All Stories

  1. Evaluating the Role of Interactive Encouragement Prompts for Parents in Parent–Child Stress Management
  2. Special issue on robot and human interactive communication (Part II)
  3. Special issue on robot and human interactive communication
  4. Can Robots Enhance the Learning Experience by Making Music More Fun?
  5. Selecting optimal wearables for measuring physiological arousal in robot-delivered mindfulness-based exercises
  6. A Study on Congruency in Expressive Robot Movement While Delivering Food to Seniors
  7. Stress Diffuser: A Biofeedback Agent for Stress Management in Children During Homework with Parent Involvement
  8. Guest Editorial: Special Issue on Embodied Agents for Wellbeing
  9. EGG: AI-Based Interactive Design Object for Managing Post-operative Pain in Children
  10. Personalization of Child-Robot Interaction Through Reinforcement Learning and User Classification
  11. ‘How Would you Score Yourself?’: The Effect of Self-assessment Strategy Through Robots on Children’s Motivation and Performance in Piano Practice
  12. The impact of social robots' presence and roles on children's performance in musical instrument practice
  13. Motivating Online Game Intervention to Enhance Practice Engagement in Children with Functional Articulation Disorder
  14. Computational approaches to Explainable Artificial Intelligence: Advances in theory, applications and trends
  15. Benefits, Challenges and Research Recommendations for Social Robots in Education and Learning: A Meta-Review
  16. Embodied technologies for stress management in children: A systematic review
  17. How Social Robots can Influence Motivation as Motivators in Learning: A Scoping Review
  18. WeHeart: A Personalized Recommendation Device for Physical Activity Encouragement in Cardiac Rehabilitation
  19. Development of a Pain Signaling System Using Machine Learning
  20. Design of Child-robot Interactions for Comfort and Distraction from Post-operative Pain and Distress
  21. TSES-R
  22. Influence of Music on Enjoyment of Pre-Frail Elderly While Doing Physical Exercises with a Robot Coach
  23. WeHeart: A Personalized Recommendation Device for Physical Activity Encouragement and Preventing “Cold Start” in Cardiac Rehabilitation
  24. Designing pain visualisation for caregivers of people with special needs: A co-creation approach
  25. Development of an AI-Enabled System for Pain Monitoring Using Skin Conductance Sensoring in Socks
  26. Learning Musical Instrument with the Help of Social Robots: Attitudes and Expectations of Teachers and Parents
  27. Nonverbal Cues Expressing Robot Personality - A Movement Analysts Perspective
  28. Assistant Robot Enhances the Perceived Communication Quality of People With Dementia: A Proof of Concept
  29. Editorial Special Issue Interaction With Artificial Intelligence Systems: New Human-Centered Perspectives and Challenges
  30. Negotiating Learning Goals with Your Future Learning-Self
  31. Understanding Design Preferences for Robots for Pain Management: A Co-Design Study
  32. ApEn: A Stress-Aware Pen for Children with Autism Spectrum Disorder
  33. Pitch It Right: Using Prosodic Entrainment to Improve Robot-Assisted Foreign Language Learning in School-Aged Children
  34. Peripheral Display for Conveying Real-time Pain Condition of Persons with Severe Intellectual Disabilities to their Caregivers
  35. Context-Enhanced Human-Robot Interaction: Exploring the Role of System Interactivity and Multimodal Stimuli on the Engagement of People with Dementia
  36. Personalizing HRI in Musical Instrument Practicing: The Influence of Robot Roles (Evaluative Versus Nonevaluative) on the Child’s Motivation for Children in Different Learning Stages
  37. The LEDs move pilot study: the Light Curtain and physical activity and well‐being among people with visual and intellectual disabilities
  38. Generation Differences in Perception of the Elderly Care Robot
  39. Identifying Interaction Patterns of Tangible Co-Adaptations in Human-Robot Team Behaviors
  40. You Were Always on My Mind: Introducing Chef’s Hat and COPPER for Personalized Reinforcement Learning
  41. Preferences of Seniors for Robots Delivering a Message With Congruent Approaching Behavior
  42. FutureMe: Negotiating Learning Goals with your Future Learning-Self Avatar
  43. Pivotal Response Treatment with and without robot-assistance for children with autism: a randomized controlled trial
