Pub Date : 2023-03-24DOI: 10.1080/07370024.2023.2189595
Christopher Flathmann, Nathan J. Mcneese, Beau G. Schelble, Bart P. Knijnenburg, Guo Freeman
Technical and practical advancements in Artificial Intelligence (AI) have led to AI teammates working alongside humans in an area known as humanagent teaming. While critical past research has shown the benefit to trust driven by the incorporation of interaction rules and structures (i.e. etiquette) in both AI tools and robotic teammates, research has yet to explicitly examine etiquette for digital AI teammates. Given the historic importance of trust within human-agent teams, the identification of etiquette’s impact within said teams should be paramount. Thus, this study empirically evaluates the impact of AI teammate etiquette through a mixedmethods study that compares AI teammates that either adhere to or ignore traditional etiquette standards for machine systems. The quantitative results show that traditional etiquette adherence leads to greater trust, perceived performance of the AI, and perceived performance of the team as a whole. However, qualitative results reveal that not all traditional etiquette behaviors have universal appeal due to the presence of individual differences. This research provides the first empirical and explicit exploration of etiquette within human-agent teams, and the results of this study should be used further design specific etiquette behaviors for AI teammates. ARTICLE HISTORY Received 6 July 2022 Revised 23 February 2023 Accepted 2 March 2023
{"title":"Understanding the impact and design of AI teammate etiquette","authors":"Christopher Flathmann, Nathan J. Mcneese, Beau G. Schelble, Bart P. Knijnenburg, Guo Freeman","doi":"10.1080/07370024.2023.2189595","DOIUrl":"https://doi.org/10.1080/07370024.2023.2189595","url":null,"abstract":"Technical and practical advancements in Artificial Intelligence (AI) have led to AI teammates working alongside humans in an area known as humanagent teaming. While critical past research has shown the benefit to trust driven by the incorporation of interaction rules and structures (i.e. etiquette) in both AI tools and robotic teammates, research has yet to explicitly examine etiquette for digital AI teammates. Given the historic importance of trust within human-agent teams, the identification of etiquette’s impact within said teams should be paramount. Thus, this study empirically evaluates the impact of AI teammate etiquette through a mixedmethods study that compares AI teammates that either adhere to or ignore traditional etiquette standards for machine systems. The quantitative results show that traditional etiquette adherence leads to greater trust, perceived performance of the AI, and perceived performance of the team as a whole. However, qualitative results reveal that not all traditional etiquette behaviors have universal appeal due to the presence of individual differences. This research provides the first empirical and explicit exploration of etiquette within human-agent teams, and the results of this study should be used further design specific etiquette behaviors for AI teammates. ARTICLE HISTORY Received 6 July 2022 Revised 23 February 2023 Accepted 2 March 2023","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"58 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2023-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84157126","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-01DOI: 10.1080/07370024.2022.2162404
Tiffany C. K. Kwok, P. Kiefer, M. Raubal
{"title":"Unobtrusive interaction: a systematic literature review and expert survey","authors":"Tiffany C. K. Kwok, P. Kiefer, M. Raubal","doi":"10.1080/07370024.2022.2162404","DOIUrl":"https://doi.org/10.1080/07370024.2022.2162404","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"54 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80605001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-05DOI: 10.1080/07370024.2022.2161905
Benjamin R. Cowan, L. Clark, Heloisa Candello, Joanna Tsai
ABSTRACT The increased popularity of CUIs has motivated HCI work around specific approaches to research, design, and implementation, while also reflecting on these topics. However, current research is highly fragmented and lacks critical mass around topics such as theory, methods and design. Building this critical mass is a fundamentally multidisciplinary endeavour. CUIs involve language based interaction, either through speech or text, with another agent(s) or device(s). This type of interaction not only needs to engage with traditional HCI approaches, but also to embrace methods from communicative and social sciences. This is crucial for making progress towards human-centred conversational interfaces. Along with the recent ACM SIGCHI Conversational User Interfaces conference (ACM CUI), this special issue showcases research to further solidify the foundations of the field in these areas. Below we outline some key challenges faced by the field, describe the papers in this special issue, and then outline areas for future research.
