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1.
Front Psychol ; 14: 1195059, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37546466

RESUMO

Virtual reality (VR) environments are increasingly popular for various applications, and the appearance of virtual characters is a critical factor that influences user behaviors. In this study, we aimed to investigate the impact of avatar and agent appearances on pre-touch proxemics in VR. To achieve this goal, we designed experiments utilizing three user avatars (man/woman/robot) and three virtual agents (man/woman/robot). Specifically, we measured the pre-touch reaction distances to the face and body, which are the distances at which a person starts to feel uncomfortable before being touched. We examined how these distances varied based on the appearances of avatars, agents, and user gender. Our results revealed that the appearance of avatars and agents significantly impacted pre-touch reaction distances. Specifically, those using a female avatar tended to maintain larger distances before their face and body to be touched, and people also preferred greater distances before being touched by a robot agent. Interestingly, we observed no effects of user gender on pre-touch reaction distances. These findings have implications for the design and implementation of VR systems, as they suggest that avatar and agent appearances play a significant role in shaping users' perceptions of pre-touch proxemics. Our study highlights the importance of considering these factors when creating immersive and socially acceptable VR experiences.

2.
Front Psychol ; 13: 920844, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35992472

RESUMO

Recent advances in automation technology have increased the opportunity for collaboration between humans and multiple autonomous systems such as robots and self-driving cars. In research on autonomous system collaboration, the trust users have in autonomous systems is an important topic. Previous research suggests that the trust built by observing a task can be transferred to other tasks. However, such research did not focus on trust in multiple different devices but in one device or several of the same devices. Thus, we do not know how trust changes in an environment involving the operation of multiple different devices such as a construction site. We investigated whether trust can be transferred among multiple different devices, and investigated the effect of two factors: the similarity among multiple devices and the agency attributed to each device, on trust transfer among multiple devices. We found that the trust a user has in a device can be transferred to other devices and that attributing different agencies to each device can clarify the distinction among devices, preventing trust from transferring.

3.
Front Robot AI ; 9: 783863, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35252364

RESUMO

Humans sometimes attempt to infer an artificial agent's mental state based on mere observations of its behavior. From the agent's perspective, it is important to choose actions with awareness of how its behavior will be considered by humans. Previous studies have proposed computational methods to generate such publicly self-aware motion to allow an agent to convey a certain intention by motions that can lead a human observer to infer what the agent is aiming to do. However, little consideration has been given to the effect of information asymmetry between the agent and a human, or to the gaps in their beliefs due to different observations from their respective perspectives. This paper claims that information asymmetry is a key factor for conveying intentions with motions. To validate the claim, we developed a novel method to generate intention-conveying motions while considering information asymmetry. Our method utilizes a Bayesian public self-awareness model that effectively simulates the inference of an agent's mental states as attributed to the agent by an observer in a partially observable domain. We conducted two experiments to investigate the effects of information asymmetry when conveying intentions with motions by comparing the motions from our method with those generated without considering information asymmetry in a manner similar to previous work. The results demonstrate that by taking information asymmetry into account, an agent can effectively convey its intention to human observers.

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