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Affective Embodied Agents and Their Effect on Decision Making

机译:情感体现的药剂及其对决策的影响

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Embodied agents, such as avatars and social robots, are increasingly incorporating a capacity to enact affective states and recognize the mood of their interlocutor. This influences how users perceive these technologies and how they interact with them. We report on an experiment aimed at assessing perceived empathy and fairness among individuals interacting with avatars and robots when compared to playing against a computer or a fellow human being. Twenty-one individuals were asked to play the ultimatum game, playing the role of a responder against another person, a computer, an avatar and a robot for a total of 32 games (8 per condition). We hypothesize that affective expressions by avatars and robots influence the emotional state of the users, leading them to irrational behavior by rejecting unfair proposals. We monitored galvanic skin response and heart rate of the players in the period when the offer was made by the proposer until the decision was announced by the responder. Our results show that most fair offers were accepted while most unfair offers were rejected. However, participants rejected more very unfair offers made by people and computers than by the avatars or robots.
机译:如头像和社会机器人,如头像和社会机器人,越来越多地融合制定情感国家并认识到他们的中间情绪的能力。这影响了用户如何感知这些技术以及它们如何与他们互动。我们报告了一个实验,该实验旨在评估与头像和机器人互动的个人在与计算机或人类的同伴相比互动的人之间进行评估。要求二十一名个人播放最终游戏,共扮演响应者对另一个人,计算机,头像和机器人的作用,共有32场比赛(每条条件8个)。我们假设由头像和机器人的情感表达影响了用户的情绪状态,通过拒绝不公平的提案来引导他们对非理性行为。在提议者在响应者宣布的决定之前,我们监测了在提议者的报价的时期内监测了球员的电气响应和心率。我们的研究结果表明,大多数不公平优惠被拒绝,最佳优惠是接受的。然而,参与者拒绝了人们和计算机的更多不公平的提议而不是由头像或机器人制作。

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