7,318 research outputs found

    Honesty, social presence, and self-service in retail

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    Retail self-service checkouts (SCOs) can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff. Recent research indicates that the lack of presence of staff may provide the opportunity for consumers to behave dishonestly. This study examined whether a social presence in the form of visual, humanlike SCO interface agents had an effect on dishonest user behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. Our hypotheses were partially supported by the results. We conclude that companies adopting self-service technology may consider the implementation of social presence to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study

    Social presence and dishonesty in retail

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    Self-service checkouts (SCOs) in retail can benefit consumers and retailers, providing control and autonomy to shoppers independent from staff, together with reduced queuing times. Recent research indicates that the absence of staff may provide the opportunity for consumers to behave dishonestly, consistent with a perceived lack of social presence. This study examined whether a social presence in the form of various instantiations of embodied, visual, humanlike SCO interface agents had an effect on opportunistic behaviour. Using a simulated SCO scenario, participants experienced various dilemmas in which they could financially benefit themselves undeservedly. We hypothesised that a humanlike social presence integrated within the checkout screen would receive more attention and result in fewer instances of dishonesty compared to a less humanlike agent. This was partially supported by the results. The findings contribute to the theoretical framework in social presence research. We concluded that companies adopting self-service technology may consider the implementation of social presence in technology applications to support ethical consumer behaviour, but that more research is required to explore the mixed findings in the current study.<br/

    Beyond ‘Interaction’: How to Understand Social Effects on Social Cognition

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    In recent years, a number of philosophers and cognitive scientists have advocated for an ‘interactive turn’ in the methodology of social-cognition research: to become more ecologically valid, we must design experiments that are interactive, rather than merely observational. While the practical aim of improving ecological validity in the study of social cognition is laudable, we think that the notion of ‘interaction’ is not suitable for this task: as it is currently deployed in the social cognition literature, this notion leads to serious conceptual and methodological confusion. In this paper, we tackle this confusion on three fronts: 1) we revise the ‘interactionist’ definition of interaction; 2) we demonstrate a number of potential methodological confounds that arise in interactive experimental designs; and 3) we show that ersatz interactivity works just as well as the real thing. We conclude that the notion of ‘interaction’, as it is currently being deployed in this literature, obscures an accurate understanding of human social cognition

    Eyes on the mind : investigating the influence of gaze dynamics on the perception of others in real-time social interaction

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    ACKNOWLEDGMENTS This study was partially supported by a grant of the Köln Fortune Program of the Medical Faculty at the University of Cologne to Leonhard Schilbach and by a grant “Other Minds” of the German Ministry of Research and Education to Kai Vogeley. The authors would like to thank Stephanie Alexius and Leonhard Engels for their assistance in data collection.Peer reviewedPublisher PD

    I see what you mean

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    The ability to understand and predict others' behavior is essential for successful interactions. When making predictions about what other humans will do, we treat them as intentional systems and adopt the intentional stance, i.e., refer to their mental states such as desires and intentions. In the present experiments, we investigated whether the mere belief that the observed agent is an intentional system influences basic social attention mechanisms. We presented pictures of a human and a robot face in a gaze cuing paradigm and manipulated the likelihood of adopting the intentional stance by instruction: in some conditions, participants were told that they were observing a human or a robot, in others, that they were observing a human-like mannequin or a robot whose eyes were controlled by a human. In conditions in which participants were made to believe they were observing human behavior (intentional stance likely) gaze cuing effects were significantly larger as compared to conditions when adopting the intentional stance was less likely. This effect was independent of whether a human or a robot face was presented. Therefore, we conclude that adopting the intentional stance when observing others' behavior fundamentally influences basic mechanisms of social attention. The present results provide striking evidence that high-level cognitive processes, such as beliefs, modulate bottom-up mechanisms of attentional selection in a top-down manner

    Participant responses to virtual agents in immersive virtual environments.

