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Exploring the Link between Self-assessed Mimicry and
Embodiment in HRI
Maike Paetzel
Uppsala University,
Department of Information
Technology, Sweden
maike.paetzel@it.uu.se
Isabelle Hupont
Université Pierre et Marie
Curie, Institut des Systèmes
Intelligents et de Robotique,
Paris, France
hupont@isir.upmc.fr
Giovanna Varni
Université Pierre et Marie
Curie, Institut des Systèmes
Intelligents et de Robotique,
Paris, France
varni@isir.upmc.fr
Mohamed Chetouani
Université Pierre et Marie
Curie, Institut des Systèmes
Intelligents et de Robotique,
Paris, France
chetouani@isir.upmc.fr
Christopher Peters
KTH Royal Institute of
Technology, Department of
Computational Science
Technology, Sweden
chpeters@kth.se
Ginevra Castellano
Uppsala University,
Department of Information
Technology, Sweden
ginevra.castellano@it.uu.se
ABSTRACT
This work explores the relationship between a robot’s em-
bodiment and people’s ability to mimic its behavior. It
presents a study in which participants were asked to mimic
a 3D mixed-embodied robotic head and a 2D version of the
same character. Quantitative and qualitative analysis were
performed from questionnaires. Quantitative results show
no significant influence of the character’s embodiment on
the self-assessed ability to mimic it, while qualitative ones
indicate a preference for mimicking the robotic head.
CCS Concepts
•Human-centered computing →Empirical studies in
HCI; •Computing methodologies →Intelligent agents;
Keywords
Human-robot interaction; Mimicry; Embodiment.
1. INTRODUCTION
This paper investigates the relationship between a char-
acter’s embodiment and people’s ability to mimic in social
human-robot interactions. Social robots play an important
role in assistive settings, where they provide social and phys-
ical support [7]. However, the success of such social robots
is highly depended on their likability and perceived pleasure
to interact with them. Mimicry has shown to have a posi-
tive effect on the likability of an artificial agent and research
from psychology suggests that this holds for both the mim-
icker and the one being mimicked [6]. In addition to the
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DOI: http://dx.doi.org/10.1145/3029798.3038317
implicit use of mimicry to strengthen the rapport between a
human and a robot, mimicry is also explicitly used in autism
therapy, among others [2]. Despite the advantage of using
mimicry, mimicking robots is difficult due to technical limi-
tations in robot’s faces. Back-projected robot platforms like
Furhat [1] use technology from virtual agents to accurately
display human-like facial expressions. With this work, we
analyze if people assess the effort to mimic the Furhat robot
due to its 3D presence differently from the same character
displayed in 2D.
2. METHODOLOGY
In this paper, we empirically address what influence the
type of embodiment (2D virtual character vs. 3D mixed-
embodied robot) has on the self-assessed ability to mimic
using laughter as a case study.
2.1 Experimental Design & Stimuli
We designed a within-subject experiment with the two in-
dependent variables type of embodiment and type of laugh-
ter in which participants were asked to mimic an artificial
character. A male character was presented as a 3D mixed-
embodied Furhat robot [1] and a 2D virtual agent on a screen.
Figure 1: 2D representation of the stimulus (left),
3D representation (middle) and a user performing
the mimicry task (right).
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In our study, we chose a joyful laughter associated with pos-
itive emotions and a schadenfreude laughter associated with
both negative and positive emotions [5] as a stimulus. In
addition, two trial facial expressions were displayed.
Both laughter types consist of an audio and facial expres-
sion component and a head movement. The audio for the
laughter stimuli was selected in an online pre-study. Vir-
tual facial expression synthesis was grounded in the work by
Ruch et al. [5], which describes laughter according to the
Facial Action Coding System (FACS).
The self-assessed ability to mimic the robot was the depen-
dent variable in this experiment. Participants rated how well
they mimicked the character, how much effort the mimicry
took and how comfortable they felt on a 5 point Likert scale.
In addition, they could freely elaborate on their experience
in a final questionnaire after the experiment.
23 students (Age: M = 26.5, SD = 2.5, 21.7% female)
enrolled in Computer Science and related subjects were re-
cruited to take part in the experiment. The data of two
participants were excluded from the analysis because the
data suggested a misunderstanding of the task.
2.2 Experimental Setup & Procedure
The experimental sessions took place in a private labo-
ratory room at Uppsala University. The participant was
standing at a distance of about 100 cm from the character
that was placed on a table at approximately 170 cm from the
ground. An iPad was available for filling-in questionnaires.