  44. It's Food Fight! Designing the Chef's Hat Card Game for Affective-Aware HRI
  45. BrainHood: Designing a cognitive training system that supports self-regulated learning skills in children
  46. The Effects of Long-Term Child–Robot Interaction on the Attention and the Engagement of Children with Autism
  47. Pain signaling with physiological data for persons with communication difficulties: A pilot study of the Pain App
  48. Robot‐mediated therapy to reduce worrying in persons with visual and intellectual disabilities
  49. Physiological Measures of Acute and Chronic Pain within Different Subject Groups: A Systematic Review
  50. Self-initiations in young children with autism during Pivotal Response Treatment with and without robot assistance
  51. Effects of the Level of Interactivity of a Social Robot and the Response of the Augmented Reality Display in Contextual Interactions of People with Dementia
  52. BrainHood
  53. Adherence and acceptability of a robot-assisted Pivotal Response Treatment protocol for children with autism spectrum disorder
  54. Neural Computation links Neuroscience: a synergistic approach
  55. Crowd of Oz
  56. How do People Perceive Privacy and Interaction Quality while Chatting with a Crowd-operated Robot?
  57. Improving Emotional Expression Recognition of Robots Using Regions of Interest from Human Data
  58. Robot Role Design for Implementing Social Facilitation Theory in Musical Instruments Practicing
  59. Persuasive Robots Acceptance Model (PRAM): Roles of Social Responses Within the Acceptance Model of Persuasive Robots
  60. Crowd of Oz: A Crowd-Powered Social Robotics System for Stress Management
  61. ENGAGE-DEM: A Model of Engagement of People with Dementia
  62. Adapting the Interplay between Personalized and Generalized Affect Recognition based on an Unsupervised Neural Framework
  63. Natural language interface for programming sensory-enabled scenarios for human-robot interaction
  64. Special issue on robot and human interactive communication
  65. LiveNature
  66. Special issue on robot and human interactive communication
  67. Assessing the effect of persuasive robots interactive social cues on users’ psychological reactance, liking, trusting beliefs and compliance
  68. The effects of a bioresponse system on the joint attention behaviour of adults with visual and severe or profound intellectual disabilities and their affective mutuality with their caregivers
  69. Investigating the Effect of Social Cues on Social Agency Judgement
  70. A cognitive model of social preferences in group interactions
  71. Adding a Context: Will It Influence Human-Robot Interaction of People Living with Dementia?
  72. Game-Based Human-Robot Interaction Promotes Self-disclosure in People with Visual Impairments and Intellectual Disabilities
  73. Social Robotics
  74. The influence of social cues in persuasive social robots on psychological reactance and compliance
  75. Emotion Estimation in Crowds: The Interplay of Motivations and Expectations in Individual Emotions
  76. Dyadic Gaze Patterns During Child-Robot Collaborative Gameplay in a Tutoring Interaction
  77. Poker Face Influence: Persuasive Robot with Minimal Social Cues Triggers Less Psychological Reactance
  78. Effects of Robot Facial Characteristics and Gender in Persuasive Human-Robot Interaction
  79. Understanding Engagement in Dementia Through Behavior. The Ethographic and Laban-Inspired Coding System of Engagement (ELICSE) and the Evidence-Based Model of Engagement-Related Behavior (EMODEB)
  80. Directing Attention Through Gaze Hints Improves Task Solving in Human–Humanoid Interaction
  81. Closer to Nature
  82. Comparing Robots with Different Levels of Autonomy in Educational Setting
  83. Dynamorph: Montessori Inspired Design for Seniors with Dementia Living in Long-Term Care Facilities
  84. Quantity of Movement as a Measure of Engagement for Dementia
  85. Socially grounded game strategy enhances bonding and perceived smartness of a humanoid robot
  86. Grounded representations through deep variational inference and dynamic programming
  87. Full Issue PDF, Volume 10, Supplement 1
  88. Re-framing the characteristics of concepts and their relation to learning and cognition in artificial agents
  89. Effects of robots’ intonation and bodily appearance on robot-mediated communicative treatment outcomes for children with autism spectrum disorder
