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Color game: A collaborative social robotic game for icebreaking; Towards the design of robotic ambiences as part of smart building services

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Color game : A collaborative social robotic game for icebreaking; Towards the design of robotic ambiences as part of smart building services. / Beheshtian, Nasim; Kaipainen, Kirsikka; Kähkönen, Kalle; Ahtinen, Aino.

AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference: January 2020, Tampere. ACM, 2020. p. 10-19.

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Harvard

Beheshtian, N, Kaipainen, K, Kähkönen, K & Ahtinen, A 2020, Color game: A collaborative social robotic game for icebreaking; Towards the design of robotic ambiences as part of smart building services. in AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference: January 2020, Tampere. ACM, pp. 10-19, Academic MindTrek Conference, Tampere, Finland, 29/01/20. https://doi.org/10.1145/3377290.3377292

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Bibtex - Download

@inproceedings{4a5d0a351a6d4702885b53a4f8293246,
title = "Color game: A collaborative social robotic game for icebreaking; Towards the design of robotic ambiences as part of smart building services",
abstract = "Social robots are entering our workplaces, homes, medical and educational systems in assistive and collaborative roles. In our research, we have investigated the use of a social robot Pepper as an interactive icebreaker host to create a positive atmosphere at events. This paper presents two user studies (total n=43) in which we evaluated two interactive prototypes of playful applications on Pepper, with the overall aim of providing a personal and entertaining service for event attendees. Data about users' experiences and attitudes were collected with semi-structured interviews, surveys, and observations. The results of the studies suggest that the majority of the participants had pleasurable and positive experiences with the robot and its applications. Moreover, their positive encounters led them to accept social robots as icebreaker hosts to connect with strangers. Based on our findings, we present a list of design implications to help the future design of social robots used to facilitate social connectedness, and to aid in the development of social robots as intelligent agents performing tasks as integrated parts of smart spaces.",
keywords = "human robot interaction, ice breaking, smart building, social connectedness, social robots, user experience",
author = "Nasim Beheshtian and Kirsikka Kaipainen and Kalle K{\"a}hk{\"o}nen and Aino Ahtinen",
year = "2020",
month = "1",
day = "29",
doi = "10.1145/3377290.3377292",
language = "English",
pages = "10--19",
booktitle = "AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference",
publisher = "ACM",

}

RIS (suitable for import to EndNote) - Download

TY - GEN

T1 - Color game

T2 - A collaborative social robotic game for icebreaking; Towards the design of robotic ambiences as part of smart building services

AU - Beheshtian, Nasim

AU - Kaipainen, Kirsikka

AU - Kähkönen, Kalle

AU - Ahtinen, Aino

PY - 2020/1/29

Y1 - 2020/1/29

N2 - Social robots are entering our workplaces, homes, medical and educational systems in assistive and collaborative roles. In our research, we have investigated the use of a social robot Pepper as an interactive icebreaker host to create a positive atmosphere at events. This paper presents two user studies (total n=43) in which we evaluated two interactive prototypes of playful applications on Pepper, with the overall aim of providing a personal and entertaining service for event attendees. Data about users' experiences and attitudes were collected with semi-structured interviews, surveys, and observations. The results of the studies suggest that the majority of the participants had pleasurable and positive experiences with the robot and its applications. Moreover, their positive encounters led them to accept social robots as icebreaker hosts to connect with strangers. Based on our findings, we present a list of design implications to help the future design of social robots used to facilitate social connectedness, and to aid in the development of social robots as intelligent agents performing tasks as integrated parts of smart spaces.

AB - Social robots are entering our workplaces, homes, medical and educational systems in assistive and collaborative roles. In our research, we have investigated the use of a social robot Pepper as an interactive icebreaker host to create a positive atmosphere at events. This paper presents two user studies (total n=43) in which we evaluated two interactive prototypes of playful applications on Pepper, with the overall aim of providing a personal and entertaining service for event attendees. Data about users' experiences and attitudes were collected with semi-structured interviews, surveys, and observations. The results of the studies suggest that the majority of the participants had pleasurable and positive experiences with the robot and its applications. Moreover, their positive encounters led them to accept social robots as icebreaker hosts to connect with strangers. Based on our findings, we present a list of design implications to help the future design of social robots used to facilitate social connectedness, and to aid in the development of social robots as intelligent agents performing tasks as integrated parts of smart spaces.

KW - human robot interaction

KW - ice breaking

KW - smart building

KW - social connectedness

KW - social robots

KW - user experience

U2 - 10.1145/3377290.3377292

DO - 10.1145/3377290.3377292

M3 - Conference contribution

SP - 10

EP - 19

BT - AcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference

PB - ACM

ER -