%0 Conference Paper %B UKRAS20 Conference: "Robots into the real world" Proceedings %D 2020 %T Does Expression of Grounded Affect in a Hexapod Robot Elicit More Prosocial Responses? %A Hickton, Luke %A Lewis, Matthew %A Kheng Lee Koay %A Lola Cañamero %X We consider how non-humanoid robots can communicate their affective state via bodily forms of communication, and the extent to which this can influence human response. We propose a simple model of grounded affect and kinesic expression and outline two experiments (N=9 and N=180) in which participants were asked to watch expressive and non-expressive hexapod robots perform different ‘scenes’. Our preliminary findings suggest the expressive robot stimulated greater desire for interaction, and was more likely to be attributed with emotion. It also elicited more desire for prosocial behaviour. %B UKRAS20 Conference: "Robots into the real world" Proceedings %C Lincoln, UK %P 40–42 %8 04/2020 %G eng %U https://uhra.herts.ac.uk/bitstream/handle/2299/22817/UKRAS20_paper_09.pdf %R 10.31256/Hz3Ww4T %0 Conference Paper %B Proc. 2009 IEEE Symposium on Artificial Life (ALIFE 2009) %D 2009 %T Developing Preferential Attention to a Speaker: A Robot Learning to Recognise its Carer %A John C Murray %A Lola Cañamero %X In this paper we present a socially interactive multi-modal robotic head, ERWIN - Emotional Robot With Intelligent Networks, capable of emotion expression and interaction via speech and vision. The model presented shows how a robot can learn to attend to the voice of a specific speaker, providing a relevant emotional expressive response based on previous interactions. We show three aspects of the system; first, the learning phase, allowing the robot to learn faces and voices from interaction. Second, recognition of the learnt faces and voices, and third, the emotion expression aspect of the system. We show this from the perspective of an adult and child interacting and playing a small game, much like an infant and caregiver situation. We also discuss the importance of speaker recognition in terms of Human-Robot-Interaction and emotion, showing how the interaction process between a participant and ERWIN can allow the robot to prefer to attend to that person. %B Proc. 2009 IEEE Symposium on Artificial Life (ALIFE 2009) %I IEEE Press %C Nashville, TN %P 77–84 %8 03/2009 %@ 978-1-4244-2763-5 %G eng %U http://ieeexplore.ieee.org/document/4937697/ %R 10.1109/ALIFE.2009.4937697 %0 Conference Paper %B Proc. 7th International Conference on Epigenetic Robotics (EpiRob 2007) %D 2007 %T Developing Sensorimotor Associations Through Attachment Bonds %A Antoine Hiolle %A Lola Cañamero %E Luc Berthouze %E C G Prince %E M Littman %E Hideki Kozima %E Christian Balkenius %X Attachment bonds and positive affect help cognitive development and social interactions in infants and animals. In this paper we present a neural architecture to enable a robot to develop an attachment bond with a person or an object, and to discover the correct sensorimotor associations to maintain a desired affective state of well-being using a minimum amount of prior knowledge about the possible interactions with this object. We also discuss how our research on attachment bonds could further developmental robotics in the near future. %B Proc. 7th International Conference on Epigenetic Robotics (EpiRob 2007) %S Lund University Cognitive Studies %I Lund University %C Piscataway, NJ, USA %V 134 %P 45–52 %@ 91-974741-8-5 %G eng %U https://www.lucs.lu.se/LUCS/135/Hiolle.pdf %0 Journal Article %J Enfance %D 2007 %T Développement de Liens Affectifs Basés sur le Phénomène d'Empreinte pour Moduler l'Exploration et l'Imitation d'un Robot %A Arnaud J Blanchard %A Lola Cañamero %X Les comportements des enfants varient en fonction du contexte, notamment en fonction des liens affectifs qu'ils développent avec d'autres personnes en présence. Celainfluence par exemple leurs facultés à explorer ou imiter. Pour mieux comprendre ces phénomènes, nous proposons un modèle basé sur le phénomène de l'empreinte de liens affectifs et de leurs effets. Après avoir proposé des solutions pour simuler ces liens, nous montrerons comment nous pouvons les utiliser, où ils peuvent être utilisés afin de moduler les comportements d'exploration et d'imitation d'un robot réel. Finalement, nous discuterons du nouveau regard que peut apporter cette modélisation sur le comportement et le développement affectif des enfants. An infant's behavior varies (depending on the context) to a large degree as a function of the affective bonds that they have with the people that are also present. This influences their ability to explore or imitate, for example. In order to better understand these phenomena, we propose a model of affective bonds and their effects based on the imprinting phenomenon. After proposing solutions for simulating these bonds, we show how we can use them to modulate exploratory and imitative behaviors in a real robot. Finally, we discuss the new light that this model sheds on the affective behavior and development of children. %B Enfance %V 59 %P 35–45 %G eng %U https://www.cairn.info/revue-enfance-2007-1-page-35.htm %N 1 %R 10.3917/enf.591.0035 %0 Conference Paper %B Proceedings of the Sixth International Workshop on Epigenetic Robotics %D 2006 %T Developing Affect-Modulated Behaviors: Stability, Exploration, Exploitation or Imitation? %A Arnaud J Blanchard %A Lola Cañamero %X Exploring the environment is