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- Institut Mensch - Computer - Medien (67) (remove)
Schriftenreihe
Sonstige beteiligte Institutionen
- DATE Lab, KITE Research Insititute, University Health Network, Toronto, Canada (1)
- Institut für Evangelische Theologie und Religionspädagogik (1)
- Social and Technological Systems (SaTS) lab, School of Art, Media, Performance and Design, York University, Toronto, Canada (1)
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- University of Iceland (Human Behaviour Laboratory) (1)
- Zentrum für soziale Implikationen künstlicher Intelligenz (SOCAI) (1)
Introduction
Modern digital devices, such as conversational agents, simulate human–human interactions to an increasing extent. However, their outward appearance remains distinctly technological. While research revealed that mental representations of technology shape users' expectations and experiences, research on technology sending ambiguous cues is rare.
Methods
To bridge this gap, this study analyzes drawings of the outward appearance participants associate with voice assistants (Amazon Echo or Google Home).
Results
Human beings and (humanoid) robots were the most frequent associations, which were rated to be rather trustworthy, conscientious, agreeable, and intelligent. Drawings of the Amazon Echos and Google Homes differed marginally, but “human,” “robotic,” and “other” associations differed with respect to the ascribed humanness, consciousness, intellect, affinity to technology, and innovation ability.
Discussion
This study aims to further elaborate on the rather unconscious cognitive and emotional processes elicited by technology and discusses the implications of this perspective for developers, users, and researchers.
Conversational agents and smart speakers have grown in popularity offering a variety of options for use, which are available through intuitive speech operation. In contrast to the standard dyad of a single user and a device, voice-controlled operations can be observed by further attendees resulting in new, more social usage scenarios. Referring to the concept of ‘media equation’ and to research on the idea of ‘computers as social actors,’ which describes the potential of technology to trigger emotional reactions in users, this paper asks for the capacity of smart speakers to elicit empathy in observers of interactions. In a 2 × 2 online experiment, 140 participants watched a video of a man talking to an Amazon Echo either rudely or neutrally (factor 1), addressing it as ‘Alexa’ or ‘Computer’ (factor 2). Controlling for participants’ trait empathy, the rude treatment results in participants’ significantly higher ratings of empathy with the device, compared to the neutral treatment. The form of address had no significant effect. Results were independent of the participants’ gender and usage experience indicating a rather universal effect, which confirms the basic idea of the media equation. Implications for users, developers and researchers were discussed in the light of (future) omnipresent voice-based technology interaction scenarios.
Previous research found that men conspicuously consume luxury products to attract a mate and to signal their mate value. However, these studies have yet neglected to investigate the function of male conspicuous consumption in same-sex competition. Given that intersexual selection and intrasexual selection are closely related processes, it stands to reason that a further function of male conspicuous consumption could be to impress and deter same-sex rivals. An 2 (intrasexual competition context vs. control) × 2 (conspicuous luxury vs. inconspicuous nonluxury) between-subjects experimental study conducted with an Amazon Mechanical Turk sample (N = 160) revealed that men reported both higher liking of and an intent to purchase a conspicuous luxury car compared to an inconspicuous nonluxury car due to increased feelings of social status. This effect was stronger in the intrasexual competition than in the control context. An additional perception study using a single-factor between-subjects design (conspicuous luxury vs. inconspicuous nonluxury car) among German men (N = 405) indicated that male participants rated a man who displayed a conspicuous luxury car more as a rival and mate poacher and less as a friend. They further perceived him to be superior on various mate value characteristics (i.e., attractiveness, intelligence, ambition, and status) and rated him as more oriented toward short-term mating. In sum, our findings add to previous research in the field of evolutionary consumer psychology by suggesting that male conspicuous consumption of luxuries may also serve a function in male–male competition.
Ownership and usage of personal voice assistant devices like Amazon Echo or Google Home have increased drastically over the last decade since their market launch. This thesis builds upon existing computers are social actors (CASA) and media equation research that is concerned with humans displaying social reactions usually exclusive to human-human interaction when interacting with media and technological devices. CASA research has been conducted with a variety of technological devices such as desktop computers, smartphones, embodied virtual agents, and robots. However, despite their increasing popularity, little empirical work has been done to examine social reactions towards these personal stand-alone voice assistant devices, also referred to as smart speakers. Thus, this dissertation aims to adopt the CASA approach to empirically evaluate social responses to smart speakers. With this goal in mind, four laboratory experiments with a total of 407 participants have been conducted for this thesis. Results show that participants display a wide range of social reactions when interacting with voice assistants. This includes the utilization of politeness strategies such as the interviewer-bias, which led to participants giving better evaluations directly to a smart speaker device compared to a separate computer. Participants also displayed prosocial behavior toward a smart speaker after interdependence and thus a team affiliation had been induced. In a third study, participants applied gender stereotypes to a smart speaker not only in self-reports but also exhibited conformal behavior patterns based on the voice the device used. In a fourth and final study, participants followed the rule of reciprocity and provided help to a smart speaker device that helped them in a prior interaction. This effect was also moderated by subjects’ personalities, indicating that individual differences are relevant for CASA research. Consequently, this thesis provides strong empirical support for a voice assistants are social actors paradigm. This doctoral dissertation demonstrates the power and utility of this research paradigm for media psychological research and shows how considering voice assistant devices as social actors lead to a more profound understanding of voice-based technology. The findings discussed in this thesis also have implications for these devices that need to be carefully considered both in future research as well as in practical design.
