11 research outputs found

    Transference of relationship qualities to a virtual world

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    This dissertation investigates to which extent internal working models of relationships and personality characteristics of participants are transferred to computer-generated agents in a virtual social environment (VSE). For this purpose a VSE was created that was populated with several autonomous agents which interacted with each other. Participants can control one of the the agents (the "protagonist"); one of the other agents is the spouse of the protagonist. Using this setup, a potential projection screen for the dynamics of the real-life relationship, as well as for generalized internal working models was created. Chapter 1 summarizes the research question, gives an overview of the development of the VSE called "Simoland", and provides a general summary and conclusion about the dissertation. Chapters 2 - 4 each are self-contained manuscripts. Chapter 2 („The challenge of constructing psychologically believable agents“) is a theoretical article which describes challenges and new possibilities in the implementation of psychological models into autonomous agents. Chapter 3 („Virtual social environments as a tool for psychological assessment: Dynamics of interaction with a virtual spouse“) describes the first empirical study conducted in Simoland. This study demonstrates how intrapersonal changes in interaction behavior can be investigated in VSEs. With a sample of 236 participants I could show that both the relationship satisfaction with the real life partner, and the intimacy motive of the participant had an influence on the behavior towards the virtual spouse. Hence, it could be shown that virtual behavior indeed is connected to conditions of the real world. While the first study investigated unrestricted behavior in an open world, in Chapter 4 („Transference of adult attachment dynamics to a virtual spouse“) specific, theoretically derived scenes were created which were supposed to activate the attachment system. With a sample of 422 participants we could demonstrate interindividual differences in attachment behavior as a reaction to one of three scenes: a separation, a conflict with the virtual spouse, and a threatening situation. Both attachment anxiety and attachment avoidance significantly and meaningfully correlated with the behavior in the VSE, the physical distance between protagonist and virtual spouse, and emotional ratings. To summarize, this dissertation for the first time shows that qualities of real-life relationships, as well as internal working models of attachment, are transferred to virtual agents. Thereby new ways are opened to investigate behavior in close relationships and representations of significant others through virtual scenarios.Diese Dissertation untersucht, inwieweit BeziehungsreprĂ€sentationen und Persönlichkeitsmerkmale von Personen auf computergenerierte Agenten in einer virtuellen sozialen Umgebung (VSU) ĂŒbertragen werden. Dazu wurde eine VSU erstellt, in der Teilnehmer eine virtuelle Figur (den „Protagonisten“) steuern können, welche wiederum mit anderen autonomen Agenten interagiert. Einer dieser anderen Agenten ist der virtuelle Partner/ die virtuelle Partnerin des Protagonisten, womit eine mögliche ProjektionsflĂ€che fĂŒr die Beziehungsdynamik der realen Partnerschaft sowie fĂŒr generalisierte interne Arbeitsmodelle von Beziehungen hergestellt wurde. Kapitel 1 fasst die Forschungsfrage zusammen und beschreibt den Entstehungsprozess der VSU namens „Simoland“, und gibt eine kurze Zusammenfassung der Gesamtergebnisse. Kapitel 2 – 4 stellen jeweils eigenstĂ€ndige Manuskripte dar. Kapitel 2 („The challenge of constructing psychologically believable agents“) ist ein theoretischer Artikel, der Herausforderungen und neue Wege beschreibt wie psychologische Modelle in autonome Agent implementiert werden können. Kapitel 3 („Virtual social environments as a tool for psychological assessment: Dynamics of interaction with a virtual spouse“) beschreibt die erste psychologische Untersuchung in Simoland, welche demonstriert wie intraindividuelle Entwicklung im Interaktionsverhalten untersucht werden kann. An einer Stichprobe von 236 Teilnehmern konnte gezeigt werden, dass sowohl die Beziehungszufriedenheit zum realen Partner, als auch das IntimitĂ€tsmotiv der Teilnehmer einen Einfluss auf das Verhalten in der VSU hatten, und somit das virtuelle Verhalten tatsĂ€chlich verknĂŒpft ist mit der realen Welt. WĂ€hrend die erste Studie freies Verhalten untersucht hat, wurden in der zweiten Studie theoriegeleitet verschiedene Szenarien hergestellt, welche das Bindungssystem aktivieren sollen. (Kapitel 4: „Transference of adult attachment dynamics to a virtual spouse“). Dadurch konnten an 422 Teilnehmern interindividuelle Unterschiede im Bindungsverhalten als Reaktion auf folgende Szenen gezeigt werden: eine Trennungssituation, eine Konfliktsituation, sowie eine Bedrohungssituation. Die dimensionalen Bindungsstile (Bindungsvermeidung und BindungsĂ€ngstlichkeit) korrelierten sinnvoll und signifikant mit dem Verhalten in der VSU, der physikalischen Distanz zwischen Protagonist und Partner/in, sowie EmotionseinschĂ€tzungen. Zusammenfasst zeigt diese Dissertation zum ersten Mal, dass QualitĂ€ten der realen Partnerschaft, sowie interne Arbeitsmodelle der Bindung auf virtuelle Agenten ĂŒbertragen werden. Somit werden neue Wege eröffnet, Beziehungsverhalten und -reprĂ€sentationen in virtuellen Szenarien zu untersuchen

