Just Between Us? Exploring a Wearable-Mediated Channel for Discreet Human-Agent Interaction in a Shared Game Setting
Just Between Us? Exploring a Wearable-Mediated Channel for Discreet Human-Agent Interaction in a Shared Game Setting
This research investigates a wearable-mediated channel combining in-ear audio messages and deliberate rightward head tilts to enable discreet interaction between humans and social robots in shared settings. The study involved 40 participants (20 pairs) playing a card game with a screen-based conversational agent controlled via a Wizard-of-Oz setup. Results show the channel successfully conveyed information for opponent selection in 39 of 40 turns, with wearers reporting low perceived pressure and favorable usability. However, retrospective interviews revealed varied perceptions among non-wearers regarding awareness of the interaction and concerns about fairness, highlighting the need to address awareness and fairness in future designs.
The study demonstrates the feasibility of a wearable-mediated communication channel combining in-ear audio and head tilts for discreet human-agent interaction, achieving intended information exchange in 39 of 40 turns during a Wizard-of-Oz controlled card game with a conversational agent.
Source: arXiv Robotics — research abstracts · Read original article ↗
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Publisher-reported claims, with original evidence. These results have not been independently verified by RoboSignal.
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pairs
20
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e rightward head tilts as responses. To examine its feasibility and participants' experiences, we studied 20 pairs (40 participants) playing a card game with a screen-based conversational agent representing a social robot, controlled by a researcher in a Wizard-of-Oz setup. Each pair played with and without the channel. One participant wore the device (the wearer), while the other (the non-wearer) was informed about
Open source S3
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Automatically extracted; no manual editorial approval recorded.
e rightward head tilts as responses. To examine its feasibility and participants' experiences, we studied 20 pairs (40 participants) playing a card game with a screen-based conversational agent representing a social robot, controlled by a researcher in a Wizard-of-Oz setup. Each pair played with and without the channel. One participant wore the device (the wearer), while the other (the non-wearer) was informed about
Open source S3
the channel after gameplay. The channel conveyed information that could help the wearer or robot character select an opponent they could defeat. The information exchange and subsequent opponent selection occurred as intended in 39 of 40 channel-mediated turns. Wearers reported low perceived pressure/tension in both conditions, with no statistically significant difference between conditions, and favorable usability im
Open source S4
Source:arXiv Robotics — research abstracts · arxiv.org