only interact with cooperators) and softness (cooperate and interact with everyone), thus suggesting a new way of designing agents that promote cooperation in CRD. We confirm these theoretical results through computer simulations considering a more complex strategy space. Third, resorting to online human–agent experiments, we observe that participants are more likely to accept playing in a group with one defector when they won in a previous CRD, when compared to participants that lost the game. These empirical results provide additional support to the human predisposition to use outcome-based partner selection strategies in human–agent interactions.
Fernando P. Santos 0001, Samuel Mascarenhas, Francisco C. Santos, Filipa Correia, Samuel Gomes, Ana Paiva 0001
Auton. Agents Multi Agent Syst.2
2019 Inferring Emotions from Touching Patterns
abstract
In this paper, we propose a feature-based model to recognize emotions via touching patterns of individuals playing a game on a typical tablet. In this work, novel features, such as Angular Velocity/Acceleration, Angle, Curl, Area and number of strokes within a time window, are introduced and the gold-standard of the data is determined automatically via subjects' facial expressions. The results show that the approach is promising and the model is able to recognize all the six basic emotions, with a performance of 71.92 % ±0.51. In addition, the recognition of valence and arousal reaches correlation coefficients equal to 0.76 and 0.78 respectively.
Mojgan Hashemian, Rui Prada, Pedro Santos 0001, João Dias 0001, Samuel Mascarenhas
ACII5
2019 Exploring Prosociality in Human-Robot Teams
abstract
This paper explores the role of prosocial behaviour when people team up with robots in a collaborative game that presents a social dilemma similar to a public goods game. An experiment was conducted with the proposed game in which each participant joined a team with a prosocial robot and a selfish robot. During 5 rounds of the game, each player chooses between contributing to the team goal (cooperate) or contributing to his individual goal (defect). The prosociality level of the robots only affects their strategies to play the game, as one always cooperates and the other always defects. We conducted a user study at the office of a large corporation with 70 participants where we manipulated the game result (winning or losing) in a between-subjects design. Results revealed two important considerations: (1) the prosocial robot was rated more positively in terms of its social attributes than the selfish robot, regardless of the game result; (2) the perception of competence, the responsibility attribution (blame/credit), and the preference for a future partner revealed significant differences only in the losing condition. These results yield important concerns for the creation of robotic partners, the understanding of group dynamics and, from a more general perspective, the promotion of a prosocial society.
Filipa Correia, Samuel Mascarenhas, Samuel Gomes, Patrícia Arriaga, Iolanda Leite, Rui Prada, Francisco S. Melo, Ana Paiva 0001
HRI2
2019 Belief-based Agent Explanations to Encourage Behaviour Change
abstract
Explainable? virtual agents provide insight into the agent's decision-making process, which aims to improve the user's acceptance of the agent's actions or recommendations. However, explainable agents commonly rely on their own knowledge and goals in providing explanations, rather than the beliefs, plans or goals of the user. Little is known about the user perception of such tailored explanations and their impact on their behaviour change. In this paper, we explore the role of belief-based explanation by proposing a user-aware explainable agent by embedding the cognitive agent architecture with a user model and explanation engine to provide a tailored explanation. To make a clear conclusion on the role of explanation in behaviour change intentions, we investigated whether the level of behaviour change intentions is due to building agent-user rapport through the use of empathic language or due to trusting the agent's understanding through providing explanation. Hence, we designed two versions of a virtual advisor agent, empathic and neutral, to reduce study stress among university students and measured students' rapport levels and intentions to change their behaviour. Our results showed that the agent could build a trusted relationship with the user with the help of the explanation regardless of the level of rapport. The results, further, showed that nearly all the recommendations provided by the agent highly significantly increased the intention of the user to change their behavior.
Amal Abdulrahman, Debbie Richards 0001, Hedieh Ranjbartabar, Samuel Mascarenhas
IVA4
2019 Walk the Talk! Exploring (Mis)Alignment of Words and Deeds by Robotic Teammates in a Public Goods Game
abstract
This paper explores how robotic teammates can enhance and promote cooperation in collaborative settings. It presents a user study in which participants engaged with two fully autonomous robotic partners to play a game together, named “For The Record”, a variation of a public goods game. The game is played for a total of five rounds and in each of them, players face a social dilemma: to cooperate i.e., contributing towards the team's goal while compromising individual benefits, or to defect i.e., favouring individual benefits over the team's goal. Each participant collaborates with two robotic partners that adopt opposite strategies to play the game: one of them is an unconditional cooperator (the pro-social robot), and the other is an unconditional defector (the selfish robot). In a between-subjects design, we manipulated which of the two robots criticizes behaviours, which consists of condemning participants when they opt to defect, and it represents either an alignment or a misalignment of words and deeds by the robot. Two main findings should be highlighted (1) the misalignment of words and deeds may affect the level of discomfort perceived on a robotic partner; (2) the perception a human has of a robotic partner that criticizes him is not damaged as long as the robot displays an alignment of words and deeds.