The relevance of user experience in safety–critical domains has been questioned and lacks empirical investigation. Based on previous studies examining user experience in consumer technology, we conducted an online survey on positive experiences with interactive technology in acute care. The participants of the study consisted of anaesthesiologists, nurses, and paramedics (N = 55) from three German cities. We report qualitative and quantitative data examining (1) the relevance and notion of user experience, (2) motivational orientations and psychological need satisfaction, and (3) potential correlates of hedonic, eudaimonic, and extrinsic motivations such as affect or meaning. Our findings reveal that eudaimonia was the most salient aspect in these experiences and that the relevance of psychological needs is differently ranked than in experiences with interactive consumer technology. We conclude that user experience should be considered in safety–critical domains, but research needs to develop further tools and methods to address the domain-specific requirements.
Given the growing interest of corporate stakeholders in Metaverse applications, there is a need to understand accessibility of these technologies for marginalized populations such as people living with dementia to ensure inclusive design of Metaverse applications. We assessed the accessibility of extended reality technology for people living with mild cognitive impairment and dementia to develop accessibility guidelines for these technologies. We used four strategies to synthesize evidence for barriers and facilitators of accessibility: (1) Findings from a non-systematic literature review, (2) guidelines from well-researched technology, (3) exploration of selected mixed reality technologies, and (4) observations from four sessions and video data of people living with dementia using mixed reality technologies. We utilized template analysis to develop codes and themes towards accessibility guidelines. Future work can validate our preliminary findings by applying them on video recordings or testing them in experiments.
As an emerging market for voice assistants (VA), the healthcare sector imposes increasing requirements on the users’ trust in the technological system. To encourage patients to reveal sensitive data requires patients to trust in the technological counterpart. In an experimental laboratory study, participants were presented a VA, which was introduced as either a “specialist” or a “generalist” tool for sexual health. In both conditions, the VA asked the exact same health-related questions. Afterwards, participants assessed the trustworthiness of the tool and further source layers (provider, platform provider, automatic speech recognition in general, data receiver) and reported individual characteristics (disposition to trust and disclose sexual information). Results revealed that perceiving the VA as a specialist resulted in higher trustworthiness of the VA and of the provider, the platform provider and automatic speech recognition in general. Furthermore, the provider’s trustworthiness affected the perceived trustworthiness of the VA. Presenting both a theoretical line of reasoning and empirical data, the study points out the importance of the users’ perspective on the assistant. In sum, this paper argues for further analyses of trustworthiness in voice-based systems and its effects on the usage behavior as well as the impact on responsible design of future technology.
The name is the game: nicknames as predictors of personality and mating strategy in online dating
(2019)
Objective: We investigated the communicative function of online dating nicknames. Our aim was to assess if it is possible to correctly guess personality traits of a user simply by reading his/her nickname.
Method: We had 69 nickname users (average age: 33.59 years, 36 female) complete questionnaires assessing their personality (Big 5 + narcissism) and mating strategy (short- vs. long-term). We then checked (using a total of 638 participants, average age: 26.83 years, 355 female), whether personality and mating strategy of the nickname users could be assessed correctly based only on the nickname. We also captured the motivation to contact the user behind a nickname and looked at linguistic features of the nicknames.
Results: We found that personality and mating strategy could be inferred from a nickname. Furthermore, going by trends, women were better at intersexual personality judgments, whereas men were better in intrasexual judgements. We also found several correlates of the motivation to contact the person behind the nickname. Among other factors, long nicknames seemed to deter people from contacting the nickname user.
Conclusions: Findings display that humans are capable of making accurate personality judgements in computer-mediated communication by means of even small cues like nicknames.
With the rise of immersive media, advertisers have started to use 360° commercials to engage and persuade consumers. Two experiments were conducted to address research gaps and to validate the positive impact of 360° commercials in realistic settings. The first study (N = 62) compared the effects of 360° commercials using either a mobile cardboard head-mounted display (HMD) or a laptop. This experiment was conducted in the participants’ living rooms and incorporated individual feelings of cybersickness as a moderator. The participants who experienced the 360° commercial with the HMD reported higher spatial presence and product evaluation, but their purchase intentions were only increased when their reported cybersickness was low. The second experiment (N = 197) was conducted online and analyzed the impact of 360° commercials that were experienced with mobile (smartphone/tablet) or static (laptop/desktop) devices instead of HMDs. The positive effects of omnidirectional videos were stronger when participants used mobile devices.