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Ginevra Castellano

Publications and source records attributed to Ginevra Castellano.

18 recordsLinked to original sources

Designing Social Robots for Inclusive Child Wellbeing Assessment: Insights from Communities Supporting Developmental Language Disorder and Forced Migration

Assessing children's wellbeing and mental health can be particularly challenging for children experiencing communication barriers, such as children with Developmental Language Disorder (DLD) and children with forced migration backgrounds. During the assessment process, traditional self-report questionnaires place substantial demands on language comprehension and verbal expression. In this context, social robots have emerged as a promising tool for supporting wellbeing assessment without solely relying on self-report questionnaires, yet limited research has examined how such interactions can be designed to be inclusive, appropriate, and ethically acceptable for children with diverse communication needs. To address this gap, we created candidate child--robot interaction activities as design probes and conducted focus groups with parents and professionals supporting children with DLD and children with forced migration backgrounds. Through thematic analysis, we identified considerations relating to robot role and capabilities, interactional dynamics, individual differences, and child agency, alongside population-specific considerations shaped by children's communication needs and lived experiences. Based on these findings, we derive a set of ethical and inclusive design recommendations for robot-mediated wellbeing assessment. By foregrounding these considerations and recommendations, this work contributes design guidance for inclusive robot-mediated wellbeing assessments for children with diverse communication needs.

cs.RO

Lightweight Visual Reasoning for Socially-Aware Robots

Robots operating in shared human environments must not only navigate, interact, and detect their surroundings, they must also interpret and respond to dynamic, and often unpredictable, human behaviours. Although recent advances have shown promise in enhancing robotic perception and instruction-following using Vision-Language Models (VLMs), they remain limited in addressing the complexities of multimodal human-robot interactions (HRI). Motivated by this challenge, we introduce a lightweight language-to-vision feedback module that closes the loop between an LLM and the vision encoder in VLMs. The module projects image-token hidden states through a gated Multi-Layer Perceptron (MLP) back into the encoder input, prompting a second pass that reinterprets the scene under text context. We evaluate this approach on three robotics-centred tasks: navigation in a simulated environment (Habitat), sequential scene description (Mementos-Robotics), and human-intention recognition (our HRI dataset). Results show that our method improves Qwen 2.5 (7B) by $3.3\%$ (less distance), $+0.057$ description score, and $+2.93\%$ accuracy, with less than $3\%$ extra parameters; Gemma 3 (4B) and LLaVA OV 1.5 (4B) show mixed navigation results but gains $+0.111,+0.055$ and $+10.81\%,+4.79\%$ on the latter two tasks. Code is available at https://github.com/alessioGalatolo/VLM-Reasoning-for-Robotics

cs.RO

A Collaborative Crowdsourcing Method for Designing External Interfaces for Autonomous Vehicles

Participatory design effectively engages stakeholders in technology development but is often constrained by small, resource-intensive activities. This study explores a scalable complementary method, enabling broad pattern identification in the design for interfaces in autonomous vehicles. We implemented a human-centered, iterative process that combined crowd creativity, structured participatory principles, and expert feedback. Across iterations, participant concepts evolved from simple cues to multimodal systems. Novel suggestions ranged from personalized features, like tracking lights, to inclusive elements like haptic feedback, progressively refining designs toward greater contextual awareness. To assess outcomes, we compared representative designs: a popular-design, reflecting the most frequently proposed ideas, and an innovative-design, merging participant innovations with expert input. Both were evaluated against a benchmark through video-based simulations. Results show that the popular-design outperformed the alternatives on both interpretability and user experience, with expert-validated innovations performing second best. These findings highlight the potential of scalable participatory methods for shaping emerging technologies.

cs.HC

"Who Should I Believe?": User Interpretation and Decision-Making When a Family Healthcare Robot Contradicts Human Memory

