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20
Biobehavioral responses to stress in females: Tend-andbefriend, not fight-or-flight
- Psychological Review
, 2000
"... This excerpt is provided, in screen-viewable form, for personal use only by ..."
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Cited by 17 (1 self)
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This excerpt is provided, in screen-viewable form, for personal use only by
User personality matching with hands-off robot for post-stroke rehabilitation therapy
- In Proceedings, International Symposium on Experimental Robotics (ISER), Rio de Janeiro
, 2006
"... Abstract. This paper describes a hands-off therapist robot that monitors, assists, encourages, and socially interacts with post-stroke users engaged in rehabilitation exercises. We investigate the role of the robot’s personality in the hands-off therapy process, focusing on the relationship between ..."
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Cited by 17 (9 self)
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Abstract. This paper describes a hands-off therapist robot that monitors, assists, encourages, and socially interacts with post-stroke users engaged in rehabilitation exercises. We investigate the role of the robot’s personality in the hands-off therapy process, focusing on the relationship between the level of extroversion-introversion of the robot and the user. The experiments map the extraversion-introversion personality dimension and the spectrum of therapy styles that range from challenging to nurturing. The experimental results provide first evidence for the preference of personality matching in the assistive domain. 1
Social Cognitive Theory Of Personality
- In Handbook of Personality: Theory and Research
, 1999
"... and Creative Modeling Modeling is not simply a process of response mimicry as commonly believed. Modeled judgments and actions may differ in specific content but embody the same rule. For example, a model may deal with moral dilemmas that differ widely in the nature of the activity but apply the sam ..."
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Cited by 12 (2 self)
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and Creative Modeling Modeling is not simply a process of response mimicry as commonly believed. Modeled judgments and actions may differ in specific content but embody the same rule. For example, a model may deal with moral dilemmas that differ widely in the nature of the activity but apply the same moral standard to them. Modeled activities thus convey rules for generative and innovative behavior. This higher level learning is achieved through abstract modeling. Once observers extract the rules underlying the modeled activities they can generate new behaviors that go beyond what they have seen or heard. Creativeness rarely springs entirely from individual inventiveness. A lot of modeling goes on in creativity. By refining preexisting innovations, synthesizing them into new ways and adding novel elements to them something new is created. When exposed to models of differing styles of thinking and behaving, observers vary in what they adopt from the different sources and thereby create ...
Culture-Personality based Affective Model
"... This paper includes a proposed model for cultural characters based on the PSI model of emotions combined with Hofstede’s cultural dimensions and the Big Five model of personality. It starts with an introduction to the research, followed by a discussion on the main features of PSI and Hofstede’s cult ..."
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Cited by 4 (0 self)
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This paper includes a proposed model for cultural characters based on the PSI model of emotions combined with Hofstede’s cultural dimensions and the Big Five model of personality. It starts with an introduction to the research, followed by a discussion on the main features of PSI and Hofstede’s cultural model along with the Big Five personality parameters. Finally it discusses the integration of the three models.
Providing Computer Game Characters with Conversational Abilities
- IN PROC.OF INTELLIGENT VIRTUAL AGENT (IVA05
, 2005
"... This paper pres ents the NICE fairy-tale game s ys tem, whi ch enables ad lts and children to engage in convers ation with an imated characters in a 3D world. In this paper we arg e that s poken dialog e tech nology have the potential to greatly enrichen the s er's experience in f t re comp te ..."
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Cited by 4 (2 self)
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This paper pres ents the NICE fairy-tale game s ys tem, whi ch enables ad lts and children to engage in convers ation with an imated characters in a 3D world. In this paper we arg e that s poken dialog e tech nology have the potential to greatly enrichen the s er's experience in f t re comp ter games . We als o pres ent s ome req irements that have to be f lfilled to s cces s f lly integrate s poken dialog e technology with a comp ter game appl ication. Finally, we briefly des cribe an implemented s ys tem that has provide d comp ter game characters with s ome conversational abilities that kids have interacted with in studies.