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    This thesis is concerned with interaction between people and virtual humans in the context of highly immersive virtual environments (VEs). Empirical studies have shown that virtual humans (agents) with even minimal behavioural capabilities can have a significant emotional impact on participants of immersive virtual environments (IVEs) to the extent that these have been used in studies of mental health issues such as social phobia and paranoia. This thesis focuses on understanding the impact on the responses of people to the behaviour of virtual humans rather than their visual appearance. There are three main research questions addressed. First, the thesis considers what are the key nonverbal behavioural cues used to portray a specific psychological state. Second, research determines the extent to which the underlying state of a virtual human is recognisable through the display of a key set of cues inferred from the behaviour of real humans. Finally, the degree to which a perceived psychological state in a virtual human invokes responses from participants in immersive virtual environments that are similar to those observed in the physical world is considered. These research questions were investigated through four experiments. The first experiment focused on the impact of visual fidelity and behavioural complexity on participant responses by implementing a model of gaze behaviour in virtual humans. The results of the study concluded that participants expected more life-like behaviours from more visually realistic virtual humans. The second experiment investigated the detrimental effects on participant responses when interacting with virtual humans with low behavioural complexity. The third experiment investigated the differences in responses of participants to virtual humans perceived to be in varying emotional states. The emotional states of the virtual humans were portrayed using postural and facial cues. Results indicated that posture does play an important role in the portrayal of affect however the behavioural model used in the study did not fully cover the qualities of body movement associated with the emotions studied. The final experiment focused on the portrayal of affect through the quality of body movement such as the speed of gestures. The effectiveness of the virtual humans was gauged through exploring a variety of participant responses including subjective responses, objective physiological and behavioural measures. The results show that participants are affected and respond to virtual humans in a significant manner provided that an appropriate behavioural model is used

    Kolaboratif robotlarda güven özelliği: Sanal insan robot etkileşim ortamında, sözsüz ipuçlarının deneysel araştırması

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    This thesis reports the development of non-verbal HRI (Human-Robot Interaction) behaviors on a robotic manipulator, evaluating the role of trust in collaborative assembly tasks. Towards this end, we developed four non-verbal HRI behaviors, namely gazing, head nodding, tilting, and shaking, on a UR5 robotic manipulator. We used them under different degrees of trust of the user to the robot actions. Specifically, we used a certain head-on neck posture for the cobot using the last three links along with the gripper. The gaze behavior directed the gripper towards the desired point in space, alongside with the head nodding and shaking behaviors. We designed a remote setup to experiment subjects interacting with the cobot remotely via Zoom teleconferencing. In a simple collaborative scenario, the efficacy of these behaviors was assessed in terms of their impact on the formation of trust between the robot and the user and task performance. Nineteen people participated in the experiment with varying ages and genders.Bu tez insan robot arası etkileşimi geliştirmek amacıyla, yardımcı UR5 robotunun manipülatörü ile, bakış ve kafa davranışları yaratmayı ve etkilerini montaj senaryosu altında test etmeyi hedeflemektedir. Bu doğrultuda çeşitli sözlü olmayan robot davranışları UR5 robotu ve Robotiq çene kıskacı kullanılarak geliştirildi, bunlar; yana ve öne kafa sallama, kafa eğme ve bakış davranışıdır. Bu davranışları uygulayabilmek için daha önceden dizayn edilmiş bir robot duruşu kullanıldı ve son üç robot eklemi, çene kıskacı kullanılarak baş-boyun yapısına çevrildi. Bu duruş yapısı ile birlikte çene kıskacı uzayda bir noktaya doğrultularak bakış davranışı yapabilmektedir. Bakış davranışına ek olarak kafa yapısı ile birlikte kafa sallama gibi davranışlarda modellendi, bunun yanında katılımcıların aktif olarak cobot ile birlikte telekonferans programı olan Zoom üzerinden etkileşime geçebileceği özgün bir deney ortamı geliştirildi. Ortak çalışmaya dayalı bir senaryoda bu davranışların güven kazanımı ve performans üzerindeki etkisi test edildi. Farklı yaş ve cinsiyet gruplarından 19 katılımcı ile birlikte deneyler gerçekleştirildi.M.S. - Master of Scienc

    Persuasiveness of social robot ‘Nao’ based on gaze and proximity

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    Social Robots have widely infiltrated the retail and public space. Mainly, social robots are being utilized across a wide range of scenarios to influence decision making, disseminate information, and act as a signage mechanism, under the umbrella of Persuasive Robots or Persuasive Technology. While there have been several studies in the afore-mentioned area, the effect of non-verbal behaviour on persuasive abilities is generally unexplored. Therefore, in this research, we report whether two key non-verbal attributes, namely proximity and gaze, can elicit persuasively, compliance, and specific personality appeals. For this, we conducted a 2 (eye gaze) x 2 (proximity) between-subjects experiment where participants viewed a video-based scenario of the Nao robot. Our initial results did not reveal any significant results based on the non-verbal attributes. However, perceived compliance and persuasion were significantly correlated with knowledge, responsiveness, and trustworthiness. In conclusion, we discuss how the design of a robot could make it more convincing as extensive marketing and brand promotion companies could use robots to enhance their advertisement operations
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