Publications
2023[ to top ]
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Iteratively designing a robotic concierge with different stakeholders - A multi-methods field study in AIRSI2023 The Metaverse Conference (2023).
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Culture in Social Robots for Education in Cultural Robotics: Social Robots and Their Emergent Cultural Ecologies (2023). 127–145.
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Using a Social Robot as a Hotel Assessment Tool in Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction (HRI), HRI ’23 Companion (2023).
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The NarRobot Plugin - Connecting the Social Robot Reeti to the Unity Game Engine in Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction, HRI ’23 Companion (2023).
2022[ to top ]
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Mixed-Cultural Speech for Intelligent Virtual Agents - the Impact of Different Non-Native Accents Using Natural or Synthetic Speech in the English Language in HAI ’22: International Conference on Human-Agent Interaction (2022). 67–75.
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Exploratory Study on the Perception of Intelligent Virtual Agents With Non-Native Accents Using Synthetic and Natural Speech in German in INTERNATIONAL CONFERENCE ON MULTIMODAL INTERACTION (2022).
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Iteratively Digitizing an Analogue Syllable-Based Reading Intervention in Interacting with Computers (2022).
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Joyful Adventures and Frightening Places - Designing Emotion-Inducing Virtual Environments in Frontiers in Virtual Reality (2022).
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A Theory Based Adaptive Pedagogical Agent in a Reading App for Primary Students - A User Study in Intelligent Tutoring Systems. ITS 2022. Lecture Notes in Computer Science, S. Crossley, E. Popescu (eds.) (2022). (Vol. 13284)
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Addressing Motivation in an E-Learning Scenario by applying Narration and Choice in Proceedings of the 35th British Human-Computer Interaction Conference (BCS HCI 22) (2022).
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Challenge Discussion on Socially Interactive Agents: Considerations on Social Interaction, Computational Architectures, Evaluation, and Ethics in The Handbook on Socially Interactive Agents: 20 years of Research on Embodied Conversational Agents, Intelligent Virtual Agents, and Social Robotics Volume 2: Interactivity, Platforms, Application (2022). 561–626.
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Digitale Leseförderung: Effekte eines silbenbasierten digitalen Lesetrainings in Klasse 2 in Vortrag auf dem 52. Kongress der Deutschen Gesellschaft für Psychologie (DGPs) (2022).
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Second Language Learning through Storytelling with a Social Robot-An Online Case Study in 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) (2022). 67–74.
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The impact of mixed-cultural speech on the stereotypical perception of a virtual robot in Frontiers in Robotics and AI (2022). 9
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Addressing Waste Separation With a Persuasive Augmented Reality App in Proceedings of the 24th International Conference on Mobile Human-Computer Interaction (MobileHCI ’22) (2022).
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Effects of Colored LEDs in Robotic Storytelling on Storytelling Experience and Robot Perception in Proceedings of the 2022 ACM/IEEE International Conference on Human-Robot Interaction (HRI2022) (2022).
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Preface in The Handbook on Socially Interactive Agents: 20 years of Research on Embodied Conversational Agents, Intelligent Virtual Agents, and Social Robotics Volume 2: Interactivity, Platforms, Application (2022). xxv-xl.
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Mixed-Cultural Speech for Mixed-Cultural Users - Natural vs. Synthetic Speech for Virtual Agents in HAI ’22: International Conference on Human-Agent Interaction (2022). 290–292.
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Repeated experience or a virtual nose to reduce simulator sickness? Investigating prediction of the sensorial conflict theory and the rest-frame hypothesis in two virtual games in Entertainment Computing (2022). 43 100514.
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The Influence of Visible Cables and Story Content on Perceived Autonomy in Social Human-Robot Interaction in Robotics (2022). 12(1) 3.
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A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum in Entertainment Computing (2022). 100539.
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The Handbook on Socially Interactive Agents: 20 years of Research on Embodied Conversational Agents, Intelligent Virtual Agents, and Social Robotics Volume 2: Interactivity, Platforms, Application (2022). ACM.
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Designing Social Robots’ Speech in the Hotel Context-A Series of Online Studies in 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) (2022). 163–170.
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Investigating Adaptive Robot Tutoring in a Long-Term Interaction in Higher Education in 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2022) (2022). 171–178.