    A conceptual affective design framework for the use of emotions in computer game design

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    The purpose of this strategy of inquiry is to understand how emotions influence gameplay and to review contemporary techniques to design for them in the aim of devising a model that brings current disparate parts of the game design process together. Emotions sit at the heart of a game player’s level of engagement. They are evoked across many of the components that facilitate gameplay including the interface, the player’s avatar, non-player characters and narrative. Understanding the role of emotion in creating truly immersive and believable environments is critical for game designers. After discussing a taxonomy of emotion, this paper will present a systematic literature review of designing for emotion in computer games. Following this, a conceptual framework for affective design is offered as a guide for the future of computer game design

    An Overview of Self-Adaptive Technologies Within Virtual Reality Training

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    This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR training can contribute to automation of actual procedures including remote and robotic assisted surgery which reduces injury and improves accuracy of the procedure. Automated haptic interaction can enable tele-presence and virtual artefact tactile interaction from either remote or simulated environments. Automation, machine learning and data driven features play an important role in providing trainee-specific individual adaptive training content. Data from trainee assessment can form an input to autonomous systems for customised training and automated difficulty levels to match individual requirements. Self-adaptive technology has been developed previously within individual technologies of VR training. One of the conclusions of this research is that while it does not exist, an enhanced portable framework is needed and it would be beneficial to combine automation of core technologies, producing a reusable automation framework for VR training

    Importance of culture, personality and environmental awareness in automotive purchasing behavior

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    While the automotive industry is in a historical transformation phase, it is essential for affected manufacturers to meet the associated challenges. Today, more than ever, established automotive groups are required to address the prevailing demand mechanisms as precisely as possible to remain competitive in the market. In this context, market research and the analysis of customer behavior are becoming increasingly important. Behavioral analyses offer the opportunity to accurately identify the demands of international mobility customers, to implement these needs in the form of products or brand strategies, and thus to satisfy both customer and company interests. The present cumulative dissertation consists of three research projects. The central and comprehensive objective of the individual essays was to contribute to the behavioral analysis of automotive customers and to investigate the influences of culture, personality and environmental awareness. Moreover, the relevance of behavioral theories in automotive marketing practice was assessed, and differentiators of automotive brand management were examined. Against the background of the research questions raised, partial least squares structural equation modeling (PLS-SEM) offered a very practical methodology. This analysis technique served to illustrate significant moderating characteristics of the investigated constructs such as culture, personality, and environmental awareness in the automotive/marketing-specific context and helped to investigate brand theorems (e.g., brand personality, self-congruity, and green marketing) in connection with established consumer metrics such as perception and behavior

    The challenge of constructing psychologically believable agents

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    Embodied conversational agents (ECAs) are designed to provide a natural and intuitive communication with a human user. One current major topic in agent design consequently is to enhance their believability, often by means of incorporating internal models of emotions or motivations. As psychological theories often lack the necessary details for a direct implementation, many Agent modelers currently rely on models that are rather marginal in current psychological research, or models that are created ad hoc with little theoretical and empirical foundations. The goal of this article is both to raise psychologists’ awareness about central challenges in the process of creating psychologically believable agents, and to recommend existing psychological frameworks to the virtual agents community that seem particularly useful for an implementation in ECAs. Special attention is paid to a computationally detailed model of basic social motives that seems particularly useful for an implementation: the Zurich model of social motivation

    PROTOTYPING RELATIONAL THINGS THAT TALK: A DISCURSIVE DESIGN STRATEGY FOR CONVERSATIONAL AI SYSTEMS

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    This practice-based research inquiry explores the implications of conversational Artificial Intelligence (AI) systems, ‘relational things that talk’, on the way people experience the world. It responds directly to the pervasive lack of ethical design frameworks for commercial AI systems, compounded by limited transparency, ubiquitous authority, embedded bias and the absence of diversity in the development process. The effect produced by relational things that talk upon the feelings, thoughts or intentions of the user is here defined as the ‘perlocutionary effect’ of conversational AI systems. This effect is constituted by these systems’ ‘relationality‘ and ‘persuasiveness’, propagated by the system’s embedded bias and ‘hybrid intentions’, relative to a user’s susceptibility. The proposition of the perlocutionary effect frames the central practice of this thesis and the contribution to new knowledge which manifests as four discursive prototypes developed through a participatory method. Each prototype demonstrates the factors that constitute and propagate the perlocutionary effect. These prototypes also function as instruments which actively engage participants in a counter-narrative as a form of activism. ‘This Is Where We Are’ (TIWWA), explores the persuasiveness and relationality of relational things powered through AI behavioural algorithms and directed by pools of user data. ‘Emoti-OS’, iterates the findings from TIWWA and analyses the construction of relationality through simulated affect, personality and collective (artificial) emotional intelligence. ‘Women Reclaiming AI’ (WRAI), demonstrates stereotyping and bias in commercial conversational AI developments. The last prototype, ‘The Infinite Guide’, synthesises and tests the findings from the three previous prototypes to substantiate the overall perlocutionary effect of conversational AI system. In so doing, this inquiry proposes the appropriation of relational things that talk as a discursive design strategy, extended with a participatory method, for new forms of cultural expression and social action, which activate people to demand more ethical AI systems

