51 research outputs found

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

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    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas

    Actors, Avatars and Agents: Potentials and Implications of Natural Face Technology for the Creation of Realistic Visual Presence

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    We are on the cusp of creating realistic, interactive, fully rendered human faces on computers that transcend the “uncanny valley,” widely known for capturing the phenomenon of “eeriness” in faces that are almost, but not fully realistic. Because humans are hardwired to respond to faces in uniquely positive ways, artificial realistic faces hold great promise for advancing human interaction with machines. For example, realistic avatars will enable presentation of human actors in virtual collaboration settings with new levels of realism; artificial natural faces will allow the embodiment of cognitive agents, such as Amazon’s Alexa or Apple’s Siri, putting us on a path to create “artificial human” entities in the near future. In this conceptual paper, we introduce natural face technology (NFT) and its potential for creating realistic visual presence (RVP), a sensation of presence in interaction with a digital actor, as if present with another human. We contribute a forward-looking research agenda to information systems (IS) research, comprising terminology, early conceptual work, concrete ideas for research projects, and a broad range of research questions for engaging with this emerging, transformative technology as it becomes available for application. By doing so, we respond to calls for “blue ocean research” that explores unchartered territory and makes a novel technology accessible to IS early in its application. We outline promising areas of application and foreshadow philosophical, ethical, and conceptual questions for IS research pertaining to the more speculative phenomena of “living with artificial humans.

    Artificial Intelligence Is No Match for Human Stupidity: Ethical Reflections on Avatars and Agents

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    What should our ethical concerns be in a future with ‘Artificially Intelligent’ agents? The zeitgeist of AI agents often envisions a future encompassing a hyper intelligent singularity. In this worldview, AI “monsters” appear very separate from us as, abstracted, ethically ungrounded omnipotent overlords. A world of superintelligences that have moved beyond our comprehension, with no ethical restraint. In this polemic, I explore a different future. I examine how realistic digital humans pose a very real ethical dilemma, as we assume intelligence based on their appearance, leading to an abdication of responsibility. I explore the future of realistic digital agents and avatars, and ask: what does this human-like form say about us? How will we judge ourselves when the computer, looks like us? I argue that the singularity is unlikely and thus the primary ethical concern is not some superhuman AI intelligence, but in how we, ourselves, treat these digital humans

    Towards a comprehensive taxonomy for characterizing robots

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    Every day a new robot is developed with advanced characteristics and technical qualities. The increasingly rapid growth of robots and their characteristics demands bridging between the application requirements and the robot specifications. This process requires a supporting conceptual structure that can capture as many robot qualities as possible. Presenting robot characteristics through the proposed conceptual structure would enable designers to optimize robot capabilities against application requirements. It would also help application developers to select the most appropriate robot. Without a formal structure, an accurate linking between the robot domain and the application domain is not possible. This paper presents a novel theoretical representation that can capture robot features and capabilities and express them as descriptive dimensions to be used to develop a capability profile. The profile is intended to unify robot description and presentation. The proposed structure is reinforced with several layers, sections, categorizations and levels to allow a detailed explanation of robot characteristics. It is hoped that the proposed structure will influence the design, development, and testing of robots for specific applications. At the same time, it would help in highlighting the corresponding outlines in robot application requirements

    Facing the Artificial: Understanding Affinity, Trustworthiness, and Preference for More Realistic Digital Humans

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    In recent years, companies have been developing more realistic looking human faces for digital, virtual agents controlled by artificial intelligence (AI). But how do users feel about interacting with such virtual agents? We used a controlled lab experiment to examine users’ perceived trustworthiness, affinity, and preference towards a real human travel agent appearing via video (i.e., Skype) as well as in the form of a very human-realistic avatar; half of the participants were (deceptively) told the avatar was a virtual agent controlled by AI while the other half were told the avatar was controlled by the same human travel agent. Results show that participants rated the video human agent more trustworthy, had more affinity for him, and preferred him to both avatar versions. Users who believed the avatar was a virtual agent controlled by AI reported the same level of affinity, trustworthiness, and preferences towards the agent as those who believed it was controlled by a human. Thus, use of a realistic digital avatar lowered affinity, trustworthiness, and preferences, but how the avatar was controlled (by human or machine) had no effect. The conclusion is that improved visual fidelity alone makes a significant positive difference and that users are not averse to advanced AI simulating human presence, some may even be anticipating such an advanced technology

