Eye-hand coordinated interaction is becoming a mainstream interaction modality in Virtual Reality (VR) user interfaces.Current paradigms for this multimodal interaction require users to learn predefined gestures and memorize multiple gesture-task associations, which can be summarized as an ``Operation-to-Intent" paradigm. This paradigm increases users' learning costs and has low interaction error tolerance. In this paper, we propose SIAgent, a novel "Intent-to-Operation" framework allowing users to express interaction intents through natural eye-hand motions based on common sense and habits. Our system features two main components: (1) intent recognition that translates spatial interaction data into natural language and infers user intent, and (2) agent-based execution that generates an agent to execute corresponding tasks. This eliminates the need for gesture memorization and accommodates individual motion preferences with high error tolerance. We conduct two user studies across over 60 interaction tasks, comparing our method with two "Operation-to-Intent" techniques. Results show our method achieves higher intent recognition accuracy than gaze + pinch interaction (97.2% vs 93.1%)
Artificial agents that support human group interactions hold great promise, especially in sensitive contexts such as well-being promotion and therapeutic interventions. However, current systems struggle to mediate group interactions involving people who are not neurotypical. This limitation arises because most AI detection models (e.g., for turn-taking) are trained on data from neurotypical populations. This work takes a step toward inclusive AI by addressing the challenge of eye contact detection, a core component of non-verbal communication, with and for people with Intellectual and Developmental Disabilities. First, we introduce a new dataset, Multi-party Interaction with Intellectual and Developmental Disabilities (MIDD), capturing atypical gaze and engagement patterns. Second, we present the results of a comparative analysis with neurotypical datasets, highlighting differences in class imbalance, speaking activity, gaze distribution, and interaction dynamics. Then, we evaluate classifiers ranging from SVMs to FSFNet, showing that fine-tuning on MIDD improves performance, though notable limitations remain. Finally, we present the insights gathered through a focus group with six
To achieve natural and intuitive interaction with people, HRI frameworks combine a wide array of methods for human perception, intention communication, human-aware navigation and collaborative action. In practice, when encountering unpredictable behavior of people or unexpected states of the environment, these frameworks may lack the ability to dynamically recognize such states, adapt and recover to resume the interaction. Large Language Models (LLMs), owing to their advanced reasoning capabilities and context retention, present a promising solution for enhancing robot adaptability. This potential, however, may not directly translate to improved interaction metrics. This paper considers a representative interaction with an industrial robot involving approach, instruction, and object manipulation, implemented in two conditions: (1) fully scripted and (2) including LLM-enhanced responses. We use gaze tracking and questionnaires to measure the participants' task efficiency, engagement, and robot perception. The results indicate higher subjective ratings for the LLM condition, but objective metrics show that the scripted condition performs comparably, particularly in efficiency and foc
While generative artificial intelligence (Gen AI) increasingly transforms academic environments, a critical gap exists in understanding and mitigating human biases in AI interactions, such as anchoring and confirmation bias. This position paper advocates for metacognitive AI literacy interventions to help university students critically engage with AI and address biases across the Human-AI interaction workflows. The paper presents the importance of considering (1) metacognitive support with deliberate friction focusing on human bias; (2) bi-directional Human-AI interaction intervention addressing both input formulation and output interpretation; and (3) adaptive scaffolding that responds to diverse user engagement patterns. These frameworks are illustrated through ongoing work on "DeBiasMe," AIED (AI in Education) interventions designed to enhance awareness of cognitive biases while empowering user agency in AI interactions. The paper invites multiple stakeholders to engage in discussions on design and evaluation methods for scaffolding mechanisms, bias visualization, and analysis frameworks. This position contributes to the emerging field of AI-augmented learning by emphasizing the
In this preliminary work, we offer an initial disambiguation of the theoretical concepts anthropomorphism and anthropomimesis in Human-Robot Interaction (HRI) and social robotics. We define anthropomorphism as users perceiving human-like qualities in robots, and anthropomimesis as robot developers designing human-like features into robots. This contribution aims to provide a clarification and exploration of these concepts for future HRI scholarship, particularly regarding the party responsible for human-like qualities - robot perceiver for anthropomorphism, and robot designer for anthropomimesis. We provide this contribution so that researchers can build on these disambiguated theoretical concepts for future robot design and evaluation.
