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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>June</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Comparing a Social Robot and a Mobile Application for Movie Recommendation: A Pilot Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francesco Cervone</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Valentina Sica</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mariacarla Staffa</string-name>
          <email>mariacarla.staffa@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anna Tamburro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universita` degli Studi di Napoli “Federico II” via Claudio 21</institution>
          ,
          <addr-line>80125 Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <volume>1</volume>
      <fpage>7</fpage>
      <lpage>19</lpage>
      <abstract>
        <p>-Social robots can be used as interfaces to provide recommendations to users. While a vast literature compares the user's behavior when interacting with a robot with respect to a virtual agent, in this paper, we conduct a first evaluation on how the user's choices are affected if the recommendations are provided respectively by a mobile application or by social robots with different degree of interaction capabilities. This pilot study shows that the sole embodiment condition of the robot does not imply significant changes in the users' choices that prefer to interact with the mobile application. However, the adoption of additional communication channels such as gestures, gaze and voice pitch, which change accordingly to the suggested movie genre, improves the users acceptability.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Social robots will be used in the next future in many
application domains, which span from entertainment and
education to health–care. In order to be accepted in our houses,
they should be perceived as trusting, helpful, reliable and
engaging [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This is particularly important in case the robot
is in charge to convey information to a person (such teaching
skills, collaborating towards a particular goal or providing
advises). Social robots, as well as virtual agents, can be used as
interfaces to provide recommendations. Such embodied social
agents make interaction more meaningful than it is when
provided by simple interfaces (which do not display actions
or speech), because users’ attitude towards social agents is
similar to that they show towards other people.
      </p>
      <p>
        Recommendation systems aim to provide the user with
personalized advises and suggestions in many different
domains, such as books, movies or music. Such suggestions are
provided according to the available information the system
has on the user (e.g., his/her preferences or his/her past
interaction with the system). Hence, recommendations can be
provided suggesting items similar to items liked by the user
or liked by similar users. The effectiveness of the provision of
recommendations relies itself on the concept of trust [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] with
respect to the system that proposes the recommendation. Such
trust on the recommendation depends upon machine accuracy,
predictability and dependability [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] (e.g., by recommending
items which are positively evaluated by the users). In literature,
different studies compared the impact of recommendation and
the advises as provided by social robot with respect to virtual
agents [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], by showing that the embodiment condition,
as provided by the robot, has more impact with respect to
2D/3D virtual agents on a screen. Real robots affect subject
decision-making more effectively than computer agents in
real world environments [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Moreover, non-verbal behaviors
serve important functions in affecting the trustworthiness of a
recommendation [7]. In fact, a robot ability to build a trust
relationship depends on its capacity to help people understand it,
in part through non-verbal behavior. Emotion-related signals,
such as those provided by voice pitch changes in speech or
gestures are non-verbal behaviors that influence human trust
[8]. It has been, indeed, well-documented that humans expect
from humanoid robots socially intelligent responses [9]. This
leaves the possibility that an agent may influence how humans
perceive a recommendation through the presence of more or
less communication abilities.
      </p>
      <p>In this paper, we present a pilot study to evaluate the extent
of the use of a robotic system in accepting a recommendation
not with respect to a virtual agent, but to very common
interfaces such as mobile applications. Our experiments aim at
evaluating the users’ acceptance of recommendations as well
as their engagement when the robot or a mobile application are
displaying such advises. In particular, we provided the same
information contents on recommended movies, but using three
different interaction conditions. In the first condition, by using
a mobile application, contents will be provided by text shown
on the mobile screen. In the second one, the same contents
will be provided by using a humanoid robot interacting using
speech. Finally, in the third condition the humanoid robot will
encompass both voice and genre-driven motion primitives.</p>
      <p>II.</p>
      <p>
        A vast literature compared the behavior as well as the
acceptance of robots with respect to their virtual counterparts.
Embodied robots are consistently perceived as more engaging
than a character on a video display, and sometimes as engaging
as a human. For example, in Kidd and Breazeals [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] work
subjects were instructed by an agent (either to a human, a
robot, or a cartoon robot), which showed only its eyes to
the subjects. All three visual presentations were accompanied
by the same vocal instructions. The Authors’ purpose was to
understand which types of interaction involved more the user
(evaluated by a questionnaire), and showed more reliability,
usefulness and trust. The results showed that the robot, given
its physical presence, was considered as more engaging,
credible and informative, as well as being more pleasant as an
interaction partner. As in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], in our experiment, we provided
the same information contents with very simple and controlled
interfaces, but using different interaction modalities.
