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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Autonomous Critical Help provided by an Artificial Agent in the field of Cultural Heritage</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Filippo Cantucci</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rino Falcone</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Cognitive Science and Technology, National Research Council of Italy</institution>
          ,
          <addr-line>(ISTC-CNR), Rome</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this work we introduce a computational cognitive model that provide an intelligent agent (e.g. robot, virtual assistant) with the capability to personalize a museum visit. The personalization is based on the goals, interests of the user that intends to visit the museum and considers also the goals, interests of the museum curators that have designed the exhibition. We introduce and evaluate a special type of help provided by the agent, called Critical Help, that can lead to a change of the user's request, with the goal to consider needs that the same user cannot or has not been able to assess. The computational model has been implemented by exploiting the well known agent oriented programming framework Jason. We recruited 26 real participants in a preliminary robotic experiment that we conducted in order to test the computational model. Each participant has interacted with the humanoid robot Nao, widely used in Human-Robot Interaction (HRI) scenarios.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Human-Agent Interaction</kwd>
        <kwd>User Modelling</kwd>
        <kwd>Adjustable Social Autonomy</kwd>
        <kwd>Cultural Heritage</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        In recent years, the purpose of several cultural heritage venues (e.g. museums), has shifted from
providing static information of the resources they handle (e.g. collection of artworks), to provide
a much more wide user experience that, sometimes, goes beyond the visit on-site [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
        ].
Diferent Human-Machine Interaction (HMI) approaches have been proposed, in order to design
intelligent systems able to properly interact with users in museums [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4, 5, 6</xref>
        ].
      </p>
      <p>
        One of the most challenging results that cultural heritage try to achieve is the Personalization
of the user experience [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Recent developments in digital technologies regarding the cultural
heritage domain have driven technological trends in comfortable and convenient traveling, by
ofering interactive and personalized user experiences. The emergence of big data analytics [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
recommendation systems [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and personalization techniques have created a smart research
ifeld, augmenting cultural heritage visitor’s experience [ 10]. Most of the existing approaches
are strongly oriented to give to the user the most suitable experience they can have every time
they get in touch with cultural heritage venues, by leveraging on complex user models.
      </p>
      <p>But contextually to the ability to consider the user needs, an intelligent system should also
take into account the interests, goals, plans of those who manage the cultural heritage and
allow its usage. These plans, goals and interests are in general implicit in the restrictions and
mandatory choices that the museum makes available to the users. However, they can be adapted
and personalized for each user. In practice, on the basis of the mental attitudes attributed to
the user, and the constraints or needs attributable to the museum curators, a mediation system
between these two subjects (e.g. users and museum curators) can play a role of museum visit
customization, in order to best satisfy both parties. The result of this kind of mediation can lead
to a substantial change of the user’s request with the objective of taking into account of needs
that the same user cannot or has not been able to assess.</p>
      <p>In this work we propose a computational cognitive model that provide an intelligent agent
(e.g. robot, virtual assistant) with the capability to personalize a museum tour with respect to
the goals and interests of the users that intend to visit the museum, by taking into account also
the goals and interests of the museum curators that have designed the exhibition. In particular,
the computational model confers the capabilities to:
• Investigate the artistic interests of the user and model the user with respect those interests,
by attributing to her specific mental states (beliefs, goals, plans);
• Model the beliefs, goals, plans of the museum curators;
• Select the most suitable museum tour as a result of a negotiation, internal to the agent,
between the represented mental states of the user and the represented mental states of
the exhibition curators;
• Investigate diferent dimensions of the user’s satisfaction with respect the tour proposed
by the intelligent agent.</p>
