128 research outputs found

    Human emotions toward stimuli in the uncanny valley: laddering and index construction

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    Indiana University-Purdue University Indianapolis (IUPUI)Human-looking computer interfaces, including humanoid robots and animated humans, may elicit in their users eerie feelings. This effect, often called the uncanny valley, emphasizes our heightened ability to distinguish between the human and merely humanlike using both perceptual and cognitive approaches. Although reactions to uncanny characters are captured more accurately with emotional descriptors (e.g., eerie and creepy) than with cognitive descriptors (e.g., strange), and although previous studies suggest the psychological processes underlying the uncanny valley are more perceptual and emotional than cognitive, the deep roots of the concept of humanness imply the application of category boundaries and cognitive dissonance in distinguishing among robots, androids, and humans. First, laddering interviews (N = 30) revealed firm boundaries among participants’ concepts of animated, robotic, and human. Participants associated human traits like soul, imperfect, or intended exclusively with humans, and they simultaneously devalued the autonomous accomplishments of robots (e.g., simple task, limited ability, or controlled). Jerky movement and humanlike appearance were associated with robots, even though the presented robotic stimuli were humanlike. The facial expressions perceived in robots as improper were perceived in animated characters as mismatched. Second, association model testing indicated that the independent evaluation based on the developed indices is a viable quantitative technique for the laddering interview. Third, from the interviews several candidate items for the eeriness index were validated in a large representative survey (N = 1,311). The improved eeriness index is nearly orthogonal to perceived humanness (r = .04). The improved indices facilitate plotting relations among rated characters of varying human likeness, enhancing perspectives on humanlike robot design and animation creation

    Exploring the role of trust and expectations in CRI using in-the-wild studies

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    Studying interactions of children with humanoid robots in familiar spaces in natural contexts has become a key issue for social robotics. To fill this need, we conducted several Child-Robot Interaction (CRI) events with the Pepper robot in Polish and Japanese kindergartens. In this paper, we explore the role of trust and expectations towards the robot in determining the success of CRI. We present several observations from the video recordings of our CRI events and the transcripts of free-format question-answering sessions with the robot using the Wizard-of-Oz (WOZ) methodology. From these observations, we identify children’s behaviors that indicate trust (or lack thereof) towards the robot, e.g., challenging behavior of a robot or physical interactions with it. We also gather insights into children’s expectations, e.g., verifying expectations as a causal process and an agency or expectations concerning the robot’s relationships, preferences and physical and behavioral capabilities. Based on our experiences, we suggest some guidelines for designing more effective CRI scenarios. Finally, we argue for the effectiveness of in-the-wild methodologies for planning and executing qualitative CRI studies

    More Than Machines?

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    We know that robots are just machines. Why then do we often talk about them as if they were alive? Laura Voss explores this fascinating phenomenon, providing a rich insight into practices of animacy (and inanimacy) attribution to robot technology: from science-fiction to robotics R&D, from science communication to media discourse, and from the theoretical perspectives of STS to the cognitive sciences. Taking an interdisciplinary perspective, and backed by a wealth of empirical material, Voss shows how scientists, engineers, journalists - and everyone else - can face the challenge of robot technology appearing »a little bit alive« with a reflexive and yet pragmatic stance

    Human-Machine Communication: Complete Volume. Volume 6

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    his is the complete volume of HMC Volume 6

    More Than Machines? The Attribution of (In)Animacy to Robot Technology

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    We know that robots are just machines. Why then do we often talk about them as if they were alive? The author explores this fascinating phenomenon, providing a rich insight into practices of animacy (and inanimacy) attribution to robot technology: from science-fiction to robotics R&D, from science communication to media discourse, and from the theoretical perspectives of STS to the cognitive sciences. Taking an interdisciplinary perspective, and backed by a wealth of empirical material, the author shows how scientists, engineers, journalists - and everyone else - can face the challenge of robot technology appearing "a little bit alive" with a reflexive and yet pragmatic stance

    Implications of the uncanny valley of avatars and virtual characters for human-computer interaction

