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1.
Proc Natl Acad Sci U S A ; 116(9): 3482-3487, 2019 02 26.
Artigo em Inglês | MEDLINE | ID: mdl-30808742

RESUMO

Recent times have seen an emergence of intelligent machines that act autonomously on our behalf, such as autonomous vehicles. Despite promises of increased efficiency, it is not clear whether this paradigm shift will change how we decide when our self-interest (e.g., comfort) is pitted against the collective interest (e.g., environment). Here we show that acting through machines changes the way people solve these social dilemmas and we present experimental evidence showing that participants program their autonomous vehicles to act more cooperatively than if they were driving themselves. We show that this happens because programming causes selfish short-term rewards to become less salient, leading to considerations of broader societal goals. We also show that the programmed behavior is influenced by past experience. Finally, we report evidence that the effect generalizes beyond the domain of autonomous vehicles. We discuss implications for designing autonomous machines that contribute to a more cooperative society.


Assuntos
Condução de Veículo/psicologia , Comportamento Cooperativo , Relações Interpessoais , Adolescente , Adulto , Feminino , Teoria dos Jogos , Humanos , Masculino , Pessoa de Meia-Idade , Recompensa , Adulto Jovem
2.
Front Robot AI ; 8: 733835, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-35127834

RESUMO

Unhealthy eating behavior is a major public health issue with serious repercussions on an individual's health. One potential solution to overcome this problem, and help people change their eating behavior, is to develop conversational systems able to recommend healthy recipes. One challenge for such systems is to deliver personalized recommendations matching users' needs and preferences. Beyond the intrinsic quality of the recommendation itself, various factors might also influence users' perception of a recommendation. In this paper, we present Cora, a conversational system that recommends recipes aligned with its users' eating habits and current preferences. Users can interact with Cora in two different ways. They can select pre-defined answers by clicking on buttons to talk to Cora or write text in natural language. Additionally, Cora can engage users through a social dialogue, or go straight to the point. Cora is also able to propose different alternatives and to justify its recipes recommendation by explaining the trade-off between them. We conduct two experiments. In the first one, we evaluate the impact of Cora's conversational skills and users' interaction mode on users' perception and intention to cook the recommended recipes. Our results show that a conversational recommendation system that engages its users through a rapport-building dialogue improves users' perception of the interaction as well as their perception of the system. In the second evaluation, we evaluate the influence of Cora's explanations and recommendation comparisons on users' perception. Our results show that explanations positively influence users' perception of a recommender system. However, comparing healthy recipes with a decoy is a double-edged sword. Although such comparison is perceived as significantly more useful compared to one single healthy recommendation, explaining the difference between the decoy and the healthy recipe would actually make people less likely to use the system.

3.
Front Robot AI ; 7: 572529, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-34212006

RESUMO

As autonomous machines, such as automated vehicles (AVs) and robots, become pervasive in society, they will inevitably face moral dilemmas where they must make decisions that risk injuring humans. However, prior research has framed these dilemmas in starkly simple terms, i.e., framing decisions as life and death and neglecting the influence of risk of injury to the involved parties on the outcome. Here, we focus on this gap and present experimental work that systematically studies the effect of risk of injury on the decisions people make in these dilemmas. In four experiments, participants were asked to program their AVs to either save five pedestrians, which we refer to as the utilitarian choice, or save the driver, which we refer to as the nonutilitarian choice. The results indicate that most participants made the utilitarian choice but that this choice was moderated in important ways by perceived risk to the driver and risk to the pedestrians. As a second contribution, we demonstrate the value of formulating AV moral dilemmas in a game-theoretic framework that considers the possible influence of others' behavior. In the fourth experiment, we show that participants were more (less) likely to make the utilitarian choice, the more utilitarian (nonutilitarian) other drivers behaved; furthermore, unlike the game-theoretic prediction that decision-makers inevitably converge to nonutilitarianism, we found significant evidence of utilitarianism. We discuss theoretical implications for our understanding of human decision-making in moral dilemmas and practical guidelines for the design of autonomous machines that solve these dilemmas while, at the same time, being likely to be adopted in practice.

