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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>EMAIL: berardina.decarolis@uniba.it
ORCID:</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Using a Personal Social Robot as a Nutrition Coach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Agostino Abbatecola</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Berardina De Carolis</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Edoardo Oranger</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Bari</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Childhood overweight and obesity represent an alarming problem worldwide. In Italy, approximately 21% of children are overweight or obese, with strong consequences both at health and social levels. The importance of the problem rises the need for policies aimed at preventing pediatric overweight and obesity. Game-based nutritional learning is an effective approach to enhance children's knowledge, behavior, and healthy dietary habits. Therefore, playful, and creative methodologies should be included in nutritional education programs for children. Among novel technologies, humanoid robots have a special appeal for educational purposes. In this paper, we present our first prototype in which the social robot Alpha Mini is used as a personal persuasive technology in the context of nutrition. In particular, in the context of the HERO project, we are developing an application with the main aim of using a combination of social robotics and serious games to support nutrition education and selfawareness trying to change wrong attitudes in children. To investigate the appropriateness of the approach a Wizard of Oz study was performed, showing interesting results in terms of engagement, motivational strength, trust, and recall of relevant information.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Social Robots</kwd>
        <kwd>Coach</kwd>
        <kwd>Persuasive Technologies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Childhood obesity is a growing problem in the
world. More than 35 million children under the
age of 5 and about 340 million children and
adolescents aged 5-19 are overweight or obese. In
the context of the HERO (Healthy Eating RObot)
project, we want to investigate the effect of
personal social robotics as a persuasive
technology.</p>
      <p>Persuasive Technologies (PT) are intentionally
designed to change people’s attitudes or behaviors
without coercion or deception, acting therefore
upon users’ beliefs always in an atmosphere of
free choice. According to their functional roles
[1], PT can be categorized into tools, media, or
social actors – or as multiple categories at once.
As tools, PT can increase people’s ability to
perform a target behavior by making it easier. As
media, PT can use both interactivity and narrative
to create persuasive experiences that support
behavior change or attitude. PT can also function
as social actors, indeed when perceived as social
actors, computer products can leverage principles
of social influence to motivate and persuade
people [1]. In this context, we expect human-like
social robots to have a positive persuasive effect
by exploiting both social and conversational
capabilities.</p>
      <p>
        Social robots are physically embodied,
autonomous agents that communicate and interact
with humans on a social and emotional level. Due
to their ability to enable natural interaction, social
robots have a great potential for helping people in
their daily activities by providing assistance and
information possibly personalizing their behavior
to the user [
        <xref ref-type="bibr" rid="ref1">2</xref>
        ]. Then we can say that a social robot
includes in its definition all the aspects of Fogg’s
Functional Triad [1] namely the notion of social
actor and the notion of tool and they represent also
powerful media since through dialogues,
narrative, and game-based approaches they may
create a persuasive user experience [
        <xref ref-type="bibr" rid="ref2">3</xref>
        ]. Several
research works have investigated the effect of
social robot characteristics on persuasion [
        <xref ref-type="bibr" rid="ref3">4</xref>
        ]. For
instance, in [
        <xref ref-type="bibr" rid="ref4">5</xref>
        ], the effect of non-verbal behavior
on persuasion has been explored. In [
        <xref ref-type="bibr" rid="ref5">6</xref>
        ] the results
of an experimental study investigating the
application of human persuasive strategies to a
social robot have been explored. Moreover, since
the intervention planned in our project is directed
towards children, we leverage the attractive power
of social robots for behavior change, since this
technology has been shown to elicit engagement
and trust [
        <xref ref-type="bibr" rid="ref10 ref6">7,11</xref>
        ].
      </p>
      <p>
        To this aim, we performed a preliminary study
on the appropriateness of the approach based on
the Wizard of Oz (WOZ) technique [
        <xref ref-type="bibr" rid="ref15">16</xref>
        ]. In the
study, we employed the Alpha Mini robot [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ] a
personal robot. Even if the study was performed
with a limited number of participants (5 children),
results show an overall positive engagement,
children felt positively motivated and there was a
high level of trust and recall of information
conveyed by the robot.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. HERO: Healthy Eating RObot</title>
      <p>
        The HERO robot behavior will be
personalized to the child’s user profile and the
level of healthy eating acting as a motivating
technology. To achieve this aim, we are
developing the following functionalities (see
Figure 1 for an overview):
• Data gathering from different and
heterogeneous sources: besides wearables,
smartphones, and other sensors, the robot
itself, through its camera, microphones, and
sensors, will be used as a non-intrusive tool
to collect data about nutrition habits,
moodrelated behavior, and so on.
