Publikationen
2024[ to top ]
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Reiteratively Designing a Robotic Concierge with Different Stakeholders – a Multi-Methods Field Study. . In 20th IEEE International Conference on Advanced Robotics and Its Social Impacts (ARSO 2024). IEEE, 2024.
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The Way You See Me - Comparing Results from Online Video-Taped and In-Person Robotic Storytelling Research. . In Companion of the 2024 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2024), pp. 1018–1022. ACM, New York, NY, USA, 2024.
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Towards the development of an automated robotic storyteller: comparing approaches for emotional story annotation for non-verbal expression via body language. . In Journal on Multimodal User Interfaces, pp. 1–23. 2024.
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Investigating Social Robots in Medical Offices - A Field Study. . In 20th IEEE International Conference on Advanced Robotics and Its Social Impacts (ARSO 2024). IEEE, 2024.
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What a Laugh! Effects of Voice and Laughter on a Social Robot’s Humorous Appeal and Recipients’ Transportation and Emotions in Humorous Robotic Storytelling. . In 2024 33rd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2024), pp. 2131–2138. IEEE, 2024.
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Combining Emotional Gestures, Sound Effects, and Background Music for Robotic Storytelling - Effects on Storytelling Experience, Emotion Induction, and Robot Perception. . In Proceedings of the 2024 ACM/IEEE International Conference on Human-Robot Interaction, pp. 687–696. ACM, New York, NY, USA, 2024.
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Integrating Sound Effects and Background Music in Robotic Storytelling - A Series of Online Studies Across Different Story Genres. . In Computers in Human Behavior: Artificial Humans, p. 100085. 2024.
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Pushing Yourself to the Limit-Influence of Emotional Virtual Environment Design on Physical Training in VR. . In ACM Games: Research and Practice. ACM New York, NY, 2024.
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Binded to the Lights - Storytelling with a Physically Embodied and a Virtual Robot using Emotionally Adapted Lights. . In 2024 33rd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2024), pp. 2117–2124. IEEE, 2024.
2023[ to top ]
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An Approach to Investigate an Influence of Visual Angle Size on Emotional Activation During a Decision-Making Task. . In HCII 2023, of Lecture Notes in Computer Science. Springer, Cham, 2023.
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The NarRobot Plugin - Connecting the Social Robot Reeti to the Unity Game Engine. . In Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction, of HRI ’23 Companion. 2023.
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Iteratively designing a robotic concierge with different stakeholders - A multi-methods field study. . In AIRSI 2023 - The Metaverse Conference. 2023.
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Effects of Number of Voices and Voice Type on Storytelling Experience and Robot Perception. . In Sound and Robotics, R. Savery (ed.), pp. 9–32. CRC Press, 2023.
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Evaluation of a Social Robot at the Reception Desk for Exam Registration During Covid-19. . In 2023 32th IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2023). IEEE, 2023.
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Using a Social Robot as a Hotel Assessment Tool. . In Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2023). 2023.
2022[ to top ]
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Designing Social Robots’ Speech in the Hotel Context-A Series of Online Studies. . In 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN 2022), pp. 163–170. IEEE, 2022.
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A multi-method approach to compare presence, fear induction and desensitization in survival horror games within the reality-virtuality-continuum. . In Entertainment Computing, p. 100539. Elsevier, 2022.
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Joyful Adventures and Frightening Places - Designing Emotion-Inducing Virtual Environments. . In Frontiers in Virtual Reality. 2022.
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The Influence of Visible Cables and Story Content on Perceived Autonomy in Social Human-Robot Interaction. . In Robotics, 12(1), p. 3. MDPI, 2022.
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Iteratively Digitizing an Analogue Syllable-Based Reading Intervention. . In Interacting with Computers. Oxford University Press, 2022.
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Second Language Learning through Storytelling with a Social Robot-An Online Case Study. . In 2022 31st IEEE International Conference on Robot and Human Interactive Communication (RO-MAN), pp. 67–74. IEEE, 2022.
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Effects of Colored LEDs in Robotic Storytelling on Storytelling Experience and Robot Perception. . In Proceedings of the 2022 ACM/IEEE International Conference on Human-Robot Interaction (HRI2022). IEEE Press, 2022.
2021[ to top ]
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Social robots and gamification for technology supported learning: An empirical study on engagement and motivation. . In Computers in Human Behavior, 121, p. 106792. Elsevier, 2021.
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Your New Friend NAO vs. Robot No. 783 - Effects of Personal or Impersonal Framing in a Robotic Storytelling Use Case. . In Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2021), C. Bethel, A. Paiva, E. Broadbent, D. Feil-Seifer, D. Szafir (eds.). ACM, 2021.
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Anthropomorphize me! - Effects of Robot Gender on Listeners’ Perception of the Social Robot NAO in a Storytelling Use Case. . In Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2021), C. Bethel, A. Paiva, E. Broadbent, D. Feil-Seifer, D. Szafir (eds.). ACM, 2021.
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Towards a digital syllable-based reading intervention: An interview study with second-graders. . In British HCI Conference 2021 (BCS-HCI 2021). 2021.
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Comparing a Robotic Storyteller versus Audio Book with Integration of Sound Effects and Background Music. . In Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI 2021), C. Bethel, A. Paiva, E. Broadbent, D. Feil-Seifer, D. Szafir (eds.). ACM, 2021.
2020[ to top ]
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Context Matters! Identifying Social Context Factors and Assessing Their Relevance for a Socially Assistive Robot. . In Companion of the 2020 International Conference on Human-Robot Interaction, pp. 409–411. ACM, 2020.
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Horror Laboratory and Forest Cabin - A Horror Game Series for Desktop Computer, Virtual Reality, and Smart Substitutional Reality. . In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. ACM, 2020.
2019[ to top ]
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Fancy Fruits - An Augmented Reality Application for Special Needs Education. . In Proceedings of the 11th International Conference on Virtual Worlds and Games for Serious Applications (VS Games 2019), pp. 1–4. IEEE, 2019.