essential for autonomous agents to learn new things and to consolidate past experiences and apply them to improve behavior. However, exploration is also risky as it exposes the agent to unknown, potentially overwhelming or dangerous situations. A trade-off must hence exist between activities such as seeking stability, autonomous exploration of the environment, imitation of novel actions performed by another agents, and taking advantage of opportunities offered by new situations and events. In this paper, we present a Perception-Action robotic architecture that achieves this tradeoff on the grounds of modulatory mechanisms based on notions of “well-being” and “affect”. We have implemented and tested this architecture using a Koala robot, and we present and discuss behavior of the robot in different contexts. %B Proceedings of the Sixth International Workshop on Epigenetic Robotics %S Lund University Cognitive Studies %I Lund University %C Paris, France %V 128 %P 17–24 %@ 91-974741-6-9 %G eng %U https://www.lucs.lu.se/LUCS/128/BlanchardCanamero.pdf %0 Journal Article %J Interaction Studies %D 2006 %T Did Garbo Care about the Uncanny Valley? Commentary to K.F. MacDorman and H. Ishiguro, “The uncanny advantage of using androids in cognitive and social science research” %A Lola Cañamero %B Interaction Studies %I John Benjamins Publishing Company %V 7 %P 355–359 %8 01/2006 %G eng %U http://www.ingentaconnect.com/content/jbp/is/2006/00000007/00000003/art00006 %N 3 %R 10.1075/is.7.3.08can %0 Conference Paper %B Proc. 2005 IEEE Congress on Evolutionary Computation (CEC 2005) %D 2005 %T The Degree of Potential Damage in Agonistic Contests and its Effects on Social Aggression, Territoriality and Display Evolution %A Robert Lowe %A Nehaniv, Chrystopher L %A Daniel Polani %A Lola Cañamero %B Proc. 2005 IEEE Congress on Evolutionary Computation (CEC 2005) %I IEEE %C Edinburgh, Scotland %P 351–358 %@ 0-7803-9363-5 %G eng %0 Book Section %B Emotions in Humans and Artifacts %D 2003 %T Designing emotions for activity selection in autonomous agents %A Cañamero, Lola D %E Robert Trappl %E Paolo Petta %E Sabine Payr %X This chapter advocates a "bottom-up" philosophy for the design of emotional systems for autonomous agents that is guided by functional concerns and considers the particular case of designing emotions as mechanisms for action selection. The concrete realization of these ideas implies that the design process must start with an analysis of the requirements that the features of the environment, the characteristics of the action-selection task, and the agent architecture impose on the emotional system. This is particularly important if we see emotions as mechanisms that aim at modifying or maintaining the relation of the agent with its (external and internal) environment (rather than modifying the environment itself) in order to preserve the agent's goals. Emotions can then be selected and designed according to the roles they play with respect to this relation. %B Emotions in Humans and Artifacts %I MIT Press %P 115–148 %@ 9780262201421 %G eng %& 4 %0 Conference Paper %B Proc. First Workshop on Ontology Learning. Workshop of the 14th European Conference on Artificial Intelligence (ECAI 2000) %D 2000 %T Designing Clustering Methods for Ontology Building: The Mo'K Workbench %A Bisson, Gilles %A Nédellec, Claire %A Cañamero, Lola D %E Staab, S %E Maedche, A %E Nédellec, Claire %E Wiemer-Hastins, P %X This paper describes Mo'K, a configurable workbench that supports the development of conceptual clustering methods for ontology building. Mo'K is intended to assist ontology developers in the exploratory process of defining the most suitable learning methods for a given task. To do so, it provides facilities for evaluation, comparison, characterization and elaboration of conceptual clustering methods. Also, the model underlying Mo'K permits a fine- grained definition of similarity measures and class construction operators, easing the tasks of method instantiation and configuration. This paper presents some experimental results that illustrate the suitability of the model to help characterize and assess the performance of different methods that learn semantic classes from parsed corpora. %B Proc. First Workshop on Ontology Learning. Workshop of the 14th European Conference on Artificial Intelligence (ECAI 2000) %P 13–18 %G eng %0 Report %D 2000 %T Designing Emotions for Activity Selection %A Cañamero, Lola D %X This paper advocates a "bottom-up" philosophy for the design of emotional systems for autonomous agents that is guided by functional concerns, and considers the particular case of designing emotions as mechanisms for action selection. The concrete realization of these ideas implies that the design process must start with an analysis of the requirements that the features of the environment, the characteristics of the action-selection task, and the agent architecture impose on the emotional system. This is particularly important if we see emotions as mechanisms that aim at modifying or maintaining the relation of the agent with its (external and internal) environment (rather than modifying the environment itself) in order to preserve the agent's goals. Emotions can then be selected and designed according to the roles they play with respect to this relation. %B Dept. of Computer Science Technical Report DAIMI PB %I University of Aarhus, Denmark %G eng %U http://www.daimi.au.dk/PB/545/PB-545.pdf