ABSTRACT
Humans have a tendency to consider media devices as social beings. Social agents and artificial opponents can be examined as one instance of this effect. With today's technology it is already possible to create artificial agents that are perceived as socially present. In this paper, we start by identifying the factors that influence perceptions of social presence in human-agent interactions. By taking these factors into account and by following previously defined guidelines for building socially present artificial opponents, a case study was created in which a social robot plays the Risk board game against three human players. An experiment was performed to ascertain whether the agent created in this case study is perceived as socially present. The experiment suggested that by following the guidelines for creating socially present artificial board game opponents, the perceived social presence of users towards the artificial agent improves.
- Adalgeirsson, S., and Breazeal, C. Mebot: a robotic platform for socially embodied presence. In Proceeding of the ACM/IEEE international conference on Human-robot interaction (2010), 15--22. Google ScholarDigital Library
- Biocca, F., Burgoon, J., Harms, C., and Stoner, M. Criteria and scope conditions for a theory and measure of social presence. Presence: Teleoperators and virtual environments (2001).Google Scholar
- Biocca, F., Harms, C., and Burgoon, J. Toward a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators & Virtual Environments 12, 5 (2003), 456--480. Google ScholarDigital Library
- Biocca, F., Harms, C., and Gregg, J. The networked minds measure of social presence: Pilot test of the factor structure and concurrent validity. In 4th annual International Workshop on Presence (2001), 9--11.Google Scholar
- Deshmukh, A., Castellano, G., Kappas, A., Barendregt, W., Nabais, F., Paiva, A., Ribeiro, T., Leite, I., and Aylett, R. Towards empathic artificial tutors. In Proc. of the 8th ACM/IEEE int. conference on Human-robot interaction (2013), 113--114. Google ScholarDigital Library
- Eriksson, D., Peitz, J., and Björk, S. Socially adaptable games. In Proceedings of DiGRA Conference: Changing Views-Worlds in Play (2005).Google Scholar
- Garau, M., Widenfeld, H., Antley, A., Friedman, D., Brogni, A., and Slater, M. Temporal and spatial variations in presence: A qualitative analysis. In Proc. of Int. Workshop on Presence (2004), 232--239.Google Scholar
- Gockley, R., Bruce, A., Forlizzi, J., Michalowski, M., Mundell, A., Rosenthal, S., Sellner, B., Simmons, R., Snipes, K., Schultz, A., et al. Designing robots for long-term social interaction. In Intelligent Robots and Systems, IEEE (2005), 1338--1343.Google Scholar
- Harms, C., and Biocca, F. Internal consistency and reliability of the networked minds social presence measure. Exploring the sense of presence (2004), 246.Google Scholar
- Heerink, M., Ben, K., Evers, V., and Wielinga, B. The influence of social presence on acceptance of a companion robot by older people. Journal of Physical Agents 2, 2 (2008), 33--40.Google Scholar
- Heeter, C. Being there: The subjective experience of presence. Presence: Teleoperators and virtual environments 1, 2 (1992), 262--271. Google ScholarDigital Library
- Heider, F. The Psychology of Interpersonal Relations. Lawrence Erlbaum Associates, 1958.Google ScholarCross Ref
- Johansson, S. On using multi-agent systems in playing board games. In Proceedings of the 5th International joint conference on Autonomous agents and multiagent systems, ACM (2006), 569--576. Google ScholarDigital Library
- Karapanos, E., Zimmerman, J., Forlizzi, J., and Martens, J.-B. User experience over time: an initial framework. ACM, 2009, 729--738. Google ScholarDigital Library
- Kedzierski, J., Muszynski, R., Zoll, C., Oleksy, A., and Frontkiewicz, M. Emys-emotive head of a social robot. IJ Social Robotics 5, 2 (2013), 237--249.Google ScholarCross Ref
- Koda, T., and Maes, P. Agents with faces: The effect of personification. In Robot and Human Communication, IEEE (1996), 189--194.Google Scholar
- Leite, I., Hajishirzi, H., Andrist, S., and Lehman, J. Managing chaos: models of turn-taking in character-multichild interactions. In Proc. of the 15th ACM on Int. conference on multimodal interaction (2013), 43--50. Google ScholarDigital Library
- Leite, I., Martinho, C., Pereira, A., and Paiva, A. As time goes by: Long-term evaluation of social presence in robotic companions. In Robot and Human Interactive Communication, IEEE (2009), 669--674.Google Scholar
