239 research outputs found

    On the Possibility of Robots Having Emotions

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    I argue against the commonly held intuition that robots and virtual agents will never have emotions by contending robots can have emotions in a sense that is functionally similar to humans, even if the robots\u27 emotions are not exactly equivalent to those of humans. To establish a foundation for assessing the robots\u27 emotional capacities, I first define what emotions are by characterizing the components of emotion consistent across emotion theories. Second, I dissect the affective-cognitive architecture of MIT\u27s Kismet and Leonardo, two robots explicitly designed to express emotions and to interact with humans, in order to explore whether they have emotions. I argue that, although Kismet and Leonardo lack the subjective feelings component of emotion, they are capable of having emotions

    Rationality and the Structure of the Self, Volume I: The Humean Conception

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    The Humean conception of the self consists in the belief-desire model of motivation and the utility-maximizing model of rationality. This conception has dominated Western thought in philosophy and the social sciences ever since Hobbes’ initial formulation in Leviathan and Hume’s elaboration in the Treatise of Human Nature. Bentham, Freud, Ramsey, Skinner, Allais, von Neumann and Morgenstern and others have added further refinements that have brought it to a high degree of formal sophistication. Late twentieth century moral philosophers such as Rawls, Brandt, Frankfurt, Nagel and Williams have taken it for granted, and have made use of it to supply metaethical foundations for a wide variety of normative moral theories. But the Humean conception of the self also leads to seemingly insoluble problems about moral motivation, rational final ends, and moral justification. Can it be made to work

    The Effects of Health Care Chatbot Personas With Different Social Roles on the Client-Chatbot Bond and Usage Intentions: Development of a Design Codebook and Web-Based Study

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    Background The working alliance refers to an important relationship quality between health professionals and clients that robustly links to treatment success. Recent research shows that clients can develop an affective bond with chatbots. However, few research studies have investigated whether this perceived relationship is affected by the social roles of differing closeness a chatbot can impersonate and by allowing users to choose the social role of a chatbot. Objective This study aimed at understanding how the social role of a chatbot can be expressed using a set of interpersonal closeness cues and examining how these social roles affect clients’ experiences and the development of an affective bond with the chatbot, depending on clients’ characteristics (ie, age and gender) and whether they can freely choose a chatbot’s social role. Methods Informed by the social role theory and the social response theory, we developed a design codebook for chatbots with different social roles along an interpersonal closeness continuum. Based on this codebook, we manipulated a fictitious health care chatbot to impersonate one of four distinct social roles common in health care settings—institution, expert, peer, and dialogical self—and examined effects on perceived affective bond and usage intentions in a web-based lab study. The study included a total of 251 participants, whose mean age was 41.15 (SD 13.87) years; 57.0% (143/251) of the participants were female. Participants were either randomly assigned to one of the chatbot conditions (no choice: n=202, 80.5%) or could freely choose to interact with one of these chatbot personas (free choice: n=49, 19.5%). Separate multivariate analyses of variance were performed to analyze differences (1) between the chatbot personas within the no-choice group and (2) between the no-choice and the free-choice groups. Results While the main effect of the chatbot persona on affective bond and usage intentions was insignificant (P=.87), we found differences based on participants’ demographic profiles: main effects for gender (P=.04, ηp2=0.115) and age (P<.001, ηp2=0.192) and a significant interaction effect of persona and age (P=.01, ηp2=0.102). Participants younger than 40 years reported higher scores for affective bond and usage intentions for the interpersonally more distant expert and institution chatbots; participants 40 years or older reported higher outcomes for the closer peer and dialogical-self chatbots. The option to freely choose a persona significantly benefited perceptions of the peer chatbot further (eg, free-choice group affective bond: mean 5.28, SD 0.89; no-choice group affective bond: mean 4.54, SD 1.10; P=.003, ηp2=0.117). Conclusions Manipulating a chatbot’s social role is a possible avenue for health care chatbot designers to tailor clients’ chatbot experiences using user-specific demographic factors and to improve clients’ perceptions and behavioral intentions toward the chatbot. Our results also emphasize the benefits of letting clients freely choose between chatbots

    From Transnormativity to Self-Authenticity: Shifting Away From a Dysphoria-Centered Approach to Transgender Identity

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    Transnormativity is a social ideology concerning the validity and perceived realness of transgender individuals and identities. In this thesis, I investigate current transgender issues through the lens of transgender medicalization and its resulting sociocultural impacts, prioritizing trans identities and individuals that surpass binary categorizations. Under transnormativity, nonbinary gender identity is continually made invisible and unintelligible in both popular and trans discourse, however, nonbinary users of social media find creative means to express their authentic sense of self nonetheless. The resulting implications of such work to socially, culturally, and psychologically resist and deconstruct transnormativity

