505 research outputs found

    I Call Alexa to the Stand : The Privacy Implications of Anthropomorphizing Virtual Assistants Accompanying Smart-Home Technology

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    This Note offers a solution to the unique privacy issues posed by the increasingly humanlike interactions users have with virtual assistants, such as Amazon\u27s Alexa, which accompany smart-home technology. These interactions almost certainly result in the users engaging in the cognitive phenomenon of anthropomorphism--more specifically, an assignment of agency. This is a phenomenon that has heretofore been ignored in the legal context, but both the rapidity of technological advancement and inadequacy of current applicable legal doctrine necessitate its consideration now. Since users view these anthropomorphized virtual assistants as persons rather than machines, the law should treat them as such. To accommodate this reality, either the courts or Congress should grant them legal personhood. This can be accomplished through the application of an objective test that is satisfied by the establishment of social and moral connections with these virtual assistants. Further, due to the paramount privacy concerns resulting from this technology\u27s use within the home, courts should establish a new privilege that protects the communications between users and their virtual assistants

    Robot dogs, interaction and ludic literacy: Exploring smart toy engagements in transgenerational play

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    This article highlights a study focusing on playful human-robotics interaction with an interest in robot dogs, technologically enhanced play, and ludic literacy. In order to find out how players of different ages react to, approach and employ a robot dog (called Golden Pup) in play, we designed an experimental study with 6–7-year-old preschool children and 80+-year-old seniors. We conducted the study with preschoolers and seniors, who during a playtest session interacted with a toy robot, namely a smart toy dog resembling a golden retriever puppy. Our aim was to find out how the toy robot invites playful interaction with it, facilitates social engagement between generations of players, and opens up conversations around social robotics and adaptive learning on toy-based technologies between players of different ages. Our findings suggest the role and importance of play in media education and show how robotic toys can be used to enhance ludic literacy when shared as a part of the transgenerational play. Keywords: human-computer interaction; ludic literacy; robotics; toy-based learning; transgenerational play

    I�ve Got to Play That Game - An Analysis of Embedded Persuasion in Game Design

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    We explore the role of persuasion in game design through a combination of cognitive biases, the roles of the individual and society in persuasive game design and game play. We examine the role of scarce player resources in the areas of monetary, temporal, spatial and cognitive spheres on the persuasive nature of a game. We argue that a persuasive game contains three distinct elements: the element of surprise and attention, the element of alignment with cultural norms and the element of tradeoff between player resources and incentives to play the game. We also present the ethical implications of persuasive game design

    Multimodal interaction with mobile devices : fusing a broad spectrum of modality combinations

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    This dissertation presents a multimodal architecture for use in mobile scenarios such as shopping and navigation. It also analyses a wide range of feasible modality input combinations for these contexts. For this purpose, two interlinked demonstrators were designed for stand-alone use on mobile devices. Of particular importance was the design and implementation of a modality fusion module capable of combining input from a range of communication modes like speech, handwriting, and gesture. The implementation is able to account for confidence value biases arising within and between modalities and also provides a method for resolving semantically overlapped input. Tangible interaction with real-world objects and symmetric multimodality are two further themes addressed in this work. The work concludes with the results from two usability field studies that provide insight on user preference and modality intuition for different modality combinations, as well as user acceptance for anthropomorphized objects.Diese Dissertation präsentiert eine multimodale Architektur zum Gebrauch in mobilen Umständen wie z. B. Einkaufen und Navigation. Außerdem wird ein großes Gebiet von möglichen modalen Eingabekombinationen zu diesen Umständen analysiert. Um das in praktischer Weise zu demonstrieren, wurden zwei teilweise gekoppelte Vorführungsprogramme zum 'stand-alone'; Gebrauch auf mobilen Geräten entworfen. Von spezieller Wichtigkeit war der Entwurf und die Ausführung eines Modalitäts-fusion Modul, das die Kombination einer Reihe von Kommunikationsarten wie Sprache, Handschrift und Gesten ermöglicht. Die Ausführung erlaubt die Veränderung von Zuverlässigkeitswerten innerhalb einzelner Modalitäten und außerdem ermöglicht eine Methode um die semantisch überlappten Eingaben auszuwerten. Wirklichkeitsnaher Dialog mit aktuellen Objekten und symmetrische Multimodalität sind zwei weitere Themen die in dieser Arbeit behandelt werden. Die Arbeit schließt mit Resultaten von zwei Feldstudien, die weitere Einsicht erlauben über die bevorzugte Art verschiedener Modalitätskombinationen, sowie auch über die Akzeptanz von anthropomorphisierten Objekten

