CLJul 1, 2023
Personality Traits in Large Language ModelsGreg Serapio-García, Mustafa Safdari, Clément Crepy et al. · cambridge
The advent of large language models (LLMs) has revolutionized natural language processing, enabling the generation of coherent and contextually relevant human-like text. As LLMs increasingly powerconversational agents used by the general public world-wide, the synthetic personality traits embedded in these models, by virtue of training on large amounts of human data, is becoming increasingly important. Since personality is a key factor determining the effectiveness of communication, we present a novel and comprehensive psychometrically valid and reliable methodology for administering and validating personality tests on widely-used LLMs, as well as for shaping personality in the generated text of such LLMs. Applying this method to 18 LLMs, we found: 1) personality measurements in the outputs of some LLMs under specific prompting configurations are reliable and valid; 2) evidence of reliability and validity of synthetic LLM personality is stronger for larger and instruction fine-tuned models; and 3) personality in LLM outputs can be shaped along desired dimensions to mimic specific human personality profiles. We discuss the application and ethical implications of the measurement and shaping method, in particular regarding responsible AI.
2.4ROMay 26
Inducing Calmness With Pocket-Sized Robotics: Reducing Movement and Heart Rate in Children through Hand-Held Tactile InteractionsMorten Roed Frederiksen, Kasper Støy, Maja Matarić
Periods of heightened arousal or restlessness can interfere with children's ability to focus, self-regulation, and physically calm. Technologies that encourage embodied self-regulation through tactile interaction may provide a simple and accessible means of promoting calmness. This paper investigates how interaction with a pocket-sized tactile device influences physiological and behavioral markers of calmness in typically developing children. Building on prior work examining heart rate modulation, we present new findings on how tactile interaction affects full-body movement and postural stability. We employ a device that engages children through a hand-held rhythmic vibration-matching game, designed to focus attention and encourage stillness. Eighteen children participated in a within-subjects study that involved two conditions: with and without tactile interaction with a hand-held device, while having their heart rate and body movement recorded. Results show that the tactile game interaction reduced physiological arousal (heart rate decreased by 3.56 bpm, p < 0.01) and physical restlessness (overall movement decreased by 38%, p < 0.05), with attention-related body regions showing the greatest change toward stillness (45% reduction in movement). These findings demonstrate that brief tactile game-like engagement with a hand-held device can down-regulate physiological activation, promoting the calm and focused states toward sustained attention and behavior regulation.
61.0CLMay 20
The Illusion of Intervention: Your LLM-Simulated Experiment is an Observational StudyVictoria Lin, Taedong Yun, Maja Matarić et al.
Large language models (LLMs) show potential as simulators of human behavior, offering a scalable way to study responses to interventions. However, because LLMs are trained largely on observational data, interventions in experiments with LLM-simulated synthetic users can induce unintended shifts in latent user attributes, causing user drift where the implicit simulated population differs across treatment conditions, potentially distorting effect estimates. We formalize the confounding or selection bias that can arise due to user drift and show how intervention-dependent shifts can inflate or attenuate observed differences in user responses under intervention. To diagnose confounding, we propose using negative control outcomes--attributes that should remain invariant under intervention--to identify distribution shifts across intervention conditions, providing evidence of user drift. To mitigate drift, we study adjusting the persona specification by eliciting additional confounders, finding that targeted, setting-relevant confounders can substantially reduce bias across survey-style and multi-turn agent evaluations.
ROJun 25, 2025Code
HRIBench: Benchmarking Vision-Language Models for Real-Time Human Perception in Human-Robot InteractionZhonghao Shi, Enyu Zhao, Nathaniel Dennler et al.
Real-time human perception is crucial for effective human-robot interaction (HRI). Large vision-language models (VLMs) offer promising generalizable perceptual capabilities but often suffer from high latency, which negatively impacts user experience and limits VLM applicability in real-world scenarios. To systematically study VLM capabilities in human perception for HRI and performance-latency trade-offs, we introduce HRIBench, a visual question-answering (VQA) benchmark designed to evaluate VLMs across a diverse set of human perceptual tasks critical for HRI. HRIBench covers five key domains: (1) non-verbal cue understanding, (2) verbal instruction understanding, (3) human-robot object relationship understanding, (4) social navigation, and (5) person identification. To construct HRIBench, we collected data from real-world HRI environments to curate questions for non-verbal cue understanding, and leveraged publicly available datasets for the remaining four domains. We curated 200 VQA questions for each domain, resulting in a total of 1000 questions for HRIBench. We then conducted a comprehensive evaluation of both state-of-the-art closed-source and open-source VLMs (N=11) on HRIBench. Our results show that, despite their generalizability, current VLMs still struggle with core perceptual capabilities essential for HRI. Moreover, none of the models within our experiments demonstrated a satisfactory performance-latency trade-off suitable for real-time deployment, underscoring the need for future research on developing smaller, low-latency VLMs with improved human perception capabilities. HRIBench and our results can be found in this Github repository: https://github.com/interaction-lab/HRIBench.
