Dimosthenis Kontogiorgos, Andre Pereira, Joakim Gustafson
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Grounding behaviours with conversational interfaces: effects of embodiment and failures
Conversational interfaces that interact with humans need to continuously establish, maintain and repair common ground in task-oriented dialogues. Uncertainty, repairs and acknowledgements are expressed in user behaviour in the continuous efforts of the conversational partners to maintain mutual understanding. Users change their behaviour when interacting with systems in different forms of embodiment, which affects the abilities of these interfaces to observe users’ recurrent social signals. Additionally, humans are intellectually biased towards social activity when facing anthropomorphic agents or when presented with subtle social cues. Two studies are presented in this paper examining how humans interact in a referential communication task with wizarded interfaces in different forms of embodiment. In study 1 (N = 30), we test whether humans respond the same way to agents, in different forms of embodiment and social behaviour. In study 2 (N = 44), we replicate the same task and agents but introduce conversational failures disrupting the process of grounding. Findings indicate that it is not always favourable for agents to be anthropomorphised or to communicate with non-verbal cues, as human grounding behaviours change when embodiment and failures are manipulated.
期刊介绍:
The Journal of Multimodal User Interfaces publishes work in the design, implementation and evaluation of multimodal interfaces. Research in the domain of multimodal interaction is by its very essence a multidisciplinary area involving several fields including signal processing, human-machine interaction, computer science, cognitive science and ergonomics. This journal focuses on multimodal interfaces involving advanced modalities, several modalities and their fusion, user-centric design, usability and architectural considerations. Use cases and descriptions of specific application areas are welcome including for example e-learning, assistance, serious games, affective and social computing, interaction with avatars and robots.