      <p>We provide the results of a Human-Robot Interaction preliminary experiment that we designed
in order to test the capabilities of the computational model. We recruited 26 real participants
that have interacted with the humanoid robot Nao, widely used in Human-Robot Interaction
scenarios [11, 12]. The robot plays the role of a museum assistant, in a virtual museum and it
has the goal to provide to the user a museum exhibition to visit. At the end of each interaction
the robot proposes a short survey to the user, with the aim of investigating diferent dimensions
of her satisfaction with respect to the presented exhibition. The computational model has been
implemented by exploiting the agent oriented programming (AOP) framework Jason [13].</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
      <p>The human capability to attribute mental representations and states to AI agents becomes
crucial in the context of Human-Agent Cooperation [14], where it is desirable that the role of
such agents is not that of a passive executor, but it becomes that of an active collaborator. Let’s
consider a collaborative scenario in which a human X and an artificial agent Y, share the same
plan. In this context, X relies on Y for realizing some part of their common plan or of the X’s
plan (task delegation); on its side, Y decides to help X, to achieve some of her goals by replacing
itself in some role/action of X’s plan and achieving some goal (task adoption). Now, in order to
do something for X, Y has to understand the X’s goals and beliefs, for example X’s expectations
about Y’s behavior. Cooperation and consequently task delegation/adoption, implies more than
simple obedience to orders or simple execution of a prescribed action. From the artificial agents
point of view, delegation and adoption distinguishes a collaborator from a simple tool, and
presuppose intelligence and autonomy [15]. In their much complex sense, cooperation and help
are not just order/task execution; they require more autonomy and even initiative. Let’s focus
on a deep level of cooperation, where the agent Y can adopt a task delegated by X, at diferent
levels of efective help. The diferent levels of adoption can be individuated, according with [ 14]:
• Sub help: The agent Y satisfies a sub-part of the delegated world-state (so satisfying just a
sub-goal of the agent X),
• Literal help: the agent Y adopts exactly what has been delegated by the agent X,
• Over help: the agent Y goes beyond what has been delegated by the agent X without
changing X plan (but including it within a hierarchically superior plan),
• Critical-Over help: the agent Y realizes an over help and in addition modifies also the
original plan/action (included in the new meta-plan),
• Critical help: the agent Y satisfies the relevant results of the requested plan/action (the
goal), but modifies that plan/action,
• Critical-Sub help: the agent Y realizes a sub help and in addition modifies the (sub)
plan/action.</p>
      <p>Theory of delegation and adoption, and more in general theory of adjustable social
autonomy [15] represent the core theoretical background underlying the design of the computational
cognitive model proposed in this work. Two additional theoretical tools, applied in the field of
HAI, have supported the design process: theory of mind (ToM) and BDI agent modelling.</p>
      <p>Theory of mind [16] can be defined as the ability of an agent (human or artificial) to ascribe
to other agents specifics mental states, and to take them into account for making decisions.
Modelling other agents is one of the most important abilities learned by humans when they
cooperate with each others. Humans have a strong predisposition to anthropomorphise anything
surround them and to evaluate or predict behaviors of others humans on the basis of a strong
ToM of their interlocutors, with the result to foster an intelligent collaboration. However, the
increasing but recent introduction of intelligent systems in society has not yet allowed people
(mainly non-specialists) to have a ToM of the systems based on right assumptions. Providing
artificial agents with the capability to build complex models of the interlocutors mental states
and to adapt their decisions on the basis of these models, represent a crucial point for promoting
an intelligent and trustworthy collaboration.</p>
      <p>BDI agent modelling [17] is one of the most popular models in agent theory [18]. Originally
inspired by the theory of human practical reasoning developed by Michael Bratman [19], BDI
model focuses on the role of intentions in reasoning and allows to characterize agents using
a human-like point of view. Very briefly, in the BDI model the agent has beliefs, information
representing what it perceives in the environment and communicates with other agents, and
desires, mean states of the world that the agent might to accomplish. The agent deliberates
on its desires and decides to commit to one of them: committed desires become intentions. To
satisfy its intentions, it executes plans in the form of a course of actions or sub-goals to achieve.
The behaviour of the agent is thus described or predicted by what it committed to carry out.
