Robotic coaches have been recently investigated to promote mental well-being in various contexts such as workplaces and homes. With the widespread use of Large Language Models (LLMs), HRI researchers are called to consider language appropriateness when using such generated language for robotic mental well-being coaches in the real world. Therefore, this paper presents the first work that investigated the language appropriateness of robot mental well-being coach in the workplace. To this end, we conducted an empirical study that involved 17 employees who interacted over 4 weeks with a robotic mental well-being coach equipped with LLM-based capabilities. After the study, we individually interviewed them and we conducted a focus group of 1.5 hours with 11 of them. The focus group consisted of: i) an ice-breaking activity, ii) evaluation of robotic coach language appropriateness in various scenarios, and iii) listing shoulds and shouldn'ts for designing appropriate robotic coach language for mental well-being. From our qualitative evaluation, we found that a language-appropriate robotic coach should (1) ask deep questions which explore feelings of the coachees, rather than superficial questions, (2) express and show emotional and empathic understanding of the context, and (3) not make any assumptions without clarifying with follow-up questions to avoid bias and stereotyping. These results can inform the design of language-appropriate robotic coach to promote mental well-being in real-world contexts.
In dyadic interactions, humans communicate their intentions and state of mind using verbal and non-verbal cues, where multiple different facial reactions might be appropriate in response to a specific speaker behaviour. Then, how to develop a machine learning (ML) model that can automatically generate multiple appropriate, diverse, realistic and synchronised human facial reactions from an previously unseen speaker behaviour is a challenging task. Following the successful organisation of the first REACT challenge (REACT 2023), this edition of the challenge (REACT 2024) employs a subset used by the previous challenge, which contains segmented 30-secs dyadic interaction clips originally recorded as part of the NOXI and RECOLA datasets, encouraging participants to develop and benchmark Machine Learning (ML) models that can generate multiple appropriate facial reactions (including facial image sequences and their attributes) given an input conversational partner's stimulus under various dyadic video conference scenarios. This paper presents: (i) the guidelines of the REACT 2024 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of the baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at https://github.com/reactmultimodalchallenge/baseline_react2024.
Robotic well-being coaches have been shown to successfully promote people's mental well-being. To provide successful coaching, a robotic coach should have the capability to repair the mistakes it makes. Past investigations of robot mistakes are limited to game or task-based, one-off and in-lab studies. This paper presents a 4-phase design process to design repair strategies for robotic longitudinal well-being coaching with the involvement of real-world stakeholders: 1) designing repair strategies with a professional well-being coach; 2) a longitudinal study with the involvement of experienced users (i.e., who had already interacted with a robotic coach) to investigate the repair strategies defined in (1); 3) a design workshop with users from the study in (2) to gather their perspectives on the robotic coach's repair strategies; 4) discussing the results obtained in (2) and (3) with the mental well-being professional to reflect on how to design repair strategies for robotic coaching. Our results show that users have different expectations for a robotic coach than a human coach, which influences how repair strategies should be designed. We show that different repair strategies (e.g., apologizing, explaining, or repairing empathically) are appropriate in different scenarios, and that preferences for repair strategies change during longitudinal interactions with the robotic coach.
Recently, several works have explored if and how robotic coaches can promote and maintain mental well-being in different settings. However, findings from these studies revealed that these robotic coaches are not ready to be used and deployed in real-world settings due to several limitations that span from technological challenges to coaching success. To overcome these challenges, this paper presents VITA, a novel multi-modal LLM-based system that allows robotic coaches to autonomously adapt to the coachee's multi-modal behaviours (facial valence and speech duration) and deliver coaching exercises in order to promote mental well-being in adults. We identified five objectives that correspond to the challenges in the recent literature, and we show how the VITA system addresses these via experimental validations that include one in-lab pilot study (N=4) that enabled us to test different robotic coach configurations (pre-scripted, generic, and adaptive models) and inform its design for using it in the real world, and one real-world study (N=17) conducted in a workplace over 4 weeks. Our results show that: (i) coachees perceived the VITA adaptive and generic configurations more positively than the pre-scripted one, and they felt understood and heard by the adaptive robotic coach, (ii) the VITA adaptive robotic coach kept learning successfully by personalising to each coachee over time and did not detect any interaction ruptures during the coaching, (iii) coachees had significant mental well-being improvements via the VITA-based robotic coach practice. The code for the VITA system is openly available via: https://github.com/Cambridge-AFAR/VITA-system.
