Proceedings of the 8th ACM Conference on Designing Interactive Systems 2010
DOI: 10.1145/1858171.1858184
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Breakbot

Abstract: Workplace injuries commonly result from long periods of inactivity during computer use. Software exists to help remind people to take breaks but is often ineffective. On the basis of design research performed in an office environment, we propose an emotionally expressive companion robot to encourage employees to take breaks and socialize more regularly. Initial reactions to our design were positive, and encourage further investigation.

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Cited by 20 publications
(11 citation statements)
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“…Prototyping has been less prevalent in HRI due to the challenge of quickly constructing diverse, temporary, yet robust and capable platforms (e.g., Bartneck & Hu, 2004;Lee et al, 2009;Reeder et al, 2010;Šabanovic et al, 2011). The most well known prototyping technique in HRI is Wizard of Oz (WoZ), in which autonomous robotic behavior is simulated by a person controlling the robot with the aim of measuring user reactions (Dautenhahn, 2007;Riek, 2012).…”
Section: Prototyping In Hci and Hrimentioning
confidence: 99%
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“…Prototyping has been less prevalent in HRI due to the challenge of quickly constructing diverse, temporary, yet robust and capable platforms (e.g., Bartneck & Hu, 2004;Lee et al, 2009;Reeder et al, 2010;Šabanovic et al, 2011). The most well known prototyping technique in HRI is Wizard of Oz (WoZ), in which autonomous robotic behavior is simulated by a person controlling the robot with the aim of measuring user reactions (Dautenhahn, 2007;Riek, 2012).…”
Section: Prototyping In Hci and Hrimentioning
confidence: 99%
“…Existing technological interventions in this domain include various computer applications using verbal, audio, or visual cues to remind people to take a break (e.g., Morris, Brush, & Meyers, 2008), as well as the Breakaway prototype (Jafarinaimi et al, 2005), an embodied ambient display for break management. We provide more information on existing break management technologies and their comparison with our system in prior work (Reeder et al, 2010;Šabanović et al, 2011). Research on socially assistive robotics (e.g., Kidd & Breazeal, 2008;Tapus, Matarić, & Scassellati, 2007) suggests that embodied and socially interactive technologies can have stronger positive effects on behavioral change and compliance in users than computerbased technologies.…”
Section: Dewey: a Case Study Of In Situ Evaluation Of An Hri Prototypementioning
confidence: 99%
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“…More abstract methods such as colors and sounds have similarly been used for communicating emotion to represent state. For example, both the Breakbot and AIBO robots use color in this way, and the Sony AIBO further uses puppy-like sounds [8,23]. Our work follows this overall approach by using affect and emotion, via a robotic tail, to encourage attribution of affect for the purpose of conveying high-level robot state.…”
Section: Related Workmentioning
confidence: 99%