An important feature of BDI agents is the property to react to changes in their environment as
soon as possible while keeping their pro-active behaviour.</p>
    </sec>
    <sec id="sec-3">
      <title>3. A description of the computational cognitive model</title>
      <p>The proposed computational model provides an artificial cognitive agent (with its own beliefs,
goals, intentions and so on) with the capability to personalize a museum tour, on the basis
of the mental states of the user that intends to visit the museum, by taking into account also
the mental states of the museum curators that have designed the exhibition. The final tour to
recommend is the result of an agent’s internal process of negotiation between the mental states
of the user and those one of the museum curators.</p>
      <p>The mental states of the agent are stored in the Beliefs Base, a database where are collected: i)
the current state of the environment, excluding the agents involved in the scenario; ii) the mental
states of the user, that means beliefs, goals, plans that the agent attributes to the user thanks to
the capability to have a ToM of the user herself; iii) the mental states of other agents involved
in the scenario. In this case, the agents are the museum curators, that means those one who
designed, realized and maintained the museum exhibition; iv) general beliefs, that correspond to
the agent’s knowledge. The computational model provides the agent with the tools to interact
with the user, in order to map into its Beliefs Base the information it consider relevant for
adapting the museum visit to the user herself. The agent establishes an initial interaction with
the user, with the goal to profile her, by investigating her artistic interests. Through a voice
interaction and supported by interactive tools (e.g. Graphical User Interface), the agent is able
to extract information and collect them into a user profile  =&lt;  , ,  &gt;, defined as a
tuple of features encoding: i) the artistic period favourite by the user, ii) the artistic periods for
which the user has no interest, iii) the level of accuracy with which the user intends to view the
material proposed during the visit to the museum (please refer to section 4.1 for a much more
detailed definition of accuracy). In addition to the user, the cognitive model allows the agent
to model the mental states of other agents involved in the scenario. In this case, the agent is
able to model in its Beliefs Base some beliefs, goals, plans ascribed to the museum curators that
have designed the entire exhibition. Unlike the user model, which is created at run time based
on her profile, the exhibition curators model was previously described in the agent’s belief base.
While representing an a priori knowledge of the agent, this model can be modified by the agent
itself through interaction with the museum curators themselves.</p>
      <p>After investigating the user artistic interests, profiling her and attributing mental states
consistent with the profile created, the agent has to select a museum visit to propose to the user.
The cognitive model defines multiple heuristics that can be exploited by the agent for identifying
the most suitable museum tour; these heuristics implement diferent internal negotiation
processes that the agent triggers with the aim of mediating the choice of the museum visit,
considering the mental states of the user and those of the curators of the exhibition. The
selection of the most suitable heuristic depends on the mental states that are modeled on the
agent’s belief base. In the section 4 we will describe the heuristic exploited by the agent in the
preliminary experiment.</p>
    </sec>
    <sec id="sec-4">
      <title>4. The experiment</title>
      <p>This section describes a Human-Robot Interaction (HRI) preliminary experiment that we
designed, in order to test the capabilities of the computational model. We recruited 26 participants
that have interacted with the Nao robot. The robot plays the role of a museum assistant, in a
virtual museum and it has the goal to provide to the user a museum exhibition to visit. During
the interaction the robot collects information for profiling the user and therefore plays the
role of assistant to visit the museum, by ofering the possibility to listen the descriptions of
the art works read by itself. At the end of each tour, the robot proposes a short survey to the
user, with the aim of investigating diferent dimensions of her satisfaction with respect to the
recommended exhibition. The robot helps users to visit the part of the museum that is the most
appropriate to their artistic interests and that represent a mediation between these interests and
those one of the museum curators. The museum tour resulting from the mediation process can
be suited to the artistic interests explicitly declared by the user or it could be slightly diferent
from the declared user interest. In the first case the robot provides a literal help to the user, in
the second case it provides a critical help to the user. In case the robot provides critical help, it
tries to satisfy the user by leveraging on the implicit assumptions that are based on the user
artistic interests explicitly declared.</p>
      <sec id="sec-4-1">
        <title>4.1. Experimental Design</title>
        <p>The museum that the user explores is organized in multiple thematic tours, each containing art
works that belong to the same artistic period (e.g. Impressionism, Surrealism, Baroque, Greek
Art and so on). The museum is designed in such a way that it covers the entire body of history
of art. The final model that the agent attributes to the user will be a collection of beliefs, goals,
etc., that the agent infers on the basis of the features perceived during the profiling phase. The
museum is organized in thematic tours. Each thematic tour is described by three attributes:
Relevance, Accuracy and Category.</p>
        <p>• The Relevance of an artistic period is defined on the basis of the originality of the artworks
that compose it and the impact they had in the field of art history.