4.
PLoS One ; 15(2): e0224761, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32069295

RESUMO

The United States has experienced prolonged severe shortages of vital medications over the past two decades. The causes underlying the severity and prolongation of these shortages are complex, in part due to the complexity of the underlying supply chain networks, which involve supplier-buyer interactions across multiple entities with competitive and cooperative goals. This leads to interesting challenges in maintaining consistent interactions and trust among the entities. Furthermore, disruptions in supply chains influence trust by inducing over-reactive behaviors across the network, thereby impacting the ability to consistently meet the resulting fluctuating demand. To explore these issues, we model a pharmaceutical supply chain with boundedly rational artificial decision makers capable of reasoning about the motivations and behaviors of others. We use multiagent simulations where each agent represents a key decision maker in a pharmaceutical supply chain. The agents possess a Theory-of-Mind capability to reason about the beliefs, and past and future behaviors of other agents, which allows them to assess other agents' trustworthiness. Further, each agent has beliefs about others' perceptions of its own trustworthiness that, in turn, impact its behavior. Our experiments reveal several counter-intuitive results showing how small, local disruptions can have cascading global consequences that persist over time. For example, a buyer, to protect itself from disruptions, may dynamically shift to ordering from suppliers with a higher perceived trustworthiness, while the supplier may prefer buyers with more stable ordering behavior. This asymmetry can put the trust-sensitive buyer at a disadvantage during shortages. Further, we demonstrate how the timing and scale of disruptions interact with a buyer's sensitivity to trustworthiness. This interaction can engender different behaviors and impact the overall supply chain performance, either prolonging and exacerbating even small local disruptions, or mitigating a disruption's effects. Additionally, we discuss the implications of these results for supply chain operations.


Assuntos
Tomada de Decisões , Preparações Farmacêuticas/provisão & distribuição , Confiança/psicologia , Simulação por Computador , Equipamentos e Provisões Hospitalares/tendências , Humanos , Modelos Organizacionais , Preparações Farmacêuticas/economia , Estados Unidos
5.
Psychol Sci Public Interest ; 20(1): 1-68, 2019 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-31313636

RESUMO

It is commonly assumed that a person's emotional state can be readily inferred from his or her facial movements, typically called emotional expressions or facial expressions. This assumption influences legal judgments, policy decisions, national security protocols, and educational practices; guides the diagnosis and treatment of psychiatric illness, as well as the development of commercial applications; and pervades everyday social interactions as well as research in other scientific fields such as artificial intelligence, neuroscience, and computer vision. In this article, we survey examples of this widespread assumption, which we refer to as the common view, and we then examine the scientific evidence that tests this view, focusing on the six most popular emotion categories used by consumers of emotion research: anger, disgust, fear, happiness, sadness, and surprise. The available scientific evidence suggests that people do sometimes smile when happy, frown when sad, scowl when angry, and so on, as proposed by the common view, more than what would be expected by chance. Yet how people communicate anger, disgust, fear, happiness, sadness, and surprise varies substantially across cultures, situations, and even across people within a single situation. Furthermore, similar configurations of facial movements variably express instances of more than one emotion category. In fact, a given configuration of facial movements, such as a scowl, often communicates something other than an emotional state. Scientists agree that facial movements convey a range of information and are important for social communication, emotional or otherwise. But our review suggests an urgent need for research that examines how people actually move their faces to express emotions and other social information in the variety of contexts that make up everyday life, as well as careful study of the mechanisms by which people perceive instances of emotion in one another. We make specific research recommendations that will yield a more valid picture of how people move their faces to express emotions and how they infer emotional meaning from facial movements in situations of everyday life. This research is crucial to provide consumers of emotion research with the translational information they require.


