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  1. Adolescents isolated at home during the COVID19 pandemic lockdown are more likely to feel lonely and in need of social connection. Social robots may provide a much needed social interaction without the risk of contracting an infection. In this paper, we detail our co-design process used to engage adolescents in the design of a social robot prototype intended to broadly support their mental health. Data gathered from our four week design study of nine remote sessions and interviews with 16 adolescents suggested the following design requirements for a home robot: (1) be able to enact a set of roles including a coach, companion, and confidant; (2) amplify human-to-human connection by supporting peer relationships; (3) account for data privacy and device ownership. Design materials are available in open-access, contributing to best practices for the field of Human-Robot Interaction. 
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  2. null (Ed.)
  3. With the pandemic preventing access to universities and consequently limiting in-person user studies, it is imperative to explore other mediums for conducting user studies for human-robot interaction. Virtual reality (VR) presents a novel and promising research platform that can potentially offer a creative and accessible environment for HRI studies. Despite access to VR being limited given its hardware requirements (e.g. need for headsets), web-based VR offers universal access to VR utilities through web browsers. In this paper, we present a participatory design pilot study, aimed at exploring the use of co-design of a robot using web-based VR. Results seem to show that web-based VR environments are engaging and accessible research platforms to gather environment and interaction data in HRI. 
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  4. null (Ed.)
    Social robots hold the potential to be an effective and appropriate technology in reducing stress and improving the mental health of adolescents. In order to understand the effect of adolescent-to-robot disclosure on momentary stress, we conducted an exploratory, mixed-methods study with sixty-nine US adolescents (ages 14–21) in school settings. We compared a generic, minimalist robot interaction among three different robot embodiments: physical, digital computer screen, and immersive, virtual reality. We found participants’ momentary stress levels significantly decreased across multiple interactions over time. The physical and virtual reality embodiments were most effective for stress reduction. In addition, our qualitative findings provide unique insights into the types of stressors adolescents shared with the social robots as well as their experiences with the different interaction embodiments. 
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  5. Virtual reality (VR) offers potential as a prototyping tool for human-robot interaction. We explored a way to utilize human-centered design (HCD) methodology to develop a collaborative VR game for understanding teens’ perceptions of, and interactions with, social robots. Our paper features three stages of the design process for teen-robot interaction in VR; ideation, prototyping, and game development. In the ideation stage, we identified three important design principles: collaboration, customization, and robot characterization. In the prototyping stage, we developed a card game, conducted gameplay, and confirmed our design principles. Finally, we developed a low-fidelity VR game and received teens’ feedback. This exploratory study highlights the potential of VR, both for collaborative robot design and teen-robot interaction studies. 
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