social presence
Evaluating Social Acceptance of eXtended Reality (XR) Agent Technology: A User Study (Extended Version)
Quamara, Megha, Schmuck, Viktor, Iani, Cristina, Primavesi, Axel, Plaum, Alexander, Vigano, Luca
In this paper, we present the findings of a user study that evaluated the social acceptance of eXtended Reality (XR) agent technology, focusing on a remotely accessible, web-based XR training system developed for journalists. This system involves user interaction with a virtual avatar, enabled by a modular toolkit. The interactions are designed to provide tailored training for journalists in digital-remote settings, especially for sensitive or dangerous scenarios, without requiring specialized end-user equipment like headsets. Our research adapts and extends the Almere model, representing social acceptance through existing attributes such as perceived ease of use and perceived usefulness, along with added ones like dependability and security in the user-agent interaction. The XR agent was tested through a controlled experiment in a real-world setting, with data collected on users' perceptions. Our findings, based on quantitative and qualitative measurements involving questionnaires, contribute to the understanding of user perceptions and acceptance of XR agent solutions within a specific social context, while also identifying areas for the improvement of XR systems.
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- Questionnaire & Opinion Survey (1.00)
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- Research Report > Experimental Study (0.86)
- Research Report > Strength High (0.54)
- Information Technology > Security & Privacy (1.00)
- Health & Medicine (1.00)
- Education > Educational Setting > Online (0.47)
- Education > Educational Technology > Educational Software > Computer Based Training (0.46)
- Information Technology > Security & Privacy (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Personal Assistant Systems (0.69)
- Information Technology > Artificial Intelligence > Natural Language > Chatbot (0.67)
- Information Technology > Human Computer Interaction > Interfaces > Virtual Reality (0.48)
Designing Conversational AI to Support Think-Aloud Practice in Technical Interview Preparation for CS Students
Daryanto, Taufiq, Stil, Sophia, Ding, Xiaohan, Manesh, Daniel, Lee, Sang Won, Lee, Tim, Lunn, Stephanie, Rodriguez, Sarah, Brown, Chris, Rho, Eugenia
One challenge in technical interviews is the think-aloud process, where candidates verbalize their thought processes while solving coding tasks. Despite its importance, opportunities for structured practice remain limited. Conversational AI offers potential assistance, but limited research explores user perceptions of its role in think-aloud practice. To address this gap, we conducted a study with 17 participants using an LLM-based technical interview practice tool. Participants valued AI's role in simulation, feedback, and learning from generated examples. Key design recommendations include promoting social presence in conversational AI for technical interview simulation, providing feedback beyond verbal content analysis, and enabling crowdsourced think-aloud examples through human-AI collaboration. Beyond feature design, we examined broader considerations, including intersectional challenges and potential strategies to address them, how AI-driven interview preparation could promote equitable learning in computing careers, and the need to rethink AI's role in interview practice by suggesting a research direction that integrates human-AI collaboration.
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- Education > Educational Setting (1.00)
- Education > Curriculum > Subject-Specific Education (0.68)
- Government > Regional Government (0.67)
(AI peers) are people learning from the same standpoint: Perception of AI characters in a Collaborative Science Investigation
Ko, Eunhye Grace, Joo, Soo Hyoung
While the complexity of 21st-century demands has promoted pedagogical approaches to foster complex competencies, a persistent gap remains between in-class learning activities and individualized learning or assessment practices. To address this, studies have explored the use of AI-generated characters in learning and assessment. One attempt is scenario-based assessment (SBA), a technique that not only measures but also fosters the development of competencies throughout the assessment process. SBA introduces simulated agents to provide an authentic social-interactional context, allowing for the assessment of competency-based constructs while mitigating the unpredictability of real-life interactions. Recent advancements in multimodal AI, such as text-to-video technology, allow these agents to be enhanced into AI-generated characters. This mixed-method study investigates how learners perceive AI characters taking the role of mentor and teammates in an SBA mirroring the context of a collaborative science investigation. Specifically, we examined the Likert scale responses of 56 high schoolers regarding trust, social presence, and effectiveness. We analyzed the relationships between these factors and their impact on the intention to adopt AI characters through PLS-SEM. Our findings indicated that learners' trust shaped their sense of social presence with the AI characters, enhancing perceived effectiveness. Qualitative analysis further highlighted factors that foster trust, such as material credibility and alignment with learning goals, as well as the pivotal role of social presence in creating a collaborative context. This paper was accepted as an full paper for AIED 2025.
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- Questionnaire & Opinion Survey (1.00)
- Instructional Material (1.00)
- Education > Educational Setting > Online (1.00)
- Education > Educational Technology > Educational Software > Computer Based Training (0.68)
Fast Multi-Party Open-Ended Conversation with a Social Robot
Abbo, Giulio Antonio, Pinto-Bernal, Maria Jose, Catrycke, Martijn, Belpaeme, Tony
This paper presents the implementation and evaluation of a conversational agent designed for multi-party open-ended interactions. Leveraging state-of-the-art technologies such as voice direction of arrival, voice recognition, face tracking, and large language models, the system aims to facilitate natural and intuitive human-robot conversations. Deployed on the Furhat robot, the system was tested with 30 participants engaging in open-ended group conversations and then in two overlapping discussions. Quantitative metrics, such as latencies and recognition accuracy, along with qualitative measures from user questionnaires, were collected to assess performance. The results highlight the system's effectiveness in managing multi-party interactions, though improvements are needed in response relevance and latency. This study contributes valuable insights for advancing human-robot interaction, particularly in enhancing the naturalness and engagement in group conversations.