    Um estudo sobre realidades virtuais ou ‹‹novas naturezas››

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    Na presente dissertação, pretende-se explorar a relação do ser humano com realidades virtuais, ou ‹‹novas naturezas›› (Teresa Cruz, 2002), com base numa configuração da atitude do design total na contemporaneidade, partindo-se da hipótese de que todos os meios de comunicação e atuações técnicas humanas, no mundo, se poderão conceber enquanto realidades virtuais. Ainda que na atualidade o tema, em torno da utopia do design total, não venha a ser considerado como central, no debate académico e profissional da disciplina do design, a sua importância pode-se tornar vital, aquando de uma análise das relações humanohumano, humano–mundo, humano–natureza e humano–tecnologia (ou máquina), devido à mediação, condicionamento e, muitas vezes, determinação destas conexões, pelo design. Assim, parte-se também de uma ideia de quebra de pressupostos e préconceitos comuns, em torno do termo ‹‹design›› e, principalmente, do conceito de ‹‹realidade virtual››, mirando-se uma apreciação mais ampla e basilar, numa investigação em torno da amplitude do design e do seu impacto, desde sempre, na vida humana na Terra, bem como da importante e íntima relação do ser humano, para com os artefactos e sistemas, por si criados. O presente documento alicerça-se em autores fundamentais, como Vilém Flusser (2010), Mark Wigley (2010[1998]), Malene Leerberg (2009), Maria Teresa Cruz (2002), Hermínio Martins (1996) e Michael Heim (1993), seguindo-se uma metodologia de revisão e hermenêutica bibliográfica de textos, obras literárias e documentários, bem como de dois casos de estudo pontuais, na indagação pelos seguintes objetivos: compreender a interseção do design, com outras áreas do conhecimento; mostrar a atitude do design total na contemporaneidade, na forma de realidades virtuais; e a possibilidade de realidades virtuais, enquanto pontos de encontro entre o ser humano e a atitude do design total na contemporaneidade.In this dissertation, we intend to investigate human beings' relationships with virtual realities, or ‹‹new natures›› (Teresa Cruz, 2002), using a configuration of the attitude of total design in contemporary times, beginning with the hypothesis that all means of communication and human technical actions in the world are conceived as virtual realities. Although the theme of total design utopia is not currently considered central in the academic and professional debate, its importance in the discipline of design can become critical when analysing human–human, human–world, human–nature, and humantechnology (or machine) relations, due to the mediation, conditioning, and, in some cases, determination of these connections by design. Thus, it also starts from an idea of breaking common assumptions and preconceptions, around the term ‹‹design››, and mainly the concept of ‹‹virtual reality››, aiming at a broader and wider appreciation in an investigation into the breadth of design and its impact, since the beginning of human life on Earth, as well as the important and intimate relationship of human beings with the artifacts, and systems created by them. This document is based on key authors such as Vilém Flusser (2010), Mark Wigley (2010[1998]), Malene Leerberg (2009), Maria Teresa Cruz (2002), Hermínio Martins (1996), and Michael Heim (1993), and follows a methodology of bibliographical revision and hermeneutics of texts, literary works, and documentaries, as well as two specific case studies, in a quest for the following objectives: understanding the intersection of design with other areas of knowledge; displaying the attitude of total design in contemporary times in the form of virtual realities; and the possibility of virtual realities serving as meeting points between humans and the attitude of total design in contemporary times

    Mapping Beyond the Uncanny Valley: A Delphi Study on Aiding Adoption of Realistic Digital Faces

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    Developers and HCI researchers have long strived to create digital agents that are more realistic. Voice-only versions are now common, but there has been a lack of visually realistic agents. A key barrier is the “Uncanny Valley”, referring to aversion being triggered if agents are not quite realistic. To gain understanding of the challenges of the Uncanny Valley in creating realistic agents, we conducted a Delphi study. For the Delphi panel, we recruited 13 leading international experts in the area of digital humans. They participated in three rounds of qualitative interviews. We aimed to transfer their knowledge from the entertainment industry to HCI researchers. Our findings include the unexpected conclusion that the panel considered the challenges of final rendering was not a key problem. Instead, modeling and rigging were highlighted, and a new dimension of interactivity was revealed as important. Our results provide a set of research directions for those engaged in HCI-oriented information systems using realistic digital humans

    The Bicycle-Pump in Intussusception.

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    Mapping Beyond the Uncanny Valley: A Delphi Study on Aiding Adoption of Realistic Digital Faces

    Get PDF
    Developers and HCI researchers have long strived to create digital agents that are more realistic. Voice-only versions are now common, but there has been a lack of visually realistic agents. A key barrier is the “Uncanny Valley”, referring to aversion being triggered if agents are not quite realistic. To gain understanding of the challenges of the Uncanny Valley in creating realistic agents, we conducted a Delphi study. For the Delphi panel, we recruited 13 leading international experts in the area of digital humans. They participated in three rounds of qualitative interviews. We aimed to transfer their knowledge from the entertainment industry to HCI researchers. Our findings include the unexpected conclusion that the panel considered the challenges of final rendering was not a key problem. Instead, modeling and rigging were highlighted, and a new dimension of interactivity was revealed as important. Our results provide a set of research directions for those engaged in HCI-oriented information systems using realistic digital humans
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