1,069 research outputs found

    Are You Trying to Be Funny? The Impact of Affiliative Humor of Smart Home Technologies on Human-Like Trust

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    Smart home technologies (SHTs) perform tasks in the most intimate areas of life and therefore require blind user trust from the start. To build this trust, vendors often rely on creating human-like interactions with devices, such as by incorporating humor. Although humor in SHTs is becoming more advanced, e.g., through advanced joke selection algorithms, its actual impact is largely unexplored. In this work, we address this gap and study the impact of affiliative humor as a human-like characteristic on perceived social presence and initial trust in SHTs. To this end, we conducted a vignette-based experiment with potential users (N=63). Our results contribute by uncovering the mechanisms underlying humor as a trust-building characteristic in SHTs. Moreover, in this way, we also provide important insights for the design and communication of SHTs, which can be valuable for vendors to foster perceived human-likeness and thus initial user trust in smart technologies

    Design Principles for Special Purpose, Embodied, Conversational Intelligence with Environmental Sensors (SPECIES) Agents

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    As information systems increase their ability to gather and analyze data from the natural environment and as computational power increases, the next generation of human-computer interfaces will be able to facilitate more lifelike and natural interactions with humans. This can be accomplished by using sensors to non-invasively gather information from the user, using artificial intelligence to interpret this information to perceive users’ emotional and cognitive states, and using customized interfaces and responses based on embodied-conversational-agent (avatar) technology to respond to the user. We refer to this novel and unique class of intelligent agents as Special Purpose Embodied Conversational Intelligence with Environmental Sensors (SPECIES) agents. In this paper, we build on interpersonal communication theory to specify four essential design principles of all SPECIES agents. We also share findings of initial research that demonstrates how SPECIES agents can be deployed to augment human tasks. Results of this paper organize future research efforts in collectively studying and creating more robust, influential, and intelligent SPECIES agents

    Virtual coaches for healthy lifestyle

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    Since the introduction of the idea of the software interface agent the question recurs whether these agents should be personified and graphically visualized in the interface. In this chapter we look at the use of virtual humans in the interface of healthy lifestyle coaching systems. Based on theory of persuasive communication we analyse the impact that the use of graphical interface agents may have on user experience and on the efficacy of this type of persuasive systems. We argue that research on the impact of a virtual human interface on the efficacy of these systems requires longitudinal field studies in addition to the controlled short-term user evaluations in the field of human computer interaction (HCI). We introduce Kristina, a mobile personal coaching system that monitors its user’s physical activity and that presents feedback messages to the user. We present results of field trials (N = 60, 7 weeks) in which we compare two interface conditions on a smartphone. In one condition feedback messages are presented by a virtual animated human, in the other condition they are displayed on the screen in text. Results of the field trials show that user motivation, use context and the type of device on which the feedback message is received influence the perception of the presentation format of feedback messages and the effect on compliance to the coaching regime

    The MAIN Model: A Heuristic Approach to Understanding Technology Effects on Credibility

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    Part of the Volume on Digital Media, Youth, and Credibility Historically, credibility assessments assume a relatively explicit, effortful evaluation of message source and content, but this chapter argues that four technological features -- modality, agency, interactivity, and navigability -- can profoundly influence credibility judgments that are made more subtly and automatically while accessing information. Based on research evidence that suggests today's youth pay more attention to these technological aspects than to source and content aspects, this chapter examines the ways in which they may shape credibility perceptions during digital media use. These features are conceptualized as "affordances" (or action possibilities) that suggest certain functions and/or transmit certain cues that trigger cognitive heuristics (or mental shortcuts) leading people to their impressions of the quality and credibility of the underlying information

    Conceptual Design Model of Computerized Personal-Decision AID (ComPDA)

