Supporting Negotiation Behavior with Haptics-Enabled Human-Computer Interfaces

Supporting Negotiation Behavior with Haptics-Enabled Human-Computer Interfaces
复制标题

通过支持触觉的人机界面支持谈判行为

DOI:
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发表时间:
2012
影响因子:
2.9
通讯作者:
C. Basdogan
C. Basdogan
中科院分区:
计算机科学3区
文献类型:
--
作者:
S. Oguz;Ayse Küçükyilmaz;T. M. Sezgin;C. Basdogan

文献摘要

被引文献

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人机交互的一个积极的研究目标是允许人类以直观和自然的方式与计算机进行通信,特别是在现实生活中的交互场景中。一种被提倡的实现这一目标的方法是建立具有类似人类的品质和能力的计算机系统。在本文中,我们提出的见解,如何人机交互可以通过使用计算机与行为模式,自然出现在人与人的谈判方案,丰富。为此,我们引入了一个专门用于研究触觉和视听线索在传达谈判相关行为的有效性的两方谈判游戏。该游戏是围绕一个实时连续的两方谈判的情况下,基于现有的博弈论和谈判文献。在游戏中,人类面对的是一个计算机对手,它可以表现出不同的行为,如让步,竞争和谈判。通过用户研究,我们表明,与人类谈判相关的行为可以被纳入人机交互,触觉提示的加入提供了一个统计上显着增加的机器显示的行为的人类识别准确性。除了传达这些谈判相关的行为方面,我们还关注并报告了整体交互体验的游戏理论方面。特别是,我们表明,如博弈论文献中所报道的,某些谈判策略,如达特,可能会产生最大的组合效用的谈判各方,提供了一个很好的平衡之间的能量消耗的用户和组合效用的谈判各方。
An active research goal for human-computer interaction is to allow humans to communicate with computers in an intuitive and natural fashion, especially in real-life interaction scenarios. One approach that has been advocated to achieve this has been to build computer systems with human-like qualities and capabilities. In this paper, we present insight on how human-computer interaction can be enriched by employing the computers with behavioral patterns that naturally appear in human-human negotiation scenarios. For this purpose, we introduce a two-party negotiation game specifically built for studying the effectiveness of haptic and audio-visual cues in conveying negotiation related behaviors. The game is centered around a real-time continuous two-party negotiation scenario based on the existing game-theory and negotiation literature. During the game, humans are confronted with a computer opponent, which can display different behaviors, such as concession, competition, and negotiation. Through a user study, we show that the behaviors that are associated with human negotiation can be incorporated into human-computer interaction, and the addition of haptic cues provides a statistically significant increase in the human-recognition accuracy of machine-displayed behaviors. In addition to aspects of conveying these negotiation-related behaviors, we also focus on and report game-theoretical aspects of the overall interaction experience. In particular, we show that, as reported in the game-theory literature, certain negotiation strategies such as tit-for-tat may generate maximum combined utility for the negotiating parties, providing an excellent balance between the energy spent by the user and the combined utility of the negotiating parties.