He can read your mind: Perceptions of a character-guessing robot

2017 
After playing a five to seven minute character guessing game with a Nao robot, children answered questions about their perceptions of the robot's abilities. Responses from interactions with 30 children, ages eight to twelve, showed that when the robot made an attempt at guessing the participant's character, rather than being stumped and unable to guess, the robot was more likely to be perceived as being able to understand the participant's feelings and able to provide advice. Regardless of their game experience, boys were more likely than girls to feel they could have discussions with the robot about things they could not talk to other people about. This article provides details associated with the implementation of a game used to guess a character the children selected; a twelve question verbally-administered survey that examined their perceptions of the robot; quantitative and qualitative results from the study; and a discussion of the implications, limitations, and future directions of this research.
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