2003年度 学術交流支援資金 活動報告書

プロジェクト番号:1-8

研究課題名:Social Affect Domain of Technology: Entertainment Robots as a Possible Interactive Social Partner and Learning Tool in the Home, School and Clinical Setting

研究代表者:徳田英幸             所属・職名:政策・メディア研究科/教授

Abstract

In this study we explore the child's behaviors when playing with different types of entertainment robots. We are interested on whether the different contingency levels and anthropomorphic features of the robotic toys will have a difference on their behavior, animate/inanimate understanding, and the child’s perception of intelligence toward these artifacts. Preschool age children and college students will be shown three robotic toys at once, each performing a different action. A series of forced choice questions are asked that focus on the perception and interpretation of the robot’s intelligence. We are also interested if the adult and child’s perception of intelligence correlates with other general schemas such as animate and biological understanding.

 

Introduction

Robotic technology has been a great success in the industrial domain, encouraging the field to venture out into the private sector. Home network appliances through ubiquitous computing are introduced into the home, connecting major household appliances. Companies are starting to produce affordable personal robots that are to manage these appliances, as well as become social companions, and personal entertainment robots within the home. The exhibit at the Robodex2003 conference showed that the animated future world of "The Jetsons" with clean up robots, baby sitter robots, robot pets, robot tutors and robot security guards in the home, may not be as far into the future as we think. As prototype products are coming out, very little research examines what impact these new technological artifacts have on the kind of social relationship or feelings they might elicit from humans, and how humans begin to adapt these types of objects into their everyday experience.

Given where technology is now, what do entertainment/personal robots contribute in developing social interaction, and social affection between the child? There are two objectives to my research interest. One, is my intent to study the social affect domain of technology and the impact it may have on the home, school and clinical setting. The second objective is to explore the notion of intelligence in these entertainment/personal robots, since what differs greatly between entertainment and industrial robots is the belief that a high level of intelligence is favorable when interacting with humans.

Objective 1: Social Affect of Domain of Technology

As entertainment robots have started to appear on the market, very few research question the kind of social relationship or feelings that may come about from interacting with them. On the other hand how could the robots make use of such relationship built with humans?

In this study we are interested in looking at the nature of the child and their interaction with entertainment/personal robots, to see if there are components that lead to a social-like relationship. We are interested in the child’s perception of entertainment robots whether they see it as a machine, a creature/artificial life capable of social affection.

More specifically, we are interested in whether the difference in the robot’s level of contingency and response, and the varied anthropomorphic features will affect the children's behavior toward toys and their understanding of these objects as animate or inanimate objects.
  Through questions asked during the two play sessions, we will explore how the contingency level and anthropomorphic features of each toy affects the understanding of the object as: 1) biological property 2) an agent, 3) a potential companion 4)Teach/learning capabilities. Through the observational data, we will code the behavior and interaction between the child and toy, to see different inner qualities in the interaction that may lead to the development of social affect toward these pet robots.

Objective 2: Perception of Intelligence

As my second objective in researching this topic,  is to examine whether intelligent features are noticed, or if it even matters. Research says that humans tend to attribute intelligence to machines even when they are not. This study explores if there is a difference in how children perceive and interpret this so called “intelligent” feature in these new technological artifacts. The difference in perception may have an affect on social relationships or understanding they elicit with such technology.

In this study we explore if young children’s perception of intelligence differ toward robotic toys that have specific contingency levels and anthropomorphic features. We are also interested whether children’s perception and interpretation of intelligence will correlate with other general schemas such as biological/physical substrate, 2) agency  3) a potential companion, 4) Teach/learning capabilities.

 

Methods, Techniques, or Modes of Inquiry

Participants

The study was conducted at a Stanford University affiliated nursery school. A total of 40 children between the ages 3-5 (37 to 61 months) participated in this study (8 subjects for initial pilot study, and 32 for main study). The gender was 13 male, 19 female, coming from mostly middle to upper class families. The children were European-American (62%), Asian (22 %) and Latino (16%). For age comparison, children were divided into three groups: younger children were 37-48 months(10 children), middle children 49-55 months(11 children), and older children were 56 to 61 months (11 children). Participants will have a blanket consent for research participation. A brief description of the nature of the research project will be posted at the preschool.