RONov 17, 2024Code
Improving User Experience in Preference-Based Optimization of Reward Functions for Assistive RobotsNathaniel Dennler, Zhonghao Shi, Stefanos Nikolaidis et al.
Assistive robots interact with humans and must adapt to different users' preferences to be effective. An easy and effective technique to learn non-expert users' preferences is through rankings of robot behaviors, for example, robot movement trajectories or gestures. Existing techniques focus on generating trajectories for users to rank that maximize the outcome of the preference learning process. However, the generated trajectories do not appear to reflect the user's preference over repeated interactions. In this work, we design an algorithm to generate trajectories for users to rank that we call Covariance Matrix Adaptation Evolution Strategies with Information Gain (CMA-ES-IG). CMA-ES-IG prioritizes the user's experience of the preference learning process. We show that users find our algorithm more intuitive and easier to use than previous approaches across both physical and social robot tasks. This project's code is hosted at github.com/interaction-lab/CMA-ES-IG
HCJan 7, 2024
Evaluating and Personalizing User-Perceived Quality of Text-to-Speech Voices for Delivering Mindfulness Meditation with Different Physical EmbodimentsZhonghao Shi, Han Chen, Anna-Maria Velentza et al.
Mindfulness-based therapies have been shown to be effective in improving mental health, and technology-based methods have the potential to expand the accessibility of these therapies. To enable real-time personalized content generation for mindfulness practice in these methods, high-quality computer-synthesized text-to-speech (TTS) voices are needed to provide verbal guidance and respond to user performance and preferences. However, the user-perceived quality of state-of-the-art TTS voices has not yet been evaluated for administering mindfulness meditation, which requires emotional expressiveness. In addition, work has not yet been done to study the effect of physical embodiment and personalization on the user-perceived quality of TTS voices for mindfulness. To that end, we designed a two-phase human subject study. In Phase 1, an online Mechanical Turk between-subject study (N=471) evaluated 3 (feminine, masculine, child-like) state-of-the-art TTS voices with 2 (feminine, masculine) human therapists' voices in 3 different physical embodiment settings (no agent, conversational agent, socially assistive robot) with remote participants. Building on findings from Phase 1, in Phase 2, an in-person within-subject study (N=94), we used a novel framework we developed for personalizing TTS voices based on user preferences, and evaluated user-perceived quality compared to best-rated non-personalized voices from Phase 1. We found that the best-rated human voice was perceived better than all TTS voices; the emotional expressiveness and naturalness of TTS voices were poorly rated, while users were satisfied with the clarity of TTS voices. Surprisingly, by allowing users to fine-tune TTS voice features, the user-personalized TTS voices could perform almost as well as human voices, suggesting user personalization could be a simple and very effective tool to improve user-perceived quality of TTS voice.
LGFeb 18, 2025
Sleepless Nights, Sugary Days: Creating Synthetic Users with Health Conditions for Realistic Coaching Agent InteractionsTaedong Yun, Eric Yang, Mustafa Safdari et al. · berkeley
We present an end-to-end framework for generating synthetic users for evaluating interactive agents designed to encourage positive behavior changes, such as in health and lifestyle coaching. The synthetic users are grounded in health and lifestyle conditions, specifically sleep and diabetes management in this study, to ensure realistic interactions with the health coaching agent. Synthetic users are created in two stages: first, structured data are generated grounded in real-world health and lifestyle factors in addition to basic demographics and behavioral attributes; second, full profiles of the synthetic users are developed conditioned on the structured data. Interactions between synthetic users and the coaching agent are simulated using generative agent-based models such as Concordia, or directly by prompting a language model. Using two independently-developed agents for sleep and diabetes coaching as case studies, the validity of this framework is demonstrated by analyzing the coaching agent's understanding of the synthetic users' needs and challenges. Finally, through multiple blinded evaluations of user-coach interactions by human experts, we demonstrate that our synthetic users with health and behavioral attributes more accurately portray real human users with the same attributes, compared to generic synthetic users not grounded in such attributes. The proposed framework lays the foundation for efficient development of conversational agents through extensive, realistic, and grounded simulated interactions.
