Enabling a robot to perform new tasks is a complex endeavor, usually beyond the reach of non-technical users. For this reason, research efforts that aim at empowering end-users to teach robots new abilities using intuitive modes of interaction are …
In the future, robots are expected to autonomously interact and/or collaborate with humans, who will increase the uncertainty during the execution of tasks, provoking online adaptations of robots’ plans. Hence, trustworthy robots must be able to …
The ability to install social intelligence protocols in robots in order for them to exhibit conversational skills has made them ideal tools for delivering services with a high cognitive and low emotional load. Little is known about how this …
In recent years, in response to the effects of Covid-19, there has been an increase in the use of social robots in service organisations, as well as in the number of interactions between consumers and robots. However, it is not clear how consumers …
The social ability of humans to provide active feedback during conversations is known as backchannelling. Recent work has recognised the importance of endowing robots with such social behaviour to make interactions more natural. Nonetheless, very …
The success of human-robot interaction is strongly affected by the people's ability to infer others' intentions and behaviours, and the level of people's trust that others will abide by their same principles and social conventions to achieve a common …
The Covid-19 pandemic has stimulated the use of social robots in front-office services. However, some initial applications yielded disappointing results, as managers were unaware of the level of development of the robots’ artificial intelligence …
In recent years, the rapid ageing of the population, a longer life expectancy and elderly people’s desire to live independently are social changes that put pressure on healthcare systems. This context is boosting the demand for companion and …
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 …