Filipa Correia, Ana Paiva 0001, Shruti Chandra, Samuel Mascarenhas, Julien Charles-Nicolas, Justin Gally, Diana Lopes, Fernando P. Santos 0001, Francisco C. Santos, Francisco S. Melo
RO-MAN4
2019 The Power to Persuade: a study of Social Power in Human-Robot Interaction
abstract
Recent advances on Social Robotics raise the question whether a social robot can be used as a persuasive agent. To date, a body of literature has been performed using various approaches to answer this research question, ranging from the use of non-verbal behavior to the exploration of different embodiment characteristics. In this paper, we investigate the role of social power for making social robots more persuasive. Social power is defined as one's ability to influence another to do something which s/he would not do without the presence of such power. Different theories classify alternative ways to achieve social power, such as providing a reward, using coercion, or acting as an expert. In this work, we explored two types of persuasive strategies that are based on social power (specifically Reward and Expertise) and created two social robots that would employ such strategies. To examine the effectiveness of these strategies we performed a user study with 51 participants using two social robots in an adversarial setting in which both robots try to persuade the user on a concrete choice. The results show that even though each of the strategies caused the robots to be perceived differently in terms of their competence and warmth, both were similarly persuasive.
Mojgan Hashemian, Ana Paiva 0001, Samuel Mascarenhas, Pedro Santos 0001, Rui Prada
RO-MAN3
2018 Group-based Emotions in Teams of Humans and Robots
abstract
Providing social robots an internal model of emotions can help them guide their behaviour in a more humane manner by simulating the ability to feel empathy towards others. Furthermore, the growing interest in creating robots that are capable of collaborating with other humans in team settings provides an opportunity to explore another side of human emotion, namely, group-based emotions. This paper contributes with the first model on group-based emotions in social robotic partners. We defined a model of group-based emotions for social robots that allowed us to create two distinct robotic characters that express either individual or group-based emotions. This paper also contributes with a user study where two autonomous robots embedded the previous characters, and formed two human-robot teams to play a competitive game. Our results showed that participants perceived the robot that expresses group-based emotions as more likeable and attributed higher levels of group identification and group trust towards their teams, when compared to the robotic partner that expresses individual-based emotions.
Filipa Correia, Samuel Mascarenhas, Rui Prada, Francisco S. Melo, Ana Paiva 0001
HRI2
2018 Shared Planning for building Human-agent Therapeutic Alliance
abstract
Treatment non-adherence is a major worldwide problem that results in poor health outcomes among patients with various medical conditions. A good therapist-patient therapeutic alliance and face-to-face communication are regarded as key factors in improving adherence. In this research, we propose the extension of the existing agent architecture FAtiMA to design an embodied conversational agent that plays the role of the therapist by incorporating a shared mental model (SMM) and hybrid state-based and task-based dialogue engine.
Amal Abdulrahman, Debbie Richards 0001, Samuel Mascarenhas
IVA3
2018 Enhancing Social Believability of Virtual Agents using Social Power Dynamics
abstract
Social Power, a pervasive feature in our daily life, has been proved to have a significant impact on Social Interaction; While the capability of maintaining a Social Interaction has an acknowledged role in Believability of Intelligent Virtual Agents (IVAs). In this paper, we argue that an ability of reasoning and planning in the presence of Social Power enhances Social Believability of IVAs, leading to more rational interactions. With this aim, we focus on theoretical issues of agent modeling aiming at increasing intelligence and therefore believability of NPCs or agents of game-like simulations or serious games. Thereby, we propose a model of social power inspired by a recently proposed model, SAPIENT, based on a well-known theory of Social Power proposed by French and Raven.
Mojgan Hashemian, Rui Prada, Pedro Santos 0001, Samuel Mascarenhas
IVA4
2018 FARMI: A FrAmework for Recording Multi-Modal Interactions
Patrik Jonell, Mattias Bystedt, Per Fallgren, Dimosthenis Kontogiorgos, José Lopes 0001, Zofia Malisz, Samuel Mascarenhas, Catharine Oertel, Eran Raveh, Todd Shore
LREC7
2016 Modeling culture in intelligent virtual agents - From theory to implementation
abstract
This work addresses the challenge of creating virtual agents that are able to portray culturally appropriate behavior when interacting with other agents or humans. Because culture influences how people perceive their social reality it is important to have agent models that explicitly consider social elements, such as existing relational factors. We addressed this necessity by integrating culture into a novel model for simulating human social behavior. With this model, we operationalized a particular dimension of culture—individualism versus collectivism—within the context of an interactive narrative scenario that is part of an agent-based tool for intercultural training. Using this scenario we conducted a cross-cultural study in which participants from a collectivistic country (Portugal) were compared with participants from an individualistic country (the Netherlands) in the way they perceived and interacted with agents whose behavior was either individualistic or collectivistic, according to the configuration of the proposed model. In the obtained results, Portuguese subjects rated the collectivistic agents more positively than the Dutch but both countries had a similarly positive opinion about the individualistic agents. This experiment sheds new light on how people from different countries differ when assessing the social appropriateness of virtual agents, while also raising new research questions on this matter.