LGJan 30, 2025
Evaluating Spoken Language as a Biomarker for Automated Screening of Cognitive ImpairmentMaria R. Lima, Alexander Capstick, Fatemeh Geranmayeh et al.
Timely and accurate assessment of cognitive impairment is a major unmet need in populations at risk. Alterations in speech and language can be early predictors of Alzheimer's disease and related dementias (ADRD) before clinical signs of neurodegeneration. Voice biomarkers offer a scalable and non-invasive solution for automated screening. However, the clinical applicability of machine learning (ML) remains limited by challenges in generalisability, interpretability, and access to patient data to train clinically applicable predictive models. Using DementiaBank recordings (N=291, 64% female), we evaluated ML techniques for ADRD screening and severity prediction from spoken language. We validated model generalisability with pilot data collected in-residence from older adults (N=22, 59% female). Risk stratification and linguistic feature importance analysis enhanced the interpretability and clinical utility of predictions. For ADRD classification, a Random Forest applied to lexical features achieved a mean sensitivity of 69.4% (95% confidence interval (CI) = 66.4-72.5) and specificity of 83.3% (78.0-88.7). On real-world pilot data, this model achieved a mean sensitivity of 70.0% (58.0-82.0) and specificity of 52.5% (39.3-65.7). For severity prediction using Mini-Mental State Examination (MMSE) scores, a Random Forest Regressor achieved a mean absolute MMSE error of 3.7 (3.7-3.8), with comparable performance of 3.3 (3.1-3.5) on pilot data. Linguistic features associated with higher ADRD risk included increased use of pronouns and adverbs, greater disfluency, reduced analytical thinking, lower lexical diversity and fewer words reflecting a psychological state of completion. Our interpretable predictive modelling offers a novel approach for in-home integration with conversational AI to monitor cognitive health and triage higher-risk individuals, enabling earlier detection and intervention.
ROMar 6, 2024
Using Causal Trees to Estimate Personalized Task Difficulty in Post-Stroke IndividualsNathaniel Dennler, Stefanos Nikolaidis, Maja Matarić
Adaptive training programs are crucial for recovery post stroke. However, developing programs that automatically adapt depends on quantifying how difficult a task is for a specific individual at a particular stage of their recovery. In this work, we propose a method that automatically generates regions of different task difficulty levels based on an individual's performance. We show that this technique explains the variance in user performance for a reaching task better than previous approaches to estimating task difficulty.
ROJan 13, 2024
Singing the Body Electric: The Impact of Robot Embodiment on User ExpectationsNathaniel Dennler, Stefanos Nikolaidis, Maja Matarić
Users develop mental models of robots to conceptualize what kind of interactions they can have with those robots. The conceptualizations are often formed before interactions with the robot and are based only on observing the robot's physical design. As a result, understanding conceptualizations formed from physical design is necessary to understand how users intend to interact with the robot. We propose to use multimodal features of robot embodiments to predict what kinds of expectations users will have about a given robot's social and physical capabilities. We show that using such features provides information about general mental models of the robots that generalize across socially interactive robots. We describe how these models can be incorporated into interaction design and physical design for researchers working with socially interactive robots.
HCMar 6
Exploring Socially Assistive Peer Mediation Robots for Teaching Conflict Resolution to Elementary School StudentsKaleen Shrestha, Harish Dukkipati, Avni Hulyalkar et al.
In peer mediation--an approach to conflict resolution used in many K-12 schools in the United States--students help other students to resolve conflicts. For schools without peer mediation programs, socially assistive robots (SARs) may be able to provide an accessible option to practice peer mediation. We investigate how elementary school students react to a peer mediator role-play activity through an exploratory study with SARs. We conducted a small single-session between-subjects study with 12 participants. The study had two conditions, one with two robots acting as disputants, and the other without the robots and just the tablet. We found that a majority of students had positive feedback on the activity, with many students saying the peer mediation practice helped them feel better about themselves. Some said that the activity taught them how to help friends during conflict, indicating that the use of SARs for peer mediation practice is promising. We observed that participants had varying reading levels that impacted their ability to read and dictate the turns in the role-play script, an important consideration for future study design. Additionally, we found that some participants were more expressive while reading the script and throughout the activity. Although we did not find statistical differences in pre-/post-session self-perception and quiz performance between the robot and tablet conditions, we found strong correlations (p<0.05) between certain trait-related measures and learning-related measures in the robot condition, which can inform future study design for SARs for this and related contexts.