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Social Robots in Applied Settings: A Long-Term Study on Adaptive Robotic Tutors in Higher Education in Frontiers in Robotics and AI (2022). 9
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Don’t Touch This! - Investigating the Potential of Visualizing Touched Surfaces on the Consideration of Behavior Change in Persuasive Technology 2022, N. Baghaei, J. Vassileva, R. Ali, K. Oyibo (eds.) (2022).
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Integration of a social robot and gamification in adult learning and effects on motivation, engagement and performance in AI & Society (2022).
2021[ to top ]
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Towards a digital syllable-based reading intervention: An interview study with second-graders in British HCI Conference 2021 (BCS-HCI 2021) (2021).
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Culture for Socially Interactive Agents in The Handbook on Socially Interactive Agents – 20 Years of Research on Embodied Conversational Agents, Intelligent Virtual Agents, and Social Robotics, Volume 1: Methods, Behavior, Cognition, B. Lugrin, C. Pelachaud, D. Traum (eds.) (2021). 463–494.
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Put that Away and Talk to Me - the Effects of Smartphone induced Ostracism while Interacting with an Intelligent Virtual Agent in Proceedings of the 9th International Conference on Human-Agent Interaction 2021 (2021).
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Digitale Leseförderung: Konzeption und Evaluation der "Mobilen Leseförderung" in Round Table-Session präsentiert auf der Online-Tagung der Fachgruppe Pädagogische Psychologie der Deutschen Gesellschaft für Psychologie (DGPs) (2021).
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The Handbook on Socially Interactive Agents – 20 Years of Research on Embodied Conversational Agents, Intelligent Virtual Agents, and Social Robotics, Volume 1: Methods, Behavior, Cognition (2021). ACM.
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Introduction to Socially Interactive Agents in The Handbook on Socially Interactive Agents – 20 Years of Research on Embodied Conversational Agents, Intelligent Virtual Agents, and Social Robotics, Volume 1: Methods, Behavior, Cognition, B. Lugrin, C. Pelachaud, D. Traum (eds.) (2021). 1–20.
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Internalisation of Situational Motivation in an E-Learning Scenario Using Gamification in International Conference on Artificial Intelligence in Education (AIED 2021) (2021). 314–319.
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Anthropomorphize me! - Effects of Robot Gender on Listeners’ Perception of the Social Robot NAO in a Storytelling Use Case in Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2021), C. Bethel, A. Paiva, E. Broadbent, D. Feil-Seifer, D. Szafir (eds.) (2021).
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Towards Adaptive Robotic Tutors in Universities: A Field Study in International Conference on Persuasive Technology (PERSUASIVE 2021) (2021).
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Social robots and gamification for technology supported learning: An empirical study on engagement and motivation in Computers in Human Behavior (2021). 121 106792.
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Non-native speaker perception of Intelligent Virtual Agents in two languages: the impact of amount and type of grammatical mistakes in Journal on Multimodal User Interfaces (2021).
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Your New Friend NAO vs. Robot No. 783 - Effects of Personal or Impersonal Framing in a Robotic Storytelling Use Case in Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2021), C. Bethel, A. Paiva, E. Broadbent, D. Feil-Seifer, D. Szafir (eds.) (2021).
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The emotional robotic storyteller: On the influence of affect congruency on narrative transportation, robot perception, and persuasion in Computers in Human Behavior (2021). 106749.
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Comparing a Robotic Storyteller versus Audio Book with Integration of Sound Effects and Background Music in Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2021), C. Bethel, A. Paiva, E. Broadbent, D. Feil-Seifer, D. Szafir (eds.) (2021).
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User responses to a humanoid robot observed in real life, virtual reality, 3D and 2D in Frontiers in Psychology (2021). 12 633178.
2020[ to top ]
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Integrating a Social Robot in Higher Education – A Field Study in 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2020) (2020). 573–579.
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Context Matters! Identifying Social Context Factors and Assessing Their Relevance for a Socially Assistive Robot in Companion of the 2020 International Conference on Human-Robot Interaction (2020). 409–411.
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What if it speaks like it was from the village? Effects of a Robot speaking in Regional Language Variations on Users’ Evaluations in 29th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2020) (2020). 1315–1320.
