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Browsing by Author "Šabanović, Selma"

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    Parental Acceptance of Children’s Storytelling Robots: A Projection of the Uncanny Valley of AI
    (Frontiers Media, 2021-05-19) Lin, Chaolan; Šabanović, Selma; Dombrowski, Lynn; Miller, Andrew D.; Brady, Erin; MacDorman, Karl F.; Human-Centered Computing, Luddy School of Informatics, Computing, and Engineering
    Parent–child story time is an important ritual of contemporary parenting. Recently, robots with artificial intelligence (AI) have become common. Parental acceptance of children’s storytelling robots, however, has received scant attention. To address this, we conducted a qualitative study with 18 parents using the research technique design fiction. Overall, parents held mixed, though generally positive, attitudes toward children’s storytelling robots. In their estimation, these robots would outperform screen-based technologies for children’s story time. However, the robots’ potential to adapt and to express emotion caused some parents to feel ambivalent about the robots, which might hinder their adoption. We found three predictors of parental acceptance of these robots: context of use, perceived agency, and perceived intelligence. Parents’ speculation revealed an uncanny valley of AI: a nonlinear relation between the human likeness of the artificial agent’s mind and affinity for the agent. Finally, we consider the implications of children’s storytelling robots, including how they could enhance equity in children’s access to education, and propose directions for research on their design to benefit family well-being.
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    The persuasiveness of humanlike computer interfaces varies more through narrative characterization than through the uncanny valley
    (2015) Patel, Himalaya; Pfaff, Mark S.; Ashburn-Nardo, Leslie; MacDorman, Karl F.; Šabanović, Selma
    Just as physical appearance affects persuasion and compliance in human communication, it may also bias the processing of information from avatars, computer-animated characters, and other computer interfaces with faces. Although the most persuasive of these interfaces are often the most humanlike, they incur the greatest risk of falling into the uncanny valley, the loss of empathy associated with eerily human characters. The uncanny valley could delay the acceptance of humanlike interfaces in everyday roles. To determine the extent to which the uncanny valley affects persuasion, two experiments were conducted online with undergraduates from Indiana University. The first experiment (N = 426) presented an ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (recorded or animated), motion quality (smooth or jerky), and recommendation (disclose or refrain from disclosing sensitive information). Of these, only the recommendation changed opinion about the dilemma, even though the animated depiction was eerier than the human depiction. These results indicate that compliance with an authority persists even when using a realistic computer-animated double. The second experiment (N = 311) assigned one of two different dilemmas in professional ethics involving the fate of a humanlike character. In addition to the dilemma, there were three manipulations of the character’s human realism: depiction (animated human or humanoid robot), voice (recorded or synthesized), and motion quality (smooth or jerky). In one dilemma, decreasing depiction realism or increasing voice realism increased eeriness. In the other dilemma, increasing depiction realism decreased perceived competence. However, in both dilemmas realism had no significant effect on whether to punish the character. Instead, the willingness to punish was predicted in both dilemmas by narratively characterized trustworthiness. Together, the experiments demonstrate both direct and indirect effects of narratives on responses to humanlike interfaces. The effects of human realism are inconsistent across different interactions, and the effects of the uncanny valley may be suppressed through narrative characterization.
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