Research reproducibility - i.e., rerunning analyses on original data to replicate the results - is paramount for guaranteeing scientific validity. However, reproducibility is often very challenging, especially in research fields where multi-disciplinary teams are involved, such as child-robot interaction (CRI). This paper presents a systematic review of the last three years (2020-2022) of research in CRI under the lens of reproducibility, by analysing the field for transparency in reporting. Across a total of 325 studies, we found deficiencies in reporting demographics (e.g. age of participants), study design and implementation (e.g. length of interactions), and open data (e.g. maintaining an active code repository). From this analysis, we distill a set of guidelines and provide a checklist to systematically report CRI studies to help and guide research to improve reproducibility in CRI and beyond.
The Multi-modal Multiple Appropriate Facial Reaction Generation Challenge (REACT2023) is the first competition event focused on evaluating multimedia processing and machine learning techniques for generating human-appropriate facial reactions in various dyadic interaction scenarios, with all participants competing strictly under the same conditions. The goal of the challenge is to provide the first benchmark test set for multi-modal information processing and to foster collaboration among the audio, visual, and audio-visual affective computing communities, to compare the relative merits of the approaches to automatic appropriate facial reaction generation under different spontaneous dyadic interaction conditions. This paper presents: (i) novelties, contributions and guidelines of the REACT2023 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at \url{https://github.com/reactmultimodalchallenge/baseline_react2023}.
Generating facial reactions in a human-human dyadic interaction is complex and highly dependent on the context since more than one facial reactions can be appropriate for the speaker's behaviour. This has challenged existing machine learning (ML) methods, whose training strategies enforce models to reproduce a specific (not multiple) facial reaction from each input speaker behaviour. This paper proposes the first multiple appropriate facial reaction generation framework that re-formulates the one-to-many mapping facial reaction generation problem as a one-to-one mapping problem. This means that we approach this problem by considering the generation of a distribution of the listener's appropriate facial reactions instead of multiple different appropriate facial reactions, i.e., 'many' appropriate facial reaction labels are summarised as 'one' distribution label during training. Our model consists of a perceptual processor, a cognitive processor, and a motor processor. The motor processor is implemented with a novel Reversible Multi-dimensional Edge Graph Neural Network (REGNN). This allows us to obtain a distribution of appropriate real facial reactions during the training process, enabling the cognitive processor to be trained to predict the appropriate facial reaction distribution. At the inference stage, the REGNN decodes an appropriate facial reaction by using this distribution as input. Experimental results demonstrate that our approach outperforms existing models in generating more appropriate, realistic, and synchronized facial reactions. The improved performance is largely attributed to the proposed appropriate facial reaction distribution learning strategy and the use of a REGNN. The code is available at https://github.com/TongXu-05/REGNN-Multiple-Appropriate-Facial-Reaction-Generation.
In dyadic interaction, predicting the listener's facial reactions is challenging as different reactions may be appropriate in response to the same speaker's behaviour. This paper presents a novel framework called ReactFace that learns an appropriate facial reaction distribution from a speaker's behaviour rather than replicating the real facial reaction of the listener. ReactFace generates multiple different but appropriate photo-realistic human facial reactions by (i) learning an appropriate facial reaction distribution representing multiple appropriate facial reactions; and (ii) synchronizing the generated facial reactions with the speaker's verbal and non-verbal behaviours at each time stamp, resulting in realistic 2D facial reaction sequences. Experimental results demonstrate the effectiveness of our approach in generating multiple diverse, synchronized, and appropriate facial reactions from each speaker's behaviour, with the quality of the generated reactions being influenced by the speaker's speech and facial behaviours. Our code is made publicly available at \url{https://github.com/lingjivoo/ReactFace}.
Affective robotics research aims to better understand human social and emotional signals to improve human-robot interaction (HRI), and has been widely used during the last decade in multiple application fields. Past works have demonstrated, indeed, the potential of using affective robots (i.e., that can recognize, or interpret, or process, or simulate human affects) for healthcare applications, especially wellbeing. This paper systematically review the last decade (January 2013 - May 2022) of HRI literature to identify the main features of affective robotics for wellbeing. Specifically, we focused on the types of wellbeing goals affective robots addressed, their platforms, their shapes, their affective capabilities, and their autonomy in the surveyed studies. Based on this analysis, we list a set of recommendations that emerged, and we also present a research agenda to provide future directions to researchers in the field of affective robotics for wellbeing.