20 research outputs found

    Analysing the Role of Interactivity in User Experience

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    An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g. avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in user experience and the differences between users’ quantitative judgements of UX and their comments on interactive features which reveal different perspectives

    Moral Mediators in the Metaverse: Exploring Artificial Morality through a Talking Cricket Paradigm

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    As technological innovations continue to shape our social interactions, the Metaverse introduces immersive experiences that reflect real-life practices, accessible by users through their avatars. However, these interactions also bring forth potential negative aspects, including discrimination and cyberbullying. While current automatic detection systems exist, educating users on appropriate behaviour remains crucial. Leveraging recent advancements in Artificial Intelligence, the paper focuses on creating virtual AI-controlled moral agents within the Metaverse to guide users in dealing with moral dilemmas. The research aims to understand how such agents impact users' perceptions and behaviours in ethically challenging virtual environments

    How Virtuous are Virtual Influencers? – A Qualitative Analysis of Virtual Actors’ Virtues on Instagram

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    Recently, virtual influencers (VIs) have become a more frequent alternative to human influencers (HIs). VIs can be described as non-human agents who behave in a human-like pattern. Big enterprises such as Prada, Porsche, Samsung, or Ikea have already collaborated with VIs in the past. Even though it should be clear to users that VIs cannot practice values and virtues in the real world, VIs seem to express certain virtues. This research paper focuses on identifying virtues conveyed by VIs and the effect of expressing virtues on follower engagement by conducting a qualitative content analysis of social media posts. Furthermore, we checked on VIs being abused by companies to convey a more favorable image. Our findings suggest that conveying certain virtues seems to have a positive effect on the engagement. In addition, some VIs were used by companies for virtue signaling without being noticed by their followers

    Significance of Visual Realism – Eeriness, Credibility, and Persuasiveness of Virtual Influencers

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    Though human-like design can increase favorable social behaviors like familiarity and acceptance, it can also question the technology’s effectiveness, rationality, and functionality. With capabilities that allow technology to become more and more human-like, researchers and practitioners continue to delve over the efficacy and deployment of humanness in design. In this research paper, we measure positive and negative perceptions towards different levels of humanness among an emerging form of digital character: the virtual influencer. In doing so, we assess the efficacy of human-like design among virtual influencers by manipulating their visual realism and measuring the effect of this manipulation on their credibility and persuasiveness. Our experimental design also allows us to explore the existence of the uncanny valley in a novel technological context

    Pedagogical agents: Influences of artificially generated instructor personas on taking chances

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    Educational institutes are currently facing the new normality that an ongoing pandemic situation has brought to teaching and learning. Distributed learning with content that blends over several platforms and locations needs to be created with didactic expertise in a feasible manner. At the same time, the possibilities for creating and distributing digital content have developed rapidly. Advanced computing supports the creation of artificial images, natural speech, and even natural-looking but non-existent persons. Since such generative content is often also published under a Creative Commons license, it presents as viable option for designing learning content, assignments, or instructions for tasks. However, there is still limited evidence on how, for example, generated pedagogical agents (tutors) influence behaviour and decisions. This study investigated the influences of artificially generated tutor personas in a decision-making task distributed internationally on the Google Play store. The field experiment extended the balloon analogue risk task (BART) with instructions from generated persona photographs to evaluate potential influences on risk-taking behaviour. In a between-subject design, either a female tutor, a male tutor, or no tutor picture at all was presented during the task. The results (N=74) show a higher risk propensity when displaying a male artificial instructor compared to a female instructor. Participants also proceed with greater caution when instructed by a female tutor as they reflect longer before initiating the next step to pump up the balloon. Further lines of research and experiences from the distribution of an investigative instruction app on Google Play are summarised in the conclusive implications

    A theoretical and practical approach to a persuasive agent model for change behaviour in oral care and hygiene

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    There is an increased use of the persuasive agent in behaviour change interventions due to the agent‘s features of sociable, reactive, autonomy, and proactive. However, many interventions have been unsuccessful, particularly in the domain of oral care. The psychological reactance has been identified as one of the major reasons for these unsuccessful behaviour change interventions. This study proposes a formal persuasive agent model that leads to psychological reactance reduction in order to achieve an improved behaviour change intervention in oral care and hygiene. Agent-based simulation methodology is adopted for the development of the proposed model. Evaluation of the model was conducted in two phases that include verification and validation. The verification process involves simulation trace and stability analysis. On the other hand, the validation was carried out using user-centred approach by developing an agent-based application based on belief-desire-intention architecture. This study contributes an agent model which is made up of interrelated cognitive and behavioural factors. Furthermore, the simulation traces provide some insights on the interactions among the identified factors in order to comprehend their roles in behaviour change intervention. The simulation result showed that as time increases, the psychological reactance decreases towards zero. Similarly, the model validation result showed that the percentage of respondents‘ who experienced psychological reactance towards behaviour change in oral care and hygiene was reduced from 100 percent to 3 percent. The contribution made in this thesis would enable agent application and behaviour change intervention designers to make scientific reasoning and predictions. Likewise, it provides a guideline for software designers on the development of agent-based applications that may not have psychological reactance

    The factor that affects the effectiveness of agent banking characteristics on financial inclusion performance: a study from Malaysian government-owned banks in Negeri Sembilan

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    This study examined the factors that affect the effectiveness of agent characteristics on financial inclusion performance in Malaysian Government – Owned Banks. The effectiveness of agent characteristic of the financial inclusion performance was evaluated through an employee of the Malaysian Government-owed, whom aliased directly with agents. The data for this study were obtained through a survey questionnaire administered to employees of the Malaysian Government-Owned whom aliases directly with agents. The primary data involved a sample (n = 100) of an employee of the three departments of the Malaysian Government-Owned whom aliases directly with agents in Negeri Sembilan by using primary data. The data were composed using structured instrument by using questionnaires. The analysis of the data and outcomes were presented by using Statistical Package for Social Sciences (SPSS) in the prevalent tables to indicate how the responses for the assorted variables and indicators were posed to the respondents

    The factor that affects the effectiveness of agent banking characteristics on financial inclusion performance: A study from Malaysian government-owned banks in Negeri Sembilan

    Get PDF
    This study examined the factors that affect the effectiveness of agent characteristics on financial inclusion performance in Malaysian Government–Owned Banks. The effectiveness of agent characteristic of the financial inclusion performance was evaluated through an employee of the Malaysian Government Owed, whom aliased directly with agents. The data for this study were obtained through a survey questionnaire administered to employees of the Malaysian Government-Owned whom aliases directly with agents. The primary data involved a sample (n = 100) of an employee of the three departments of the Malaysian Government-Owned whom aliases directly with agents in Negeri Sembilan by using primary data. The data were composed using structured instrument by using questionnaires. The analysis of the data and outcomes were presented by using Statistical Package for Social Sciences (SPSS) in the prevalent tables to indicate how the responses for the assorted variables and indicators were posed to the respondents
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