Advancements in robotic capabilities for providing physical assistance, psychological support, and daily health management are making the deployment of intelligent healthcare robots in home environments increasingly feasible in the near future. However, challenges arise when the information provided by these robots contradicts users' memory, raising concerns about user trust and decision-making. This paper presents a study that examines how varying a robot's level of transparency and sociability influences user interpretation, decision-making and perceived trust when faced with conflicting information from a robot. In a 2 x 2 between-subjects online study, 176 participants watched videos of a Furhat robot acting as a family healthcare assistant and suggesting a fictional user to take medication at a different time from that remembered by the user. Results indicate that robot transparency influenced users' interpretation of information discrepancies: with a low transparency robot, the most frequent assumption was that the user had not correctly remembered the time, while with the high transparency robot, participants were more likely to attribute the discrepancy to external factors, such as a partner or another household member modifying the robot's information. Additionally, participants exhibited a tendency toward overtrust, often prioritizing the robot's recommendations over the user's memory, even when suspecting system malfunctions or third-party interference. These findings highlight the impact of transparency mechanisms in robotic systems, the complexity and importance associated with system access control for multi-user robots deployed in home environments, and the potential risks of users' over reliance on robots in sensitive domains such as healthcare.

cs.HC

Crowdsourcing eHMI Designs: A Participatory Approach to Autonomous Vehicle-Pedestrian Communication

As autonomous vehicles become more integrated into shared human environments, effective communication with road users is essential for ensuring safety. While previous research has focused on developing external Human-Machine Interfaces (eHMIs) to facilitate these interactions, we argue that involving users in the early creative stages can help address key challenges in the development of this technology. To explore this, our study adopts a participatory, crowd-sourced approach to gather user-generated ideas for eHMI designs. Participants were first introduced to fundamental eHMI concepts, equipping them to sketch their own design ideas in response to scenarios with varying levels of perceived risk. An initial pre-study with 29 participants showed that while they actively engaged in the process, there was a need to refine task objectives and encourage deeper reflection. To address these challenges, a follow-up study with 50 participants was conducted. The results revealed a strong preference for autonomous vehicles to communicate their awareness and intentions using lights (LEDs and projections), symbols, and text. Participants' sketches prioritized multi-modal communication, directionality, and adaptability to enhance clarity, consistently integrating familiar vehicle elements to improve intuitiveness.

cs.HC

Blending Participatory Design and Artificial Awareness for Trustworthy Autonomous Vehicles

Current robotic agents, such as autonomous vehicles (AVs) and drones, need to deal with uncertain real-world environments with appropriate situational awareness (SA), risk awareness, coordination, and decision-making. The SymAware project strives to address this issue by designing an architecture for artificial awareness in multi-agent systems, enabling safe collaboration of autonomous vehicles and drones. However, these agents will also need to interact with human users (drivers, pedestrians, drone operators), which in turn requires an understanding of how to model the human in the interaction scenario, and how to foster trust and transparency between the agent and the human. In this work, we aim to create a data-driven model of a human driver to be integrated into our SA architecture, grounding our research in the principles of trustworthy human-agent interaction. To collect the data necessary for creating the model, we conducted a large-scale user-centered study on human-AV interaction, in which we investigate the interaction between the AV's transparency and the users' behavior. The contributions of this paper are twofold: First, we illustrate in detail our human-AV study and its findings, and second we present the resulting Markov chain models of the human driver computed from the study's data. Our results show that depending on the AV's transparency, the scenario's environment, and the users' demographics, we can obtain significant differences in the model's transitions.

cs.RO

"I don't like things where I do not have control": Participants' Experience of Trustworthy Interaction with Autonomous Vehicles