    Project knole: an autocosmic approach to authoring resonant computational characters

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    Project knole, consisting of this thesis and a mixed reality installation artwork centred around a computational simulation, is a practice-based response to the question of how a character in a work of computational narrative art might maintain their defining quality of dynamic agency within a system (arguably one of the key potentials of the form), while achieving the ‘resonant’ qualities of characters in more materially-static artforms. In all aspects of this project, I explore a new design philosophy for achieving this balance; between the authorship of a procedural computational system, and the ability of that system to ‘resonate’ with the imagination of an audience. This philosophy, which I term the ‘autocosmic’, seeks inspiration for the curation of audience response outside the obvious boundaries of artistic discipline, across the wider spectrum of human imaginative engagement; examples often drawn from mostly non-aesthetic domains. As well as defining the terms ‘resonance’ and ‘autocosmic’, and delineating my methodology more generally, this thesis demonstrates how the ‘autocosmic’ was employed within my creative work. In particular, it shows how some of the perennial problems of computational character development might be mediated by exploring other non-aesthetic examples of imaginative, narrative engagement with personified systems. In the context of this project, such examples come from the historio-cultural relationship between human beings and the environments they inhabit, outside of formal artistic practice. From this ‘autocosmic’ launchpad, I have developed an artwork that starts to explore how this rich cultural and biological lineage of human social engagement with systemic place can be applied fruitfully to the development of a ‘resonant’ computational character

    Developing the cyranoid method of mediated interpersonal communication in a social psychological context: applications in person perception, human-computer interaction, and first-person research

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    This thesis revisits Stanley Milgram’s “cyranoid method” of interactive social psychological experimentation (Milgram, 2010a) and explores the technique’s empirical potential in several domains. The central component of the method is speech shadowing, a procedure that involves a person (the shadower) repeating in real-time words they receive through an innerear monitor by-way-of radio-relay from a remote source. Speech shadowing effectively creates a hybrid agent (a “cyranoid”) composed of the body of one individual (the shadower) and the “mind” (or more precisely, the words) of another (the source). Interactants naïve to this manipulation perceive speech shadowers as autonomous communicators, and this perceptual bias (the “cyranic illusion”) affords researchers the ability to inspect the effects of separately altering the physical (outer) and dispositional (inner) elements of an interlocutor’s identity in contexts involving spontaneous and unscripted face-to-face dialog. Four articles and two additional chapters have been developed for this thesis. Chapter 1, “Introducing and situating the cyranoid method” presents an overview of the cyranoid method alongside an analysis of documents pertaining to the method contained in the Stanley Milgram Papers archive at Yale University and situates the method in the context of the demise of the classical paradigm, or “golden age,” of social psychology. Chapter 2 (Article 1), “Replicating Milgram” (published in the Journal of Social Psychology under the title “Revisiting Milgram’s cyranoid method: Experimenting with hybrid human agents”), examines the cyranic illusion through replications of two of Milgram’s original pilot studies and discusses the method’s potential as a means of conducting person perception. Chapter 3 (Article 2), “Echoborgs: Cyranoids with computer program sources” (published in Frontiers in Psychology under the title “A truly human interface: Interacting face-to-face with someone whose words are determined by a computer program”), expands upon the traditional cyranoid method by exploring situations wherein a conversational agent (a computer program designed to mimic a human interlocutor) sources for a human shadower, thereby producing a special type of cyranoid known as an “echoborg”; the article places the echoborg within the context of android science, a field that uses humanlike machines as stimuli in social psychological research in order to explore various aspects of human interaction (Ishiguro & Nishio, 2007). Chapter 4 (Article 3), “Using echoborgs to assess intersubjective effort in human-agent dialog” (accepted for publication pending minor revisions in Computers in Human Behavior), combines conversation analysis techniques (e.g., Schegloff, 1992, 1993) with the echoborg method to investigate factors that influence how people repair misunderstandings that arise during dialog with conversational agents. Chapter 5 (Article 4), “Cyranoids in first-person, self-experimental research” (published in Integrative Psychological and Behavioral Science under the title “The researcher as experimental subject: Using self-experimentation to access experiences, understand social phenomena, and stimulate reflexivity”), explores the history of researcher-as-subject self-experimentation in social psychology and illustrates how the cyranoid method can be used as a first-person means of directly experiencing the consequences of a transformed social identity through systematic self-experimentation. Finally, Chapter 6, “Cyranoid ethics,” discusses the various ethical concerns involved in cyranoid research, outlines how they were mitigated in the current thesis, and offers suggestions for ensuring positive research participant experience. As Milgram died before publishing any work on the cyranoid method, and as speech shadowing has seen relatively little application in social psychological experimentation, this thesis attempts to provide the initial basis for future iterations and variants of the method
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