Abstract

Recent studies have revealed the key importance of modelling personality in robots to improve interaction quality by empowering them with social-intelligence capabilities. Most research relies on verbal and non-verbal features related to personality traits that are highly context-dependent. Hence, analysing how humans behave in a given context is crucial to evaluate which of those social cues are effective. For this purpose, we designed an assistive memory game, in which participants were asked to play the game obtaining support from an introvert or extroverted helper, whether from a human or robot. In this context, we aim to (i) explore whether selective verbal and non-verbal social cues related to personality can be modelled in a robot, (ii) evaluate the efficiency of a statistical decision-making algorithm employed by the robot to provide adaptive assistance, and (iii) assess the validity of the similarity attraction principle. Specifically, we conducted two user studies. In the human–human study (N=31), we explored the effects of helper’s personality on participants’ performance and extracted distinctive verbal and non-verbal social cues from the human helper. In the human–robot study (N=24), we modelled the extracted social cues in the robot and evaluated its effectiveness on participants’ performance. Our findings showed that participants were able to distinguish between robots’ personalities, and not between the level of autonomy of the robot (Wizard-of-Oz vs fully autonomous). Finally, we found that participants achieved better performance with a robot helper that had a similar personality to them, or a human helper that had a different personality.

Highlights

  • There is no single definition of the term personality

  • We discuss the results of the human–human interaction (HHI) experiment and whether the initial hypotheses H1 and H2 described in Sect. 4.1 stand or fall

  • The results suggest that participants preferred more to interact with a helper of a different personality than a helper with similar personality traits in a memory game scenario

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Summary

Introduction

There is no single definition of the term personality. Feist and Feist [26] define personality as “a pattern of relatively permanent traits and unique characteristics that give both consistency and individuality to a person’s behaviour”. We know from daily interactions that people’s perception and behaviour are mediated by their personalities. Personality is derived from both biological and social factors. Its impact and International Journal of Social Robotics game. Our study was divided into two stages where different participants played a “match pairs” memory game receiving different degrees of assistance from a human helper (first stage) or a robot helper (second stage). We asked them to provide the participant with hints on the basis of a pre-established set of levels of assistance. We found that participants were able to distinguish between helpers’ personalities and we formulated the following research question: RQ1 Can distinctive features observed from HHI be modelled in a robot in such a way that the user interacting with the latter can perceive its personality?

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