Analysis of Human-Human and Human-Computer Agent Interactions from the Viewpoint of Design of and Attribution to a Partner
Analysis of Human-Human and Human-Computer Agent Interactions from the Viewpoint of Design of and Attribution to a Partner
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从合作伙伴设计和归因的角度分析人与人、人与计算机代理交互
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发表时间:
2006
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通讯作者:
H. Terai
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作者:
K. Miwa;H. Terai
Analysis of Human-Human and Human-Computer Agent Interactions from the Viewpoint of Design of and Attribution to a Partner Kazuhisa Miwa (miwa@is.nagoya-u.ac.jp) Hitoshi Terai (terai@cog.human.nagoya-u.ac.jp) Graduate School of Information Science, Nagoya University Nagoya, 464-8601 JAPAN Abstract Some interesting findings have indicated the importance of the perspectives of attribution and design, including such a traditional example as ELIZA where humans converse with a simple computer program called ELIZA as they talk with humans, even though the program generates only very superficial responses (Weizenbaum, 1966). In the issue of the uncanny valley, pointed out in android science where the appearance of robots is very closely designed to humans, familiarity to robots decreases rather extremely, and the uncanny valley emerges (see a CogSci2005 workshop site: http://www.androidscience.com/). These results imply that in an investigation of the nature of HAI, two factors, design of and attribution to computer agents, should be dealt with separately. In the preceding studies, our two different factors, attribution and design, were manipulated either together or a single factor was dealt with. In this study, we propose the ''illusion experiment paradigm'' where we control them independently. The objective of this study is to clarify the nature of HHI and HAI based on these two crucial factors: design of and attribution to computer agents. Additionally, the experiments conducted in the Media Equation paradigm have mainly focused on understanding the human social relationship with computer agents by measuring subjects' impressions of the agents with questionnaires. In this study we measure subject problem solving behavior as a dependent variable while controlling attribution and design as independent variables. By measuring the nature of interactions emerging in behavior that are objectively observable, such as problem solving performance in addition to subjective estimations, we expect to discuss the nature of HHI and HAI based on more established empirical evidence. Recently, not only Human-Human Interaction (HHI) but also Human-Agent Interaction (HAI) where humans and cognitive artifacts such as computer agents collaborate have emerged. To investigate the nature of such interaction it is important to deal with two perspectives separately: design of and attribution to computer agents. The perspective of attribution is what a human attributes to a computer agent whereas the perspective of design is how a computer agent is actually designed. We propose the ''illusion experiment paradigm'' where we can control independently these two factors. Two experiments were performed in which a pair of subjects solved a simple reasoning task collaboratively. We analyzed how their hypothesis formation and testing behavior were influenced by these two factors. Experimental results basically indicated that subject problem solving behavior was only influenced by the factor of design, whereas their reciprocity behavior as one representative social behavior was influenced by both design and attribution factors. Keywords: Problem solving,; Collaboration; Interaction. Introduction We generate new values through interactions with external environments while revising, processing, and generating information. Recently, not only Human-Human Interaction (HHI) but also Human-Agent Interaction (HAI) where humans and cognitive artifacts such as computer agents collaborate have emerged; many researchers have begun to show interest in the nature of such interactions. One research paradigm emerging at the intersection of the HHI and HAI studies is the Media Equation framework (Reeves & Nass, 1996). A finding obtained in the framework is that human beings often relate to computer or television programs as they relate to other human beings. This view has also begun to provide new principles for designing computer agents (Dryer, 1999). An important suggestion that surfaced from Media Equation studies is that when studying HAI it is important to deal with two perspectives separately: design of and attribution to computer agents. The perspective of attribution includes what a human attributes to a computer agent: i.e., he/she recognizes a partner as a human or another artificial agent whereas the perspective of design is how a computer agent is designed: i.e., to what degree the agent is actually constructed as sophisticatedly as humans behave. Task 2-4-6 task In this study, we use Wason's 2-4-6 task as an experimental task (Wason, 1960) because it has been used as a standard experimental task in studies on human discovery, and its nature is well understood (Newstead & Evans, 1995). The standard procedure of the 2-4-6 task is as follows. All subjects are required to find a rule of a relationship among three numerals. The rule that subjects find is called a target rule. In the most popular situation, a set of three numerals, ''2, 4, 6,'' is presented to subjects in the initial stage. The