ROMay 7, 2025
Modeling Personalized Difficulty of Rehabilitation Exercises Using Causal TreesNathaniel Dennler, Zhonghao Shi, Uksang Yoo et al.
Rehabilitation robots are often used in game-like interactions for rehabilitation to increase a person's motivation to complete rehabilitation exercises. By adjusting exercise difficulty for a specific user throughout the exercise interaction, robots can maximize both the user's rehabilitation outcomes and the their motivation throughout the exercise. Previous approaches have assumed exercises have generic difficulty values that apply to all users equally, however, we identified that stroke survivors have varied and unique perceptions of exercise difficulty. For example, some stroke survivors found reaching vertically more difficult than reaching farther but lower while others found reaching farther more challenging than reaching vertically. In this paper, we formulate a causal tree-based method to calculate exercise difficulty based on the user's performance. We find that this approach accurately models exercise difficulty and provides a readily interpretable model of why that exercise is difficult for both users and caretakers.
AIFeb 26, 2025
Conversational Planning for Personal PlansKonstantina Christakopoulou, Iris Qu, John Canny et al.
The language generation and reasoning capabilities of large language models (LLMs) have enabled conversational systems with impressive performance in a variety of tasks, from code generation, to composing essays, to passing STEM and legal exams, to a new paradigm for knowledge search. Besides those short-term use applications, LLMs are increasingly used to help with real-life goals or tasks that take a long time to complete, involving multiple sessions across days, weeks, months, or even years. Thus to enable conversational systems for long term interactions and tasks, we need language-based agents that can plan for long horizons. Traditionally, such capabilities were addressed by reinforcement learning agents with hierarchical planning capabilities. In this work, we explore a novel architecture where the LLM acts as the meta-controller deciding the agent's next macro-action, and tool use augmented LLM-based option policies execute the selected macro-action. We instantiate this framework for a specific set of macro-actions enabling adaptive planning for users' personal plans through conversation and follow-up questions collecting user feedback. We show how this paradigm can be applicable in scenarios ranging from tutoring for academic and non-academic tasks to conversational coaching for personal health plans.
ROJan 2, 2025
Contrastive Learning from Exploratory Actions: Leveraging Natural Interactions for Preference ElicitationNathaniel Dennler, Stefanos Nikolaidis, Maja Matarić
People have a variety of preferences for how robots behave. To understand and reason about these preferences, robots aim to learn a reward function that describes how aligned robot behaviors are with a user's preferences. Good representations of a robot's behavior can significantly reduce the time and effort required for a user to teach the robot their preferences. Specifying these representations -- what "features" of the robot's behavior matter to users -- remains a difficult problem; Features learned from raw data lack semantic meaning and features learned from user data require users to engage in tedious labeling processes. Our key insight is that users tasked with customizing a robot are intrinsically motivated to produce labels through exploratory search; they explore behaviors that they find interesting and ignore behaviors that are irrelevant. To harness this novel data source of exploratory actions, we propose contrastive learning from exploratory actions (CLEA) to learn trajectory features that are aligned with features that users care about. We learned CLEA features from exploratory actions users performed in an open-ended signal design activity (N=25) with a Kuri robot, and evaluated CLEA features through a second user study with a different set of users (N=42). CLEA features outperformed self-supervised features when eliciting user preferences over four metrics: completeness, simplicity, minimality, and explainability.
ROSep 2, 2021
Quori: A Community-Informed Design of a Socially Interactive Humanoid RobotAndrew Specian, Ross Mead, Simon Kim et al.
Hardware platforms for socially interactive robotics can be limited by cost or lack of functionality. This paper presents the overall system -- design, hardware, and software -- for Quori, a novel, affordable, socially interactive humanoid robot platform for facilitating non-contact human-robot interaction (HRI) research. The design of the system is motivated by feedback sampled from the HRI research community. The overall design maintains a balance of affordability and functionality. Initial Quori testing and a six-month deployment are presented. Ten Quori platforms have been awarded to a diverse group of researchers from across the United States to facilitate HRI research to build a community database from a common platform.
ROAug 3, 2021
Design and Evaluation of a Hair Combing System Using a General-Purpose Robotic ArmNathaniel Dennler, Eura Shin, Maja Matarić et al.
This work introduces an approach for automatic hair combing by a lightweight robot. For people living with limited mobility, dexterity, or chronic fatigue, combing hair is often a difficult task that negatively impacts personal routines. We propose a modular system for enabling general robot manipulators to assist with a hair-combing task. The system consists of three main components. The first component is the segmentation module, which segments the location of hair in space. The second component is the path planning module that proposes automatically-generated paths through hair based on user input. The final component creates a trajectory for the robot to execute. We quantitatively evaluate the effectiveness of the paths planned by the system with 48 users and qualitatively evaluate the system with 30 users watching videos of the robot performing a hair-combing task in the physical world. The system is shown to effectively comb different hairstyles.