Reduced social connectedness increasingly poses a threat to mental health, life expectancy, and general well-being. Generative AI (GAI) technologies, such as large language models (LLMs) and image generation tools, are increasingly integrated into applications aimed at enhancing human social experiences. Despite their growing presence, little is known about how these technologies influence social interactions. This scoping review investigates how GAI-based applications are currently designed to facilitate social interaction, what forms of social engagement they target, and which design and evaluation methodologies designers use to create and evaluate them. Through an analysis of 30 studies published since 2020, we identify key trends in application domains including storytelling, socio-emotional skills training, reminiscence, collaborative learning, music making, and general conversation. We highlight the role of participatory and co-design approaches in fostering both effective technology use and social engagement, while also examining socio-ethical concerns such as cultural bias and accessibility. This review underscores the potential of GAI to support dynamic and personalized in
AI conversational agents have demonstrated efficacy in social contact interventions for stigma reduction at a low cost. However, the underlying mechanisms of how interaction designs contribute to these effects remain unclear. This study investigates how participating in three human-chatbot interactions affects attitudes toward mental illness. We developed three chatbots capable of engaging in either one-way information dissemination from chatbot to a human or two-way cooperation where the chatbot and a human exchange thoughts and work together on a cooperation task. We then conducted a two-week mixed-methods study to investigate variations over time and across different group memberships. The results indicate that human-AI cooperation can effectively reduce stigma toward individuals with mental illness by fostering relationships between humans and AI through social contact. Additionally, compared to a one-way chatbot, interacting with a cooperative chatbot led participants to perceive it as more competent and likable, promoting greater empathy during the conversation. However, despite the success in reducing stigma, inconsistencies between the chatbot's role and the mental health c
We present a discovery-based, first version, explicit model of social interaction that provides a basis for measuring the quality of interaction of a human user with a social robot. The two core elements of the social interaction model are engagement and co-regulation. Engagement emphasizes the \textit{qualitative nature} of social interaction and the fact that a user needs to be drawn into the interaction with the robot. Co-regulation emphasizes the interaction process and the fact that a user and a robot need to be acting together. We argue that the quality of social interaction with a robot can be measured in terms of how efficiently engagement and co-regulation are established and maintained during the interaction and how satisfied the user is with the interaction.
This paper explores the implementation of embedded magnets to enhance paper-based interactions. The integration of magnets in paper-based interactions simplifies the fabrication process, making it more accessible for building soft robotics systems. We discuss various interaction patterns achievable through this approach and highlight their potential applications.
The integration of conversational agents into our daily lives has become increasingly common, yet many of these agents cannot engage in deep interactions with humans. Despite this, there is a noticeable shortage of datasets that capture multimodal information from human-robot interaction dialogues. To address this gap, we have recorded a novel multimodal dataset (MERCI) that encompasses rich embodied interaction data. The process involved asking participants to complete a questionnaire and gathering their profiles on ten topics, such as hobbies and favorite music. Subsequently, we initiated conversations between the robot and the participants, leveraging GPT-4 to generate contextually appropriate responses based on the participant's profile and emotional state, as determined by facial expression recognition and sentiment analysis. Automatic and user evaluations were conducted to assess the overall quality of the collected data. The results of both evaluations indicated a high level of naturalness, engagement, fluency, consistency, and relevance in the conversation, as well as the robot's ability to provide empathetic responses. It is worth noting that the dataset is derived from ge
Socially Assistive Robots are studied in different Child-Robot Interaction settings. However, logistical constraints limit accessibility, particularly affecting timely support for mental wellbeing. In this work, we have investigated whether online interactions with a robot can be used for the assessment of mental wellbeing in children. The children (N=40, 20 girls and 20 boys; 8-13 years) interacted with the Nao robot (30-45 mins) over three sessions, at least a week apart. Audio-visual recordings were collected throughout the sessions that concluded with the children answering user perception questionnaires pertaining to their anxiety towards the robot, and the robot's abilities. We divided the participants into three wellbeing clusters (low, med and high tertiles) using their responses to the Short Moods and Feelings Questionnaire (SMFQ) and further analysed how their wellbeing and their perceptions of the robot changed over the wellbeing tertiles, across sessions and across participants' gender. Our primary findings suggest that (I) online mediated-interactions with robots can be effective in assessing children's mental wellbeing over time, and (II) children's overall perception
Human cognition is constrained by processing limitations, leading to cognitive overload and inefficiencies in knowledge synthesis and decision-making. Large Language Models (LLMs) present an opportunity for cognitive augmentation, but their current reactive nature limits their real-world applicability. This position paper explores the potential of context-aware cognitive augmentation, where LLMs dynamically adapt to users' cognitive states and task environments to provide appropriate support. Through a think-aloud study in an exhibition setting, we examine how individuals interact with multi-modal information and identify key cognitive challenges in structuring, retrieving, and applying knowledge. Our findings highlight the need for AI-driven cognitive support systems that integrate real-time contextual awareness, personalized reasoning assistance, and socially adaptive interactions. We propose a framework for AI augmentation that seamlessly transitions between real-time cognitive support and post-experience knowledge organization, contributing to the design of more effective human-centered AI systems.
