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arXiv:2611.04692 · v1

Just Between Us? Exploring a Wearable-Mediated Channel for Discreet Human-Agent Interaction in a Shared Game Setting

首次提交 2026-11-03 19:17
版本更新 2026-11-03 19:17
雷达观测 2026-11-04 23:39
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摘要

In shared settings, social robots may need to exchange information with an individual while limiting co-present others' access to or interpretation of that information. Publicly observable speech and gestures may not adequately support such exchanges. We investigate a wearable-mediated channel for discreet interaction that combines in-ear audio messages with deliberate rightward head tilts as responses. To examine its feasibility and participants' experiences, we studied 20 pairs (40 participants) playing a card game with a screen-based conversational agent representing a social robot, controlled by a researcher in a Wizard-of-Oz setup. Each pair played with and without the channel. One participant wore the device (the wearer), while the other (the non-wearer) was informed about the channel after gameplay. The channel conveyed information that could help the wearer or robot character select an opponent they could defeat. The information exchange and subsequent opponent selection occurred as intended in 39 of 40 channel-mediated turns. Wearers reported low perceived pressure/tension in both conditions, with no statistically significant difference between conditions, and favorable usability immediately after use. Retrospective interviews, however, revealed varied accounts of noticing the interaction among non-wearers and contrasting perceptions of teamwork and unfairness. These findings support the feasibility of wearable-mediated exchanges within this game and identify awareness and fairness as considerations for future designs.

作者备注:Accepted in 25th International Conference on Mobile and Ubiquitous Multimedia (MUM) 2026

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v1 · 2026-11-03 19:17 · 最新观测版本

Just Between Us? Exploring a Wearable-Mediated Channel for Discreet Human-Agent Interaction in a Shared Game Setting

In shared settings, social robots may need to exchange information with an individual while limiting co-present others' access to or interpretation of that information. Publicly observable speech and gestures may not adequately support such exchanges. We investigate a wearable-mediated channel for discreet interaction that combines in-ear audio messages with deliberate rightward head tilts as responses. To examine its feasibility and participants' experiences, we studied 20 pairs (40 participants) playing a card game with a screen-based conversational agent representing a social robot, controlled by a researcher in a Wizard-of-Oz setup. Each pair played with and without the channel. One participant wore the device (the wearer), while the other (the non-wearer) was informed about the channel after gameplay. The channel conveyed information that could help the wearer or robot character select an opponent they could defeat. The information exchange and subsequent opponent selection occurred as intended in 39 of 40 channel-mediated turns. Wearers reported low perceived pressure/tension in both conditions, with no statistically significant difference between conditions, and favorable usability immediately after use. Retrospective interviews, however, revealed varied accounts of noticing the interaction among non-wearers and contrasting perceptions of teamwork and unfairness. These findings support the feasibility of wearable-mediated exchanges within this game and identify awareness and fairness as considerations for future designs.

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