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(Expressive) Social Robot or Tablet? – On the Benefits of Embodiment and Non-verbal Expressivity of the Interface for a Smart Environment in International Conference on Persuasive Technology (PERSUASIVE 2020), Lecture Notes in Computer Science, G.-H. S., J. T., M. C. (eds.) (2020). (Vol. 12064)
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Horror Laboratory and Forest Cabin - A Horror Game Series for Desktop Computer, Virtual Reality, and Smart Substitutional Reality in Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (2020).
2019[ to top ]
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Towards Narrative-Driven Atmosphere for Virtual Classroom in Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (2019). 1–6.
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Non-Native Speaker Generation and Perception for Mixed-Cultural Settings in ACM International Conference on Intelligent Virtual Agents 2019 (2019).
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Identifying Social Context Factors Relevant for a Robotic Elderly Assistant. in International Conference on Social Robotics (ICSR), Lecture Notes in Computer Science, M. A. Salichs, S. S. Ge, E. I. Barakova, J.-J. Cabibihan, A. R. Wagner, Álvaro C. González, H. He (eds.) (2019). (Vol. 11876) 558–567.
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Smart substitutional reality: Integrating the smart home into virtual reality in Entertainment Computing (2019). 31 100306.
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Modeling and Evaluating Emotion, Contextual Head Movement and Voices for a Social Robot Storyteller in International Journal of Social Robotics (2019).
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Reflected Reality: A Mixed Reality Knowledge Representation for Context-aware Systems. in 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) (2019). 1–4.
2018[ to top ]
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Towards Serious Games and Applications in Smart Substitutional Reality in 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games 2018) (2018). 25–32.
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Adapted Foreigner-directed Communication towards Virtual Agents in 18th International Conference on Intelligent Virtual Agents (IVA 2018) (2018). 59–64.
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Scaffolding of motivation in learning using a social robot in Computers & Education (2018). 125 182–190.
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Follow the White Robot - A Role-Playing Game with a Robot Game Master in 17th International Conference on Autonomous Agents and MultiAgent Systems (AAMAS 2018), AAMAS u002718 (2018). 1812–1814.
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Female Robots as Role-models? The Influence of Robot Gender and Learning Materials on Learning Success in International Conference on Artificial Intelligence in Education (AIED 2018) (2018). 276–280.
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Sozial interagierende Roboter in der Pflege in Pflegeroboter, O. Bendel (ed.) (2018). 63–87.
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Social Robots as a Means of Integration? An Explorative Acceptance Study considering Gender and Non-verbal Behaviour in International Conference on Intelligent Robots and Systems (IROS 2018), IROS u002718 (2018). 2026–2032.
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Do I act familiar? Investigating the Similarity-Attraction Principle on Culture-specific Communicative behaviour for Social Robots in International Conference on Intelligent Robots and Systems (IROS 2018), IROS u002718 (2018). 2033–2039.
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A Pilot Study on Adaptive Gesture Use in Interaction with Non-native Listeners in 4th International Workshop on Multimodal Analyses Enabling Artificial Agents in Human-Machine Interaction (2018). 26–32.
2017[ to top ]
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Touch or Talk?: Comparing Social Robots and Tablet PCs for an Elderly Assistant Recommender System. in Companion of the 2017 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2017), B. Mutlu, M. Tscheligi, A. Weiss, J. E. Young (eds.) (2017). 129–130.
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Combining a Data-driven and a Theory-based Approach to Generate Culture-dependent Behaviours for Virtual Characters in Advances in Culturally-Aware Intelligent Systems and in Cross-Cultural Psychological Studies, C. Faucher (ed.) (2017).
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There Once Was a Robot Storyteller: Measuring the Effects of Emotion and Non-verbal Behaviour in 9th International Conference on Social Robotics (ICSR 2017), LNCS (2017).
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In the Face of Emotion: A Behavioral Study on Emotions Towards a Robot Using the Facial Action Coding System. in Companion of the 2017 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2017), B. Mutlu, M. Tscheligi, A. Weiss, J. E. Young (eds.) (2017). 205–206.
2016[ to top ]
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A Low-cost, Variable, Interactive Surface for Mixed-Reality Tabletop Games in 22nd ACM Symposium on Virtual Reality Software and Technology (VRST 2016), VRST u002716 (2016). 297–298.