• The Accuracy, on the other hand, specifies the detail in the description of each artwork
present in a thematic room.
• Each thematic tour (artistic period) belongs to a Category, which collects diferent
artistic periods; for example, the "Impressionism" tour belongs to the same category as the
"Surrealism" and "Cubism" tour, which are in the more general class named "modern art".
This is replicated for any artistic period. The categorization of the history of art periods
allows us to establish potential assumptions believed by the users: for example the artistic
periods belonging to the same category are more homogeneous and therefore
corresponding in the preferences of the users with respect to artistic periods of other categories.
For example, an user that indicates as the preferred artistic period the "impressionism",
probably will be more inclined to the "modern art" rather than the "ancient art".
For the experiment we defined three levels of relevance (high, medium, low) and two levels
of accuracy (high, low). The user can explore the museum room by choosing the artwork she
wishes and she can leave the museum at any time.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. The heuristic for the tour selection</title>
        <p>Here we describe the heuristic exploited by the agent in order to select the most appropriate
section to visit. The algorithm takes as input the user preferred artistic period, the periods of
non-interest and the level of accuracy chosen by the user to visit the exhibition. After obtaining
the values of relevance, accuracy and the category of the tour corresponding to the user preferred
artistic period, the algorithm check multiple conditions. The first condition (Condition 1)
requires to verify if the same artistic period required by the user has maximum relevance from
the museum curators point of view and, in the case, if the accuracy of its description corresponds
with that chosen by the user. If these two conditions are true, then the robot will recommend
the visit of the corresponding tour. If just the accuracy condition is not satisfied, however,
the algorithm chosen the period required by the user and presents it with a level of accuracy
diferent from that indicated. The accuracy will be the one believed by the museum curators
(Condition 2). If the condition 2 is not verified either, then the algorithm investigates the
tours corresponding to the artistic periods that the user has not discarded. If there is a tour
with a high level of relevance, which belongs to the same category as the user preferred artistic
period and which requires a level of accuracy equal to that chosen by the user, then the robot
will recommend the visit of the corresponding tour (Condition 3). If not even this condition
is verifiable, then the algorithm will try to select a tour with a high level of relevance, which
belongs to the same category as the user preferred artistic period, regardless of the level of
accuracy it requires; the accuracy will be the one believed by the museum curators (Condition
4). The condition 5 instead occurs when, having not found any tour to recommend in the
same class in which the required artistic period was contained, there is a tour that correspond
to an artistic period belonging to the next or previous category to that of the user preferred
artistic period and has a level of relevance immediately following to that of the user preferred
artistic period. Finally, if even the 5 is not respected, then the algorithm selects a random tour
among those corresponding to the artistic periods not discarded by the user (Condition 6).
4.3. Experimental procedure
26 participants, aged between 25 and 75, were recruited for this pilot study. Each participant
carried out an entire interaction with the robot (trial). Each participant aims to visit a tour of
the virtual museum, corresponding to a specific artistic period. Each participant is aware of the
fact that the tour to visit will be chosen by the robot that manages the virtual museum, who
will choose the most suitable tour for her. Each trial develops in the following phases:
1. Starting Interaction: the robot introduces itself to the user, describing its role and the
virtual museum it manages.
2. User artistic profiling : the robot proposes a series of questions to the user which aim
to investigate her artistic interests, in terms of her favorite artistic periods and artistic
periods of no interest. In this phase the interaction is supported by a GUI through which
the user can express her artistic preferences and the robot can collect useful data to profile
the user. In addition to defining the artistic periods of interest and non-interest of the
user, the robot asks the user with what degree of accuracy she intends to visit the section.