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    To date, the attentions given to the improvement of decision support at organizational level has been enormous. On the contrary, academic research in improving the performance of computerized decision aid (CDA) for personal decision is lacking, in which some are dated. Nowadays, the existence of CDA which handles personal decision is mushrooming and progressively getting attention from users. Despite that, users’ perceptions of the suitable decision strategy and technique for CDA have not been subjected to systematic investigation. Literature reviews also indicate that most users do not go for complex mathematical techniques despite the fact that these techniques are better at handling the risks and uncertainties in decisions. In fact, more often than not, the development process of CDAs does not seem to adhere to any conceptual and theoretical model. In view of that, this study aims to propose a conceptual design model for computerized personal-decision aid (ComPDA). The following objectives are outlined to support the general aim: (i) to identify appropriate decision strategy and technique for ComPDA, (ii) to incorporate identified strategy and technique in the construction of conceptual design model for ComPDA (iii) to validate the conceptual design model in different situations via prototyping method and (iv) to measure the users’ perceived helpfulness of the ComPDA prototypes. Participatory design method was implemented in order to achieve objective i and ii. The findings were incorporated into the construction of the conceptual design model of ComPDA. In achieving objective iii, the conceptual design model was validated in two different case studies via prototyping: A- choosing development methodology in mobile computing course (md-Matrix); and B- purchasing a mobile phone (ep-Matrix). In achieving objective iv, an instrument (named as Q-HELP) was developed to measure the helpfulness (HLP) of the prototypes. This study identified four relevant constructs pertinent to helpfulness; reliability (REL), decision making effort (EFF), confidence (CON), and decision awareness (AWR). Altogether, 122 respondents participated where 63 were from case study A and 59 from case study B. Eight hypotheses were formulated comprising testing for correlation between all the constructs in Q-HELP with helpfulness, testing the average time spent to make a selection with and without the proposed ComPDA and testing if the mean score of helpfulness of the proposed ComPDA is high. Paired Samples t Test, Pearson Correlation analyses and descriptive analyses were utilized to validate the hypotheses. The results show that: REL and HLP are significantly correlated, EFF and HLP are significantly correlated, CON and HLP are significantly correlated, AWR and HLP are significantly correlated, the use of md-Matrix and ep-Matrix significantly reduces the time spent to make selection, mean score of helpfulness of md-Matrix is fairly high and mean score of helpfulness of ep-Matrix is high. However, it is concluded that the overall results exhibit sufficient indication that md-Matrix and ep-Matrix were found helpful to users in terms of reliability, lessening the decision making effort, increasing confidence and also awareness in decision making. This study has produced the following outcomes, along with achieving all of its objectives: (i) a conceptual design model for ComPDA which incorporates suitable decision strategies and techniques identified via systematic investigations; (ii) two functional ComPDA prototypes to validate the conceptual design model and to demonstrate its applicability in different situations, (iii) an instrument for measuring helpfulness which includes dimensions from outcome and process aspects; and (iv) comparative analyses of decision models, strategies and techniques which provide basis for future studies.

    Arabic Educational Neural Network Chatbot

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    Chatbots (machine-based conversational systems) have grown in popularity in recent years. Chatbots powered by artificial intelligence (AI) are sophisticated technologies that replicate human communication in a range of natural languages. A chatbot’s primary purpose is to interpret user inquiries and give relevant, contextual responses. Chatbot success has been extensively reported in a number of widely spoken languages; nonetheless, chatbots have not yet reached the predicted degree of success in Arabic. In recent years, several academics have worked to solve the challenges of creating Arabic chatbots. Furthermore, the development of Arabic chatbots is critical to our attempts to increase the use of the language in academic contexts. Our objective is to install and create an Arabic chatbot that will help the Arabic language in the area of education. To begin implementing the chabot, we collected datasets from Arabic educational websites and had to prepare these data using the NLP methods. We then used this data to train the system using a neural network model to create an Arabic neural network chabot. Furthermore, we found relevant research, conducted earlier investigations, and compared their findings by searching Google scholar and looking through the linked references. Data was gathered and saved in a json file. Finally, we programmed the chabot and the models in Python. As a consequence, an Arabic chatbot answers all questions about educational regulations in the United Arab Emirates

    Supporting user interaction and social relationship formation in a collaborative online shopping context

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    The combination of online shopping and social media allow people with similar shopping interests and experiences to share, comment, and discuss about shopping from anywhere and at any time, which also leads to the emergence of online shopping communities. Today, more people turn to online platforms to share their opinions about products, solicit various opinions from their friends, family members, and other customers, and have fun through interactions with others with similar interests. This dissertation explores how collaborative online shopping presents itself as a context and platform for users\u27 interpersonal interactions and social relationship formation through a series of studies. First, a qualitative interview study shows that online shoppers believe that shopping-related interactions have a positive impact on their social bonds. However, there is uncertainty around the appropriateness of discussing shopping in online marketplaces, forums, and social networking sites between strangers and friends. These uncertainties act as strong deterrents that limit further interactions between users with shared shopping interests. Next, a mix of lab experiments and focus groups demonstrate how informational support and social support affect user participation and relationships, the impact of social structure on interpersonal relationship formation between community members, and the development of desire to be socially connected with others through real-time text conversations on shopping topics. Moreover, a combination of interviews, focus groups, and online survey identify four types of personas to help illustrate the complex nature of user participation and behaviors in online shopping communities: Opportunists, Contributors, Explorers, and Followers. Finally, an online experiment study with 50 participants implements problem-solving tasks to examine users’ relationship building in computer-mediated online shopping groups and the effects of interpersonal relationships on user behaviors in collaborative online shopping contexts. The results suggest that users may develop desire to be socially connected after working on implemented collaborative problem-solving tasks within the group, and the perceived social connectedness may encourage user engagement and contribution behaviors in online shopping groups and communities. The results also show that such help-giving, collaborative tasks lead to developing social capital and facilitating social support that have more significant impacts on user behaviors over the long term
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