211 research outputs found

    Rules for Responsive Robots: Using Human Interactions to Build Virtual Interactions

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    Computers seem to be everywhere and to be able to do almost anything. Automobiles have Global Positioning Systems to give advice about travel routes and destinations. Virtual classrooms supplement and sometimes replace face-to-face classroom experiences with web-based systems (such as Blackboard) that allow postings, virtual discussion sections with virtual whiteboards, as well as continuous access to course documents, outlines, and the like. Various forms of “bots” search for information about intestinal diseases, plan airline reservations to Tucson, and inform us of the release of new movies that might fit our cinematic preferences. Instead of talking to the agent at AAA, the professor, the librarian, the travel agent, or the cinema-file two doors down, we are interacting with electronic social agents. Some entrepreneurs are even trying to create toys that are sufficiently responsive to engender emotional attachments between the toy and its owner

    AI and Gender in Persuasion: Using Chatbots to Prevent Driving Under The Influence of Marijuana

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    Will new media techniques, such as artificial intelligence (AI), help refresh public safety advertising campaigns and help better target specific populations, and aid in persuasive, preventative marketing? This paper used hypocrisy induction as a persuasive tool for standalone artificial intelligence chatbots to test potential behavioral change in the context of marijuana. This research further tested whether the chatbots\u27 gender and language styles impact how persuasive and effective the chat agents are perceived to be using hypocrisy induction. An online experiment conducted with 705 participants (Mage = 42.9, 392 women). where participants interact with a chatbot that is manipulated as male/female and uses formal/causal language. Half of the participants received the hypocrisy induction manipulation. hypocrisy induction is more effective when chatbot gender and linguistic styles are appropriately paired. Participants in the hypocrisy induction condition exhibited higher WTP than those in the non-hypocrisy induction condition when the chatbot they interacted with was female in gender and used casual language. However, hypocrisy induction increased WTP than those who did not receive the hypocrisy induction manipulation when the gender of the chatbot they interacted with was male and used formal language. To the researchers\u27 knowledge, this is among the first studies testing the persuasive power of hypocrisy induction using new media platforms in public safety and health advertising in marijuana studies. Findings not only help to shed light on the persuasiveness of gender and language in standalone chatbots but also provide practical implications for practitioners on the future usage of chatbots

    Acoustic Features of Different Types of Laughter in North Sami Conversational Speech

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    Autonomous communicative behaviors in avatars

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1997.Includes bibliographical references (leaves 48-50).by Hannes Högni Vihjålmsson.M.S

    Communicative humanoids : a computational model of psychosocial dialogue skills

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1996.Includes bibliographical references (p. [223]-238).Kristinn RĂșnar ThĂłrisson.Ph.D

    Smile and the world will smile with you-The effects of a virtual agent's smile on users' evaluation and behavior

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    KrÀmer N, Kopp S, Becker-Asano C, Sommer N. Smile and the world will smile with you-The effects of a virtual agent's smile on users' evaluation and behavior. International Journal Of Human-Computer Studies. 2013;71(3):335-349.Recent studies have demonstrated that people show social reactions when interacting with human-like virtual agents. For instance, human users behave in a socially desirable way, show increased cooperation or apply human-like communication. It has, however, so far not been tested whether users are prone to mimic the artificial agent's behavior although this is a widely cited phenomenon of human human communication that seems to be especially indicative of the sociality of the situation. We therefore conducted an experiment, in which we analyzed whether humans reciprocate an agent's smile. In a between-subjects design, 104 participants conducted an 8-min small-talk conversation with an agent that either did not smile, showed occasional smiles, or displayed frequent smiles. Results show that although smiling did not have a distinct impact on the evaluation of the agent, the human interaction partners themselves smiled longer when the agent was smiling. (C) 2012 Elsevier Ltd. All rights reserved

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

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    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas
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