With the rapid advancement of autonomous vehicle (AV) technology, AVs are progressively seen as interactive agents with some level of autonomy, as well as some context-dependent social features. This introduces new challenges and questions, already relevant in other areas of human-robot interaction (HRI) - namely, if an AV is perceived as a social agent by the human with whom it is interacting, how are the various facets of its design and behaviour impacting its human partner? And how can we foster a successful human-agent interaction (HAI) between the AV and the human, maximizing the human's comfort, acceptance, and trust in the AV? In this work, we attempt to understand the various factors that could influence naïve participants' acceptance and trust when interacting with an AV in the role of a driver. Through a large-scale online study, we investigate the effect of the AV's autonomy on the human driver, as well as explore which parameters of the interaction have the highest impact on the user's sense of trust in the AV. Finally, we analyze our preliminary findings from the user study within existing guidelines on Trustworthy HAI/HRI.

cs.HC

UpStory: the Uppsala Storytelling dataset

Friendship and rapport play an important role in the formation of constructive social interactions, and have been widely studied in educational settings due to their impact on student outcomes. Given the growing interest in automating the analysis of such phenomena through Machine Learning (ML), access to annotated interaction datasets is highly valuable. However, no dataset on dyadic child-child interactions explicitly capturing rapport currently exists. Moreover, despite advances in the automatic analysis of human behaviour, no previous work has addressed the prediction of rapport in child-child dyadic interactions in educational settings. We present UpStory -- the Uppsala Storytelling dataset: a novel dataset of naturalistic dyadic interactions between primary school aged children, with an experimental manipulation of rapport. Pairs of children aged 8-10 participate in a task-oriented activity: designing a story together, while being allowed free movement within the play area. We promote balanced collection of different levels of rapport by using a within-subjects design: self-reported friendships are used to pair each child twice, either minimizing or maximizing pair separation in the friendship network. The dataset contains data for 35 pairs, totalling 3h 40m of audio and video recordings. It includes two video sources covering the play area, as well as separate voice recordings for each child. An anonymized version of the dataset is made publicly available, containing per-frame head pose, body pose, and face features; as well as per-pair information, including the level of rapport. Finally, we provide ML baselines for the prediction of rapport.

cs.HC

Awareness in robotics: An early perspective from the viewpoint of the EIC Pathfinder Challenge "Awareness Inside''

Consciousness has been historically a heavily debated topic in engineering, science, and philosophy. On the contrary, awareness had less success in raising the interest of scholars in the past. However, things are changing as more and more researchers are getting interested in answering questions concerning what awareness is and how it can be artificially generated. The landscape is rapidly evolving, with multiple voices and interpretations of the concept being conceived and techniques being developed. The goal of this paper is to summarize and discuss the ones among these voices connected with projects funded by the EIC Pathfinder Challenge called ``Awareness Inside'', a nonrecurring call for proposals within Horizon Europe designed specifically for fostering research on natural and synthetic awareness. In this perspective, we dedicate special attention to challenges and promises of applying synthetic awareness in robotics, as the development of mature techniques in this new field is expected to have a special impact on generating more capable and trustworthy embodied systems.

cs.RO

SLOT-V: Supervised Learning of Observer Models for Legible Robot Motion Planning in Manipulation

We present SLOT-V, a novel supervised learning framework that learns observer models (human preferences) from robot motion trajectories in a legibility context. Legibility measures how easily a (human) observer can infer the robot's goal from a robot motion trajectory. When generating such trajectories, existing planners often rely on an observer model that estimates the quality of trajectory candidates. These observer models are frequently hand-crafted or, occasionally, learned from demonstrations. Here, we propose to learn them in a supervised manner using the same data format that is frequently used during the evaluation of aforementioned approaches. We then demonstrate the generality of SLOT-V using a Franka Emika in a simulated manipulation environment. For this, we show that it can learn to closely predict various hand-crafted observer models, i.e., that SLOT-V's hypothesis space encompasses existing handcrafted models. Next, we showcase SLOT-V's ability to generalize by showing that a trained model continues to perform well in environments with unseen goal configurations and/or goal counts. Finally, we benchmark SLOT-V's sample efficiency (and performance) against an existing IRL approach and show that SLOT-V learns better observer models with less data. Combined, these results suggest that SLOT-V can learn viable observer models. Better observer models imply more legible trajectories, which may - in turn - lead to better and more transparent human-robot interaction.