{"title":"Introduction to this special issue: guiding the conversation: new theory and design perspectives for conversational user interfaces","authors":"Benjamin R. Cowan, L. Clark, Heloisa Candello, Joanna Tsai","doi":"10.1080/07370024.2022.2161905","DOIUrl":"https://doi.org/10.1080/07370024.2022.2161905","url":null,"abstract":"ABSTRACT The increased popularity of CUIs has motivated HCI work around specific approaches to research, design, and implementation, while also reflecting on these topics. However, current research is highly fragmented and lacks critical mass around topics such as theory, methods and design. Building this critical mass is a fundamentally multidisciplinary endeavour. CUIs involve language based interaction, either through speech or text, with another agent(s) or device(s). This type of interaction not only needs to engage with traditional HCI approaches, but also to embrace methods from communicative and social sciences. This is crucial for making progress towards human-centred conversational interfaces. Along with the recent ACM SIGCHI Conversational User Interfaces conference (ACM CUI), this special issue showcases research to further solidify the foundations of the field in these areas. Below we outline some key challenges faced by the field, describe the papers in this special issue, and then outline areas for future research.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"71 1","pages":"159 - 167"},"PeriodicalIF":5.3,"publicationDate":"2023-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90952477","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/978-3-031-35596-7
{"title":"Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I","authors":"","doi":"10.1007/978-3-031-35596-7","DOIUrl":"https://doi.org/10.1007/978-3-031-35596-7","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"1 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50987942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/978-3-031-35602-5
{"title":"Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part III","authors":"","doi":"10.1007/978-3-031-35602-5","DOIUrl":"https://doi.org/10.1007/978-3-031-35602-5","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"50 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50987996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/978-3-031-35572-1
{"title":"Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part IV","authors":"","doi":"10.1007/978-3-031-35572-1","DOIUrl":"https://doi.org/10.1007/978-3-031-35572-1","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"25 4","pages":""},"PeriodicalIF":5.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50987903","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/978-3-031-35599-8
{"title":"Human-Computer Interaction: Thematic Area, HCI 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part II","authors":"","doi":"10.1007/978-3-031-35599-8","DOIUrl":"https://doi.org/10.1007/978-3-031-35599-8","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"17 11","pages":""},"PeriodicalIF":5.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50987953","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-11DOI: 10.1080/07370024.2022.2136094
Esther Görnemann, S. Spiekermann
{"title":"Emotional responses to human values in technology: The case of conversational agents","authors":"Esther Görnemann, S. Spiekermann","doi":"10.1080/07370024.2022.2136094","DOIUrl":"https://doi.org/10.1080/07370024.2022.2136094","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"58 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2022-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86717001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-09-09DOI: 10.1080/07370024.2022.2107518
Tom Gayler, C. Sas, Vaiva Kalnikaité
“. . . those short, plump little cakes called petites madeleines [. . .] I raised to my lips a spoonful of the tea in which I had soaked a morsel of the cake. No sooner had the warm liquid, and the crumbs with it, touched my palate, a shudder ran through my whole body [. . .] an exquisite pleasure had invaded my senses [. . .] and suddenly the memory returns. The taste was that of the little crumb of madeleine which on Sunday mornings at Combray [. . .] when I went to say good day to her in her bedroom, my aunt Léonie used to give me, dipping it first in her own cup of real or of lime-flower tea [. . .] when from a long-distant past nothing subsists, after the people are dead, after the things are broken and scattered, still, alone, more fragile, but with more vitality, more unsubstantial, more persistent, more faithful, the smell and taste of things remain poised a long time, like souls, ready to remind us [. . .] the vast structure of recollection (Proust, 2006, pp. 61–63).
{"title":"“It took me back 25 years in one bound”: self-generated flavor-based cues for self-defining memories in later life","authors":"Tom Gayler, C. Sas, Vaiva Kalnikaité","doi":"10.1080/07370024.2022.2107518","DOIUrl":"https://doi.org/10.1080/07370024.2022.2107518","url":null,"abstract":"“. . . those short, plump little cakes called petites madeleines [. . .] I raised to my lips a spoonful of the tea in which I had soaked a morsel of the cake. No sooner had the warm liquid, and the crumbs with it, touched my palate, a shudder ran through my whole body [. . .] an exquisite pleasure had invaded my senses [. . .] and suddenly the memory returns. The taste was that of the little crumb of madeleine which on Sunday mornings at Combray [. . .] when I went to say good day to her in her bedroom, my aunt Léonie used to give me, dipping it first in her own cup of real or of lime-flower tea [. . .] when from a long-distant past nothing subsists, after the people are dead, after the things are broken and scattered, still, alone, more fragile, but with more vitality, more unsubstantial, more persistent, more faithful, the smell and taste of things remain poised a long time, like souls, ready to remind us [. . .] the vast structure of recollection (Proust, 2006, pp. 61–63).","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"36 1","pages":"417 - 458"},"PeriodicalIF":5.3,"publicationDate":"2022-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81317789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-10DOI: 10.1080/07370024.2022.2103419
Kim Szolin, D. Kuss, F. Nuyens, M. Griffiths
Since their commercial introduction in the 1970s, videogames have become an increasingly popular form of entertainment leading to the multi-billion-pound industry seen today (Juniper Research, 2020). The mechanics of videogames can vary significantly, and may require little more than pressing a specific button at the correct time to sweeping narrative-driven epics in vast and dynamic game worlds. Although not universal, a common and often integral component found in videogames is the avatar. An avatar is a visual representation of a character that the gamer uses to navigate and interact with in a virtual world through which gamers are able to seek out and achieve in-game objectives. Avatars can often be highly customized characters whose visual design and in-game behavior are controlled by the gamers themselves. As both a visual representation of the gamer as well as a means of facilitating manipulation of a virtual world, an avatar can be seen as a means through which an individual is able to project their physical world self into a game world (Ducheneaut et al., 2009). This projection of individuals in a virtual world via their avatars has received increasing research attention, and personal aspects such as an individual’s personality (Worth & Book, 2014; Yee et al., 2011) and appearance (Cacioli & Mussap, 2014; Kafai et al., 2010; Messinger et al., 2008) have been indicated as factors with the potential to affect in-game avatar appearance and behavior. However, while the research evidence indicates that the gamer can, and often does, project elements of themselves into a game world through their avatar, the reverse may also be true and an avatar can impact or influence the gamer. More specifically, it has been suggested that the avatar may become integrated into the gamer’s sense of self, allowing for in-game avatar-related characteristics to influence the gamer in terms of both attitudes and behavior (Ratan & Sah, 20152015). One specific and increasingly prominent area of research regarding this aspect of the user-avatar relationship is referred to as the ‘Proteus effect’ (PE).
