This study evaluates a socially interactive agent to create an em-bodied cobot. It tests a real-time continuous emotional modelingmethod and an aligned transparent behavioral model, BASSF (bore-dom, anxiety, self-efficacy, self-compassion, flow). The BASSF modelanticipates and counteracts counterproductive emotional experi-ences of operators working under stress with cobots on tedioustasks. The flow experience is represented in the three-dimensionalpleasure, arousal, and dominance (PAD) space. The embodied cov-atar (cobot and avatar) is introduced to support flow experiencesthrough emotion regulation guidance. The study tests the model'smain theoretical assumptions about flow, dominance, self-efficacy,and boredom. Twenty participants worked on a task for an hour,assembling pieces in collaboration with the covatar. After the task,participants completed questionnaires on flow, their affective expe-rience, and self-efficacy, and they were interviewed to understandtheir emotions and regulation during the task. The results suggestthat the dominance dimension plays a vital role in task-relatedsettings as it predicts the participants' self-efficacy and flow. How-ever, the relationship between flow, pleasure, and arousal requiresfurther investigation. Qualitative interview analysis revealed thatparticipants regulated negative emotions, like boredom, also with-out support, but some strategies could negatively impact well-beingand productivity, which aligns with theory.

Socially Interactive Agents as Cobot Avatars: Developing a Model to Support Flow Experiences and Well-Being in the Workplace

Matteo Lavit Nicora;Matteo Malosio;
2023

Abstract

This study evaluates a socially interactive agent to create an em-bodied cobot. It tests a real-time continuous emotional modelingmethod and an aligned transparent behavioral model, BASSF (bore-dom, anxiety, self-efficacy, self-compassion, flow). The BASSF modelanticipates and counteracts counterproductive emotional experi-ences of operators working under stress with cobots on tedioustasks. The flow experience is represented in the three-dimensionalpleasure, arousal, and dominance (PAD) space. The embodied cov-atar (cobot and avatar) is introduced to support flow experiencesthrough emotion regulation guidance. The study tests the model'smain theoretical assumptions about flow, dominance, self-efficacy,and boredom. Twenty participants worked on a task for an hour,assembling pieces in collaboration with the covatar. After the task,participants completed questionnaires on flow, their affective expe-rience, and self-efficacy, and they were interviewed to understandtheir emotions and regulation during the task. The results suggestthat the dominance dimension plays a vital role in task-relatedsettings as it predicts the participants' self-efficacy and flow. How-ever, the relationship between flow, pleasure, and arousal requiresfurther investigation. Qualitative interview analysis revealed thatparticipants regulated negative emotions, like boredom, also with-out support, but some strategies could negatively impact well-beingand productivity, which aligns with theory.
2023
Istituto di Sistemi e Tecnologie Industriali Intelligenti per il Manifatturiero Avanzato - STIIMA (ex ITIA)
Human-Robot Interaction
Socially Interactive Agents
Affect Modeling
Emotion Regulation
Flow
Boredom
PAD Model
File in questo prodotto:
File Dimensione Formato  
Socially Interactive Agents as Cobot Avatars.pdf

accesso aperto

Tipologia: Versione Editoriale (PDF)
Licenza: Altro tipo di licenza
Dimensione 4.61 MB
Formato Adobe PDF
4.61 MB Adobe PDF Visualizza/Apri

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/434759
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 7
  • ???jsp.display-item.citation.isi??? ND
social impact