Assuntos
Emoções , Expressão Facial , Reconhecimento Facial , Movimento , Feminino , Humanos , Relações Interpessoais , Julgamento , Masculino , Desempenho Psicomotor
6.
Psychol Inq ; 30(4): 173-202, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-33093760

RESUMO

Causal inference and generalizability both matter. Historically, systematic designs emphasize causal inference, while representative designs focus on generalizability. Here, we suggest a transformative synthesis - Systematic Representative Design (SRD) - concurrently enhancing both causal inference and "built-in" generalizability by leveraging today's intelligent agent, virtual environments, and other technologies. In SRD, a "default control group" (DCG) can be created in a virtual environment by representatively sampling from real-world situations. Experimental groups can be built with systematic manipulations onto the DCG base. Applying systematic design features (e.g., random assignment to DCG versus experimental groups) in SRD affords valid causal inferences. After explicating the proposed SRD synthesis, we delineate how the approach concurrently advances generalizability and robustness, cause-effect inference and precision science, a computationally-enabled cumulative psychological science supporting both "bigger theory" and concrete implementations grappling with tough questions (e.g., what is context?) and affording rapidly-scalable interventions for real-world problems.

7.
Front Psychol ; 9: 1144, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30038593

RESUMO

In this paper we highlight the different challenges in modeling communicative gestures for Embodied Conversational Agents (ECAs). We describe models whose aim is to capture and understand the specific characteristics of communicative gestures in order to envision how an automatic communicative gesture production mechanism could be built. The work is inspired by research on how human gesture characteristics (e.g., shape of the hand, movement, orientation and timing with respect to the speech) convey meaning. We present approaches to computing where to place a gesture, which shape the gesture takes and how gesture shapes evolve through time. We focus on a particular model based on theoretical frameworks on metaphors and embodied cognition that argue that people can represent, reason about and convey abstract concepts using physical representations and processes, which can be conveyed through physical gestures.

8.
Front Psychol ; 9: 253, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29559938

RESUMO

Bullying is a pressing societal problem. As such, it is important to gain a better understanding of the mechanisms involved in bullying and of resilience factors which might protect victims. Moreover, it is necessary to provide tools that can train potential victims to strengthen their resilience. To facilitate both of these goals, the current study tests a recently developed virtual environment that puts participants in the role of a victim who is being oppressed by a superior. In a 2 × 2 between-subjects experiment (N = 81), we measured the effects of gender of the oppressor and gender of the participant on psychophysiological reactions, subjective experiences and willingness to report the event. The results reveal that even when a male and a female bully show the exact same behavior, the male bully is perceived as more threatening. In terms of gender of the victim, the only difference that emerged was a more pronounced increase in heart rate in males. The results were moderated by the personality factors social gender, neuroticism, and need to belong, while self-esteem did not show any moderating influence.

9.
Patient Educ Couns ; 100(4): 748-759, 2017 04.
Artigo em Inglês | MEDLINE | ID: mdl-27939846

RESUMO

OBJECTIVES: To assess advanced communication skills among second-year medical students exposed either to a computer simulation (MPathic-VR) featuring virtual humans, or to a multimedia computer-based learning module, and to understand each group's experiences and learning preferences. METHODS: A single-blinded, mixed methods, randomized, multisite trial compared MPathic-VR (N=210) to computer-based learning (N=211). Primary outcomes: communication scores during repeat interactions with MPathic-VR's intercultural and interprofessional communication scenarios and scores on a subsequent advanced communication skills objective structured clinical examination (OSCE). Multivariate analysis of variance was used to compare outcomes. SECONDARY OUTCOMES: student attitude surveys and qualitative assessments of their experiences with MPathic-VR or computer-based learning. RESULTS: MPathic-VR-trained students improved their intercultural and interprofessional communication performance between their first and second interactions with each scenario. They also achieved significantly higher composite scores on the OSCE than computer-based learning-trained students. Attitudes and experiences were more positive among students trained with MPathic-VR, who valued its providing immediate feedback, teaching nonverbal communication skills, and preparing them for emotion-charged patient encounters. CONCLUSIONS: MPathic-VR was effective in training advanced communication skills and in enabling knowledge transfer into a more realistic clinical situation. PRACTICE IMPLICATIONS: MPathic-VR's virtual human simulation offers an effective and engaging means of advanced communication training.