cs.RO

A new approach to evaluating legibility: Comparing legibility frameworks using framework-independent robot motion trajectories

Robots that share an environment with humans may communicate their intent using a variety of different channels. Movement is one of these channels and, particularly in manipulation tasks, intent communication via movement is called legibility. It alters a robot's trajectory to make it intent expressive. Here we propose a novel evaluation method that improves the data efficiency of collected experimental data when benchmarking approaches generating such legible behavior. The primary novelty of the proposed method is that it uses trajectories that were generated independently of the framework being tested. This makes evaluation easier, enables N-way comparisons between approaches, and allows easier comparison across papers. We demonstrate the efficiency of the new evaluation method by comparing 10 legibility frameworks in 2 scenarios. The paper, thus, provides readers with (1) a novel approach to investigate and/or benchmark legibility, (2) an overview of existing frameworks, (3) an evaluation of 10 legibility frameworks (from 6 papers), and (4) evidence that viewing angle and trajectory progression matter when users evaluate the legibility of a motion.

cs.RO

Does the Goal Matter? Emotion Recognition Tasks Can Change the Social Value of Facial Mimicry towards Artificial Agents

In this paper, we present a study aimed at understanding whether the embodiment and humanlikeness of an artificial agent can affect people's spontaneous and instructed mimicry of its facial expressions. The study followed a mixed experimental design and revolved around an emotion recognition task. Participants were randomly assigned to one level of humanlikeness (between-subject variable: humanlike, characterlike, or morph facial texture of the artificial agents) and observed the facial expressions displayed by a human (control) and three artificial agents differing in embodiment (within-subject variable: video-recorded robot, physical robot, and virtual agent). To study both spontaneous and instructed facial mimicry, we divided the experimental sessions into two phases. In the first phase, we asked participants to observe and recognize the emotions displayed by the agents. In the second phase, we asked them to look at the agents' facial expressions, replicate their dynamics as closely as possible, and then identify the observed emotions. In both cases, we assessed participants' facial expressions with an automated Action Unit (AU) intensity detector. Contrary to our hypotheses, our results disclose that the agent that was perceived as the least uncanny, and most anthropomorphic, likable, and co-present, was the one spontaneously mimicked the least. Moreover, they show that instructed facial mimicry negatively predicts spontaneous facial mimicry. Further exploratory analyses revealed that spontaneous facial mimicry appeared when participants were less certain of the emotion they recognized. Hence, we postulate that an emotion recognition goal can flip the social value of facial mimicry as it transforms a likable artificial agent into a distractor.

cs.HC

I Can See it in Your Eyes: Gaze as an Implicit Cue of Uncanniness and Task Performance in Repeated Interactions

Over the past years, extensive research has been dedicated to developing robust platforms and data-driven dialog models to support long-term human-robot interactions. However, little is known about how people's perception of robots and engagement with them develop over time and how these can be accurately assessed through implicit and continuous measurement techniques. In this paper, we explore this by involving participants in three interaction sessions with multiple days of zero exposure in between. Each session consists of a joint task with a robot as well as two short social chats with it before and after the task. We measure participants' gaze patterns with a wearable eye-tracker and gauge their perception of the robot and engagement with it and the joint task using questionnaires. Results disclose that aversion of gaze in a social chat is an indicator of a robot's uncanniness and that the more people gaze at the robot in a joint task, the worse they perform. In contrast with most HRI literature, our results show that gaze towards an object of shared attention, rather than gaze towards a robotic partner, is the most meaningful predictor of engagement in a joint task. Furthermore, the analyses of gaze patterns in repeated interactions disclose that people's mutual gaze in a social chat develops congruently with their perceptions of the robot over time. These are key findings for the HRI community as they entail that gaze behavior can be used as an implicit measure of people's perception of robots in a social chat and of their engagement and task performance in a joint task.