 

Materials

Three entertainment robots (ERS-220A, ERS-210, ERS-311) were generously donated from Sony Entertainment of America (San Diego) in support of this study.

 

Study Design and Procedure

  This study included a three-by-three mixed model design (Table 1). The within-subject comparison was Action (dance, kick, still), and between-subject comparisons were age (younger, middle, older). The entertainment robots are differentiated by the action they perform. The order of action will be held constant while the robots will be counter-balanced because of the different anthropomorphic features.

Table 1: Three-By-Three Mixed Model Design

                                               Action (Within-Subjects)

Age (Between-Subjects)

Dance Action

Kick Action

Still No Action

Young Group (37-48months)

 

 

 

MiddleGroup (49-55months)

 

 

 

Older Group (56-61 months)

 

 

 

 

Entertainment Robot Action:
Robot Dancing Action A : Robot plays music and dances.

Robot Kicking Action B:  Robot perceives ball, approaches ball, kicks ball.
Robot No Action C: Robot does nothing,


Procedures

In this study, we examine 1) how young children's behavior toward toys, and to explore their understanding of these objects as animate or inanimate objects, and 2) how children differ in perception and interpretation of intelligence, preschool children were asked to participate in a one-on-one videotaped session. During the session, several entertainment robots that differ in contingency and anthropomorphic features perform different action or no actions in front of the child. When the child enters in the room, they will be given some time to settle in. The participants are then shown three entertainment robots (two performing actions, one without actions) separately. The experimenter then asks 14 questions in relation to the entertainment robots. When the questions are completed, the experimenter notifies the participant that the session is completed and is accompanied back to the classroom.

 

Measures:
 In this study, we have four dependent measures, 1) Open ended questions, to check what the child perceived and interpreted from the action 2) Intelligence questions, which is a forced choice question that addresses the intelligence potential of each robot. The questions address the robots ability to initiate action to perceive, act based on their perception, and changing their environment, 3) general schematic questions, that explores the child’s understanding of these objects as a biological entity, agent, animate/inanimate, a potential social companion, and 4) background information.

The description of the questions and examples are shown below.

Open-ended Questions: to check what the child perceived and interpreted from the action.

Examples: “What did the doggy just do?”

Intelligence Questions: To check if child perceives the features associated with intelligence.

Examples: “Do you think any of these dogs will be able to tell the difference between a real and a toy bone?”, “If you grab a leash, do you think any of the dogs will know that its time to go for a walk?”

General Schematic Questions: Questions that relate to physical biological entities, agency, affinity and animacy.

Example: “Do you think any of these dogs can grow?”(biological)
”If I forgot the remote control today, do you think any of the dogs would do anything?”(agency)

“Which dog would you like to show your parents?”(favorite, affection)

Background Question:

Example: “Have you seen a dog like this before?”

Exploratory Question on Teaching and Learning

To explore the possibility of the role entertainment robots may play in the school setting, we explored the impact it may have on learning. It is in our interest to see what aspects of the actor’s (e.g. child, teacher) social interaction with the toy or object inspires the foundational domains leading to an intrinsically motivating learning process.

Example: “Do you think somebody can teach these dogs to shake hands?” “How would you teach them?”

 

The score for each of the variables; Perception of Intelligence, Biological attribute, Agency Attribute, Favorite/Preference Attribute, Teach/Learning variable, was obtained by how the child ranks the robots for each of the questions. For example, if asked “Do you think any of these dogs are smart?, and if the child replies “yes”, we ask “which one?”. The first robot that the child points to, will be given the value of 3, the second 2, and the third 1. If the child says only one robot, is smart, that robot will be given the value of 3, and the rest will be given the value of zero. If the child says that none of them are smart, all the robots will be given the value of zero.

 

Results
Presently, we are still at the level of preliminary analysis, but have found promising results. The tables below (Table and Graph 2, 3, 4), show the mean of each action by age. In the Table and Graph 2, we can see that when seeing the dance action, younger children are more likely to attribute biological properties than middle/older children. While middle/older children show a variation in how they attribute various schemas to the dance action, younger children do not vary much across the different variables.

