The virtual and the physical: two frames of mind.

Artificial Intelligence Cognitive Neuroscience Psychology Social Sciences

Journal

iScience
ISSN: 2589-0042
Titre abrégé: iScience
Pays: United States
ID NLM: 101724038

Informations de publication

Date de publication:
19 Feb 2021
Historique:
entrez: 4 2 2021
pubmed: 5 2 2021
medline: 5 2 2021
Statut: epublish

Résumé

Virtual and physical embodiments of interactive artificial agents utilize similar core technologies for perception, planning, and interaction and engage with people in similar ways. Thus, designers have typically considered these embodiments to be broadly interchangeable, and the choice of embodiment primarily depends on the practical demands of an application. This paper makes the case that virtual and physical embodiments elicit fundamentally different "frames of mind" in the users of the technology and follow different metaphors for interaction, resulting in diverging expectations, forms of engagement, and eventually interaction outcomes. It illustrates these differences through the lens of five key mechanisms: "situativity, interactivity, agency, proxemics, and believability". It also outlines the design implications of the two frames of mind, arguing for different domains of interaction serving as appropriate context for virtual and physical embodiments.

Identifiants

pubmed: 33537653
doi: 10.1016/j.isci.2020.101965
pii: S2589-0042(20)31162-7
pmc: PMC7840463
doi:

Types de publication

Journal Article Review

Langues

eng

Pagination

101965

Informations de copyright

© 2020 The Author.

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Auteurs

Bilge Mutlu (B)

Department of Computer Sciences, University of Wisconsin-Madison, Madison, WI 53706, USA.

Classifications MeSH