  90. Active estimation of motivational spots for modeling dynamic interactions
  91. Dynamic representations for autonomous driving
  92. Electrodermal activity: Explorations in the psychophysiology of engagement with social robots in dementia
  93. Pardon the rude robot: Social cues diminish reactance to high controlling language
  94. Modelling engagement in dementia through behaviour. Contribution for socially interactive robotics
  95. Unsupervised understanding of location and illumination changes in egocentric videos
  96. Social HRI for People with Dementia
  97. The Influence of Social Cues and Controlling Language on Agent's Expertise, Sociability, and Trustworthiness
  98. Who is a Better Tutor?
  99. Left/right hand segmentation in egocentric videos
  100. Can Children Take Advantage of Nao Gaze-Based Hints During GamePlay?
  101. Gaze-Based Hints During Child-Robot Gameplay
  102. Memory Effect in Expressed Emotions During Long Term Group Interactions
  103. Mobile Application for Executing Therapies with Robots
  104. Using Observational Engagement Assessment Method VC-IOE for Evaluating an Interactive Table Designed for Seniors with Dementia
  105. Emotion estimation in crowds: a survey
  106. Modeling crowds as single-minded entities
  107. My Drama: Story-Based Game for Understanding Emotions in Context
  108. Personalizing Educational Game Play with a Robot Partner
  109. See Where I am Looking at
  110. Grounding emotions in robots - An introduction to the special issue
  111. The effect of a semi-autonomous robot on children
  112. Design and evaluation of an end-user friendly tool for robot programming
  113. A Hierarchical Bayesian Model for Crowd Emotions
  114. Boxing against drones
  115. GPU Accelerated Left/Right Hand-Segmentation in First Person Vision
  116. Observation scheme for interaction with embodied intelligent agents based on Laban notation
  117. Automatic Interpretation of Affective Facial Expressions in the Context of Interpersonal Interaction
  118. Perception of emotions from crowd dynamics
  119. Towards a unified framework for hand-based methods in First Person Vision
  120. A Dynamic Approach and a New Dataset for Hand-detection in First Person Vision
  121. Creating Robots with Personality: The Effect of Personality on Social Intelligence
  122. Improving Collaborative Play Between Children with Autism Spectrum Disorders and Their Siblings: The Effectiveness of a Robot-Mediated Intervention Based on Lego® Therapy
  123. Long-term LEGO therapy with humanoid robot for children with ASD
  124. Designing robot-assisted Pivotal Response Training in game activity for children with autism
  125. Rapid prototyping framework for robot-assisted training of autistic children
  126. Bio-inspired probabilistic model for crowd emotion detection
  127. Development of a Robot-Based Environment for Training Children with Autism
  128. Crowd Emotion Detection Using Dynamic Probabilistic Models
  129. Realistic Modeling of Agents in Crowd Simulations
  130. Interfacing with Adaptive Systems
  131. Teleoperation and Beyond for Assistive Humanoid Robots
  132. Sample selection bias in acquisition credit scoring models: an evaluation of the supplemental-data approach
  133. Design of social agents
  134. Abstract robots with an attitude: Applying interpersonal relation models to human-robot interaction
  135. End-user programming architecture facilitates the uptake of robots in social therapies
  136. Promoting question-asking in school-aged children with autism spectrum disorders: Effectiveness of a robot intervention compared to a human-trainer intervention
  137. StepByStep: Design of an Interactive Pictorial Activity Game for Teaching Generalization Skills to Children with Autism
  138. Interplay between Natural and Artificial Intelligence in Training Autistic Children with Robots
  139. Designing a system of interactive robots for training collaborative skills to autistic children
  140. Mimicking Expressiveness of Movements by Autistic Children in Game Play