Prior to the experiment, participants filled out an online
questionnaire including demographic and personality ques-
tions which aimed to assess their level of gelotophobia (“the
fear of being laughed at”), among others. Participants with
a high gelotophobia rating were excluded from participation.
After arriving at the experiment session, participants gave
informed consent to participate. They were then instructed
to mimic by imitating facial expressions, head movements
and voice within 8 seconds given for each mimicry task. Af-
ter each mimicry recording, participants rated their mimicry
performance on the iPad.
Each behavior was mimicked and assessed three times be-
fore the next behavior was displayed. The order of embodi-
ment and laughter type was determined using Latin square
prior to the experiment to minimize ordering influences.
After all four behaviors were mimicked three times for
the first embodiment type, participants were given a short
break while the embodiment was switched. Then, the second
mimicry session started. It included the same four behaviors
as in the previous embodiment in the same order.
3. RESULTS
Quantitative Analysis
Since this short paper is only focused on the independent
variable type of embodiment, a One-way ANOVA with Type
III sum of squares was performed. The results show no
significant influence of the embodiment on the self-assessed
ability to mimic, F(1,268) = 0.015, p = 0.903, the effort to
mimic the character, F(1,268) = 0.061, p = 0.806, and the
comfort during the mimicry, F(1,268) = 0.983, p = 0.322.
Qualitative Analysis
In the free-text assessment in the end of the experiment,
participants generally described it as more difficult to mimic
the 2D character. It was noted that the mimicry in 2D was
more strange “due to the tangible face in 3D”, that “every
movement of the eyes and small micro-expression were much
clearer and noticeable in 3D” and that the 3D version was
“easy to follow”. Participants also commented that the “2D
character was not as pleasant to mimic as the 3D character”
and that they “liked interacting with the 3D representation
better”. Only one participant noted that “the behaviors were
more easily discerned in the 2D version of the model”.
4. DISCUSSION & CONCLUSION
The quantitative analyses showed no difference in the abil-
ity to mimic the 2D versus the 3D embodiment of the char-
acter. Interestingly, previous work in the literature showed
different results. Leyzberg et al. [4], for example, found a
clear influence of the embodiment type on task success, but
not in the context of mimicry. Moreover, Hofree et al. [3]
found differences between the ability to mimic an android
robot and the ability to mimic a 2D video recording of the
same. Contrary to their work, however, we used a mixed
embodiment (and not fully robotic) platform.
In opposition to the quantitative analyses, participants
mentioned in the post-questionnaire they found the expres-
sions to be clearer visible and felt they were better able to
mimic in 3D, which would be more in line with other related
work [3][4]. These contradictory findings are interesting, be-
cause they suggest that the feeling of task success exam-
ined qualitatively afterwards differs from the more system-
atic measures during the interaction. This early exploratory
work is part of a larger study on conscious mimicry of social
agents. In the future, we will introduce a method to objec-
tively measure the ability to mimic and thereby understand
which of the results from self-assessment matches with the
objective analysis. In addition, we aim to further investigate
the influence of the likability on the ability to mimic.
5. REFERENCES
[1] S. Al Moubayed, J. Beskow, G. Skantze, and
B. Granstr¨
om. Furhat: a back-projected human-like
robot head for multiparty human-machine interaction.
In Cognitive Behavioural Systems, pages 114–130. 2012.
[2] S. Boucenna, D. Cohen, A. N. Meltzoff, P. Gaussier,
and M. Chetouani. Robots learn to recognize
individuals from imitative encounters with people and
avatars. Scientific reports, 6, 2016.
[3] G. Hofree, P. Ruvolo, M. S. Bartlett, and
P. Winkielman. Bridging the mechanical and the
human mind: spontaneous mimicry of a physically
present android. PloS one, 9(7):e99934, 2014.
[4] D. Leyzberg, S. Spaulding, M. Toneva, and
B. Scassellati. The physical presence of a robot tutor
increases cognitive learning gains. In CogSci, 2012.
[5] W. F. Ruch, J. Hofmann, and T. Platt. Investigating
facial features of four types of laughter in historic
illustrations. The European Journal of Humour
Research, 1(1):99–118, 2013.
[6] M. Stel and R. Vonk. Mimicry in social interaction:
Benefits for mimickers, mimickees, and their
interaction. British Journal of Psychology,
101(2):311–323, 2010.
[7] A. Tapus, M. Mataric, and B. Scassellati. The grand
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