3. Tour visit: once the user profile has been established, the robot exploit the heuristic
defined in the section 4.2 to select the tour on behalf of the user. Once the selection has
been made, the robot activates the corresponding tour in the virtual museum and leaves
the control to the user, who can visit the room, selecting the artworks inside.
4. End museum tour: the user can leave the recommended tour and therefore the museum.</p>
        <p>Once this happens, the robot returns to interact with the user, asking her questions. These
questions, which belong to a short survey, are used to investigate how has been satisfied
the user after the visit. We have decided to adopt a five-level scale to encode the user
responses. where value 1 is the worst case and 5 is the best one.</p>
        <p>In particular, the questions that the user had to answer are the following:
• Q1: How satisfied were you with the duration of the visit?
• Q2: How satisfied were you with the quality of the art works?
• Q3: How satisfied were you with the number of the art works?
• Q4: How surprised were you with the artistic period recommended by the robot compared
• Q5: How satisfied are you with the robot’s recommendation given the artistic period
to the artistic period initially chosen by you?
initially chosen by you?</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <p>User
critical help to the user. In these cases the robot recommend a tour slightly diferent to the artistic
period the user indicated as preferred in the history of art.</p>
      <p>The pilot study has been designed with the goal to answer to the following Research Questions:
• RQ1: How risky/acceptable is the critical help compared to the literal help? Does the
heuristic proposed help to make this help much more acceptable?</p>
      <p>• RQ2: Given the risks that the critical help in any case determines, in what situations and
how much critical help can be useful?
Here we report the results obtained in the pilot study. We divided the results into users who
have received critical help from the agent (the preferred artistic period chosen by the user does
not match with the tour recommended by the robot), summarized in Table 1 and those who
have received literal help (the preferred artistic period selected by the user coincides with the
tour recommended by the robot), summarized in Table 2. We can observe that 15 users received
critical help, while 11 received literal help. We are interested in investigating the answers to
the questions Q4, Q5; these questions are designed in order to understand what is the impact
of the robot’s ability to propose to the user a tour in fact diferent from what she expected. In
this experiment the questions Q1, Q2, Q3 are not deeply analyzed, but they have been asked to
contextualize the user and to ensure the user could focus on specific questions, before answering
to the questions Q4 and Q5. In this way we try to get the user’s attention to the contents of the
tour and therefore focus on these and not only on the quality of the interaction with the robot
(and on the modes of critical or literal help) her reflection.</p>
      <p>In order to answer the research question RQ1, we ran an independent samples t-test. From
the parametric analysis of the answers to question Q5, reported in Table 3, we observe that users
who have received a tour recommendation consistent with the initial choice of their preferred
artistic period (literal help), show a level of satisfaction on average higher than that of the users
to whom the robot has proposed the tour referred to an artistic period diferent from the one
initially chosen. This demonstrates how critical help implies the risk of leaving the user, at least
partially, dissatisfied because the robot expressly violated her requests. However, although the
diference between the averages in the two cases is significant (  = 1.36), the mean value of
satisfaction referred to critical help (M = 3) demonstrates how this type of help does not rise a
low level of satisfaction. Especially if we consider that no justification has been provided by
the robot for its behavior in contracting with the user requests. Indeed, the value 3 in the scale
exploited for the survey, corresponds to an medium level of satisfaction. We recall that the
heuristic for the tour selection is designed so that, if the robot does not find a tour that match
with the artistic period chosen by the user, it tries to recommend a tour corresponding to an
artistic period belonging to the same category of that selected by the user (e.g. impressionism,
surrealism, romanticism are all belonging to modern art).</p>
      <p>Group
Mean</p>
      <p>SD
N</p>
      <p>Literal Help
4.36
1.03
11</p>
      <p>Much more interesting is the analysis regarding the critical help. To answer the research
question RQ2 we focus only on the group of users who have been received critical help (table
1).</p>
      <p>Figure 1 shows how, among 15 participants who received critical help, only 4 evaluated
the tour recommended by the robot unsatisfactory, while 4 users evaluated it with a medium
satisfaction value, 6 users evaluate it satisfying and 1 of them evaluate it strongly satisfying.