The Swedish NICE Corpus – Spoken dialogues between children and embodied characters in a computer game scenario
"... This article describes the collection and analysis of a Swedish database of spontaneous and unconstrained children–machine dialogues. The Swedish NICE corpus consists of spoken dialogues between children aged 8 to 15 and embodied fairytale characters in a computer game scenario. Compared to previous ..."
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Cited by 1 (1 self)
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This article describes the collection and analysis of a Swedish database of spontaneous and unconstrained children–machine dialogues. The Swedish NICE corpus consists of spoken dialogues between children aged 8 to 15 and embodied fairytale characters in a computer game scenario. Compared to previously collected corpora of children’s computer-directed speech, the Swedish NICE corpus contains extended interactions, including three-party conversation, in which the young users used spoken dialogue as the primary means of progression in the game. 1.
Time-varying affective response for humanoid robots 1
"... Abstract. This paper describes the design of a complex time-varying affective architecture. It is an expansion of the TAME architecture (traits, attitudes, moods, and emotions) as applied to humanoid robotics. It particular it is intended to promote effective human-robot interaction by conveying the ..."
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Cited by 1 (1 self)
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Abstract. This paper describes the design of a complex time-varying affective architecture. It is an expansion of the TAME architecture (traits, attitudes, moods, and emotions) as applied to humanoid robotics. It particular it is intended to promote effective human-robot interaction by conveying the robot’s affective state to the user in an easy-to-interpret manner.
PAR05398 Juxtaposition of Multi-dimensional Self-concept and Personality Constructs in Educational Settings: Construct Validity in Relation to Academic Outcomes
"... How well can diverse academic outcomes (school grades, test scores, coursework selection in different school subjects) be predicted by big-five and well-being personality factors and multiple dimensions of self-concept? Whereas educational research has embraced a multi-dimensional perspective of sel ..."
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How well can diverse academic outcomes (school grades, test scores, coursework selection in different school subjects) be predicted by big-five and well-being personality factors and multiple dimensions of self-concept? Whereas educational research has embraced a multi-dimensional perspective of self-concept with a particular emphasis on academic self-concept, personality research has continued to employ a uni-dimensional perspective of self-concept with a particular emphasis on global self-esteem. In support of a multi-dimensional perspective of self-concept based on a large (N = 4,475) sample of German adolescents, academic criteria are substantially related to academic self-concepts, whereas correlations between global self-esteem and all nine academic outcomes are close to zero (rs =-.03 to.05). There is strong support for the discriminant validity of math and verbal self-concepts factors in that they are slightly negatively related to each other and have clearly contrasting patterns of relations with different academic outcomes – particularly coursework selection into advanced German, English, and mathematics courses. In contrast to self-concept measures, Big-Five and well-being personality factors explained only
Intelligent Service Robotics manuscript No. (will be inserted by the editor)
"... Abstract: This paper describes a hands-off socially assistive therapist robot that monitors, assists, encourages, and socially interacts with post-stroke users engaged in rehabilitation exercises. We investigate the role of the robot's personality in the hands-off therapy process, focusing on the re ..."
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Abstract: This paper describes a hands-off socially assistive therapist robot that monitors, assists, encourages, and socially interacts with post-stroke users engaged in rehabilitation exercises. We investigate the role of the robot's personality in the hands-off therapy process, focusing on the relationship between the level of extroversionintroversion of the robot and the user. We also demonstrate a behavior adaptation system capable of adjusting its social interaction parameters (e.g., interaction distances/proxemics, speed, and vocal content) toward customized post-stroke rehabilitation therapy based on the user's personality traits and task performance. Three validation experiment sets are described. The first maps the user's extroversionintroversion personality dimension to a spectrum of robot therapy styles that range from challenging to nurturing. The second and the third experiments adjust the personality matching dynamically to adapt the robot's therapy styles based on user personality and performance. The reported results provide first evidence for user preference for personality matching in the assistive domain and demonstrate how the socially assistive robot's autonomous behavior adaptation to the user's personality can result in improved human task performance.
Final
, 2005
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