      </p>
      <p>
        How physical embodiment, as opposed to virtual
presence, affects human perception of social engagement with
an artificial agent was addressed in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
the Authors evaluated the persuasion effects of a computer
agent and of a robot in various tasks as, for example, in
following indications. The results showed that the user has
shown more confidence and more trust for the physical robot.
User’s behavior in accepting advises was investigated also in
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The results showed that the user preferred to interact
with the robot because it was more effective in providing
recommendations. Shinozawa et al. considered the effect of
persuasion in a laboratory environment comparing a robot and
a computer agent (with a 2D or 3D appearance) displayed on a
monitor [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The results showed that the geometric coherence
between a social agent and the environment was an important
factor in the interaction, independently whether it is 2D or 3D.
Conversely to these approaches, in our study, we compared
the effects of adopting for a recommending task a robot with
respect to a mobile application. This is, up to our knowledge,
the first attempt to provide such comparison.
      </p>
      <p>
        Finally, in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] the Authors studied the impact of the robot
size with respect to the user reactions in an advertising context.
The purpose was to understand which robot was more suitable
for interaction for advertising purposes. The results showed
that, in the presence of robots of different sizes, the user
considers it easier to interact with a smaller robot.
      </p>
    </sec>
    <sec id="sec-2">
      <title>III. SYSTEM ARCHITECTURE</title>
      <p>In order to evaluate our hypothesis, we developed a
client/server application, where the server provides the
recommendation service and the possible clients can be a humanoid
robot or a mobile application. Clients are in charge to ask for a
list of recommendations (in particular of movies) to the server
and to show them to users. The social robots and the mobile
application will provide the same information, but in different
ways (i.e., through different communication channels). This
diversity should be reflected in a different perception of
the recommendations by the users, and, presumably, it will
affect their choices. In order to provide recommendations,
the Recommendation Engine needs some initial movie ratings
from the users. Hence, independently from the client type
the users interact with, the initial ratings are performed by
using the mobile application, which allows users to easily
evaluate movies by means of a friendly graphical interface.
The main blocks of the developed framework are detailed in
the following subsections.</p>
      <sec id="sec-2-1">
        <title>A. Movie Recommendation Server</title>
        <p>The server layer of this architecture is characterized by the
recommendation system (see Figure 1). It is developed in Java
and it is hosted by a Tomcat servelet container. The core of
this layer is a Web Server, used to store, process and deliver
requested content to clients, which are provided through
JSONbased API both to communicate with the humanoid robot and
with the android mobile application. The module
Recommendation Engine is the core of the recommendation layer. We
adopted the Apache Mahout library1 to predict the user ratings,
and chosen the MovieTweetings [11] dataset to train the system
and to populate the Ratings Repository. MovieTweetings
consists of movie ratings contained in well-structured tweets on
the Twitter.com social network. This information is contained
in three files: users.dat, ratings.dat and movies.dat, which
provide respectively the user identification number, his/her
associated ratings and a list of movies. The dataset is updated
every day, therefore its size is constantly changing. At the last
access, it contained about 35000 users, 360000 ratings and
20000 movies.</p>
        <p>The recommendation engine provides rating predictions
when the recommendation API is invoked. To achieve this
goal, we used item-based City Block distance, also known as
Manhattan distance. In Mahout implementation, the generic
movie i is represented by a boolean vector:</p>
        <p>i = [r1i, r2i, ..., rni],
where n is the number of users in the dataset and rui = 1 if
user u rated the movie i. The distance between two movies
rated by user u is the sum of the absolute value of the
differences of the two associated vector components. More
formally, the distance between items i and j is:</p>
        <p>n
d(i, j) = X
u=1
|rui − ruj |.</p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Android Application</title>
        <p>On the bottom of Figure 1, the architecture design of the
mobile Android application is depicted. The first duty for the
user, when he/she accesses the application, is to sign up/sign
into the system. As explained above, when the interaction
starts, users have first to provide a certain number of movie
ratings (at least 20 movies). The Training module is dedicated
to provide an interface to get movie lists and to store movies
ratings. If a user is in the training stage, he/she can browse
movies by ordering them by most rated or randomly, or search
for a movie (filtering by genre or title, see Figure 2).</p>
        <p>After this first stage, user can get movie recommendations
from the server. When the server gets the recommendation
request, once calculated the best movies for the user, it
retrieves additional details about the film, like, for example,
the director, writers, actors and genres using OMDb2 web
