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Understanding the impact and design of AI teammate etiquette 理解AI队友礼仪的影响和设计
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2023-03-24 DOI: 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
人工智能(AI)的技术和实践进步导致人工智能团队与人类一起在一个被称为人类管理团队的领域工作。虽然过去的重要研究已经表明,在人工智能工具和机器人队友中结合互动规则和结构(即礼仪)对信任有好处,但研究尚未明确研究数字人工智能队友的礼仪。鉴于信任在人类代理团队中的历史重要性,确定礼仪在团队中的影响应该是至关重要的。因此,本研究通过混合方法研究,对遵守或忽视机器系统传统礼仪标准的AI队友进行比较,实证评估AI队友礼仪的影响。定量结果表明,传统礼仪的遵守导致了更大的信任,人工智能的感知绩效,以及整个团队的感知绩效。然而,定性结果表明,由于个体差异的存在,并不是所有的传统礼仪行为都具有普遍的吸引力。本研究首次对人类智能体团队中的礼仪进行了实证和明确的探索,本研究的结果应进一步用于为AI团队设计具体的礼仪行为。文章历史收到2022年7月6日修订2023年2月23日接受2023年3月2日
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引用次数: 4
Unobtrusive interaction: a systematic literature review and expert survey 不引人注目的互动:系统的文献综述和专家调查
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2023-02-01 DOI: 10.1080/07370024.2022.2162404
Tiffany C. K. Kwok, P. Kiefer, M. Raubal
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引用次数: 0
Introduction to this special issue: guiding the conversation: new theory and design perspectives for conversational user interfaces 本专题导论:引导对话:对话式用户界面的新理论和设计视角
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2023-01-05 DOI: 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.
ui的日益普及促使HCI工作围绕特定的研究、设计和实现方法,同时也反映了这些主题。然而,目前的研究是高度分散的,缺乏围绕理论、方法和设计等主题的临界质量。从根本上说,建立这一临界质量是一项多学科的努力。gui涉及基于语言的交互,通过语音或文本与另一个代理或设备进行交互。这种类型的互动不仅需要采用传统的HCI方法,还需要采用交际科学和社会科学的方法。这对于实现以人为中心的对话界面至关重要。与最近的ACM SIGCHI会话用户界面会议(ACM CUI)一起,这一期特刊展示了进一步巩固这些领域基础的研究。下面我们概述了该领域面临的一些关键挑战,介绍了本期特刊中的论文,然后概述了未来研究的领域。
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引用次数: 3
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 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第一部分
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35596-7
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引用次数: 0
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 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第三部分
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35602-5
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引用次数: 0
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 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第四部分
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35572-1
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引用次数: 0
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 人机交互:主题区域,HCI 2023,作为第25届HCI国际会议的一部分,HCII 2023,哥本哈根,丹麦,7月23日至28日,2023,会议录,第二部分
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2023-01-01 DOI: 10.1007/978-3-031-35599-8
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引用次数: 0
Emotional responses to human values in technology: The case of conversational agents 科技对人类价值的情感反应:会话代理的案例
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2022-11-11 DOI: 10.1080/07370024.2022.2136094
Esther Görnemann, S. Spiekermann
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引用次数: 2
“It took me back 25 years in one bound”: self-generated flavor-based cues for self-defining memories in later life “这让我一下子回到了25年前”:自我产生的基于味道的线索,为以后的生活中自我定义的记忆提供了线索
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2022-09-09 DOI: 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).
“……那些又短又肥的小蛋糕叫小玛德琳蛋糕……我把泡过一点蛋糕的茶举到唇边。当那温热的液体和面包屑接触到我的味蕾时,我的整个身体都打了个寒颤[…]一种精致的快感侵入了我的感官[…]突然,记忆又回来了。玛德琳的小面包屑的味道是星期天早晨在Combray[…]当我去对她说美好的一天在她的卧室,我姑姑蕾奥妮给我使用,先浸在自己的杯真正的或lime-flower茶[…]当长途过去从没有存续期间,人死亡后,在破碎和分散,不过,孤独,更脆弱,但更有活力,更不坚固的,更持久,更忠诚,事物的气味和味道会长久地保持平静,就像灵魂一样,随时准备提醒我们……回忆的庞大结构(普鲁斯特,2006,第61-63页)。
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引用次数: 1
Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect 探索电子游戏中的用户角色关系:对Proteus效应的系统回顾
IF 5.3 2区 工程技术 Q1 Psychology Pub Date : 2022-08-10 DOI: 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)。
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引用次数: 8
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Human-Computer Interaction
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