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Social Robotics
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Glossary

The terms you will meet in social robotics, explained plainly.

Android
A robot designed to look as much like a human as possible, including realistic skin, hair and facial features. Examples: Geminoid, Ameca, Nadine.
Anthropomorphism
Attributing human characteristics, emotions or intentions to non-human things, such as animals, objects or robots.
ASR (automatic speech recognition)
Software that converts spoken words into text.
Backchannel
Small signals a listener gives while someone else is speaking, such as nodding, "mm-hm" or "right", to show they are following.
Cobot
A collaborative robot designed to work safely alongside people, usually in industry. Not necessarily social.
Contingency
A robot's behaviour responding directly and promptly to what a person does. Contingent responses are one of the strongest cues that make something seem alive.
Embodiment
Having a physical body that exists in the same space as the user. Also used for the idea that intelligence depends on a body interacting with the world.
End-of-turn detection
Predicting when a speaker has finished so the robot can respond without interrupting or leaving long silences.
Godspeed questionnaire
A widely used set of questionnaires for measuring how people perceive a robot, including anthropomorphism, animacy, likeability, perceived intelligence and perceived safety.
HRI (human-robot interaction)
The research field that studies interactions between people and robots, and designs robots for them.
Humanoid
A robot with a body shaped broadly like a human, typically a head, torso, two arms and sometimes two legs, without necessarily looking realistic.
Joint attention
Two parties focusing on the same object or event, each aware the other is doing so. A foundation of human communication.
Legibility
How easily people can understand what a robot is doing and about to do from its movements and signals.
LLM (large language model)
An AI model trained on huge amounts of text that can generate and understand language. Many social robots now use LLMs for open-ended conversation.
Media equation
The finding by Reeves and Nass that people treat computers and media as if they were real people and places, applying social rules automatically.
Multi-party interaction
A robot interacting with several people at once, which requires tracking who is speaking, who is being addressed and who is just listening.
Novelty effect
The initial excitement people feel with a new robot, which often fades. Short studies can overstate benefits because of it.
Proxemics
The study of how people use space and distance in social interaction, applied to how robots should approach and position themselves.
Socially assistive robotics (SAR)
Robots that help people through social interaction rather than physical contact, for example coaching exercise or supporting therapy. Term introduced by Feil-Seifer and Matarić in 2005.
Social robot
A physical robot designed to interact and communicate with people following human social norms.
Theory of mind
The ability to understand that others have their own beliefs, desires and knowledge, which may differ from one's own.
TTS (text-to-speech)
Software that converts text into spoken audio, giving a robot its voice.
Turing test
Alan Turing's 1950 proposal that a machine could be called intelligent if its conversation could not be told apart from a human's.
Turn-taking
The way participants in a conversation alternate between speaking and listening, coordinated by timing, gaze and intonation.
Uncanny valley
Masahiro Mori's 1970 idea that robots which look almost, but not quite, human cause a feeling of eeriness.
VAD (voice activity detection)
Detecting when someone is speaking, as opposed to silence or background noise.
Wizard of Oz
A research method where a hidden human operator controls some of a robot's behaviour, while participants believe the robot is acting on its own.
Zoomorphic
Animal-like in form, such as the robot seal Paro or the robot dog aibo.