    Multimodal interaction with mobile devices : fusing a broad spectrum of modality combinations

    Get PDF
    This dissertation presents a multimodal architecture for use in mobile scenarios such as shopping and navigation. It also analyses a wide range of feasible modality input combinations for these contexts. For this purpose, two interlinked demonstrators were designed for stand-alone use on mobile devices. Of particular importance was the design and implementation of a modality fusion module capable of combining input from a range of communication modes like speech, handwriting, and gesture. The implementation is able to account for confidence value biases arising within and between modalities and also provides a method for resolving semantically overlapped input. Tangible interaction with real-world objects and symmetric multimodality are two further themes addressed in this work. The work concludes with the results from two usability field studies that provide insight on user preference and modality intuition for different modality combinations, as well as user acceptance for anthropomorphized objects.Diese Dissertation präsentiert eine multimodale Architektur zum Gebrauch in mobilen Umständen wie z. B. Einkaufen und Navigation. Außerdem wird ein großes Gebiet von möglichen modalen Eingabekombinationen zu diesen Umständen analysiert. Um das in praktischer Weise zu demonstrieren, wurden zwei teilweise gekoppelte Vorführungsprogramme zum \u27stand-alone\u27; Gebrauch auf mobilen Geräten entworfen. Von spezieller Wichtigkeit war der Entwurf und die Ausführung eines Modalitäts-fusion Modul, das die Kombination einer Reihe von Kommunikationsarten wie Sprache, Handschrift und Gesten ermöglicht. Die Ausführung erlaubt die Veränderung von Zuverlässigkeitswerten innerhalb einzelner Modalitäten und außerdem ermöglicht eine Methode um die semantisch überlappten Eingaben auszuwerten. Wirklichkeitsnaher Dialog mit aktuellen Objekten und symmetrische Multimodalität sind zwei weitere Themen die in dieser Arbeit behandelt werden. Die Arbeit schließt mit Resultaten von zwei Feldstudien, die weitere Einsicht erlauben über die bevorzugte Art verschiedener Modalitätskombinationen, sowie auch über die Akzeptanz von anthropomorphisierten Objekten

    Understanding Anthropomorphism in Service Provision: A Meta-Analysis of Physical Robots, Chatbots, and other AI

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    An increasing number of firms introduce service robots, such as physical robots and virtual chatbots, to provide services to customers. While some firms use robots that resemble human beings by looking and acting humanlike to increase customers’ use intention of this technology, others employ machinelike robots to avoid uncanny valley effects, assuming that very humanlike robots may induce feelings of eeriness. There is no consensus in the service literature regarding whether customers’ anthropomorphism of robots facilitates or constrains their use intention. The present meta-analysis synthesizes data from 11,053 individuals interacting with service robots reported in 108 independent samples. The study synthesizes previous research to clarify this issue and enhance understanding of the construct. We develop a comprehensive model to investigate relationships between anthropomorphism and its antecedents and consequences. Customer traits and predispositions (e.g., computer anxiety), sociodemographics (e.g., gender), and robot design features (e.g., physical, nonphysical) are identified as triggers of anthropomorphism. Robot characteristics (e.g., intelligence) and functional characteristics (e.g., usefulness) are identified as important mediators, although relational characteristics (e.g., rapport) receive less support as mediators. The findings clarify contextual circumstances in which anthropomorphism impacts customer intention to use a robot. The moderator analysis indicates that the impact depends on robot type (i.e., robot gender) and service type (i.e., possession-processing service, mental stimulus-processing service). Based on these findings, we develop a comprehensive agenda for future research on service robots in marketing

