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  1. User perceptions of anthropomorphic robots as monitoring devices.Stuart Moran, Khaled Bachour & Toyoaki Nishida - 2015 - AI and Society 30 (1):1-21.
    The principle behind anthropomorphic robots is that the appearance and behaviours enable the pre-defined social skills that people use with each other each day to be used as a means of interaction. One of the problems with this approach is that there are many attributes of such a robot which can influence a user’s behaviour, potentially causing undesirable effects. This paper aims to identify and discuss a series of the most salient behaviour influencing factors in the literature, related to a (...)
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  • (1 other version)“I know how you feel” : The importance of interaction style on users’ acceptance in an entertainment scenario.Antonio Andriella, Ruben Huertas-Garcia, Santiago Forgas-Coll, Carme Torras & Guillem Alenyà - 2022 - Interaction Studies 23 (1):21-57.
    In this article, we aim to evaluate the role of robots’ personality-driven behavioural patterns on users’ intention to use in an entertainment scenario. Toward such a goal, we designed two personalities: one introverted with an empathic and self-comparative interaction style, and the other extroverted with a provocative and other-comparative interaction style. To evaluate the proposed technology acceptance model, we conducted an experiment (N = 209) at a public venue where users were requested to play a game with the support of (...)
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  • (1 other version)I know how you feel.Antonio Andriella, Ruben Huertas-Garcia, Santiago Forgas-Coll, Carme Torras & Guillem Alenyà - 2022 - Interaction Studies 23 (1):21-57.
    In this article, we aim to evaluate the role of robots’ personality-driven behavioural patterns on users’ intention to use in an entertainment scenario. Toward such a goal, we designed two personalities: one introverted with an empathic and self-comparative interaction style, and the other extroverted with a provocative and other-comparative interaction style. To evaluate the proposed technology acceptance model, we conducted an experiment (N = 209) at a public venue where users were requested to play a game with the support of (...)
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