Advertisement

Inducing Perspective Sharing Between a User and an Embodied Agent by a Thought Balloon as an Input Form

  • Satoshi V. Suzuki
  • Hideaki Takeda
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4149)

Abstract

Accepting the perspectives of others often provides people with novel cues for discovering and solving problems. However, human cognitive limitations and differences in attitude between people make this difficult. In this study, a psychological experiment was conducted to examine how blank thought balloons emitted from an embodied agent encourages perspective sharing between a user and an embodied agent. In the experiment, participants (N = 39) were asked to do one of these tasks: reading a thought balloon emitted from an embodied agent, or filling in a speech balloon, or a thought balloon with predicting its content. It is suggested that filling in a blank thought balloon promoted the user to accept the perspective of the embodied agent from the experimental results. Embodied agent technologies for perspective sharing between a user and others are discussed through comparison between the experimental environment and practical problems, and degree of participants’ understanding of experimental environment.

Keywords

Target Object Psychological Experiment Virtual Space Partner Agent Representational Level 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Norman, D.A.: Cognitive artifacts. In: Carroll, J.M. (ed.) Designing interaction: Psychology at the human-computer interface, pp. 17–38. Cambridge University Press, Cambridge (1991)Google Scholar
  2. 2.
    Janis, I.L.: Groupthink: Psychological Studies of Policy Decisions and Fiascoes, 2nd edn. Houghton Mifflin Company, Boston (1982)Google Scholar
  3. 3.
    Morita, J., Miwa, K.: Changes of inferences caused by obtaining different perspectives: Analysis based on analogical reasoning. In: Proceedings of the 4th International Conference on Cognitive Science, pp. 463–468 (2003)Google Scholar
  4. 4.
    Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann Publishers, San Francisco (2003)Google Scholar
  5. 5.
    Takeuchi, Y., Watanabe, K., Katagiri, Y.: Social identification of embodied interactive agent. In: Proceedings of the 13th International Workshop on Robot and Human Interactive Communication (RO-MAN 2004), Kurashiki, Japan, pp. 449–454 (2004)Google Scholar
  6. 6.
    Vogeley, K., Fink, G.R.: Neural correlates of the first-person-perspective. Trends in Cognitive Sciences 7(1), 38–42 (2003)CrossRefGoogle Scholar
  7. 7.
    Suzuki, S.V., Takeda, H.: Inducing change in user’s perspective with the arrangement of body orientation of embodied agents. In: Proceedings of the 15th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN 2006) (in press)Google Scholar
  8. 8.
    Okamoto, M., Okamoto, K., Nakano, Y.I., Nishida, T.: Supporting the creation of immersive CG contents with enhanced user involvement. In: Proceedings of the Symposium on Conversational Informatics for Supporting Social Intelligence and Interaction — Situational and Environmental Information Enforcing Involvement in Conversation, AISB 2005: Social Intelligence and Interaction in Animals, Robots and Agents, Hatfield, UK, pp. 87–96 (2005)Google Scholar
  9. 9.
    Harrison, R.P.: The cartoon: Communication to the quick. Sage, Beverly Hills (1981)Google Scholar
  10. 10.
    Kurlander, D., Skelly, T., Salesin, D.: Comic Chat. In: Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH 1996), pp. 225–236. ACM Press, New York (1996)CrossRefGoogle Scholar
  11. 11.
    Sakamoto, R., Nakao, K., Sumi, Y., Mase, K.: ComicDiary: Representing individual experiences in comics style. In: Proceedings of the 25th International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH 2001), p. 158 (2001)Google Scholar
  12. 12.
    Cooper, A., Reimann, R.M.: About Face 2.0: The Essentials of Interaction Design. Wiley, Indianapolis (2003)Google Scholar
  13. 13.
    Cassell, J., Sullivan, J., Prevost, S., Churchill, E. (eds.): Embodied Conversational Agents. MIT Press, Cambridge (2000)Google Scholar
  14. 14.
    Moon, Y.: Intimate exchanges: Using computers to elicit self-disclosure from consumers. Journal of Consumer Research 26, 323–339 (2000)CrossRefGoogle Scholar
  15. 15.
    Sundar, S.S., Nass, C.: Source orientation in human-computer interaction. Communication Research 27(6), 683–703 (2000)CrossRefGoogle Scholar
  16. 16.
    Wick, W.: Can You See What I See?: Picture Puzzles to Search and Solve. Cartwheel Books, New York (2003)Google Scholar
  17. 17.
    Tajfel, H., Billig, M.G., Bundy, R.P., Flament, C.: Social categorization and intergroup behavior. European Journal of Social Psychology 1, 149–177 (1971)CrossRefGoogle Scholar
  18. 18.
    Altman, I., Taylor, D.A.: Social penetration: the development of interpersonal relationships. Holt, Rinehart, and Winston, New York (1973)Google Scholar
  19. 19.
    Bickmore, T., Cassell, J.: Small talk and conversational storytelling in embodied conversational interface agents. In: Proceedings of the AAAI Fall Symposium on Narrative Intelligence, Cape Cod, MA, pp. 87–92 (1999)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Satoshi V. Suzuki
    • 1
    • 2
  • Hideaki Takeda
    • 2
    • 3
  1. 1.DCISS, IGSSETokyo Institute of Technology 
  2. 2.National Institute of Informatics 
  3. 3.University of Tokyo 

Personalised recommendations