  141. From neuron to behavior: Evidence from behavioral measurements
  142. Interpretation of Time Dependent Facial Expressions in Terms of Emotional Stimuli
  143. Robots for social training of autistic children
  144. Trends in measuring human behavior and interaction
  145. From training to robot behavior: Towards custom scenarios for robotics in training programs for ASD
  146. Design of Social Agents
  147. User-Friendly Robot Environment for Creation of Social Scenarios
  148. The application of learning algorithms in the development of natural interaction
  149. Sharing meaning and physical activity through a tangible interactive lighting object
  150. Learning Robots: Teaching Design Students in Integrating Intelligence
  151. MONITORING INTERPERSONAL RELATIONSHIPS THROUGH GAMES WITH SOCIAL DILEMMA
  152. From spreading of behavior to dyadic interaction-A robot learns what to imitate
  153. Communicating emotions and mental states to robots in a real time parallel framework using Laban movement analysis
  154. Expressing and interpreting emotional movements in social games with robots
  155. WikiTherapist
  156. Automatic mental heath assistant
  157. Engaging Autistic Children in Imitation and Turn-Taking Games with Multiagent System of Interactive Lighting Blocks
  158. Nonverbal Behavior Observation: Collaborative Gaming Method for Prediction of Conflicts during Long-Term Missions
  159. Design for social interaction through physical play in diverse contexts of use
  160. Simulated Trust: A cheap social learning strategy
  161. Timing sensory integration
  162. Multi-agent platform for development of educational games for children with autism
  163. SOCIAL TRAINING OF AUTISTIC CHILDREN WITH INTERACTIVE INTELLIGENT AGENTS
  164. Mirror neuron framework yields representations for robot interaction
  165. Retrieving Emotion from Motion Analysis: In a Real Time Parallel Framework for Robots
  166. My Sparring Partner Is a Humanoid Robot
  167. 2nd Workshop on Design for Social Interaction through Physical Play
  168. Autonomous parsing of behavior in a multi-agent setting
  169. Use of goals and dramatic elements in behavioral training of children with ASD
  170. Teaching Machine Learning to Design Students
  171. Orientation contrast sensitive cells in primate V1 a computational model
  172. Using an emergent system concept in designing interactive games for autistic children
  173. Efficient episode encoding for spatial navigation
  174. EVENT BASED SELF-SUPERVISED TEMPORAL INTEGRATION FOR MULTIMODAL SENSOR DATA
  175. TiViPE Simulation of a Cortical Crossing Cell Model
  176. Simulation of Orientation Contrast Sensitive Cell Behavior in TiViPE
  177. Spatial Navigation Based on Novelty Mediated Autobiographical Memory
  178. A computational model of monkey cortical grating cells
  179. Special issue on hybrid neurocomputing
  180. Emergent behaviours based on episodic encoding and familiarity driven retrieval
  181. The Web as an Autobiographical Agent
  182. Interacting Modalities through Functional Brain Modeling
  183. Life-long learning: consolidation of novel events into dynamic memory representations
  184. An Integration Principle for Multimodal Sensor Data Based on Temporal Coherence of Self-Organized Patterns
  185. Windowed active sampling for reliable neural learning
  186. Symmetry: Between indecision and equality of choice
  187. On the optimal mapping of fuzzy rules on standard micro-controllers
  188. Brain-inspired robots for autistic training and care
  189. Autonomous Parsing of Behavior in a Multi-agent Setting
  190. Robot Simulation of Sensory Integration Dysfunction in Autism with Dynamic Neural Fields Model
  191. Social Interaction in Robotic Agents Emulating the Mirror Neuron Function
  192. Selective sampling for reliable neural signal approximation
  193. Novelty gated episodic memory formation for robot exploration
  194. Global spatial modeling based on dynamics identification according to discriminated static sensations