• Health behavior tracking: the child's
lifestyle will be monitored through dialog
and collected data. HERO will stimulate the
child to talk about the experience with food
using techniques typical of narrative
medicine. HERO will integrate connections
to sensors or will use its own camera for
food detection and intake estimation and
for tracking the physical activity
automatically. Moreover, sleeping will be
also monitored through sensors, since the
quality of sleep is related to obesity and
food intake.
• Engaging psychophysical coaching: HERO
will use appropriate personalized strategies
to increase awareness and motivation in
children through dialog and serious games.
• Emotion and Mood analysis: It is well
known that there is a strong relationship
between food and emotions. In particular,
emotional eating, defined as ‘eating in
response to emotions’[
        <xref ref-type="bibr" rid="ref12">13</xref>
        ] can be seen as a
coping mechanism during moments of
stress, in which people try to through their
troubles away with comfort foods, rich in
sugar and fat. Then eating in response to
negative emotions is one of the causes that
predispose an individual to obesity [
        <xref ref-type="bibr" rid="ref12">13</xref>
        ].
Therefore, it is of fundamental importance
to endow HERO with the capability of
understanding the affective state of the
child and learning the relation with the
child's behavior.
• Holistic User Profile: in the Knowledge
Base of the coach, a representation of the
user based on the different features that can
describe the child, such as her interests,
level of physical activity, habits, mood,
social connections and so on. These
features can be inferred by gathering and
merging information coming from diverse
sources. The profile is available then
available to the coach for personalizing the
intervention.
      </p>
      <p>
        To achieve these goals, HERO has to be
embodied in a robotic body that allows to
implement the above-mentioned functionalities
and, in addition, it should be not too expensive.
For this reason, we have decided to investigate the
potentiality of Ubtech Alpha Mini in this
application context [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ].
      </p>
      <p>
        The Alpha Mini robot is a humanoid small
portable robot (about 24 cm tall), that can capture
speech through its microphones, talk through its
speakers, move, and recognize faces, which
allows him to smoothly follow the person he’s
currently interacting with, and some objects. He is
fully programmable using the Android SDK. It
can be also programmed, at high level, using a
Scratch-type block interface with a mobile app
(Figure 2b-c) [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ].
      </p>
      <p>Besides the available functionalities, we are
implementing the coaching module that starting
from the analysis of user behavior and affective
state (facial expressions, voice prosody, verbal
component of the communication, gestures, and
posture), will use a dialogue management module
to handle the personalized motivational dialogue
with the user.</p>
      <p>
        To generate the personalized persuasion and
motivational strategy, we will adapt and use the
PORTIA model [
        <xref ref-type="bibr" rid="ref7">8</xref>
        ], which allows reasoning on
the potential strength of alternative persuasive
strategies for a given user, in order to select the
most appropriate one and combine rational and
emotional modes of persuasion, according to the
theory of a-rational persuasion. It is used to reason
about the user’s presumed characteristics to infer
the presumed user’s goals and importance given
to certain beliefs. This information is used to
adapt the persuasion attempt to the user by
deciding the items to mention in the dialog.
      </p>
      <p>
        In previous work, we performed a study in the
healthy eating scenario, with the Pepper robot
providing healthy eating advice in two different
settings non-personalized vs. personalized
condition [
        <xref ref-type="bibr" rid="ref8 ref9">9,10</xref>
        ]. Results showed that significant
differences occurred in terms of satisfaction and
helpfulness. Moreover, the adapted condition was
perceived as significantly more persuasive and
reliable. The obtained results were encouraging
and paved the way to support the persuasive
impact of a social robot acting as a personal
nutritional coach.
2.1.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Wizard of OZ</title>
      <p>
        Before implementing all the functionalities to
handle interaction in the wild with children, we
decided to investigate whether the designed
approach was accepted by children. To this aim,
we simulated HERO behaviors using a Wizard of
OZ (WOZ) approach [
        <xref ref-type="bibr" rid="ref15">16</xref>
        ]. A WOZ constitutes a
prototyping method that uses a human operator
(i.e., the wizard) to simulate system functions that
have not been implemented yet. In
languagebased interaction scenarios, like the ones
envisioned by HERO, WOZ is usually used to
explore user responses and the consequent
handling of the dialogue, to test different dialogue
strategies or simply to collect examples of
dialogues needed to train the dialog management
component.
