In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur robot. Children spoke more in general, and directed more speech to the adult confederate, when the interaction partner was a robot, as compared to a human or computer game interaction partner. Children spoke as much to the robot as to the adult interaction partner. This study provides the largest demonstration of social human-robot interaction in children with autism to date. Our findings suggest that social robots may be developed into useful tools for social skills and communication therapies, specifically by embedding social interaction into intrinsic reinforcers and motivators.
This paper explores how a robot's physical presence affects human judgments of the robot as a social partner. For this experiment, participants collaborated on simple book-moving tasks with a humanoid robot that was either physically present or displayed via a live video feed. Multiple tasks individually examined the following aspects of social interaction: greetings, cooperation, trust, and personal space. Participants readily greeted and cooperated with the robot whether present physically or in live video display. However, participants were more likely both to fulfill an unusual request and to afford greater personal space to the robot when it was physically present, than when it was shown on live video. The same was true when the live video displayed robot's gestures were augmented with disambiguating 3-D information. Questionnaire data support these behavioral findings and also show that participants had an overall more positive interaction with the physically present robot.
While there is a rich history of studies involving robots and individuals with autism spectrum disorders (ASD), few of these studies have made substantial impact in the clinical research community. In this paper we first examine how differences in approach, study design, evaluation, and publication practices have hindered uptake of these research results. Based on ten years of collaboration, we suggest a set of design principles that satisfy the needs (both academic and cultural) of both the robotics and clinical autism research communities. Using these principles, we present a study that demonstrates a quantitatively measured improvement in human-human social interaction for children with ASD, effected by interaction with a robot.
Electrodermal activity was examined as a measure of physiological arousal within a naturalistic play context in 2-year-old toddlers (N = 27) with and without autism spectrum disorder. Toddlers with autism spectrum disorder were found to have greater increases in skin conductance level than their typical peers in response to administered play activities. In the autism spectrum disorder group, a positive relationship was observed between restrictive and repetitive behaviors and skin conductance level increases in response to mechanical toys, whereas the opposite pattern was observed for passive toys. This preliminary study is the first to examine electrodermal activity levels in toddlers with autism spectrum disorder during play-based, naturalistic settings, and it highlights the potential for electrodermal activity as a measure of individual variability within autism spectrum disorder and early development.
We examine affective vocalizations provided by human teachers to robotic learners. In unscripted one-on-one interactions, participants provided vocal input to a robotic dinosaur as the robot selected toy buildings to knock down. We find that (1) people vary their vocal input depending on the learner's performance history, (2) people do not wait until a robotic learner completes an action before they provide input and (3) people naïvely and spontaneously use intensely affective vocalizations. Our findings suggest modifications may be needed to traditional machine learning models to better fit observed human tendencies. Our observations of human behavior contradict the popular assumptions made by machine learning algorithms (in particular, reinforcement learning) that the reward function is stationary and pathindependent for social learning interactions.We also propose an interaction taxonomy that describes three phases of a human-teacher's vocalizations: direction, spoken before an action is taken; guidance, spoken as the learner communicates an intended action; and feedback, spoken in response to a completed action.
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