The persuasiveness of humanlike computer interfaces varies more through narrative characterization than through the uncanny valley

dc.contributor.advisorPfaff, Mark S.
dc.contributor.authorPatel, Himalaya
dc.contributor.otherAshburn-Nardo, Leslie
dc.contributor.otherMacDorman, Karl F.
dc.contributor.otherŠabanović, Selma
dc.date.accessioned2016-01-07T17:17:57Z
dc.date.available2017-01-07T10:30:22Z
dc.date.issued2015
dc.degree.date2015en_US
dc.degree.disciplineSchool of Informaticsen
dc.degree.grantorIndiana Universityen_US
dc.degree.levelPh.D.en_US
dc.descriptionIndiana University-Purdue University Indianapolis (IUPUI)en_US
dc.description.abstractJust 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.en_US
dc.identifier.urihttps://hdl.handle.net/1805/7910
dc.identifier.urihttp://dx.doi.org/10.7912/C2/897
dc.language.isoen_USen_US
dc.subjectcomputer animationen_US
dc.subjectdecision makingen_US
dc.subjectembodied conversational agentsen_US
dc.subjecthuman–computer interactionen_US
dc.subjectintelligent virtual agentsen_US
dc.subjectmedia equationen_US
dc.subjectnew mediaen_US
dc.subjecttelepresenceen_US
dc.subjectvoice bankingen_US
dc.titleThe persuasiveness of humanlike computer interfaces varies more through narrative characterization than through the uncanny valleyen_US
dc.typeThesisen
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