1,455 research outputs found

    The behavioural impact of a visually represented virtual assistant in a selfservice checkout context

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    Our research investigated whether the presence of an interface agent - or virtual assistant (VA) - in a self-service checkout context has behavioural effects on the transaction process during particular tasks. While many participants claimed to have not noticed a VA within the self-service interface, behaviour was still affected, i.e. fewer people made errors with the VA present than in the voice-only and control conditions. The results are explained as reflective of an unconscious observation of non-verbal cues exhibited by the VA. The results are discussed in relation to possible behavioural outcomes of VA presence.</p

    Gender stereotypes in virtual agents

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    Visual, behavioural and verbal cues for gender are often used in designing virtual agents to take advantage of their cultural and stereotypical effects on the users. However, recent studies point towards a more gender-balanced view of stereotypical traits and roles in our society. This thesis is intended as an effort towards a progressive and inclusive approach for gender representations in virtual agents. The contributions are two-fold. First, in an iterative design process, representative male, female and androgynous embodied AI agents were created with few differences in their visual attributes. Second, these agents were then used to evaluate the stereotypical assumptions of gendered traits and roles in AI virtual agents. The results showed that, indeed, gender stereotypes are not as effective as previously assumed, and androgynous agents could represent a middle-ground between gendered stereotypes. The thesis findings are presented in the hope to foster discussions in virtual agent research and the frequent stereotypical use of gender representations

    The effect of embodied agents within the user interface

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    The thesis explores the trend in recent years by HCI designers to create an interface which is increasingly more anthropomorphic in nature, due to advances in computer graphics and interface technologies. The thesis has researched the effects of one such manifestation of this anthropomorphic trend on the human user, which embodies the human persona, in the form of embodied agents. The thesis is anchored in the growing area of human-agent interaction studies; and how the agent's appearance in terms of their visual cues (i.e. gender, ethnicity, realism, and attractiveness levels), affects the human user interacting with these artificial entities. The aim of this thesis is to explore how the agents' visual appearance can elicit change in the user's perception and behaviour, in order to improve human-agent design, and the interaction experience for the user. The thesis extends HCI studies investigating the effect of embodied agents, by highlighting the effect of the attractiveness stereotype which can elicit various impressions, stereotypes and behavioural changes within the human user. The thesis results demonstrate that attractive agents were perceived and evaluated more positively, as well being more persuasive than the unattractive agents. Hence, the agents' attractiveness was the main visual cue which played a major role in affecting the participants' opinion and behaviour towards the agents. The thesis advances the current understanding of CASA, by providing evidence to suggest that although users may respond socially to agents; this human-agent experience is not always equal to human-human experience. The thesis concludes by stating that the CASA methodology and Media Equation require some modification and needs to be adapted when applied to human-agent interaction, and especially within the interaction-based context.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Exploring Gender Biases in Language Patterns of Human-Conversational Agent Conversations

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    With the rise of human-machine communication, machines are increasingly designed with humanlike characteristics, such as gender, which can inadvertently trigger cognitive biases. Many conversational agents (CAs), such as voice assistants and chatbots, default to female personas, leading to concerns about perpetuating gender stereotypes and inequality. Critiques have emerged regarding the potential objectification of females and reinforcement of gender stereotypes by these technologies. This research, situated in conversational AI design, aims to delve deeper into the impacts of gender biases in human-CA interactions. From a behavioral and communication research standpoint, this program focuses not only on perceptions but also the linguistic styles of users when interacting with CAs, as previous research has rarely explored. It aims to understand how pre-existing gender biases might be triggered by CAs' gender designs. It further investigates how CAs' gender designs may reinforce gender biases and extend them to human-human communication. The findings aim to inform ethical design of conversational agents, addressing whether gender assignment in CAs is appropriate and how to promote gender equality in design

    Digital Human Representations for Health Behavior Change: A Structured Literature Review

