34 research outputs found

    Inferring Capabilities of Intelligent Agents

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    We investigate the usability of human-like agent-based interfaces. In an experiment we manipulate the capabili­ties and the “human-likeness” of a travel advisory agent. We show that users of the more human-like agent form an anthropomorphic use image of the system: they act as if the system is human, and try to exploit typical human-like capabilities. Unfortu­nately, this severely reduces the usa­bility of the agent that looks human but lacks human-like capabilities (overestima­tion effect). We also show that the use image users form of agent-based systems is inherently integrated (as opposed to the compositional use image they form of conventional GUIs): cues provided by the system do not instill user responses in a one-to-one manner, but are instead integrated into a single use image. Consequently, users try to exploit capabilities that were not signaled by the system to begin with, thereby further exacerbating the overestimation effect

    Virtual worlds to enhance student engagement

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    Both the School of Education and the discipline of Criminology at Deakin University have been using the 3-dimensional environment Second Life to deliver curriculum content and to engage students with each other and with teaching staff. The nature of this platform is facilitating more proactive student engagement with technology, including increased student competence in sharing artwork, problem solving and general discussion of complex criminological issues. In this paper, we provide some examples of how we are using Second Life in our curriculum offerings in Education and Criminology as a tool to promote greater engagement, particularly for students undertaking their courses by distance. We outine how the immersive nature of this platform can enhance the level of student interaction to produce a deeper form of engagement with our Unit material than is possible through conventional text and web-based document repositories

    The Development of Transactive Memory Systems in Collaborative Educational Virtual Worlds

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    The use of 3D virtual worlds in the form of cyber campuses has been introduced in higher education over the past decade to support and enhance stu- dents’ online learning experiences. Considering that students learn in socially constructed ways and through peer collaboration, the development of Transac- tive Memory System - the collective awareness of the group’s specialization, coordination, and credibility - is found to be beneficial for educational purposes. This paper presents the results of a study investigating the extent to which a TMS can be developed within a 3D virtual world educational setting

    The Influence of Virtual Representatives on Recommender System Evaluation

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    Virtual representatives are increasingly used in recommender systems to guide users and add conversational aspects. However, the impacts of virtual representatives on users’ evaluations of the recommender system have not been investigated. This study specifically examined the influence of virtual representatives’ anthropomorphism cues on system users’ perceptions of system credibility and liking. The results revealed that system users’ perceptions of the virtual representative’s credibility have a significant influence on users’ perceived credibility and liking of the system. Also, the human-like appearance of a virtual representative significantly influences users’ perceived attractiveness of the virtual representative, while voice outputs from the representative were found to have a significant influence on users’ liking of the recommender system

    BYPASSING TRUST IN ONLINE PURCHASE DECISIONS BY ESTABLISHING COMMON GROUND

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    Revenue from ecommerce represents a multi-billion dollar industry in rapid expansion. Old and new players in this burgeoning market must foster purchase intentions in potential consumers in order to stay afloat. Until now, trust has acted as the lone gatekeeper to purchase intentions. In this study we suggest an alternative gate through establishing common ground with product reviewers. Common ground is a multidimensional construct from the fields of cognitive science that refers to the mutual knowledge, beliefs, and assumptions shared during communication (Clark 1996; Clark et al. 1983). Using PLS to analyze results from 102 online surveys, we distinguish between common ground and homophily (similarity of attributes), and show what role each plays in ecommerce. Our findings support our recommendation to measure common ground and homophily separately. Lastly, we find that purchase intentions can be fostered in potential customers through establishing common ground—regardless of levels of trust

    Significance of Visual Realism – Eeriness, Credibility, and Persuasiveness of Virtual Influencers

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    Though human-like design can increase favorable social behaviors like familiarity and acceptance, it can also question the technology’s effectiveness, rationality, and functionality. With capabilities that allow technology to become more and more human-like, researchers and practitioners continue to delve over the efficacy and deployment of humanness in design. In this research paper, we measure positive and negative perceptions towards different levels of humanness among an emerging form of digital character: the virtual influencer. In doing so, we assess the efficacy of human-like design among virtual influencers by manipulating their visual realism and measuring the effect of this manipulation on their credibility and persuasiveness. Our experimental design also allows us to explore the existence of the uncanny valley in a novel technological context

    Toward an Agent-Agnostic Transmission Model: Synthesizing Anthropocentric and Technocentric Paradigms in Communication

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    Technological and social evolutions have prompted operational, phenomenological, and ontological shifts in communication processes. These shifts, we argue, trigger the need to regard human and machine roles in communication processes in a more egalitarian fashion. Integrating anthropocentric and technocentric perspectives on communication, we propose an agent-agnostic framework for human-machine communication. This framework rejects exclusive assignment of communicative roles (sender, message, channel, receiver) to traditionally held agents and instead focuses on evaluating agents according to their functions as a means for considering what roles are held in communication processes. As a first step in advancing this agent-agnostic perspective, this theoretical paper offers three potential criteria that both humans and machines could satisfy: agency, interactivity, and influence. Future research should extend our agent-agnostic framework to ensure that communication theory will be prepared to deal with an ostensibly machine-inclusive future

    The use of Cyber Campuses to Support Online Learning for Students Experiencing Barriers Accessing Education

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    Attendance and participation in education are important for students to obtain the experiences necessary to develop their knowledge. However, there are some students who experience challenges hindering their access and participation in Higher Education. To support students, Universities utilise E-Learning. One of the many E-Learning tools is the use of virtual worlds in the form of cyber campuses. This paper investigates the extent to which cyber campuses can help to mitigate barriers and support students experiencing them. A prototype has been developed and a series of empirical studies have been performed. The results of this research suggest that a cyber campus environment can be used as an alternative learning support tool that can enhance online learning experiences, and help to mitigate some of the barriers that hinder access and participation to education. The associated limitations of this research and the future work planned out are also presented

    Online Identity Construction and Expectation of Future Interaction

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    Abstract While the growing popularity of social network sites (SNSs
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