 

Table and Graph 2

Mean Table for the Dance Action by Age

 

Young

middle

older

Intelligence

1.7

1.9

2.2

Biological

1.7

1

1.4

Favorite

1.6

2

2.3

Agency

1.5

1.4

1.3

Teach

1.8

1.3

1.9

 

 

In Table and Graph 3, which looks at the kick action across age, you can see that all children young/middle/older similarly attributed intelligence to the Kick action. However, when it comes to biological properties there is a great difference between younger and middle/older children. Again, for the action Kick, younger children’s attribution across the variables, differ less compared to middle/older children.

 

Table and Graph 3:

Mean Table for the Kick Action by Age

 

Young

middle

older

Intelligence

1.9

2

2

Biological

1.8

1

1

Favorite

2.1

1.8

1.4

Agency

1.6

1.4

0.89

Teach

1.6

1.5

1.2

 

 

 

Table and Graph 4:

Mean Table for the Still/No Action by Age

 

Young

middle

older

Intelligence

1.9

2

2

Biological

1.8

1

1

Favorite

2.1

1.8

1.4

Agency

1.6

1.4

0.89

Teach

1.6

1.5

1.2

 

 

Compared to the other two tables, in Table and Graph 4, you can observe that the mean score for the robot with Still/No action, there is little difference between age, as well as across the different variables. From this, one can suggest that children have been making judgments based on the robot’s action, and not just based on the robots anthropomorphic features. 

  Taking a more closer look at the 14 questions (3 Intelligence, 3 Biological, 3 Favorite, 3 Agency, 1 Teach/Learn, 1 experimental question), we conducted a data reduction analysis to see whether children associate certain questions with different variables. In doing so, we ran a principle component analysis separated by action to see if certain questions in a given variable correlate across to different variables and whether they can be grouped into smaller number of composite variables.

Action: Dance

For the action Dance, a principle component analysis was run using the 3 questions from each of the variables; Intelligence, biological, favorite, and agency, plus one additional teach/learning question and 1 experimental question totaling to 14 questions. Although the KMO (.578) may be inadequate, the Bartlett test shows significance, in that the assumptions are met.

The total variance shows that there are four groups extracted with eigenvalues greater than 1. Looking at the cumulative percentage, it seems that over 2/3 of the variance is accounted for by the four factors. The analysis shows that the 14 questions can be sorted into 4 groups.

The four groups are sorted out with the following questions.

Principle Component Analysis for Action: Dance

Group 1

2 Favorite questions, all Intelligence questions

Group2

2 Agency questions, 2 biological questions

Group3

1 Favorite, Teach/Learning question

Group4

1 Agency question, 1 biological, 1 experimental question

 

When looking at the four groups, and examining the content of the items, we found that for the action Dance, children tend to associate their favorite robot with Intelligence, Biological properties with Agency. One can assume the possibility that for the action Dance, children attribute intelligence to their favorite robot, and attribute agency to robots which they see as having biological properties.

 

Action: Kick

For the principle component analysis action Kick, we again took the 3 questions from each of the variables; Intelligence, biological, favorite, and agency, plus one additional teach/learning question and 1 experimental question totaling to 14 questions. In this analysis, the KMO (.793) was adequate, as well as the Bartlett test showing significance that the assumptions are met.

The total variance shows that there are four groups extracted with eigenvalues greater than 1. Looking at the cumulative percentage, it seems that over 73% of the variance is accounted for by the four factors. The analysis shows that the 14 questions can be sorted into 4 groups.

The four groups are sorted out with the following questions.

Principle Component Analysis for Action: Kick

Group 1

All Favorite questions, 2 Agency questions

Group2

All Biological questions, Teach/Learning Questions

Group3

All Intelligence Questions, 1 experimental question

Group4

1 Agency question

 

When looking at the four groups, and examining the content of the items, we found a different result from the action Dance. In action Kick, children tend to associate their favorite robot with Agency. The children seemed to be able to attribute Biological properties independently from all other variables. The same results were seen with Intelligence. The children seem to perceive the action Kick as a clear sign of intelligence, and enough attribute biological properties to the robots. On the other hand, children seemed to attribute agency to their favorite robot.