ROJul 15, 2021
Personalizing User Engagement Dynamics in a Non-Verbal Communication Game for Cerebral PalsyNathaniel Dennler, Catherine Yunis, Jonathan Realmuto et al.
Children and adults with cerebral palsy (CP) can have involuntary upper limb movements as a consequence of the symptoms that characterize their motor disability, leading to difficulties in communicating with caretakers and peers. We describe how a socially assistive robot may help individuals with CP to practice non-verbal communicative gestures using an active orthosis in a one-on-one number-guessing game. We performed a user study and data collection with participants with CP; we found that participants preferred an embodied robot over a screen-based agent, and we used the participant data to train personalized models of participant engagement dynamics that can be used to select personalized robot actions. Our work highlights the benefit of personalized models in the engagement of users with CP with a socially assistive robot and offers design insights for future work in this area.
RONov 11, 2020
SPRITE: Stewart Platform Robot for Interactive Tabletop EngagementElaine Schaertl Short, Dale Short, Yifeng Fu et al.
We present the design of the Stewart Platform Robot for Interactive Tabletop Engagement (SPRITE). This robot is designed for use in socially assistive robotics, a field focusing on non-contact social interaction to help people achieve goals relating to health, wellness, and education. We describe a series of design goals for a tabletop, socially assistive robot, including expressive movement, affective communication, a friendly, nonthreatening, and customizable appearance, and a safe, robust, and easily-repaired mechanical design.
RONov 18, 2019
Long-Term Personalization of an In-Home Socially Assistive Robot for Children With Autism Spectrum DisordersCaitlyn Clabaugh, Kartik Mahajan, Shomik Jain et al.
Socially assistive robots (SAR) have shown great potential to augment the social and educational development of children with autism spectrum disorders (ASD). As SAR continues to substantiate itself as an effective enhancement to human intervention, researchers have sought to study its longitudinal impacts in real-world environments, including the home. Computational personalization stands out as a central computational challenge as it is necessary to enable SAR systems to adapt to each child's unique and changing needs. Toward that end, we formalized personalization as a hierarchical human robot learning framework (hHRL) consisting of five controllers (disclosure, promise, instruction, feedback, and inquiry) mediated by a meta-controller that utilized reinforcement learning to personalize instruction challenge levels and robot feedback based on each user's unique learning patterns. We instantiated and evaluated the approach in a study with 17 children with ASD, aged 3 to 7 years old, over month-long interventions in their homes. Our findings demonstrate that the fully autonomous SAR system was able to personalize its instruction and feedback over time to each child's proficiency. As a result, every child participant showed improvements in targeted skills and long-term retention of intervention content. Moreover, all child users were engaged for a majority of the intervention, and their families reported the SAR system to be useful and adaptable. In summary, our results show that autonomous, personalized SAR interventions are both feasible and effective in providing long-term in-home developmental support for children with diverse learning needs.
RODec 18, 2018
Proceedings of the Workshop on Social Robots in Therapy: Focusing on Autonomy and Ethical ChallengesPablo G. Esteban, Daniel Hernández García, Hee Rin Lee et al.
Robot-Assisted Therapy (RAT) has successfully been used in HRI research by including social robots in health-care interventions by virtue of their ability to engage human users both social and emotional dimensions. Research projects on this topic exist all over the globe in the USA, Europe, and Asia. All of these projects have the overall ambitious goal to increase the well-being of a vulnerable population. Typical work in RAT is performed using remote controlled robots; a technique called Wizard-of-Oz (WoZ). The robot is usually controlled, unbeknownst to the patient, by a human operator. However, WoZ has been demonstrated to not be a sustainable technique in the long-term. Providing the robots with autonomy (while remaining under the supervision of the therapist) has the potential to lighten the therapists burden, not only in the therapeutic session itself but also in longer-term diagnostic tasks. Therefore, there is a need for exploring several degrees of autonomy in social robots used in therapy. Increasing the autonomy of robots might also bring about a new set of challenges. In particular, there will be a need to answer new ethical questions regarding the use of robots with a vulnerable population, as well as a need to ensure ethically-compliant robot behaviours. Therefore, in this workshop we want to gather findings and explore which degree of autonomy might help to improve health-care interventions and how we can overcome the ethical challenges inherent to it.