service. Fortunately, MovieTweetings data set stores, for each
movie, its IMDb id, which can be used to address the OMDb
service. The Android application shows on the screen the
recommendations for the users through textual and graphical
descriptions.</p>
      </sec>
      <sec id="sec-2-3">
        <title>C. The Robot Client</title>
        <p>The Robot Client architecture has been designed
considering the adoption of a NAO T14 robot model, consisting in
a humanoid torso with 14 degrees of freedom (2 for the head
and 12 for the arms) developed by Aldebaran Robotics3. We
controlled the NAO platform by means of the standard robotic
operating system (ROS) and using the Python programming
language for developing the ROS nodes. NAO is endowed with
two main sensors: a camera and a microphone through which
it receives signals from the external environment. Camera
frames are processed by a Face Detection module to detect
users presence into its visual field. Sounds obtained from the
microphone are processed by Speech Recognition module.</p>
        <p>As actuators NAO can use the following communication
channels: voice, arms, head and eyes led. The Behavior
Selector module is in charge of providing two different
interaction conditions. In the first case, it presents to users
the recommended movies and their relative information only
through speech, while, in the second case, such description is
accompanied with gestures, gaze, eyes coloring through the
Motion Controller, and pitch voice changes through Speech
Synthesis. In this latter case, the Behavior Selector gets motion
animations from an Animations Repository, based on the genre
of the recommended movie, to execute animated speech, as
will be detailed in the followings.</p>
        <p>2http://www.omdbapi.com - The Open Movie Database is a free web service
to obtain movie information.</p>
        <p>3https://www.aldebaran.com/en</p>
        <p>a) Face Detection: This module is based on a face
detection/recognition solution provided by OKI and included
in the Python SDK for NAO. Such module continuously
processes frames from the NAO camera in order to detect a
human face. Once a face is detected, it provides its position.
Moreover, in the third condition, the module continues to
provide the user position coordinates to the Motion Controller,
that allows NAO to track the face by moving its head.</p>
        <p>b) Speech Recognition: This module gives to the robot
the ability to recognize a predefined words list, and specifically
the usernames and the acceptance/rejection of a
recommendation. It is based on module provided by Aldebaran, which relies
on sophisticated speech recognition technologies provided by
NUANCE for NAO Version 4. Before starting, the robot needs
to receive the list of usernames (UsersList). Then, once the
system has detected a face through Face Detection, NAO asks for
a username and listens until a word is recognized. Currently,
system does not provide a real authentication when interacting
with the robot because the only way to communicate with NAO
is the speech. Users should sign in through an input system
like a keyboard or a mobile application.</p>
        <p>c) Behavior Selector: Through this module, we
generate all the gestures, gaze and the feedback for the user. Once
a user has been recognized, a user tracking system allows the
robot to track the target by moving its head. Movie information
is provided to the user with the Speech Synthesis module
with different speech intonations, but it can be accompanied
with arms gestures and facial expressions (e.g., different eyes
colors) generated through Motion Controller module. The
Behavior Selector gets recommendations from the Web Service
and related animations from the Animations Repository. The
main task of this module is mapping the movie genre into a
predefined set of animations and eyes colors. For example, if
NAO recommends a drama, led eyes become red and gestures
are more serious, while for a comedy led eyes become green
and gestures are more joyous. The pitch of the voice is
accordingly manipulated by the Speech Synthesis module.</p>
        <p>IV.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>A PILOT STUDY The pilot study is conducted by considering three different interaction conditions, where participants receive two movie recommendations for each condition.</title>
      <sec id="sec-3-1">
        <title>A. Procedure</title>
        <p>The testing procedure main steps are: (i) the user provides
new rates for a list of movies (training phase) at the beginning
of the interaction; (ii) the recommendation system generates
the top-six recommendations for each user, which will be
shown to users through the three interaction conditions in a
random way (two for each condition); (iii) after each test
condition the participant has to answer to a questionnaire
concerning the specific condition and at the end of the overall
experiment to a general questionnaire.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Method</title>
        <p>The design of this study is a within-subjects,
counterbalanced, repeated measures experiment. The three considered
interactive conditions are the following:</p>
        <p>Condition 1 (App): in this setting, neither of the robot
modalities are used. The user only interacts with the mobile
application that provides to the user two different movies suggestions.
For each movie the app provides the title and additional
information by displaying text and images on the screen. For
each recommended movie, the user has to reply about his/her
likelihood to see it (see Figure 3).</p>
        <p>Condition 2 (Nao): in this setting, the robot is located on a
table standing still and waiting for a person to interact with.