cs.RO

Explainable Agents Through Social Cues: A Review

The issue of how to make embodied agents explainable has experienced a surge of interest over the last three years, and, there are many terms that refer to this concept, e.g., transparency or legibility. One reason for this high variance in terminology is the unique array of social cues that embodied agents can access in contrast to that accessed by non-embodied agents. Another reason is that different authors use these terms in different ways. Hence, we review the existing literature on explainability and organize it by (1) providing an overview of existing definitions, (2) showing how explainability is implemented and how it exploits different social cues, and (3) showing how the impact of explainability is measured. Additionally, we present a list of open questions and challenges that highlight areas that require further investigation by the community. This provides the interested reader with an overview of the current state-of-the-art.

cs.RO

A Robot by Any Other Frame: Framing and Behaviour Influence Mind Perception in Virtual but not Real-World Environments

Mind perception in robots has been an understudied construct in human-robot interaction (HRI) compared to similar concepts such as anthropomorphism and the intentional stance. In a series of three experiments, we identify two factors that could potentially influence mind perception and moral concern in robots: how the robot is introduced (framing), and how the robot acts (social behaviour). In the first two online experiments, we show that both framing and behaviour independently influence participants' mind perception. However, when we combined both variables in the following real-world experiment, these effects failed to replicate. We hence identify a third factor post-hoc: the online versus real-world nature of the interactions. After analysing potential confounds, we tentatively suggest that mind perception is harder to influence in real-world experiments, as manipulations are harder to isolate compared to virtual experiments, which only provide a slice of the interaction.

cs.RO

Learning Socially Appropriate Robot Approaching Behavior Toward Groups using Deep Reinforcement Learning

Deep reinforcement learning has recently been widely applied in robotics to study tasks such as locomotion and grasping, but its application to social human-robot interaction (HRI) remains a challenge. In this paper, we present a deep learning scheme that acquires a prior model of robot approaching behavior in simulation and applies it to real-world interaction with a physical robot approaching groups of humans. The scheme, which we refer to as Staged Social Behavior Learning (SSBL), considers different stages of learning in social scenarios. We learn robot approaching behaviors towards small groups in simulation and evaluate the performance of the model using objective and subjective measures in a perceptual study and a HRI user study with human participants. Results show that our model generates more socially appropriate behavior compared to a state-of-the-art model.

cs.RO

Fast Adaptation with Meta-Reinforcement Learning for Trust Modelling in Human-Robot Interaction

In socially assistive robotics, an important research area is the development of adaptation techniques and their effect on human-robot interaction. We present a meta-learning based policy gradient method for addressing the problem of adaptation in human-robot interaction and also investigate its role as a mechanism for trust modelling. By building an escape room scenario in mixed reality with a robot, we test our hypothesis that bi-directional trust can be influenced by different adaptation algorithms. We found that our proposed model increased the perceived trustworthiness of the robot and influenced the dynamics of gaining human's trust. Additionally, participants evaluated that the robot perceived them as more trustworthy during the interactions with the meta-learning based adaptation compared to the previously studied statistical adaptation model.

cs.RO

Empathic Robot for Group Learning: A Field Study

This work explores a group learning scenario with an autonomous empathic robot. We address two research questions: (1) Can an autonomous robot designed with empathic competencies foster collaborative learning in a group context? (2) Can an empathic robot sustain positive educational outcomes in long-term collaborative learning interactions with groups of students? To answer these questions, we developed an autonomous robot with empathic competencies that is able to interact with a group of students in a learning activity about sustainable development. Two studies were conducted. The first study compares learning outcomes in children across 3 conditions: learning with an empathic robot; learning with a robot without empathic capabilities; and learning without a robot. The results show that the autonomous robot with empathy fosters meaningful discussions about sustainability, which is a learning outcome in sustainability education. The second study features groups of students who interact with the robot in a school classroom for two months. The long-term educational interaction did not seem to provide significant learning gains, although there was a change in game-actions to achieve more sustainability during game-play. This result reflects the need to perform more long-term research in the field of educational robots for group learning.

cs.HC