skip to main content
10.1145/2556288.2557180acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Improving social presence in human-agent interaction

Published: 26 April 2014 Publication History

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.

References

[1]
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.
[2]
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).
[3]
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.
[4]
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.
[5]
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.
[6]
Eriksson, D., Peitz, J., and Bj�rk, S. Socially adaptable games. In Proceedings of DiGRA Conference: Changing Views-Worlds in Play (2005).
[7]
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.
[8]
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.
[9]
Harms, C., and Biocca, F. Internal consistency and reliability of the networked minds social presence measure. Exploring the sense of presence (2004), 246.
[10]
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.
[11]
Heeter, C. Being there: The subjective experience of presence. Presence: Teleoperators and virtual environments 1, 2 (1992), 262--271.
[12]
Heider, F. The Psychology of Interpersonal Relations. Lawrence Erlbaum Associates, 1958.
[13]
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.
[14]
Karapanos, E., Zimmerman, J., Forlizzi, J., and Martens, J.-B. User experience over time: an initial framework. ACM, 2009, 729--738.
[15]
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.
[16]
Koda, T., and Maes, P. Agents with faces: The effect of personification. In Robot and Human Communication, IEEE (1996), 189--194.
[17]
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.
[18]
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.
[19]
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.
[20]
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.
[21]
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.
[22]
Mori, M. The uncanny valley. Energy 7, 4 (1970), 33--35.
[23]
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.
[24]
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).
[25]
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.
[26]
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.
[27]
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.
[28]
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.
[29]
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.
[30]
Short, J., Williams, E., and Christie, B. The social psychology of telecommunications.
[31]
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.
[32]
Sodian, B., and Kristen, S. Theory of mind. Towards a theory of thinking (2010), 189--201.
[33]
Toney, A., and Thomas, B. Considering reach in tangible and table top design. In Int. Workshop on Horizontal Interactive Human-Computer Systems (2006).
[34]
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.
[35]
Yoshikawa, Y., Shinozawa, K., Ishiguro, H., Hagita, N., and Miyamoto, T. Responsive robot gaze to interaction partner. In Robotics: Science and systems (2006).

Cited By

View all
  • (2024)Effects of Simultaneous Expression of Multiple Opinions by Single Agent on User’s Subjective ImpressionInternational Journal of Affective Engineering10.5057/ijae.IJAE-D-24-00004Online publication date: 2024
  • (2024)Augmenting Human Teams with Robots in Knowledge Work Settings: Insights from the LiteratureACM Transactions on Human-Robot Interaction10.1145/364988413:2(1-34)Online publication date: 14-Jun-2024
  • (2023)Brand trust and engagement in social commerceInternational Journal of Consumer Studies10.1111/ijcs.1294747:5(1791-1809)Online publication date: 10-May-2023
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
April 2014
4206 pages
ISBN:9781450324731
DOI:10.1145/2556288
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2014

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. artificial opponents
  2. board games
  3. human-robot interaction (hri)
  4. social presence

Qualifiers

  • Research-article

Conference

CHI '14
Sponsor:
CHI '14: CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2014
Ontario, Toronto, Canada

Acceptance Rates

CHI '14 Paper Acceptance Rate 465 of 2,043 submissions, 23%;
Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)191
  • Downloads (Last 6 weeks)23
Reflects downloads up to 21 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Effects of Simultaneous Expression of Multiple Opinions by Single Agent on User’s Subjective ImpressionInternational Journal of Affective Engineering10.5057/ijae.IJAE-D-24-00004Online publication date: 2024
  • (2024)Augmenting Human Teams with Robots in Knowledge Work Settings: Insights from the LiteratureACM Transactions on Human-Robot Interaction10.1145/364988413:2(1-34)Online publication date: 14-Jun-2024
  • (2023)Brand trust and engagement in social commerceInternational Journal of Consumer Studies10.1111/ijcs.1294747:5(1791-1809)Online publication date: 10-May-2023
  • (2023)Robot-Induced Group Conversation Dynamics: A Model to Balance Participation and Unify Communities2023 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS)10.1109/IROS55552.2023.10342510(3991-3997)Online publication date: 1-Oct-2023
  • (2022)Social robots as eating companionsFrontiers in Computer Science10.3389/fcomp.2022.9098444Online publication date: 31-Aug-2022
  • (2022)Socially Interactive Agents in GamesThe Handbook on Socially Interactive Agents10.1145/3563659.3563675(493-526)Online publication date: 27-Oct-2022
  • (2022)Multiparty Interaction Between Humans and Socially Interactive AgentsThe Handbook on Socially Interactive Agents10.1145/3563659.3563665(113-154)Online publication date: 27-Oct-2022
  • (2022)Amazon Echo Show as a Multimodal Human-to-Human Care Support Tool within Self-Isolating Older UK HouseholdsProceedings of the ACM on Human-Computer Interaction10.1145/35551936:CSCW2(1-31)Online publication date: 11-Nov-2022
  • (2022)Perceptions of the Helpfulness of Unexpected Agent AssistanceProceedings of the 10th International Conference on Human-Agent Interaction10.1145/3527188.3561915(41-50)Online publication date: 5-Dec-2022
  • (2022)Remote Communication via Huggable Interfaces - Behavior Synchronization and Social PresenceExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519699(1-7)Online publication date: 27-Apr-2022
  • Show More Cited By

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media