When the robot recognizes a face in its filed of view, it greets
the person, introduces itself, and asks for a username. NAO
presents the two recommendations by telling the movie title
accompanied with the same information provided in Condition
1 (plot, genre, actors, and so on). Finally, it asks the user if
she/he agrees to see this movie and stores the answer.
Condition 3 (ENao): in this setting, differently from the
previous condition, the robot is endowed with the motion
controller module. When the robot is not interacting with
anyone, it simply looks around and waits for a person to talk
with. In this interaction condition NAO, in addition to tell
movie information, gesticulates, changes eyes led color and
voice pitch according to the recommended movie genre (see
Figure 4).</p>
        <p>C. Participants</p>
        <p>18 subjects participated in this experiment with an average
age of 32 years and a graduate education, for a total of 13
males and 5 females. All the participants were Italian native
speakers with an average English level of 2.39 and Robotic
skills of 3.17 on a likert–scale from 1 to 5. The language
adopted for the experiment was the English both for text
description and for the robot’s voice synthesizer. The testers
were not informed about the NAO interaction capabilities. In
Table I, personnel data of participants are collected.</p>
        <p>We hypothesized that the robot as compared with the
application will be more engaging and better liked, and hence
recommendation provided by the robot should be more likely
to be accepted. Moreover, the condition with animated motion
should be more engaging and better liked with respect to the
simple robot.</p>
      </sec>
      <sec id="sec-3-3">
        <title>A. Quantitative Analysis</title>
        <p>In order to evaluate the degree of acceptance of the
recommendations when provided by different conditions, we
calculated the selection ratio indicating the number of accepted
recommendations with respect to the total number of
recommendations for a each specific condition.</p>
        <p>Fig. 5. Percentage of accepted movie recommendations for each Condition.</p>
        <p>In Figure 5 the selection ratio is expressed in percentage
shows that there is a minimum difference in the acceptance rate
between the recommendations provided by App and Nao, while
there is a slightly bigger difference between App and ENao
conditions. This fact is in accordance with our hypothesis that
people are inclined to accept more recommendations provided
through a more natural interaction, even if the sole
embodiment condition (Nao) does not imply significant changes in
the testers acceptability level. However, due to the limited
number of participants and recommendations provided to each
participant these differences, evaluated using ANOVA, are not
yet statistically significant, while there is a significant Pearson
correlation between App and Nao conditions (r = 0.43 with
p = 0.08 that is significant at p &lt; 0.10) acceptance trends.
As future work we will extend such experimentation with a
greater number of users.</p>
        <p>Since users selected for testing are all Italian native
speakers, and not all have the same level of familiarity with robotics
applications, we felt it appropriate to consider data by
aggregating the results by both the level of English proficiency (e.g.,
the language used to provide recommendations) and the degree
of experience with robots. We thus computed correlations for
the acceptance ratio and among conditions couples by grouping
users with a high (from 4 to 5) or low English level (from 1
to 3) and a high or low familiarity with robots (see Section
V-B):
•
•
•
•
high English level: Pearson showed a negative strong
correlation (r = −0.76 with p &lt; 0.05) between Nao
and ENao;
low English level: there is a significant correlation
between App and Nao (r = 0.57 with p = 0.07);
high familiarity: nothing significant;
low familiarity: once again we had a moderate
correlation between App and Nao (r = 0.65 with p = 0.08),
but in this case also Nao and ENao have a moderate
correlation (r = 0.65 with p = 0.08).</p>
        <p>These results show that for testers with a low English level
reading text from an application or hearing speech from a
robot does not have a relevant impact on the decision making,
while for good English skilled participants adding an animated
behavior changes the acceptance trend. This could be due to
the fact that the users attention in the first case is quite all
focused on understanding the text or speech. Moreover, users
with low familiarity in robotics shows acceptance trend similar
in both Nao and ENao cases.</p>
      </sec>
      <sec id="sec-3-4">
        <title>B. Qualitative Analysis</title>
        <p>Our evaluation also takes into account the impressions
of users with respect to the interaction with the different
conditions. For this aim we propose a qualitative questionnaire
organized in three specific sections: (i) personal information
for collecting information about the user (age, gender, english
level, and familiarity with robotics); (ii) Qualitative questions
regarding the application easy of use, naturalness and
satisfiability consisting of 6 questions; (iii) two question specific
for the conditions involving the humanoid, dealing with the
sense of trust and movements naturalness of the robot. While
the general information have been asked at the beginning of
the tests, the testers have been asked to reply to the specific
questions at the end of each experiment. We adopted a classical
likert scale from 1 to 5. Only for question 6 we explicitly
ask for a preference by the users where index from 1 to 3
represent respectively the preference for APP, NAO and ENAO.