Samuel Mascarenhas, Nick Degens, Ana Paiva 0001, Rui Prada, Gert Jan Hofstede, Adrie J. M. Beulens, Ruth Aylett
Auton. Agents Multi Agent Syst.1
2015 A Process Model of Empathy For Virtual Agents
abstract
For more than a century, empathy has been a central topic in the study of human emotion. It plays a crucial role in our everyday social life, having implications for the survival of the species. In the case of agents that inhabit virtual worlds and interact socially among each other and with humans, empathy has also been considered to be an important mechanism to promote engaging and believable interactions. However, creating empathic agents, until recently, has been accomplished mostly through the implementation of specific empathic behaviors or by using domain-dependent empirical models. In this article, we propose a generic computational model of empathy that is grounded on recent psychological theories about empathy. The proposed model treats empathy as a process in which the intensity of the empathic response is modulated by a set of factors that involve the relationship between the agents of the empathic interaction, namely, the similarity and affective link, as well as some characteristics of the empathizer agent, such as mood and personality. This model was implemented into an affective agent architecture, which was then used in an evaluation that had 77 participants. The results indicate that our empathy model, when used to simulate a social scenario with a small group of agents, significantly changed the way that the users perceived and described the interactions between those agents.
Sérgio Hortas Rodrigues, Samuel Mascarenhas, João Dias 0001, Ana Paiva 0001
Interact. Comput.2
2013 An Agent Model for the Appraisal of Normative Events Based in In-Group and Out-Group Relations
abstract
Emotional synthetic characters are able to evaluate (appraise) events as positive or negative with their emotional states being triggered by several factors. Currently, the vast majority of models for appraisal in synthetic characters consider factors related to the goals and preferences of the characters. We argue that appraisals that only take into consideration these "personal" factors are incomplete as other more social factors, such as the normative and the social context, including in-group and out-group relations, should be considered as well. Without them, moral emotions such as shame cannot be appraised, limiting the believability of the characters in certain situations. We present a model for the appraisal of characters' actions that evaluates whether actions by in-group and out-group members which conform, or not, to social norms generate different emotions depending on the social relations between the characters. The model was then implemented in an architecture for virtual agents and evaluated with humans. Results suggest that the emotions generated by our model are perceived by the participants, taking into account the social context and that participants experienced very similar emotions, both in type and intensity, to the emotions appraised and generated by the characters.
Samuel Mascarenhas, Ana Paiva 0001, Gennaro di Tosto, Frank Dignum, John McBreen, Nick Degens, Gert Jan Hofstede, Giulia Andrighetto, Rosaria Conte
AAAI2
2013 Towards agents with human-like decisions under uncertainty
Francisco S. Melo, Samuel Mascarenhas, João Dias 0001, Rui Prada, Ana Paiva 0001
CogSci3
2013 Traveller: Interacting with agents to deal with misunderstandings due to culture
Nick Degens, Gert Jan Hofstede, Samuel Mascarenhas, Ana Paiva 0001, André Silva 0001, Felix Kistler, Elisabeth André, Arvid Kappas, Ruth Aylett
FDG3
2013 Intercultural-role Plays for e-Learning using Emotive Agents
Cat Kutay, Samuel Mascarenhas, Ana Paiva 0001, Rui Prada
ICAART (2)2
2013 Traveller: An Interactive Cultural Training System Controlled by User-Defined Body Gestures
Felix Kistler, Elisabeth André, Samuel Mascarenhas, André Silva 0001, Ana Paiva 0001, Nick Degens, Gert Jan Hofstede, Eva Krumhuber, Arvid Kappas, Ruth Aylett
INTERACT (4)3
2013 Social Importance Dynamics: A Model for Culturally-Adaptive Agents
Samuel Mascarenhas, Rui Prada, Ana Paiva 0001, Gert Jan Hofstede
IVA1
2013 The influence of empathy in human-robot relations
Iolanda Leite, André Pereira 0001, Samuel Mascarenhas, Carlos Martinho, Rui Prada, Ana Paiva 0001
Int. J. Hum. Comput. Stud.3
2012 Generating Norm-Related Emotions in Virtual Agents
Samuel Mascarenhas, Ana Paiva 0001, Frank Dignum, John McBreen, Nick Degens, Gert Jan Hofstede
IVA2
2010 "Why Can't We Be Friends?" An Empathic Game Companion for Long-Term Interaction
Iolanda Leite, Samuel Mascarenhas, André Pereira 0001, Carlos Martinho, Rui Prada, Ana Paiva 0001
IVA2
2009 One for All or One for One? The Influence of Cultural Dimensions in Virtual Agents' Behaviour
Samuel Mascarenhas, João Dias 0001, Rui Prada, Ana Paiva 0001
IVA1