自20世纪70年代电子游戏进入商业市场以来,电子游戏已经成为一种越来越受欢迎的娱乐形式,导致了今天数十亿英镑的产业(Juniper Research, 2020)。电子游戏的机制可能会有很大的不同,可能只需要在正确的时间按下一个特定的按钮,就可以在广阔而动态的游戏世界中展开由故事驱动的史诗。尽管并非普遍存在,但电子游戏中常见且不可或缺的元素便是角色。虚拟角色是玩家用来在虚拟世界中导航和互动的角色的视觉表现,玩家可以通过虚拟世界寻找并实现游戏中的目标。化身通常是高度定制的角色,其视觉设计和游戏行为由玩家自己控制。作为玩家的视觉表现和操纵虚拟世界的手段,角色可以被视为个体将其物理世界的自我投射到游戏世界的手段(Ducheneaut et al., 2009)。这种通过他们的化身在虚拟世界中的个人投射已经受到越来越多的研究关注,个人方面,如个人的个性(Worth & Book, 2014;Yee et al., 2011)和外观(Cacioli & Mussap, 2014;Kafai et al., 2010;Messinger et al., 2008)被认为是影响游戏角色外观和行为的潜在因素。然而,尽管研究证据表明,玩家可以(而且经常)通过他们的角色将自己的元素投射到游戏世界中,但反过来也可能是正确的,角色也可能影响或影响玩家。更具体地说,有人认为角色可能会融入玩家的自我意识,允许游戏中的角色相关特征在态度和行为方面影响玩家(Ratan & Sah, 2015 - 2015)。关于用户-角色关系这方面的一个特定且日益突出的研究领域被称为“普罗透斯效应”(PE)。
{"title":"Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect","authors":"Kim Szolin, D. Kuss, F. Nuyens, M. Griffiths","doi":"10.1080/07370024.2022.2103419","DOIUrl":"https://doi.org/10.1080/07370024.2022.2103419","url":null,"abstract":"Since their commercial introduction in the 1970s, videogames have become an increasingly popular form of entertainment leading to the multi-billion-pound industry seen today (Juniper Research, 2020). The mechanics of videogames can vary significantly, and may require little more than pressing a specific button at the correct time to sweeping narrative-driven epics in vast and dynamic game worlds. Although not universal, a common and often integral component found in videogames is the avatar. An avatar is a visual representation of a character that the gamer uses to navigate and interact with in a virtual world through which gamers are able to seek out and achieve in-game objectives. Avatars can often be highly customized characters whose visual design and in-game behavior are controlled by the gamers themselves. As both a visual representation of the gamer as well as a means of facilitating manipulation of a virtual world, an avatar can be seen as a means through which an individual is able to project their physical world self into a game world (Ducheneaut et al., 2009). This projection of individuals in a virtual world via their avatars has received increasing research attention, and personal aspects such as an individual’s personality (Worth & Book, 2014; Yee et al., 2011) and appearance (Cacioli & Mussap, 2014; Kafai et al., 2010; Messinger et al., 2008) have been indicated as factors with the potential to affect in-game avatar appearance and behavior. However, while the research evidence indicates that the gamer can, and often does, project elements of themselves into a game world through their avatar, the reverse may also be true and an avatar can impact or influence the gamer. More specifically, it has been suggested that the avatar may become integrated into the gamer’s sense of self, allowing for in-game avatar-related characteristics to influence the gamer in terms of both attitudes and behavior (Ratan & Sah, 20152015). One specific and increasingly prominent area of research regarding this aspect of the user-avatar relationship is referred to as the ‘Proteus effect’ (PE).","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"21 1","pages":"374 - 399"},"PeriodicalIF":5.3,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74143303","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}