- Leite, I., Mascarenhas, S., Pereira, A., Martinho, C., Prada, R., and Paiva, A. "why can't we be friends?" an empathic game companion for long-term interaction. In Intelligent Virtual Agents, Springer (2010), 315--321. Google ScholarDigital Library
- Lombard, M., and Ditton, T. At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication 3, 2 (1997), 0--0.Google Scholar
- Martinho, C., and Paiva, A. Using anticipation to create believable behavior. In Proceedings of the national conference on Artificial Intelligence, vol. 21, Menlo Park, CA; Cambridge, MA; London; AAAI Press; MIT Press; 1999 (2006), 175. Google ScholarDigital Library
- Mori, M. The uncanny valley. Energy 7, 4 (1970), 33--35.Google Scholar
- Pereira, A., Martinho, C., Leite, I., and Paiva, A. icat, the chess player: the influence of embodiment in the enjoyment of a game. In Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Vol 3 (2008), 1253--1256. Google ScholarDigital Library
- Pereira, A., Prada, R., and Paiva, A. Towards the next generation of board game opponents. In FDG'11: Proceedings of the Sixth International Conference on Foundations of Digital Games (June 2011). Google ScholarDigital Library
- Pereira, A., Prada, R., and Paiva, A. Socially present board game opponents. In Advances in Computer Entertainment, vol. 7624 of Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2012, 101--116. Google ScholarDigital Library
- Reeves, B. The media equation: how people treat computers, television, and new media. Stanford, Calif.: Center for the Study of Language and Information; Cambridge, 1996. Google ScholarDigital Library
- Ribeiro, T., and Paiva, A. The illusion of robotic life: principles and practices of animation for robots. In Proceeding of the ACM/IEEE international conference on Human-robot interaction (2012), 383--390. Google ScholarDigital Library
- Rogers, Y., and Lindley, S. Collaborating around vertical and horizontal large interactive displays: which way is best? Interacting with Computers 16, 6 (2004), 1133--1152.Google ScholarCross Ref
- Ryall, K., Morris, M., Everitt, K., Forlines, C., and Shen, C. Experiences with and observations of directtouch tabletops. In Proceedings of IEEE TableTop the International Workshop on Horizontal Interactive Human Computer Systems (2006), 89--96. Google ScholarDigital Library
- Short, J., Williams, E., and Christie, B. The social psychology of telecommunications.Google Scholar
- Slater, M. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences 364, 1535 (2009), 3549.Google ScholarCross Ref
- Sodian, B., and Kristen, S. Theory of mind. Towards a theory of thinking (2010), 189--201.Google Scholar
- Toney, A., and Thomas, B. Considering reach in tangible and table top design. In Int. Workshop on Horizontal Interactive Human-Computer Systems (2006). Google ScholarDigital Library
- Yankelovich, N., Levow, G., and Marx, M. Designing speechacts: Issues in speech user interfaces. In Proc. of the SIGCHI conference on Human factors in computing systems (1995), 369--376. Google ScholarDigital Library
- Yoshikawa, Y., Shinozawa, K., Ishiguro, H., Hagita, N., and Miyamoto, T. Responsive robot gaze to interaction partner. In Robotics: Science and systems (2006).Google Scholar
Index Terms
- Improving social presence in human-agent interaction
Recommendations
Socially present board game opponents
ACE'12: Proceedings of the 9th international conference on Advances in Computer EntertainmentThe real challenge of creating believable and enjoyable board game artificial opponents lies no longer in analysing millions of moves per minute. Instead, it lies in creating opponents that are socially aware of their surroundings and that can interact ...
Antecedents of social presence and gratification of social connection needs in SNS
We posit that users are drawn to Twitter to fulfill their social connection needs.The sense of social presence SNS engender plays a significant role in fulfilling their users' social connection needs.We also investigate how certain characteristics of ...
Bridging social capital matters to Social TV viewing: Investigating the impact of social constructs on program loyalty
Highlights- A STV model examines relationships between social factors, program commitment and loyalty.
AbstractSocial TV (STV) that utilizes social media to create an interactive backchannel for video viewing increasingly attracts social audiences. This national web survey in Singapore was conducted to investigate 600 social media users with ...
Comments