The 73.3% of the participants that have received a critical help evaluate it positively. This result
is particularly relevant if we consider that the visitors had not had any prior notice about the
possibility that their request could be changed, by modifying the artistic period chosen by them.
How we have seen, this change finds justification in the will of the museum curators to ofer
the visit of high relevant artistic periods (given that considering the collection owned by the
museum, the artistic period ofered has greater relevance than the one chosen by the visitor) and
thus to favor the goals of the user. But this information is not communicated to the visitor and
it is dificult that it can be directly deducted by her. However the user satisfaction is particularly
high. The surprise efect (encoded by the answer to the question Q4) confirms this unexpected
choice of the robot in the face of an explicit diferent request. If this change could be explained,
probably the number of those who have given a negative judgment about the robot’s suggestion
would further down. Surely, much depends also by the collections owned by the museum and
their value or presentation, as well as the artistic flair of the user. In any case, the awareness of
a choice made by the robot to much better the user artistic taste would certainly play a positive
role in the final satisfaction of the user.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>In this paper we present a computational cognitive model that provides an artificial agent
with the capability to personalize a museum tour with respect to the goals and interests of the
users that intend to visit the museum. The model does not consider only the mental states of
the user, related to her artistic interests, but it takes into account also the constraints, goals
related to the curators that have designed the exhibitions hosted by the museum. In this way,
the artificial agent assumes the role of mediator between the user and curators, with the goal
to ofer an experience that is as satisfying as possible for the user. The negotiation process
that emerges between users mental states and constraints/goals of the exhibition curators can
lead the artificial agent to suggest, in some case, a museum tour that is very close to the user
artistic interests (literal help); in other cases the agent can suggest a tour that diverges from the
user’s more explicit interests, but which always tries to satisfy interests/goals that although not
explicitly declared may be attributable to her (critical help). This form of help, based on the
consolidated theory of Adjustable Social Autonomy [15], has the main goal to keep the level of
the user satisfaction high, making a choice that is as suitable as possible for the user but which
also takes into account constraints that could determine low levels of user satisfaction. Naturally,
a change in the user’s requests without negotiation involves the risk of dissatisfaction of the
user. But it remains useful to evaluate how an alternative choice of the robot, however for the
protection of user goals/interests, can be accepted by the user. We conducted a Human-Robot
Interaction pilot study with 26 real participants, in order to investigate the potential of the
cognitive model. The participants have interacted with the humanoid robot Nao, which played
the role of a museum assistant, in a virtual museum and it had the goal to provide to the user a
museum’s exhibition to visit. At the end of each interaction the robot proposed a short survey
to the user, with the aim of investigating diferent dimensions of her satisfaction with respect
to the presented exhibition. The exploratory study has shown promising results. In fact, despite
the literal help, compared to the critical help, results to be more satisfactory for users, in most
cases where users have received critical help, they have evaluated positively the museum tour
recommended by the robot. This result is particularly relevant by virtue of the fact that users
do not know the reasons that led to a choice diferent from the one they expected. Despite
this, even though they were surprised by the tour recommended, they maintain high levels of
satisfaction, after the visit of the exhibition.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Future works</title>
      <p>First of all our goal is to follow up on this pilot study, in order to systematize the preliminary
results obtained and to give consistence to the research questions we investigate. Another
relevant (for us) future work will be focus on explainability. In particular we want to design
other experiments in order to evaluate diferent dimensions of the user satisfaction, every time
the robot provide an explanation of the reasons that led it to recommend that specific tour to
the user. We are convinced that providing an explanation of the reasons that led the robot,
for example, to suggest a museum tour diferent than the one the user expects, has a decisive
impact on the user acceptance of the critical help, which tries to satisfy the results requested by
the user, but adapting the request to a context that may be unfavorable, compared to the initial
request. Finally, we intend to extend the computational model by integrating other levels of
help, as provided by the delegation and adoption theory and to test their impact through other
HRI experiments in real Cultural Heritage scenarios.
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