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The Influence of a Social Robot’s Persona on How it is Perceived and Accepted by Elderly Users in 8th International Conference on Social Robotics (ICSR 2016), LNCS, A. Agah, J.-J. Cabibihan, A. M. Howard, M. A. Salichs, H. He (eds.) (2016). (Vol. 9979) 681–691.
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Investigating Politeness Strategies and Their Persuasiveness for a Robotic Elderly Assistant in 11th International Conference on Persuasive Technology (PERSUASIVE 2016), LNCS, A. Meschtscherjakov, B. E. R. de Ruyter, V. Fuchsberger, M. Murer, M. Tscheligi (eds.) (2016). (Vol. 9638) 315–326.
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PEARS - Physics Extension And Representation through Semantics in IEEE Transactions on Computational Intelligence and AI in Games (2016). 8(2) 178–189.
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Augmented Reasoning in the Mirror World in 22nd ACM Conference on Virtual Reality Software and Technology (VRST 2016) (2016). 313–314.
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Dynamic Context Integration through Modularized Ontologies and Semantic Blueprints in 5th International Workshop on Human-Agent Interaction Design and Models (HAIDM 2016), in conjunction with IJCAI 2016 (2016).
2015[ to top ]
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Visualization Support for Comparing Energy Consumption Data in 19th International Conference on Information Visualisation (2015). 28–34.
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Modeling and Evaluating a Bayesian Network of Culture-dependent Behaviors in International Conference on Culture and Computing (2015).
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Games are Better than Books: In-Situ Comparison of an Interactive Job Interview Game with Conventional Training in 17th International Conference on Artificial Intelligence in Education (AIED 2015), LNCS, C. Conati, N. Heffernan, A. Mitrovic, F. M. Verdejo (eds.) (2015).
2014[ to top ]
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Effects of Language Variety on Personality Perception in Embodied Conversational Agents in 16th International Conference on Human-Computer Interaction. Advanced Interaction Modalities and Techniques, LNCS, M. Kurosu (ed.) (2014). (Vol. 8511) 429–439.
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MIXER: why the difference? in International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2014), A. L. C. Bazzan, M. N. Huhns, A. Lomuscio, P. Scerri (eds.) (2014). 1687–1688.
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Designing User-Character Dialog in Interactive Narratives: An Exploratory Experiment in IEEE Transactions on Computational Intelligence and AI in Games (2014). 6(2) 166–173.
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A hybrid Approach to model a Bayesian Network of Culture-specific Behavior in International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2014), A. L. C. Bazzan, M. N. Huhns, A. Lomuscio, P. Scerri (eds.) (2014). 1395–1396.
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Full Body Interaction with Virtual Characters in an Interactive Storytelling Scenario in 14th International Conference on Intelligent Virtual Agents (IVA 2014), LNCS, T. W. Bickmore, S. Marsella, C. L. Sidner (eds.) (2014). (Vol. 8637) 236–239.
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Werewolves, Cheats, and Cultural Sensitivity in International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2014), A. L. C. Bazzan, M. N. Huhns, A. Lomuscio, P. Scerri (eds.) (2014). 1085–1092.
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Engaging with Virtual Characters using a Pictorial Interaction Language in Extended Abstracts on Human Factors in Computing Systems (CHI EA 2014), M. Jones, P. A. Palanque, A. Schmidt, T. Grossman (eds.) (2014). 531–534.
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Integration of Cultural Factors into the Behavioural Models of Virtual Characters in Natural Language Generation in Interactive Systems, A. Stent, S. Bangalore (eds.) (2014). 227–251.
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Cultural Diversity for Virtual Characters - Investigating Behavioral Aspects across Cultures (2014). I–XIV, 1. Springer.
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Simulating Deceptive Cues of Joy in Humanoid Robots in 14th International Conference on Intelligent Virtual Agents (IVA 2014), LNCS, T. W. Bickmore, S. Marsella, C. L. Sidner (eds.) (2014). (Vol. 8637) 174–177.
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A Pictorial Interaction Language for Children to Communicate with Cultural Virtual Characters in 16th International Conference on Human-Computer Interaction. Advanced Interaction Modalities and Techniques, LNCS, M. Kurosu (ed.) (2014). (Vol. 8511) 532–543.
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What I See is Not What You Get: Why Culture-Specific Behaviours for Virtual Characters Should Be User-Tested Across Cultures in AI and Society (2014).