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    Technological innovations made it possible to create more and more realistic figures. Such figures are often created according to human appearance and behavior allowing interaction with artificial systems in a natural and familiar way. In 1970, the Japanese roboticist Masahiro Mori observed, however, that robots and prostheses with a very - but not perfect - human-like appearance can elicit eerie, uncomfortable, and even repulsive feelings. While real people or stylized figures do not seem to evoke such negative feelings, human depictions with only minor imperfections fall into the "uncanny valley," as Mori put it. Today, further innovations in computer graphics led virtual characters into the uncanny valley. Thus, they have been subject of a number of disciplines. For research, virtual characters created by computer graphics are particularly interesting as they are easy to manipulate and, thus, can significantly contribute to a better understanding of the uncanny valley and human perception. For designers and developers of virtual characters such as in animated movies or games, it is important to understand how the appearance and human-likeness or virtual realism influence the experience and interaction of the user and how they can create believable and acceptable avatars and virtual characters despite the uncanny valley. This work investigates these aspects and is the next step in the exploration of the uncanny valley. This dissertation presents the results of nine studies examining the effects of the uncanny valley on human perception, how it affects interaction with computing systems, which cognitive processes are involved, and which causes may be responsible for the phenomenon. Furthermore, we examine not only methods for avoiding uncanny or unpleasant effects but also the preferred characteristics of virtual faces. We bring the uncanny valley into context with related phenomena causing similar effects. By exploring the eeriness of virtual animals, we found evidence that the uncanny valley is not only related to the dimension of human-likeness, which significantly change our view on the phenomenon. Furthermore, using advanced hand tracking and virtual reality technologies, we discovered that avatar realism is connected to other factors, which are related to the uncanny valley and depend on avatar realism. Affinity with the virtual ego and the feeling of presence in the virtual world were also affected by gender and deviating body structures such as a reduced number of fingers. Considering the performance while typing on keyboards in virtual reality, we also found that the perception of the own avatar depends on the user's individual task proficiencies. This thesis concludes with implications that not only extends existing knowledge about virtual characters, avatars and the uncanny valley but also provide new design guidelines for human-computer interaction and virtual reality

    More Than Machines?

    Get PDF
    We know that robots are just machines. Why then do we often talk about them as if they were alive? Laura Voss explores this fascinating phenomenon, providing a rich insight into practices of animacy (and inanimacy) attribution to robot technology: from science-fiction to robotics R&D, from science communication to media discourse, and from the theoretical perspectives of STS to the cognitive sciences. Taking an interdisciplinary perspective, and backed by a wealth of empirical material, Voss shows how scientists, engineers, journalists - and everyone else - can face the challenge of robot technology appearing »a little bit alive« with a reflexive and yet pragmatic stance

    Human-Machine Communication: Complete Volume. Volume 1

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    This is the complete volume of HMC Volume 1

    Not Only WEIRD but "Uncanny"? A Systematic Review of Diversity in Human-Robot Interaction Research

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    Critical voices within and beyond the scientific community have pointed to a grave matter of concern regarding who is included in research and who is not. Subsequent investigations have revealed an extensive form of sampling bias across a broad range of disciplines that conduct human subjects research called "WEIRD": Western, Educated, Industrial, Rich, and Democratic. Recent work has indicated that this pattern exists within human-computer interaction (HCI) research, as well. How then does human-robot interaction (HRI) fare? And could there be other patterns of sampling bias at play, perhaps those especially relevant to this field of study? We conducted a systematic review of the premier ACM/IEEE International Conference on Human-Robot Interaction (2006-2022) to discover whether and how WEIRD HRI research is. Importantly, we expanded our purview to other factors of representation highlighted by critical work on inclusion and intersectionality as potentially underreported, overlooked, and even marginalized factors of human diversity. Findings from 827 studies across 749 papers confirm that participants in HRI research also tend to be drawn from WEIRD populations. Moreover, we find evidence of limited, obscured, and possible misrepresentation in participant sampling and reporting along key axes of diversity: sex and gender, race and ethnicity, age, sexuality and family configuration, disability, body type, ideology, and domain expertise. We discuss methodological and ethical implications for recruitment, analysis, and reporting, as well as the significance for HRI as a base of knowledge.Comment: Published at IJSR/SORO, Int J of Soc Robotics (2023

    Virtual animal characters in future communication : explorative study on character choice and agency

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    People need efficient means to communicate at a distance, but the available means to message can be inadequate. Any sent message might be perceived too little, fail to convey the intended emotion, or be received in a place, time or fashion that the sender would not prefer. There is room for new types of Computer-mediated communication. The thesis is an exploratory, mixed-methods study on a futuristic concept, where augmented-reality technology is used to send a lively and intelligent virtual animal character to enrich a message. The study goals are to find if the concept is acceptable, recognize common use cases for the messaging-characters, and to recognize if participants can identify different levels of independence to act, i.e. agency, for characters. To accomplish the goals, I conducted 12 interviews where I showed a low-fidelity prototype of the concept and designed animal character animations to the interviewees and had them first invent their own use scenarios and then select which characters they would use in predefined scenarios. To accomplish the agency goal, I had the interviewees order four animal animations by the level of independence to act shown by the animal. Overall, the results suggest the concept is acceptable. Augmented-reality animal messaging-characters could be used to enhance commonly send messages, and their strength is that they could be sent to act in a specific way to support the message. On types of interaction wished for, I found that most of the interviewees wished for more than animated statues, and many wished for the animals to act humanlike. However, they did not seem to wish for futuristic believable artificial intelligence. Concerning agency, the study brought into question the feasibility of defining a character’s level of agency. The results show that determining the level of agency shown in interacting animal character GIFs is either more difficult to do than I expected or outright impossible
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