      </p>
      <p>
        In order to help the wizard follow a systematic
interaction path, we created some scripts based on
Scratch [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ] to be used through a mobile app
interface (see Figure 2b,c). These predefined
multimodal behaviors allow the wizard to select
an answer to a study participant to be sent to the
robot that will play it (Figure 2a). To control and
limit the interaction in the WOZ study, we
focused on the importance of eating, as a snack,
fruits, and vegetables to provide the body with
vitamins and minerals.
      </p>
      <p>(a)
(b)
(c)</p>
      <p>The dialog was simple, and it was previously
designed by a human nutrition coach: after the
presentation and greeting phase, the robot
explained the benefits of eating fruits and
vegetables on health.</p>
      <p>The study involved a group of 5 children (3
males and two females) from 6 to 10 years old.
Each of them came in our lab in which the
organizational issues followed the
governmental/institutional regulations for public
health to prevent the spread of COVID19.</p>
      <p>After receiving the consent of the children’s
parents, and a short explanation describing the
purpose of the experiment, every child interacted
with HERO embodied in the AlphaMini. Using
the WOZ interface, the wizard, the same expert in
nutrition who designed the dialog, previously
trained on the use of the app, handled the dialog
with the children. At the end of the interaction,
each child filled out a simple post-test
questionnaire aiming at assessing, besides an
overall evaluation of the user experience with the
robot (Q1-3), the easiness of understanding the
content of the dialog (Q4), the motivational
strength of the messages (Q5), the level of trust in
the robot (Q6-7) on a scale from 1 to 5. Moreover,
we tested the level of recall about information
provided through the dialog (R1-2) where the
child had to indicate whether the statement was
true or false.</p>
      <p>The statements in the questionnaire were the
following:</p>
      <p>Q1. I was able to interact with the robot
Q2. Interacting with the robot was engaging
Q3. The system had an adequate response time
Q4. It was easy to understand what the robot was saying
Q5. What the robot said to me motivated me to eat more
fruit and vegetables during the day
Q6. I think that what the robot was saying was true
Q7. The information that the robot gave to you was
reliable
Recall Questions:</p>
      <p>R1. According to what the robot told you, eating fruit
and vegetable can:
1. boost immunity and improve the body's ability to
fight diseases [True][False].
2. aid in the proper function of the digestive system
and prevent constipation [True][False].
3. help in preventing cardiovascular diseases
[True][False].</p>
      <p>R2. Fruits and vegetables contain:</p>
      <p>Fiber [True][False].</p>
      <p>Vitamins [True][False].</p>
      <p>Proteins [True][False].</p>
      <p>
        We analyzed the results of the post-test
questionnaire data and, even if the number of
participants was small, the interaction with the
robot received an overall good evaluation in terms
of user experience (4 on average). Results in
terms of understanding the content of the dialog
were also good (4 on average). An interesting
result is the one related to the motivational
strength that was 4.6 on average maybe due also
to the novelty aspects related to the use of the
robot [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ], then it would be interesting to
understand if these effects remain also in the
longterm interaction. It was interesting to notice that
all the children involved in the study trusted what
the robot was telling them (5 on average). As far
as the recall is concerned, 4 children answered
correctly to the first question (R1) while only 3
children answered correctly to the second one
(R2) with an overall recall rate of 70%.
      </p>
    </sec>
    <sec id="sec-4">
      <title>3. Conclusions and Future Work</title>
      <p>Our long-term research goal is to develop a
Personal Persuasive Social Robot in domains such
as nutrition, wellbeing, and health for helping
people in changing their wrong attitudes and
habits. In the HERO project, we are focusing on
childhood obesity. To this aim, we are developing
a nutrition coach to be embodied in the Alpha
Mini Social Robot. As a preliminary
investigation, we run a simple experiment in our
lab based on the Wizard of Oz technique. Even if
performed on a small number of children, results
suggest that the robot was perceived positively in
terms of user experience and motivational
strength. In particular, all children believed what
the robot was telling them. As far as the retention
of the learned information is concerned, the
children remembered most of the information
conveyed during the dialog.</p>
      <p>In a future experiment, we will better explore
these results with a larger sample and more ad hoc
measures, also by considering other behavioral
measures. These preliminary results are
encouraging us in continuing investigating on
using social robots in this domain by comparing
this technology to other media and also to humans
(i.e. parents, teachers).</p>
    </sec>
    <sec id="sec-5">
      <title>4. References</title>
      <p>[1] B.J. Fogg. Computers as Persuasive Social
Actors, Ubiquity,
10.1016/B978155860643- 2/50007-X. (2011).</p>
    </sec>
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