    Real-time expressive internet communications

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    This research work "Real-time Expressive Internet Communications" focuses on two subjects: One is the investigation of methods of automatic emotion detection and visualisation under real-time Internet communication environment, the other is the analysis of the influences of presenting visualised emotion expressivei mages to Internet users. To detect emotion within Internet communication, the emotion communication process over the Internet needs to be examined. An emotion momentum theory was developed to illustrate the emotion communication process over the Internet communication. It is argued in this theory that an Internet user is within a certain emotion state, the emotion state is changeable by internal and external stimulus (e.g. a received chat message) and time; stimulus duration and stimulus intensity are the major factors influencing the emotion state. The emotion momentum theory divides the emotions expressed in Internet communication into three dimensions: emotion category, intensity and duration. The emotion momentum theory was implemented within a prototype emotion extraction engine. The emotion extraction engine can analyse input text in an Internet chat environment, detect and extract the emotion being communicated, and deliver the parameters to invoke an appropriate expressive image on screen to the every communicating user's display. A set of experiments were carried out to test the speed and the accuracy of the emotion extraction engine. The results of the experiments demonstrated an acceptable performance of the emotion extraction engine. The next step of this study was to design and implement an expressive image generator that generates expressive images from a single neutral facial image. Generated facial images are classified into six categories, and for each category, three different intensities were achieved. Users need to define only six control points and three control shapes to synthesise all the expressive images and a set of experiments were carried out to test the quality of the synthesised images. The experiment results demonstrated an acceptable recognition rate of the generated facial expression images. With the emotion extraction engine and the expressive image generator,a test platform was created to evaluate the influences of emotion visualisation in the Internet communication context. The results of a series of experiments demonstratedthat emotion visualisation can enhancethe users' perceived performance and their satisfaction with the interfaces. The contributions to knowledge fall into four main areas; firstly, the emotion momentum theory that is proposed to illustrate the emotion communication process over the Internet; secondly, the innovations built into an emotion extraction engine, which senses emotional feelings from textual messages input by Internet users; thirdly, the innovations built into the expressive image generator, which synthesises facial expressions using a fast approach with a user friendly interface; and fourthly, the identification of the influence that the visualisation of emotion has on human computer interaction

    Experimental studies of the interaction between people and virtual humans with a focus on social anxiety

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    Psychotherapy has been one of the major applications of Virtual Reality technology; examples include fear of flying, heights, spiders, and post‐traumatic stress disorder. Virtual reality has been shown to be useful, in the context of exposure therapy for the treatment of social anxiety, such as fear of public speaking, where the clients learn how to conquer their anxiety through interactions with Virtual Characters (avatars). This thesis is concerned with the interaction between human participants and avatars in a Virtual Environment (VE), with the main focus being on Social Anxiety. It is our hypothesis that interactions between people and avatars can evoke in people behaviours that correspond to their degree of social anxiety or confidence. Moreover the responses of people to avatars will also depend on their degree of exhibited social anxiety – they will react differently to a shy avatar compared to a confident avatar. The research started with an experimental study on the reaction of shy and confident male volunteers to an approach by an attractive and friendly virtual woman in a VE. The results show that the participants responded according to expectations towards the avatar at an emotional, physiological, and behavioural level. The research then studied a particular cue which represents shyness – “blushing”. Experiments were carried out on how participant responds towards a blushing avatar. The results suggested that, even without consciously noticing the avatar’s blushing, the participants had an improved relationship with her when she was blushing. Finally, the research further investigated how people respond towards a shy avatar as opposed to a confident one. The results show that participants gave more positive comments to the personality of the avatar displaying signs of shyness

    Perceiving Sociable Technology: Exploring the Role of Anthropomorphism and Agency Perception on Human-Computer Interaction (HCI)

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    With the arrival of personal assistants and other AI-enabled autonomous technologies, social interactions with smart devices have become a part of our daily lives. Therefore, it becomes increasingly important to understand how these social interactions emerge, and why users appear to be influenced by them. For this reason, I explore questions on what the antecedents and consequences of this phenomenon, known as anthropomorphism, are as described in the extant literature from fields ranging from information systems to social neuroscience. I critically analyze those empirical studies directly measuring anthropomorphism and those referring to it without a corresponding measurement. Through a grounded theory approach, I identify common themes and use them to develop models for the antecedents and consequences of anthropomorphism. The results suggest anthropomorphism possesses both conscious and non-conscious components with varying implications. While conscious attributions are shown to vary based on individual differences, non-conscious attributions emerge whenever a technology exhibits apparent reasoning such as through non-verbal behavior like peer-to-peer mirroring or verbal paralinguistic and backchanneling cues. Anthropomorphism has been shown to affect users’ self-perceptions, perceptions of the technology, how users interact with the technology, and the users’ performance. Examples include changes in a users’ trust on the technology, conformity effects, bonding, and displays of empathy. I argue these effects emerge from changes in users’ perceived agency, and their self- and social- identity similarly to interactions between humans. Afterwards, I critically examine current theories on anthropomorphism and present propositions about its nature based on the results of the empirical literature. Subsequently, I introduce a two-factor model of anthropomorphism that proposes how an individual anthropomorphizes a technology is dependent on how the technology was initially perceived (top-down and rational or bottom-up and automatic), and whether it exhibits a capacity for agency or experience. I propose that where a technology lays along this spectrum determines how individuals relates to it, creating shared agency effects, or changing the users’ social identity. For this reason, anthropomorphism is a powerful tool that can be leveraged to support future interactions with smart technologies
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