Assuntos
Competência Clínica , Comunicação , Simulação por Computador , Simulação de Paciente , Estudantes de Medicina/psicologia , Adulto , Currículo , Educação Médica , Feminino , Humanos , Masculino , Relações Médico-Paciente , Método Simples-Cego , Interface Usuário-Computador
11.
J Int AIDS Soc ; 16(3 Suppl 2): 18716, 2013 Nov 13.
Artigo em Inglês | MEDLINE | ID: mdl-24242264

RESUMO

INTRODUCTION: Men who have sex with men (MSM) often face socially sanctioned disapproval of sexual deviance from the heterosexual "normal." Such sexual stigma can be internalized producing a painful affective state (i.e., shame). Although shame (e.g., addiction) can predict risk-taking (e.g., alcohol abuse), sexual shame's link to sexual risk-taking is unclear. Socially Optimized Learning in Virtual Environments (SOLVE) was designed to reduce MSM's sexual shame, but whether it does so, and if that reduction predicts HIV risk reduction, is unclear. To test if at baseline, MSM's reported past unprotected anal intercourse (UAI) is related to shame; MSM's exposure to SOLVE compared to a wait-list control (WLC) condition reduces MSM's shame; and shame-reduction mediates the link between WLC condition and UAI risk reduction. METHODS: HIV-negative, self-identified African American, Latino or White MSM, aged 18-24 years, who had had UAI with a non-primary/casual partner in the past three months were recruited for a national online study. Eligible MSM were computer randomized to either WLC or a web-delivered SOLVE. Retained MSM completed baseline measures (e.g., UAI in the past three months; current level of shame) and, in the SOLVE group, viewed at least one level of the game. At the end of the first session, shame was measured again. MSM completed follow-up UAI measures three months later. All data from 921 retained MSM (WLC condition, 484; SOLVE condition, 437) were analyzed, with missing data multiply imputed. RESULTS: At baseline, MSM reporting more risky sexual behaviour reported more shame (r s=0.21; p<0.001). MSM in the SOLVE intervention reported more shame reduction (M=-0.08) than MSM in the control condition (M=0.07; t(919)=4.24; p<0.001). As predicted, the indirect effect was significant (point estimate -0.10, 95% bias-corrected CI [-0.01 to -0.23] such that participants in the SOLVE treatment condition reported greater reductions in shame, which in turn predicted reductions in risky sexual behaviour at follow-up. The direct effect, however, was not significant. CONCLUSIONS: SOLVE is the first intervention to: (1) significantly reduce shame for MSM; and (2) demonstrate that shame-reduction, due to an intervention, is predictive of risk (UAI) reduction over time.


Assuntos
Discriminação Psicológica/fisiologia , Infecções por HIV/prevenção & controle , Educação em Saúde/métodos , Homossexualidade Masculina/psicologia , Vergonha , Estigma Social , Adolescente , Negro ou Afro-Americano , Hispânico ou Latino , Humanos , Internet , Masculino , Comportamento de Redução do Risco , Estados Unidos , População Branca , Adulto Jovem
12.
IEEE Comput Graph Appl ; 30(4): 62-73, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20650729

RESUMO

Gaze is an important but understudied signal for displaying emotion. The Expressive Gaze Model (EGM) is a hierarchical framework for composing simple behaviors into emotionally expressive gaze in virtual characters that encompasses eye, torso, and head movement. The EGM's primary components are the Gaze Warping Transformation (GWT), which generates emotionally expressive head and torso movement in a gaze shift, and an eye movement model. Researchers have used the EGM to produce several types of gaze shift, both with and without explicit emotional behavior.


Assuntos
Simulação por Computador , Movimentos Oculares/fisiologia , Expressão Facial , Modelos Biológicos , Algoritmos , Face/anatomia & histologia , Humanos , Postura , Software
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