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Creators/Authors contains: "Ho, Hui-Ru"

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  1. AI-assisted learning companion robots are increasingly used in early education. Many parents express concerns about content appropriateness, while they also value how AI and robots could supplement their limited skill, time, and energy to support their children’s learning. We designed a card-based kit, SET, to systematically capture scenarios that have different extents of parental involvement. We developed a prototype interface, PAiREd, with a learning companion robot to deliver LLM-generated educational content that can be reviewed and revised by parents. Parents can flexibly adjust their involvement in the activity by determining what they want the robot to help with. We conducted an in-home field study involving 20 families with children aged 3–5. Our work contributes to an empirical understanding of the level of support parents with different expectations may need from AI and robots and a prototype that demonstrates an innovative interaction paradigm for flexibly including parents in supporting their children. 
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    Free, publicly-accessible full text available April 25, 2026
  2. Intergenerational co-creation using technology between grandparents and grandchildren can be challenging due to differences in technological familiarity. AI has emerged as a promising tool to support co-creative activities, offering flexibility and creative assistance, but its role in facilitating intergenerational connection remains underexplored. In this study, we conducted a user study with 29 grandparent-grandchild groups engaged in AI-supported story creation to examine how AI-assisted co-creation can foster meaningful intergenerational bonds. Our findings show that grandchildren managed the technical aspects, while grandparents contributed creative ideas and guided the storytelling. AI played a key role in structuring the activity, facilitating brainstorming, enhancing storytelling, and balancing the contributions of both generations. The process fostered mutual appreciation, with each generation recognizing the strengths of the other, leading to an engaging and cohesive co-creation process. We offer design implications for integrating AI into intergenerational co-creative activities, emphasizing how AI can enhance connection across skill levels and technological familiarity. 
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    Free, publicly-accessible full text available April 25, 2026
  3. Learning companion robots for young children are increasingly adopted in informal learning environments. Although parents play a pivotal role in their children’s learning, very little is known about how parents prefer to incorporate robots into their children’s learning activities. We developed prototype capabilities for a learning companion robot to deliver educational prompts and responses to parent-child pairs during reading sessions and conducted in-home user studies involving 10 families with children aged 3–5. Our data indicates that parents want to work with robots as collaborators to augment parental activities to foster children’s learning, introducing the notion of parent-robot collaboration. Our findings offer an empirical understanding of the needs and challenges of parent-child interaction in informal learning scenarios and design opportunities for integrating a companion robot into these interactions. We offer insights into how robots might be designed to facilitate parent-robot collaboration, including parenting policies, collaboration patterns, and interaction paradigms. 
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  4. null (Ed.)
    Children’s early numerical knowledge establishes a foundation for later development of mathematics achievement and playing linear number board games is effective in improving basic numeri- cal abilities. Besides the visuo-spatial cues provided by traditional number board games, learning companion robots can integrate multi-sensory information and offer social cues that can support children’s learning experiences. We explored how young children experience sensory feedback (audio and visual) and social expressions from a robot when playing a linear number board game, “RoboMath.” We present the interaction design of the game and our investigation of children’s (n = 19, aged 4) and parents’ experiences under three conditions: (1) visual-only, (2) audio-visual, and (3) audio- visual-social robot interaction. We report our qualitative analysis, including the themes observed from interviews with families on their perceptions of the game and the interaction with the robot, their child’s experiences, and their design recommendations. 
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