Archive for the ‘affective’ Category

Social Robots @ PETRA 18: Paper & Workshop

Korn, Oliver; Bieber, Gerald & Fron, Christian

Perspectives on Social Robots. From the Historic Background to an Experts’ View on Future Developments

In: PETRA ’18 Proceedings of the 11th Int. Conference on PErvasive Technologies Related to Assistive Environments, ACM, New York, NY, USA, 2018


Text on ResearchGate (after June 27)



Social robots are robots interacting with humans not only in collaborative settings, but also in personal settings like domestic services and healthcare. Some social robots simulate feelings (companions) while others just help lifting (assistants). However, they often incite both fascination and fear: what abilities should social robots have and what should remain exclusive to humans?

  • We provide a historical background on the development of robots and related machines (1)
  • discuss examples of social robots (2)
  • and present an expert study on their desired future abilities and applications (3)
    conducted within the Forum of the European Active and Assisted Living Programme (AAL).

The findings indicate that most technologies required for the social robots’ emotion sensing are considered ready. For care robots, the experts approve health-related tasks like drawing blood while they prefer humans to do nursing tasks like washing. On a larger societal scale, the acceptance of social robots increases highly significantly with familiarity, making health robots and even military drones more acceptable than sex robots or child companion robots for childless couples. Accordingly, the acceptance of social robots seems to decrease with the level of face-to-face emotions involved.


The work is presented on June 27 – 29 at PETRA 18 (PErvasive Technologies Related to Assistive Environments).
In addition, we will host a Workshop on Social Robots.

Designing Authentic Emotions for Non-Human Characters

By Oliver on June 1st, 2017 in affective, games, gamification, KORION, publications

Korn, Oliver; Stamm, Lukas; Moeckel, Gerd:

Designing Authentic Emotions for Non-Human Characters. A Study Evaluating Virtual Affective Behavior

In: DIS 17 Proceedings of the ACM SIGCHI Designing Interactive Systems Conference 2017


Text on ResearchGate


While human emotions have been researched for decades, designing authentic emotional behavior for non-human characters has received less attention. However, virtual behavior not only affects game design, but also allows creating authentic avatars or robotic companions.

After a discussion of methods to model and recognize emotions, we present three characters with a decreasing level of human features and describe how established design techniques can be adapted for such characters.

In a study, 220 participants assess these characters’ emotional behavior, focusing on the emotion “anger”. We want to determine how reliable users can recognize emotional behavior, if characters increasingly do not look and behave like humans. A secondary aim is determining if gender has an impact on the competence in emotion recognition.

The findings indicate that there is an area of insecure attribution of virtual affective behavior not distant but close to human behavior. We also found that at least for anger, men and women assess emotional behavior equally well.


The paper is presented on June 13 at the
ACM SIGCHI Designing Interactive Systems Conference 2017

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