main study
Toward Anxiety-Reducing Pocket Robots for Children
Frederiksen, Morten Roed, Støy, Kasper, Matarić, Maja
A common denominator for most therapy treatments for children who suffer from an anxiety disorder is daily practice routines to learn techniques needed to overcome anxiety. However, applying those techniques while experiencing anxiety can be highly challenging. This paper presents the design, implementation, and pilot study of a tactile hand-held pocket robot AffectaPocket, designed to work alongside therapy as a focus object to facilitate coping during an anxiety attack. The robot does not require daily practice to be used, has a small form factor, and has been designed for children 7 to 12 years old. The pocket robot works by sensing when it is being held and attempts to shift the child's focus by presenting them with a simple three-note rhythm-matching game. We conducted a pilot study of the pocket robot involving four children aged 7 to 10 years, and then a main study with 18 children aged 6 to 8 years; neither study involved children with anxiety. Both studies aimed to assess the reliability of the robot's sensor configuration, its design, and the effectiveness of the user tutorial. The results indicate that the morphology and sensor setup performed adequately and the tutorial process enabled the children to use the robot with little practice. This work demonstrates that the presented pocket robot could represent a step toward developing low-cost accessible technologies to help children suffering from anxiety disorders.
From Passive Watching to Active Learning: Empowering Proactive Participation in Digital Classrooms with AI Video Assistant
Bodonhelyi, Anna, Thaqi, Enkeleda, Özdel, Süleyman, Bozkir, Efe, Kasneci, Enkelejda
In online education, innovative tools are crucial for enhancing learning outcomes. SAM (Study with AI Mentor) is an advanced platform that integrates educational videos with a context-aware chat interface powered by large language models. SAM encourages students to ask questions and explore unclear concepts in real-time, offering personalized, context-specific assistance, including explanations of formulas, slides, and images. In a crowdsourced user study involving 140 participants, SAM was evaluated through pre- and post-knowledge tests, comparing a group using SAM with a control group. The results demonstrated that SAM users achieved greater knowledge gains, with a 96.8% answer accuracy. Participants also provided positive feedback on SAM's usability and effectiveness. SAM's proactive approach to learning not only enhances learning outcomes but also empowers students to take full ownership of their educational experience, representing a promising future direction for online learning tools.
How Culture Shapes What People Want From AI
Ge, Xiao, Xu, Chunchen, Misaki, Daigo, Markus, Hazel Rose, Tsai, Jeanne L
There is an urgent need to incorporate the perspectives of culturally diverse groups into AI developments. We present a novel conceptual framework for research that aims to expand, reimagine, and reground mainstream visions of AI using independent and interdependent cultural models of the self and the environment. Two survey studies support this framework and provide preliminary evidence that people apply their cultural models when imagining their ideal AI. Compared with European American respondents, Chinese respondents viewed it as less important to control AI and more important to connect with AI, and were more likely to prefer AI with capacities to influence. Reflecting both cultural models, findings from African American respondents resembled both European American and Chinese respondents. We discuss study limitations and future directions and highlight the need to develop culturally responsive and relevant AI to serve a broader segment of the world population.
Heterogeneous Transfer Learning for Building High-Dimensional Generalized Linear Models with Disparate Datasets
Zhao, Ruzhang, Kundu, Prosenjit, Saha, Arkajyoti, Chatterjee, Nilanjan
Development of comprehensive prediction models are often of great interest in many disciplines of science, but datasets with information on all desired features typically have small sample sizes. In this article, we describe a transfer learning approach for building high-dimensional generalized linear models using data from a main study that has detailed information on all predictors, and from one or more external studies that have ascertained a more limited set of predictors. We propose using the external dataset(s) to build reduced model(s) and then transfer the information on underlying parameters for the analysis of the main study through a set of calibration equations, while accounting for the study-specific effects of certain design variables. We then use a generalized method of moment (GMM) with penalization for parameter estimation and develop highly scalable algorithms for fitting models taking advantage of the popular glmnet package. We further show that the use of adaptive-Lasso penalty leads to the oracle property of underlying parameter estimates and thus leads to convenient post-selection inference procedures. We conduct extensive simulation studies to investigate both predictive performance and post-selection inference properties of the proposed method. Finally, we illustrate a timely application of the proposed method for the development of risk prediction models for five common diseases using the UK Biobank study, combining baseline information from all study participants (500K) and recently released high-throughout proteomic data (# protein = 1500) on a subset (50K) of the participants.
Is a humorous robot more trustworthy?
Sienkiewicz, Barbara, Indurkhya, Bipin
As more and more social robots are being used for collaborative activities with humans, it is crucial to investigate mechanisms to facilitate trust in the human-robot interaction. One such mechanism is humour: it has been shown to increase creativity and productivity in human-human interaction, which has an indirect influence on trust. In this study, we investigate if humour can increase trust in human-robot interaction. We conducted a between-subjects experiment with 40 participants to see if the participants are more likely to accept the robot's suggestion in the Three-card Monte game, as a trust check task. Though we were unable to find a significant effect of humour, we discuss the effect of possible confounding variables, and also report some interesting qualitative observations from our study: for instance, the participants interacted effectively with the robot as a team member, regardless of the humour or no-humour condition.