32 research outputs found

    A Value-Sensitive Design Approach to Intelligent Agents

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    This chapter proposed a novel design methodology called Value-Sensitive Design and its potential application to the field of artificial intelligence research and design. It discusses the imperatives in adopting a design philosophy that embeds values into the design of artificial agents at the early stages of AI development. Because of the high risk stakes in the unmitigated design of artificial agents, this chapter proposes that even though VSD may turn out to be a less-than-optimal design methodology, it currently provides a framework that has the potential to embed stakeholder values and incorporate current design methods. The reader should begin to take away the importance of a proactive design approach to intelligent agents

    Anthropomorphism of Intelligent Personal Assistants (IPAs): Antecedents and Consequences

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    Based on the distinctively anthropomorphic features of intelligent personal assistants (IPAs), this paper proposes a theoretical model to investigate the antecedents and consequences of IPA anthropomorphism based on three-factor theory. Specifically, it is hypothesized that anthropomorphic features of IPAs, which are synthesized speech quality, autonomy, sociability and personality, positively affect IPA anthropomorphism. Meanwhile IPA anthropomorphism influences IPA self-efficacy and social connection positively. IPA self-efficacy and social connection, in turn, are positively related to intention to explore IPAs. Scales will be developed and data will be collected through online survey. Then structural equation model (SEM) will be applied to validate the model

    Are robots our future coaches?

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    International audienceThe robots are coming in our daily lives: companion robots, service robots, sociable robots, assistant robots, and so on. It is difficult to imagine their real roles in the future because humans' expectations seem unclear, probably because robots are new and little known. It is thus important to put human beings in relation with robots to understand what they want. This paper describes an experimentation which explored the added value of a robot in a memory game with 67 persons comparing three conditions: computer game, robot game, or computer and robot game. Results showed that robot increased their performance perception and seemed to give them assurance. Results showed that the robot could be a natural coach for people

    Interacting Like Humans? Understanding the Effect of Anthropomorphism on Consumer’s Willingness to Pay in Online Auctions

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    Most research examining individuals’ bidding behavior in online auctions has used the lens of a rational decision making process. However, bidding behavior is also influenced by non-rational factors. Anthropomorphism, attributing human characteristics to a non-human object, has been studied in many disciplines, but has not been investigated in online auctions. This study aims to identify whether auditory and visual design factors for a non-human product would induce anthropomorphism and impact individuals' bidding decision. Results show that visual design induces individuals’ anthropomorphism and also impacts bidding decisions

    The Neural Basis of Understanding the Expression of the Emotions in Man and Animals

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    Humans cannot help but attribute human emotions to non-human animals. Although such attributions are often regarded as gratuitous anthropomorphisms and held apart from the attributions humans make about each other’s internal states, they may be the product of a general mechanism for flexibly interpreting adaptive behavior. To examine this, we used functional magnetic resonance imaging (fMRI) in humans to compare the neural mechanisms associated with attributing emotions to humans and non-human animal behavior. Although undergoing fMRI, participants first passively observed the facial displays of human, non-human primate and domestic dogs, and subsequently judged the acceptability of emotional (e.g. ‘annoyed’) and facial descriptions (e.g. ‘baring teeth’) for the same images. For all targets, emotion attributions selectively activated regions in prefrontal and anterior temporal cortices associated with causal explanation in prior studies. These regions were similarly activated by both human and non-human targets even during the passive observation task; moreover, the degree of neural similarity was dependent on participants’ self-reported beliefs in the mental capacities of non-human animals. These results encourage a non-anthropocentric view of emotion understanding, one that treats the idea that animals have emotions as no more gratuitous than the idea that humans other than ourselves do

    Trusting the trust machine:Evaluating trust signals of blockchain applications

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    Information systems research emphasizes that blockchain requires trust in the technology itself. However, we lack knowledge on the applicability of established trust cues to blockchain technology. Thus, this paper's objective is to empirically evaluate the effectiveness of several established IS trust formation factors on end user trust. We do so by conducting a between-groups experiment. While we can validate the applicability of previous IS trust research for blockchain technology to some extent, we find that trust signals emphasizing the technology's underlying trust-building characteristics are most effective. Hence, we highlight the need for contextualization of trust research on blockchain technology. We provide both researchers and practitioners with insights for building trustworthy blockchain applications that enable trust-less interactions not only in theory but in practice.</p

    Social Responses to Media Technologies in the 21st Century: The Media are Social Actors Paradigm

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    Clifford Nass and his colleagues proposed the Computers Are Social Actors (CASA) paradigm in the 1990s and demonstrated that we treat computers in some of the ways we treat humans. To account for technological advances and to refine explanations for CASA results, this paper proposes the Media Are Social Actors (MASA) paradigm. We begin by distinguishing the roles of primary and secondary cues in evoking medium-as-social-actor presence and social responses. We then discuss the roles of individual differences and contextual factors in these responses and identify mindless and mindful anthropomorphism as two major complementary mechanisms for understanding MASA phenomena. Based on evolutionary psychology explanations for socialness, we conclude with nine formal propositions and suggestions for future research to test and apply MASA

    Ambient Lights Influence Perception and Decision-Making

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    Today's computers are becoming ever more versatile. They are used in various applications, such as for education, entertainment, and information services. In other words, computers are often required to not only inform users of information but also communicate with them socially. Previous studies explored the design of ambient light displays and suggested that such systems can convey information to people in the periphery of their attention without distracting them from their primary work. However, they mainly focused on using ambient lights to convey certain information. It is still unclear whether and how the lights can influence people's perception and decision-making. To explore this, we performed three experiments using a ping-pong game, Ultimatum game, and Give-Some game, in which we attached an LED strip to the front-bottom of a computer monitor and had it display a set of light expressions. Our evaluation of the results suggested that expressive lights do affect human perception and decision-making. Participants liked and anthropomorphized the computer more when it displayed light animations. Particularly, they perceived the computer as positive and friendlier when it displayed green and low intensity light animation, while red and high intensity light animation was perceived as negative and more hostile. They consequently behaved with more tolerance and cooperation to the computer when it was positive compared with when it was negative. The findings can open up possibilities for the design of ambient light systems for various applications where human-machine interaction is needed
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