The ethics of human-robot interaction (HRI) have been discussed extensively based on three traditional frameworks: deontology, consequentialism, and virtue ethics. We conducted a mixed within/between experiment to investigate Sparrow's proposed ethical asymmetry hypothesis in human treatment of robots. The moral permissibility of action (MPA) was manipulated as a subject grouping variable, and virtue type (prudence, justice, courage, and temperance) was controlled as a within-subjects factor. We tested moral stimuli using an online questionnaire with Perceived Moral Permissibility of Action (PMPA) and Perceived Virtue Scores (PVS) as response measures. The PVS measure was based on an adaptation of the established Questionnaire on Cardinal Virtues (QCV), while the PMPA was based on Malle et al. [39] work. We found that the MPA significantly influenced the PMPA and perceived virtue scores. The best-fitting model to describe the relationship between PMPA and PVS was cubic, which is symmetrical in nature. Our study did not confirm Sparrow's asymmetry hypothesis. The adaptation of the QCV is expected to have utility for future studies, pending additional psychometric property assessments.
Robotic objects are simple actuated systems that subtly blend into human environments. We design and introduce Lantern, a minimalist robotic object platform to enable building simple robotic artifacts. We conducted in-depth design and engineering iterations of Lantern's mechatronic architecture to meet specific design goals while maintaining a low build cost (~40 USD). As an extendable, open-source platform, Lantern aims to enable exploration of a range of HRI scenarios by leveraging human tendency to assign social meaning to simple forms. To evaluate Lantern's potential for HRI, we conducted a series of explorations: 1) a co-design workshop, 2) a sensory room case study, 3) distribution to external HRI labs, 4) integration into a graduate-level HRI course, and 5) public exhibitions with older adults and children. Our findings show that Lantern effectively evokes engagement, can support versatile applications ranging from emotion regulation to focused work, and serves as a viable platform for lowering barriers to HRI as a field.
Plants offer a paradoxical model for interaction: they are ambient, low-demand presences that nonetheless shape atmosphere, routines, and relationships through temporal rhythms and subtle expressions. In contrast, most human-robot interaction (HRI) has been grounded in anthropomorphic and zoomorphic paradigms, producing overt, high-demand forms of engagement. Using a Research through Design (RtD) methodology, we explore plants as metaphoric inspiration for HRI; we conducted iterative cycles of ideation, prototyping, and reflection to investigate what design primitives emerge from plant metaphors and morphologies, and how these primitives can be combined into expressive robotic forms. We present a suite of speculative, open-source prototypes that help probe plant-inspired presence, temporality, form, and gestures. We deepened our learnings from design and prototyping through prototype-centered workshops that explored people's perceptions and imaginaries of plant-inspired robots. This work contributes: (1) Set of plant-inspired robotic artifacts; (2) Designerly insights on how people perceive plant-inspired robots; and (3) Design consideration to inform how to use plant metaphors to reshape HRI.
Personalization in social robots refers to the ability of the robot to meet the needs and/or preferences of an individual user. Existing approaches typically rely on large language models (LLMs) to generate context-aware responses based on user metadata and historical interactions or on adaptive methods such as reinforcement learning (RL) to learn from users' immediate reactions in real time. However, these approaches fall short of comprehensively capturing user preferences-including long-term, short-term, and fine-grained aspects-, and of using them to rank and select actions, proactively personalize interactions, and ensure ethically responsible adaptations. To address the limitations, we propose drawing on recommender systems (RSs), which specialize in modeling user preferences and providing personalized recommendations. To ensure the integration of RS techniques is well-grounded and seamless throughout the social robot pipeline, we (i) align the paradigms underlying social robots and RSs, (ii) identify key techniques that can enhance personalization in social robots, and (iii) design them as modular, plug-and-play components. This work not only establishes a framework for integrating RS techniques into social robots but also opens a pathway for deep collaboration between the RS and HRI communities, accelerating innovation in both fields.
Integrated control of wheelchairs and wheelchair-mounted robotic arms (WMRAs) has strong potential to increase independence for users with severe motor limitations, yet existing interfaces often lack the flexibility needed for intuitive assistive interaction. Although data-driven AI methods show promise, progress is limited by the lack of multimodal datasets that capture natural Human-Robot Interaction (HRI), particularly conversational ambiguity in dialogue-driven control. To address this gap, we propose a multimodal data collection framework that employs a dialogue-based interaction protocol and a two-room Wizard-of-Oz (WoZ) setup to simulate robot autonomy while eliciting natural user behavior. The framework records five synchronized modalities: RGB-D video, conversational audio, inertial measurement unit (IMU) signals, end-effector Cartesian pose, and whole-body joint states across five assistive tasks. Using this framework, we collected a pilot dataset of 53 trials from five participants and validated its quality through motion smoothness analysis and user feedback. The results show that the framework effectively captures diverse ambiguity types and supports natural dialogue-driven interaction, demonstrating its suitability for scaling to a larger dataset for learning, benchmarking, and evaluation of ambiguity-aware assistive control.