 

No Action: Still

For the principle component analysis no action Still, we again took the 3 questions from each of the variables; Intelligence, biological, favorite, and agency, plus one additional teach/learning question, and 1 experimental question totaling to 14 questions. In this analysis, the KMO (.700) was adequate, as well as the Bartlett test showing significance that the assumptions are met.

The total variance shows that there are four groups extracted with eigenvalues greater than 1. Looking at the cumulative percentage, it seems that over 74% of the variance is accounted for by the four factors. The analysis shows that the 14 questions can be sorted into 4 groups.

The four groups are sorted out with the following questions.

Principle Component Analysis for No Action: Still

Group 1

1 favorite question, 2 biological questions, 2 intelligence questions, 1 experimental

Group2

2 favorite, 1 teach

Group3

1 biological, 1 intelligence, 1 agency

Group4

2 agency questions

 

When looking at the four groups, and examining the content of the items, we found a more scattered result from no action Still. In no action Still, the association that children make seemed to be somewhat scattered,  The scatter of the different variables across the four groups may be due to the reason that the robot performed no action, and therefore the children had no action to base their answers, leading to a scattered grouping of questions across the different variables.  

 

Summary

In this study we have made the first attempt to look at the nature of the child and their interaction with entertainment/personal robots, and to see if the child’s perception of entertainment robots whether they see it as a machine, a creature/artificial life capable of social affection. The two objectives to this research are 1) the social affect domain of technology and the impact it may have on the home, school and clinical setting and 2) explore the notion of intelligence in these entertainment/personal robots, since there is a belief that a high level of intelligence is favorable when interacting with humans.  We explored these objectives through questions that relate to the entertainment/personal robot as a 1) biological property 2) an agent, 3) a potential companion 4)Teach/learning capabilities. We are also interested children’s perception and interpretation of intelligence will correlate with such general schemas.

As a result of our preliminary analysis, we found that children’s age may be an important factor in how they perceive and interpret action. For the action Dance, younger children are more likely to attribute biological properties than middle/older children. While middle/older children show a variation in how they attribute certain properties to the dance action, younger children are pretty much constant across the variables. For the action Kick, you can see that children of all age, similarly attributed intelligence to the Kick action. However, when it comes to biological properties there is a great difference between younger and middle/older children. Again, for the action Kick, younger children’s are pretty constant across variables with little variation. For the no action Still, all children were pretty close in that very few properties were attributed to the no action Still.

Through principle component analysis, we found that for the action Dance, children may attribute intelligence to their favorite robot, and attribute agency to robots which they see as having biological properties. For the action Kick, children seem to perceive the action Kick as a clear sign of intelligence, and enough attribute biological properties to the robots. Also we saw a slight pattern in that children tend to associate their favorite robot with Agency when seeing the action Kick. For the no action Still, the association that children make seemed to be somewhat scattered, implying that children made little association between the action and the question.

Since we are still at the preliminary analysis stage, it is difficult to say what role entertainment/personal robots can play in the home, school and clinical setting. However, what we can say is that the child’s age, has an effect on how one can interpret robotic actions. In exploring how certain actions create specific associations within a child, can contribute in designing certain actions that will be fit for a given context or environment. It is in our interest to continue this study and data analysis to filter out how the different actions elicit different attributions in children and their interpretation of various artifacts.   

Acknowledgements from the Research Group

Our greatest appreciation to Keio University for the Kokusai-Kouryuu Shien Shikin Grant, and providing us with the opportunity to do continuing collaborative work with the students and faculty at Stanford University. Also we would like to thank Sony Entertainment of America (San Diego) for their generous contribution of the Sony Aibo Robots. Numerous contributions from Prof. Daniel Schwartz from Stanford University in advice and guidance in methodology and experimental design for this study. We thank the Stanford University affiliated Bing Nursery School for their participants in the study. Finally, saving the best for last, Prof. Hideyuki Tokuda, and Prof. Osamu Nakamura for their numerous advice and contribution throughout the year.