The questionnaire structure is reported in Table II.</p>
        <p>Section
Personal
Information
Qualitative
Questions
Robot-related
Questions
Nao-ENao: there is a moderate correlation for Q2 (r =
0.59, p = 0.01) and Q4 (r = 0.48, p = 0.04) and a
strong correlation for Q5 (r = 0.72, p &lt; 0.01);</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>App-ENao: there are no significant correlations.</title>
      <p>If we observe the histogram of question 6 (see Figure
6(b)), a part from the approval ratings average of the qualitative
questions from Q1 to Q5, it is quite evident that the major part
of the users prefers to interact with the Humanoid endowed
with emotion-based capabilities. This is probably due to the
fact that the humanoid robot has the potential to portray a rich
repertoire of non–verbal behaviors that have familiar social
meaning for users, who perceive the interaction more natural
and engaging because of the received socially intelligent
responses by the robot. Histogram in Figure 6-(c) shows that
the robotic agent is perceived in the average believeble both
if it shows or not non-verbal feedback, and the agent motion
is perceived as natural.</p>
      <p>As for the quantitative case, for each pair of conditions,
we try to correlate answers considering only users with high
or low English level or familiarity with robots applications:
high English level: there is a moderate correlation
between App and Nao (r = 0.53, p &lt; 0.01), and
Nao and ENao (r = 0.41, p &lt; 0.01);
•
•
•
low English level: as in the previous case, App and
Nao are significantly correlated ( r = 0.43, p &lt; 0.01),
as well as Nao and ENao (r = 0.64, p &lt; 0.01);
high familiarity: Pearson shows a strong correlation
between App and Nao (r = 0.75, p &lt; 0.01) and
between Nao and ENao (r = 0.82, p &lt; 0.01). There is
a moderate correlation for App and ENao (r = 0.60,
p &lt; 0.01);
low familiarity: finally, we have a moderate correlation
between App and Nao (r = 0.39, p &lt; 0.01) and
between Nao and ENao (r = 0.45, p &lt; 0.01).</p>
      <p>Both for Nao (F = 3.95, p = 0.05) and ENao (F = 4.89,
p = 0.03), in the case of low and high familiarity with robots,
ANOVA shows significant differences between these categories
of users. In both cases, the mean values of answers of users
with high familiarity is greater than other users. There are not
significant differences in grouping per English skills.</p>
      <p>VI.</p>
      <p>CONCLUSION</p>
      <p>Social robots have been used in advertisements in public
spaces mainly because of their greater ability to grab customer
attention with respect to displays. Previous research mainly
investigated the advantage of a physical body in engaging the
user in an interaction with respect to its virtual counterpart. In
this work, we compared, in a pilot study, the effect of a social
robot with different communication channels, with respect to a
well–known interface such as a mobile application in providing
recommendations, and evaluated the human behavior through
quantitative and qualitative analysis. From the qualitative
questionnaire it arises that the users, on average, perceive the
interaction with the mobile application (App) easier than those
with the social robot (Nao, ENao) independently from the
degree of interaction capabilities. Furthermore, App appeared
more natural and satisfying than both Nao and ENao robot.
This result naturally arises from the fact that the most of the
users have more familiarity with mobile applications rather
than with robots. Moreover, the sole presence of the robot
does not provide an improvement in the acceptance rate, while
the additional communication capabilities provided by the
ENao humanoid robot generate for the users a higher level
of satisfaction with respect to the expectations compared with
the other two interaction modalities, and a slightly increase
in the acceptance rate (but not yet significant). In fact, when
involved in an interaction, humans expect non-verbal signals
from humanoid robots as well as they did with people. Indeed,
when robotic emphatic responses (Nao) are absent or not
sufficient, trust decreases.</p>
      <p>In most cases, there are correlations between App results
and Nao, and Nao and ENao, but not between App and ENao.
In our opinion, the leading cause of these results is due to
the smaller difference between the interaction with the mobile
application and Nao condition (e.g., they provide the same
content, but one with text and the other through speech), and
between Nao and Enao conditions (e.g., they share the same
interface – an embodied agent – but with different interaction
capabilities). Regarding the first and the third conditions, the
large difference between the two modes of interaction implies
no significant correlations between each other.</p>
      <p>In future works we will extend the pilot study by selecting
more users in order to extend our evaluation and to achieve
more significant results.</p>
    </sec>
  </body>
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