Game-Based Human-Robot Interaction Promotes Self-disclosure in People with Visual Impairments and Intellectual Disabilities

8Citations
Citations of this article
21Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The willingness to share personal information about negative social experiences is of great importance for the effectiveness of robot-mediated social therapies. This paper reports the results of a pilot test on the effectiveness of using a game or a conversation on achieving a higher self-disclosure in people with visual and intellectual disabilities. The participants interacted with a humanoid robot NAO. Comparable game-based and conversation-based interaction were implemented. We measured the length of the self-disclosing sentences during the two interactions. The majority of the participants said that they preferred the conversation-based over the game-based interaction. The results indicate that during the game-based interaction the participants used much longer self-disclosing sentences in comparison with the to be conversation-based interaction. The outcomes of this pilot will help to improve the human-robot interactions for promoting self-disclosure as the first step in a research project that aims to alleviate worrying behavior in this user group.

Cite

CITATION STYLE

APA

De Groot, J. J., Barakova, E., Lourens, T., van Wingerden, E., & Sterkenburg, P. (2019). Game-Based Human-Robot Interaction Promotes Self-disclosure in People with Visual Impairments and Intellectual Disabilities. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11486 LNCS, pp. 262–272). Springer Verlag. https://doi.org/10.1007/978-3-030-19591-5_27

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free