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Establishing and maintaining long-term human-computer relationships

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TLDR
The meaning of “human-computer relationship” is investigated and techniques for constructing, maintaining, and evaluating such relationships are presented, based on research in social psychology, sociolinguistics, communication and other social sciences.
Abstract
This research investigates the meaning of “human-computer relationship” and presents techniques for constructing, maintaining, and evaluating such relationships, based on research in social psychology, sociolinguistics, communication and other social sciences Contexts in which relationships are particularly important are described, together with specific benefits (like trust) and task outcomes (like improved learning) known to be associated with relationship quality We especially consider the problem of designing for long-term interaction, and define relational agents as computational artifacts designed to establish and maintain long-term social-emotional relationships with their users We construct the first such agent, and evaluate it in a controlled experiment with 101 users who were asked to interact daily with an exercise adoption system for a month Compared to an equivalent task-oriented agent without any deliberate social-emotional or relationship-building skills, the relational agent was respected more, liked more, and trusted more, even after four weeks of interaction Additionally, users expressed a significantly greater desire to continue working with the relational agent after the termination of the study We conclude by discussing future directions for this research together with ethical and other ramifications of this work for HCI designers

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스크린 위의 삶 = Life on the screen : identity in the age of the internet

Sherry Turkle, +1 more
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Book

Social Signal Processing

TL;DR: It is argued that next-generation computing needs to include the essence of social intelligence - the ability to recognize human social signals and social behaviours like turn taking, politeness, and disagreement - in order to become more effective and more efficient.
Proceedings ArticleDOI

"Like Having a Really Bad PA": The Gulf between User Expectation and Experience of Conversational Agents

TL;DR: This paper reports the findings of interviews with 14 users of CAs in an effort to understand the current interactional factors affecting everyday use, and finds user expectations dramatically out of step with the operation of the systems.
Journal ArticleDOI

Social Robots for Long-Term Interaction: A Survey

TL;DR: The main features of these robots are described and the main findings of the existing long-term studies are highlighted to highlight a set of directions for future research.
References
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Politeness : Some Universals in Language Usage

TL;DR: Gumperz as discussed by the authors discusses politeness strategies in language and their implications for language studies, including sociological implications and implications for social sciences. But he does not discuss the relationship between politeness and language.
Book

Politeness: Some Universals in Language Usage

TL;DR: This paper presents an argument about the nature of the model and its implications for language studies and Sociological implications and discusses the role of politeness strategies in language.
Book

Playing and Reality

TL;DR: Winnicott is concerned with the springs of imaginative living and of cultural experience in every sense, with whatever determines an individual's capacity to live creatively and to find life worth living as mentioned in this paper.
Book

Affective Computing

TL;DR: Key issues in affective computing, " computing that relates to, arises from, or influences emotions", are presented and new applications are presented for computer-assisted learning, perceptual information retrieval, arts and entertainment, and human health and interaction.