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- Information Technology > Artificial Intelligence > Natural Language > Large Language Model (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Chatbot (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)
Exploring Remote Collaboration: The Impact of Avatar Representation on Dyadic Haptic Interactions in Shared Virtual Environments
Sasaki, Genki, Igarashi, Hiroshi
This study is the first to explore the interplay between haptic interaction and avatar representation in Shared Virtual Environments (SVEs). We focus on their combined effect on social presence and task-related scores in dyadic collaborations. In a series of experiments, participants performed the plate control task with haptic interaction under four avatar representation conditions: avatars of both participant and partner were displayed, only the participant's avatar was displayed, only the partner's avatar was displayed, and no avatars were displayed. The study finds that avatar representation, especially of the partner, significantly enhances the perception of social presence, which haptic interaction alone does not fully achieve. In contrast, neither the presence nor the type of avatar representation impacts the task performance or participants' force effort of the task, suggesting that haptic interaction provides sufficient interaction cues for the execution of the task. These results underscore the significance of integrating both visual and haptic modalities to optimize remote collaboration experiences in virtual environments, ensuring effective communication and a strong sense of social presence.
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Comparing How a Chatbot References User Utterances from Previous Chatting Sessions: An Investigation of Users' Privacy Concerns and Perceptions
Cox, Samuel Rhys, Lee, Yi-Chieh, Ooi, Wei Tsang
Chatbots are capable of remembering and referencing previous conversations, but does this enhance user engagement or infringe on privacy? To explore this trade-off, we investigated the format of how a chatbot references previous conversations with a user and its effects on a user's perceptions and privacy concerns. In a three-week longitudinal between-subjects study, 169 participants talked about their dental flossing habits to a chatbot that either, (1-None): did not explicitly reference previous user utterances, (2-Verbatim): referenced previous utterances verbatim, or (3-Paraphrase): used paraphrases to reference previous utterances. Participants perceived Verbatim and Paraphrase chatbots as more intelligent and engaging. However, the Verbatim chatbot also raised privacy concerns with participants. To gain insights as to why people prefer certain conditions or had privacy concerns, we conducted semi-structured interviews with 15 participants. We discuss implications from our findings that can help designers choose an appropriate format to reference previous user utterances and inform in the design of longitudinal dialogue scripting.
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- Personal > Interview (0.88)
- Research Report > Experimental Study > Negative Result (0.67)
Robot Gaze During Autonomous Navigation and its Effect on Social Presence
He, Kerry, Chan, Wesley P., Cosgun, Akansel, Joy, Albin, Croft, Elizabeth A.
As robots have become increasingly common in human-rich environments, it is critical that they are able to exhibit social cues to be perceived as a cooperative and socially-conformant team member. We investigate the effect of robot gaze cues on people's subjective perceptions of a mobile robot as a socially present entity in three common hallway navigation scenarios. The tested robot gaze behaviors were path-oriented (looking at its own future path), or person-oriented (looking at the nearest person), with fixed-gaze as the control. We conduct a real-world study with 36 participants who walked through the hallway, and an online study with 233 participants who were shown simulated videos of the same scenarios. Our results suggest that the preferred gaze behavior is scenario-dependent. Person-oriented gaze behaviors which acknowledge the presence of the human are generally preferred when the robot and human cross paths. However, this benefit is diminished in scenarios that involve less implicit interaction between the robot and the human.
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- Research Report > Experimental Study > Negative Result (0.47)
Towards social embodied cobots: The integration of an industrial cobot with a social virtual agent
Nicora, Matteo Lavit, Beyrodt, Sebastian, Tsovaltzi, Dimitra, Nunnari, Fabrizio, Gebhard, Patrick, Malosio, Matteo
The integration of the physical capabilities of an industrial collaborative robot with a social virtual character may represent a viable solution to enhance the workers' perception of the system as an embodied social entity and increase social engagement and well-being at the workplace. An online study was setup using prerecorded video interactions in order to pilot potential advantages of different embodied configurations of the cobot-avatar system in terms of perceptions of Social Presence, cobot-avatar Unity and Social Role of the system, and explore the relation of these. In particular, two different configurations were explored and compared: the virtual character was displayed either on a tablet strapped onto the base of the cobot or on a large TV screen positioned at the back of the workcell. The results imply that participants showed no clear preference based on the constructs, and both configurations fulfill these basic criteria. In terms of the relations between the constructs, there were strong correlations between perception of Social Presence, Unity and Social Role (Collegiality). This gives a valuable insight into the role of these constructs in the perception of cobots as embodied social entities, and towards building cobots that support well-being at the workplace.
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- Research Report > Experimental Study (0.94)
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When AI companions for lonely people seem a bit too human
Imagine a future in which lonely people can interact with social bots, based on artificial intelligence (AI), to get the conversations and connection they crave. While it sounds intriguing, a small preliminary study suggests people may not be comfortable with AI companions that look and talk too much like real humans. "We think it may seem a little too creepy to have these embodied robots that act and look almost human," said Kelly Merrill Jr., lead author of the study and a doctoral student in communication at The Ohio State University. "People seemed to be more comfortable with AI companions that were voice-based, more like smartphones and smart speakers like Alexa or Siri." Merrill conducted the study with Jihyun Kim of the University of Central Florida and Chad Collins of St. Johns River State College.
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Global Big Data Conference
Imagine a future in which lonely people can interact with social bots, based on artificial intelligence (AI), to get the conversations and connection they crave. While it sounds intriguing, a small preliminary study suggests people may not be comfortable with AI companions that look and talk too much like real humans. "We think it may seem a little too creepy to have these embodied robots that act and look almost human," said Kelly Merrill Jr., lead author of the study and a doctoral student in communication at The Ohio State University. "People seemed to be more comfortable with AI companions that were voice-based, more like smartphones and smart speakers like Alexa or Siri." Merrill conducted the study with Jihyun Kim of the University of Central Florida and Chad Collins of St. Johns River State College.
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