    Metaphors Matter: Top-Down Effects on Anthropomorphism

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    Anthropomorphism, or the attribution of human mental states and characteristics to non-human entities, has been widely demonstrated to be cued automatically by certain bottom-up appearance and behavioral features in machines. In this thesis, I argue that the potential for top-down effects to influence anthropomorphism has so far been underexplored. I motivate and then report the results of a new empirical study suggesting that top-down linguistic cues, including anthropomorphic metaphors, personal pronouns, and other grammatical constructions, increase anthropomorphism of a robot. As robots and other machines become more integrated into human society and our daily lives, more thorough understanding of the process of anthropomorphism becomes more critical: the cues that cause it, the human behaviors elicited, the underlying mechanisms in human cognition, and the implications of our influenced thought, talk, and treatment of robots for our social and ethical frameworks. In these regards, as I argue in this thesis and as the results of the new empirical study suggest, the top-down effects matter

    “Smart home system is like a mother”: The potential and risks of using product metaphors to influence consumers’ comprehension of really new products

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    Driven by innovative technology, really new products (RNPs) incorporate new functions that provide significant benefits for consumers. But consumers often experience difficulty understanding RNPs, which hinders consumers’ further adoption. To facilitate consumers’ comprehension, the use of product metaphors in RNPs is a promising strategy because it relates a target RNP to a source product/concept familiar to consumers. By using knowledge from the familiar source, consumers could gain better comprehension of the RNP. However, product metaphors can also carry risks that hinder consumers’ comprehension of RNPs, such as consumers’ misidentification of the source and consumer’ inability to use the relevant knowledge to comprehend RNPs. This research investigates the potential and risks of using product metaphors in RNPs through a mixed-methods approach. Specifically, an experiment and in-depth interviews were conducted to examine the effects of product metaphors on consumers’ comprehension. Results revealed that consumers encounter difficulty in detecting the similarities between source concepts/products and target RNPs due to which product metaphors may not necessarily enhance consumers’ comprehension. Accompanying a product metaphor with a textual clue can help consumers to detect the similarities between source concepts/products and target RNPs, leading to enhanced consumers’ comprehension. Implications for theory and practice are discussed. <br

    Anthropomorphism Appeals: Influencing Consumer Attitudes and Memory through Humanlike Presentation

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    Advertisements in which a good or service is portrayed as humanlike in one or more ways (i.e., anthropomorphism appeals) are commonplace, yet scarecely investigated. In this state, managers using anthropomophism appeals are left to wager pomotional budgets without knowledge of the impact these appeals have on viewers or the factors most frequently influencing these appeals. The present study addresses this limitation by evaluating the advertising effectiveness of anthropomorphism appeals and the roles of contextual (product type and product category) and individual (loneliness and product knowledge) factors. Using an online panel service, three experiments evaluated the effectiveness of anthropomorphism appeals at enhancing consumer attitudes, intentions, and recall. MANOVA results suggest that the principal benefit of anthropomorphism appeals relates to enhancing recall of advertising information (np2 = .055, p \u3c.001). Spotlight analysis of the study\u27s moderators revealed this effect on recall was substantially enhanced when subjects were relatively lonely (Ăź = .706, p = .001) or had relatively low self-assessed product knowledge (Ăź = .690, p = .001). When the product being advertised was hedonic, anthropomorphism appeals had an additional influence on attitude toward the advertisement (np2 = .013, p = .002). When visual elements were included in the advertisement, the anthropomophism condition was associated directly with increased attitude toward the brand (np2 = .022, p = .047), directly with attitude toward the advertisement (np2 = .059, p = .001) and indirectly with purchase intentions. Critically, the positive attitudinal influence of anthropomorphism appeals on consumer attitudes were reversed when the subjects reported relatively high product knowledge. In total, the present study offers a broad, early evaluation of anthropomorphism appeals. Relevant to theorists is evidence of a bridge between psychology and marketing models of anthropomorphism. Of value to marketing practitioners is the early guidance these studies offer in managing anthropomorphism appeals with consideration for the design elements, contextual factors, and individual psychographic variables
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