Socially interactive agents are gaining prominence in domains like healthcare, education, and service contexts, particularly virtual agents due to their inherent scalability. To facilitate authentic interactions, these systems require verbal and nonverbal communication through e.g., facial expressions and gestures. While natural language processing technologies have rapidly advanced, incorporating human-like nonverbal behavior into real-world interaction contexts is crucial for enhancing the success of communication, yet this area remains underexplored. One barrier is creating autonomous systems with sophisticated conversational abilities that integrate human-like nonverbal behavior. This paper presents a distributed architecture using Epic Games MetaHuman, combined with advanced conversational AI and camera-based user management, that supports methods like motion capture, handcrafted animation, and generative approaches for nonverbal behavior. We share insights into a system architecture designed to investigate nonverbal behavior in socially interactive agents, deployed in a three-week field study in the Deutsches Museum Bonn, showcasing its potential in realistic nonverbal behavi
In the Internet of Things era, an increasing number of household devices and everyday objects are able to send to and retrieve information from the Internet, offering innovative services to the user. However, most of these devices provide only smartphone or web interfaces to control the IoT object properties and functions. As a result, generally, the interaction is disconnected from the physical world, decreasing the user experience and increasing the risk of isolating the user in digital bubbles. We argue that tangible interaction can counteract this trend and this paper discusses the potential benefits and the still open challenges of tangible interaction applied to the Internet of Things. To underline this need, we introduce the term Internet of Tangible Things. In the article, after an analysis of current open challenges for Human-Computer Interaction in IoT, we summarize current trends in tangible interaction and extrapolate eight tangible interaction properties that could be exploited for designing novel interactions with IoT objects. Through a systematic literature review of tangible interaction applied to IoT, we show what has been already explored in the systems that pione
This paper presents a hopeful perspective on the potentially dramatic impacts of Large Language Models on how we children learn and how they will expect to interact with technology. We review the effects of LLMs on education so far, and make the case that these effects are minor compared to the upcoming changes that are occurring. We present a small scenario and self-ethnographic study demonstrating the effects of these changes, and define five significant considerations that interactive systems designers will have to accommodate in the future.
Have you ever typed particularly powerful on your keyboard, maybe even harsh, to write and send a message with some emphasis of your emotional state or message? Did it work? Probably not. It didn't affect how you typed or interacted with your mouse. But what if you had other, connected devices, with other modalities for inputs and outputs? Which would you have chosen, and how would you characterize your interactions with them? We researched with our multisensory and multimodal tool, the Loaded Dice, in co-design workshops the design space of IoT usage scenarios: what interaction qualities users want, characterized using an interaction vocabulary, and how they might map them to a selection of sensors and actuators. We discuss based on our experience some thoughts of such a mapping.
For most health or well-being interventions, the process of evaluation is distinct from the activity itself, both in terms of who is involved, and how the actual data is collected and analyzed. Tangible interaction affords the opportunity to combine direct and embodied collaboration with a holistic approach to data collection and evaluation. We demonstrate this potential by describing our experiences designing and using the Communal Loom, an artifact for art therapy that translates quantitative data to collectively woven artifacts.
In the field of autonomous driving research, the use of immersive virtual reality (VR) techniques is widespread to enable a variety of studies under safe and controlled conditions. However, this methodology is only valid and consistent if the conduct of participants in the simulated setting mirrors their actions in an actual environment. In this paper, we present a first and innovative approach to evaluating what we term the behavioural gap, a concept that captures the disparity in a participant's conduct when engaging in a VR experiment compared to an equivalent real-world situation. To this end, we developed a digital twin of a pre-existed crosswalk and carried out a field experiment (N=18) to investigate pedestrian-autonomous vehicle interaction in both real and simulated driving conditions. In the experiment, the pedestrian attempts to cross the road in the presence of different driving styles and an external Human-Machine Interface (eHMI). By combining survey-based and behavioural analysis methodologies, we develop a quantitative approach to empirically assess the behavioural gap, as a mechanism to validate data obtained from real subjects interacting in a simulated VR-based e
Mothers of infants have specific demands in fostering emotional bonds with their children, characterized by dynamics that are different from adult-adult interactions, notably requiring heightened maternal emotional regulation. In this study, we analyzed maternal emotional state by modeling maternal emotion regulation reflected in smiles. The dataset comprises N=94 videos of approximately 3 plus or minus 1-minutes, capturing free play interactions between 6 and 12-month-old infants and their mothers. Corresponding demographic details of self-reported maternal mental health provide variables for determining mothers' relations to emotions measured during free play. In this work, we employ diverse methodological approaches to explore the temporal evolution of maternal smiles. Our findings reveal a correlation between the temporal dynamics of mothers' smiles and their emotional state. Furthermore, we identify specific smile features that correlate with maternal emotional state, thereby enabling informed inferences with existing literature on general smile analysis. This study offers insights into emotional labor, defined as the management of one's own emotions for the benefit of others,
When encountering a robot in the wild, it is not inherently clear to human users what the robot's capabilities are. When encountering misunderstandings or problems in spoken interaction, robots often just apologize and move on, without additional effort to make sure the user understands what happened. We set out to compare the effect of two speech based capability communication strategies (proactive, reactive) to a robot without such a strategy, in regard to the user's rating of and their behavior during the interaction. For this, we conducted an in-person user study with 120 participants who had three speech-based interactions with a social robot in a restaurant setting. Our results suggest that users preferred the robot communicating its capabilities proactively and adjusted their behavior in those interactions, using a more conversational interaction style while also enjoying the interaction more.