Can two people understand, trust, and even become beings — robots, virtual avatars, and so on — that look nothing like us humans, without saying a word? This is the core of this thesis: a study carried out through a series of public, interactive installations with physical robots and in VR. What is new: - Radically non-human bodies. Robots with no faces or arms, abstract VR forms, and even a room treated as a living body. - Only non-verbal communication. People and avatars use motion, timing, rhythm, light, sound, and touch. - No AI. A hidden human drives the robot or the space. The system limits and translates what each side can sense and do, creating a clean human-to-human channel through technology. - It is also art. Public shows make the tests ecological and invite reflection on otherness, care, and power. How it works — three tracks: - Track 1: The Operator Game — Odile → Tino. A visitor teams up with a robot that “knows” the task and must teach the human without speech. We progressed from Odile, slightly human-like, to Tino, faceless, rough, and heavy. A hidden operator keeps behavior timely and lifelike; morphology changes while motion principles stay clear. - Track 2: The 2-User Game — Alien Ally. Two unaware people must win a room-scale escape game. One, in VR, embodies a physical robot in the room; the other is the visitor beside it. Only the robot can act; only the visitor knows the rules. They do not know of each other. The VR view remaps the visitor into non-human shapes to study which forms best support non-verbal dialogue. - Track 3: The Room — First Room → Physical Room → DoG. One person becomes the space and “communicates” through light, sound, and motion; the other is inside that body/room. The aim is a single, breathing whole, not many parts. What was found: People do see life and intent in alien bodies when responses are reciprocal, well-timed, and coherent. Pairs invent a minimal code — attention cue, pointing cue, confirmation cue — that is enough to complete the task. Operators embody the new body and visitors often care for it. A simple narrative of needs — guide, ask, play, soothe — supports legibility and trust. Why it matters: This is a new paradigm of human-to-human communication through technology. It offers practical rules for robots, VR, and spaces that are not human-like, and shows — clearly and publicly — that with the right body, task, and behavior, through it, communication can happen: “it works”.
Due persone possono comprendere, fidarsi e persino diventare esseri — robot, avatar virtuali e così via — che non assomigliano affatto agli esseri umani, senza dire una parola? Questo è il nucleo di questa tesi: uno studio condotto attraverso una serie di installazioni pubbliche e interattive con robot fisici e in realtà virtuale. Cosa c’è di nuovo: - Corpi radicalmente non umani. Robot senza volti né braccia, forme astratte in VR, e persino una stanza che diventa un corpo vivente. - Solo comunicazione non verbale. Persone e avatar usano movimento, tempismo, ritmo, luce, suono e tatto. - Nessuna AI. Un essere umano nascosto guida il robot o lo spazio. Il sistema limita e traduce ciò che ciascuna parte può percepire e fare, creando un canale pulito di comunicazione umano-umano attraverso la tecnologia. - È anche arte. Le presentazioni pubbliche rendono i test ecologici e invitano a riflettere su alterità, cura e potere. Come funziona — tre percorsi: - Percorso 1: The Operator Game — Odile → Tino. Un visitatore fa squadra con un robot che “conosce” il compito e deve insegnarlo all’umano senza parlare. Siamo passati da Odile, leggermente simile all’umano, a Tino, senza volto, grezzo e pesante. Un operatore nascosto mantiene il comportamento tempestivo e vitale; la morfologia cambia mentre i principi del movimento restano chiari. - Percorso 2: The 2-User Game — Alien Ally. Due persone inconsapevoli devono vincere un escape game. Una, in VR, incarna un robot fisico nella stanza; l’altra è il visitatore accanto a esso. Solo il robot può agire; solo il visitatore conosce le regole. Non sanno l’una dell’altra. La visione in VR rimappa il visitatore in forme non umane per studiare quali forme sostengano meglio il dialogo non verbale. - Percorso 3: The Room — First Room → Physical Room → DoG. Una persona diventa lo spazio e “comunica” attraverso luce, suono e movimento; l’altra si trova dentro quel corpo/stanza. Cosa è emerso: Le persone percepiscono vita e intenzione in corpi alieni quando le risposte mostrano intenzionalità, sono ben temporizzate e coerenti. Le coppie sviluppano un codice minimo — segnale di attenzione, segnale di indicazione, segnale di conferma — sufficiente per completare il compito. Gli operatori incarnano il nuovo corpo e spesso i visitatori se ne prendono cura. Una semplice narrativa di bisogni — guidare, chiedere, giocare, calmare — favorisca leggibilità e fiducia. Perché è importante: Questo è un nuovo paradigma di comunicazione umano-umano attraverso la tecnologia. Offre regole pratiche per robot, VR e spazi che non sono simili all’umano, e mostra — chiaramente e pubblicamente — che, con il corpo, il compito e il comportamento giusti, attraverso di essi la comunicazione può avvenire: “funziona”.
First contact: embodied narratives in HCI to craft authentic otherness and social encounters with non-humanoid bodies
Espositi, Federico
2025/2026
Abstract
Can two people understand, trust, and even become beings — robots, virtual avatars, and so on — that look nothing like us humans, without saying a word? This is the core of this thesis: a study carried out through a series of public, interactive installations with physical robots and in VR. What is new: - Radically non-human bodies. Robots with no faces or arms, abstract VR forms, and even a room treated as a living body. - Only non-verbal communication. People and avatars use motion, timing, rhythm, light, sound, and touch. - No AI. A hidden human drives the robot or the space. The system limits and translates what each side can sense and do, creating a clean human-to-human channel through technology. - It is also art. Public shows make the tests ecological and invite reflection on otherness, care, and power. How it works — three tracks: - Track 1: The Operator Game — Odile → Tino. A visitor teams up with a robot that “knows” the task and must teach the human without speech. We progressed from Odile, slightly human-like, to Tino, faceless, rough, and heavy. A hidden operator keeps behavior timely and lifelike; morphology changes while motion principles stay clear. - Track 2: The 2-User Game — Alien Ally. Two unaware people must win a room-scale escape game. One, in VR, embodies a physical robot in the room; the other is the visitor beside it. Only the robot can act; only the visitor knows the rules. They do not know of each other. The VR view remaps the visitor into non-human shapes to study which forms best support non-verbal dialogue. - Track 3: The Room — First Room → Physical Room → DoG. One person becomes the space and “communicates” through light, sound, and motion; the other is inside that body/room. The aim is a single, breathing whole, not many parts. What was found: People do see life and intent in alien bodies when responses are reciprocal, well-timed, and coherent. Pairs invent a minimal code — attention cue, pointing cue, confirmation cue — that is enough to complete the task. Operators embody the new body and visitors often care for it. A simple narrative of needs — guide, ask, play, soothe — supports legibility and trust. Why it matters: This is a new paradigm of human-to-human communication through technology. It offers practical rules for robots, VR, and spaces that are not human-like, and shows — clearly and publicly — that with the right body, task, and behavior, through it, communication can happen: “it works”.| File | Dimensione | Formato | |
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https://hdl.handle.net/10589/256938