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    Organizations have increasingly begun using digital human representations (DHRs), such as avatars and embodied agents, to deliver health behavior change interventions (BCIs) that target modifiable risk factors in the smoking, nutrition, alcohol overconsumption, and physical inactivity (SNAP) domain. We conducted a structured literature review of 60 papers from the computing, health, and psychology literatures to investigate how DHRs’ social design affects whether BCIs succeed. Specifically, we analyzed how differences in social cues that DHRs use affect user psychology and how this can support or hinder different intervention functions. Building on established frameworks from the human-computer interaction and BCI literatures, we structure extant knowledge that can guide efforts to design future DHR-delivered BCIs. We conclude that we need more field studies to better understand the temporal dynamics and the mid-term and long-term effects of DHR social design on user perception and intervention outcomes

    The Impact of Pedagogical Agents' Gender on Academic Learning: A Systematic Review

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    Virtual learning environments often use virtual characters to facilitate and improve the learning process. These characters, known as pedagogical agents, can take on different roles, such as tutors or companions. Research has highlighted the importance of various characteristics of virtual agents, including their voice or non-verbal behaviors. Little attention has been paid to the gender-specific design of pedagogical agents, although gender has an important influence on the educational process. In this article, we perform an extensive review of the literature regarding the impact of the gender of pedagogical agents on academic outcomes. Based on a detailed review of 59 articles, we analyze the influence of pedagogical agents' gender on students' academic self-evaluations and achievements to answer the following questions: (1) Do students perceive virtual agents differently depending on their own gender and the gender of the agent? (2) Does the gender of pedagogical agents influence students' academic performance and self-evaluations? (3) Are there tasks or academic situations to which a male virtual agent is better suited than a female virtual agent, and vice versa, according to empirical evidence? (4) How do a virtual agent's pedagogical roles impact these results? (5) How do a virtual agent's appearance and interactive capacities impact these results? (6) Are androgynous virtual agents a potential solution to combatting gender stereotypes? This review provides important insight to researchers on how to approach gender when designing pedagogical agents in virtual learning environments

    I Look Great! Beautified Self-Avatars\u27 Effects on Willingness-To-Pay in Metaverses

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    This study represents ongoing research to investigate the impact of self-avatar beautification on consumers’ willingness to pay for products virtually tried on with a beautified avatar. Avatars are the primary means of representing users in the rapidly growing market for commercial metaverse applications, such as apparel and accessories try-on. Based on self-congruity theory and appraisal theory, we argue that beautified self-avatars are congruent with users\u27 ideal selves and elicit identification and positive emotions, resulting in increased willingness to pay. We present preliminary findings that support the notion that beautified avatars promote the ideal self and result in greater willingness to pay than realistic avatars. With these findings we contribute to research on avatar design and commerce in metaverses, by challenging the recognised notion that self-avatars should be as realistic as possible and establishing avatar beautification as a novel design objective in metaverse marketing

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    I, Chatbot! The Impact of Anthropomorphism and Gaze Direction on Willingness to Disclose Personal Information and Behavioral Intentions

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    The present research focuses on the interplay between two common features of the customer service chatbot experience: gaze direction and anthropomorphism. Although the dominant approach in marketing theory and practice is to make chatbots as human-like as possible, the current study, built on the humanness-value-loyalty (HVL) model, addresses the chain of effects through which chatbots’ nonverbal behaviors affect customers’ willingness to disclose personal information and purchase intentions. By means of two experiments that adopt a real chatbot in a simulated shopping environment (i.e., car rental and travel insurance), the present work allows us to understand how to reduce individuals’ tendency to see conversational agents as less knowledgeable and empathetic compared to humans. The results show that warmth perceptions are affected by gaze direction, whereas competence perceptions are affected by anthropomorphism. Warmth and competence perceptions are found to be key drivers of consumers’ skepticism toward the chatbot, which, in turn, affects consumers’ trust toward the service provider hosting the chatbot, ultimately leading consumers to be more willing to disclose their personal information and to repatronize the e-tailer in the future. Building on the theory of mind, our results show that perceiving competence from a chatbot makes individuals less skeptical as long as they feel they are good at detecting others’ ultimate intentions
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