Social-physical human-robot interaction (spHRI) is difficult to study: building and programming robots that integrate multiple interaction modalities is costly and slow, while VR-based prototypes often lack physical contact, breaking users' visuo-tactile expectations. We present XR$^3$, a co-located dual-VR-headset platform for HRI research in which an attendee and a hidden operator share the same physical space while experiencing different virtual embodiments. The attendee sees an expressive virtual robot that interacts face-to-face in a shared virtual environment. In real time, the robot's upper-body motion, head and gaze behavior, and facial expressions are mapped from the operator's tracked limbs and face signals. Because the operator is co-present and calibrated in the same coordinate frame, the operator can also touch the attendee, enabling perceived robot touch synchronized with the robot's visible hands. Finger and hand motion is mapped to the robot avatar using inverse kinematics to support precise contact. Beyond motion retargeting, XR$^3$ supports social retargeting of multiple nonverbal cues that can be experimentally varied while keeping physical interaction constant. We detail the system design and calibration, and demonstrate the platform in a touch-based Wizard-of-Oz study, lowering the barrier to prototyping and evaluating embodied, contact-based robot behaviors.
Human interaction is essential for issuing personalized instructions and assisting robots when failure is likely. However, robots remain largely black boxes, offering users little insight into their evolving capabilities and limitations. To address this gap, we present explainable object-oriented HRI (X-OOHRI), an augmented reality (AR) interface that conveys robot action possibilities and constraints through visual signifiers, radial menus, color coding, and explanation tags. Our system encodes object properties and robot limits into object-oriented structures using a vision-language model, allowing explanation generation on the fly and direct manipulation of virtual twins spatially aligned within a simulated environment. We integrate the end-to-end pipeline with a physical robot and showcase diverse use cases ranging from low-level pick-and-place to high-level instructions. Finally, we evaluate X-OOHRI through a user study and find that participants effectively issue object-oriented commands, develop accurate mental models of robot limitations, and engage in mixed-initiative resolution.
Social-physical human-robot interaction (HRI) is difficult to study: building and programming robots integrating multiple interaction modalities is costly and slow, while VR-based prototypes often lack physical contact capabilities, breaking the visuo-tactile expectations of the user. We present VR2VR, a co-located dual-VR-headset platform for HRI research in which a participant and a hidden operator share the same physical space while experiencing different virtual embodiments. The participant sees an expressive virtual robot that interacts face-to-face in a shared virtual environment. In real time, the robot's upper-body movements, head and gaze behaviors, and facial expressions are mapped from the operator's tracked limbs and face signals. Since the operator is physically co-present and calibrated into the same coordinate frame, the operator can also touch the participant, enabling the participant to perceive robot touch synchronized with the visual perception of the robot's hands on their hands: the operator's finger and hand motion is mapped to the robot avatar using inverse kinematics to support precise contact. Beyond faithful motion retargeting for limb control, our VR2VR system supports social retargeting of multiple nonverbal cues, which can be experimentally varied and investigated while keeping the physical interaction constant. We detail the system design, calibration workflow, and safety considerations, and demonstrate how the platform can be used for experimentation and data collection in a touch-based Wizard-of-Oz HRI study, thus illustrating how VR2VR lowers barriers for rapidly prototyping and rigorously evaluating embodied, contact-based robot behaviors.
Large language models (LLMs) have enabled conversational robots to move beyond constrained dialogue toward free-form interaction. However, without context-specific adaptation, generic LLM outputs can be ineffective or inappropriate. This adaptation is often attempted through prompt engineering, which is non-intuitive and tedious. Moreover, predominant design practice in HRI relies on impression-based, trial-and-error refinement without structured methods or tools, making the process inefficient and inconsistent. To address this, we present the AI-Aided Conversation Engine (ACE), a system that supports the deliberate design of human-robot conversations. ACE contributes three key innovations: 1) an LLM-powered voice agent that scaffolds initial prompt creation to overcome the "blank page problem," 2) an annotation interface that enables the collection of granular and grounded feedback on conversational transcripts, and 3) using LLMs to translate user feedback into prompt refinements. We evaluated ACE through two user studies, examining both designs' experience and end users' interactions with robots designed using ACE. Results show that ACE facilitates the creation of robot behavior prompts with greater clarity and specificity, and that the prompts generated with ACE lead to higher-quality human-robot conversational interactions.
Social robots are increasingly applied as health behavior change interventions, yet actionable knowledge to guide their design and evaluation remains limited. This systematic review synthesizes (1) the behavior change strategies used in existing HRI studies employing social robots to promote health behavior change, and (2) the evaluation methods applied to assess behavior change outcomes. Relevant literature was identified through systematic database searches and hand searches. Analysis of 39 studies revealed four overarching categories of behavior change strategies: coaching strategies, counseling strategies, social influence strategies, and persuasion-enhancing strategies. These strategies highlight the unique affordances of social robots as behavior change interventions and offer valuable design heuristics. The review also identified key characteristics of current evaluation practices, including study designs, settings, durations, and outcome measures, on the basis of which we propose several directions for future HRI research.