| Nass C and Reeves B. The Media Equation: How People Treat Computers, Televisions, and New Media as Real People and Places. Cambridge University Press, (1996). |
....plays an important role. It does not only play an entertaining role. It helps in regulating conversations (social and business conversations) building trust between partners and facilitating self disclosure and it is an important factor in social attraction. Nass has shown in different studies [7, 10] that humans respond in the same way to computers as they do to persons with respect to psychosocial phenomena such as personality, politeness, flattery, and in group favoritism. Making use of this paradigm we may investigate a similar role to be played in human computer interaction for various ....
B. Reeves & C. Nass. The Media Equation: how people treat computers, televisions and new media like real people and places. Cambridge University Press, 1996.
.... and interpreting the expression possibilities of our bodies: emotion in speech, facial expressions, gaze, postures and gestures [2] Therefore, the slightest notion of anthropomorphic characteristics causes people, in an instinctive response, to deploy rules known from human human interaction [18]. The major advantage of these rules is that they are known from daily life: they need not to be learned again. Therefore, deploying these rules in product interaction, and thus using human human interaction as a basis, can allow a more natural and intuitive interaction. An animated character is ....
....and feedback in a comprehensible manner. Of course, the possibilities for expressive behaviour are more extensive for an animated character compared to for example a television set. More importantly, on screen animated characters are likely to be the first focal point for interaction [7] 12][18]. 2.3 Raising Expectations Products or applications work in a certain way, behaving according a model that the creators have conceived. This conceptual model describes the ideal human system interaction, from the creators perspective (despite their efforts to work from a user point of view) ....
[Article contains additional citation context not shown here]
Reeves, B., Nass, C., The media equation: How people treat computers, television and new media like real people and places, CSLI publications & Cambridge university press, 1996.
.... guide, explaining the history of a cathedral, a bartender that soothes a tense situation, or a car saleswoman who knows how to handle sexual harassment by using humor 3 COMPUTERS AS SOCIAL ACTORS In the research on the computers are social actors (CASA) paradigm (see e.g. Reeves Nass [35]) it has been convincingly demonstrated that people interact with computers as if they were social actors. Due to the way we can let a computer interact, people may find the computer polite, dominant, extrovert, introvert, or whatever attitudes or personality (traits) we can display in a computer. ....
B. Reeves & C. Nass. The Media Equation: how people treat computers, televisions and new media like real people and places. Cambridge, Cambridge University Press, 1996.
....initial stage of friendship formation. 5. Translating Friendship How do we translate the issues that play a role in human human friendship to issues that can be implemented in human ECA friendship Obviously, the CASA studies play a role here. In these Computers Are Social Actors studies [15] evidence is gathered to support the Media Equation: Media equate real life, which means that people respond to mediated worlds as if they were real. Special attention is given to the CASA paradigm. This can be viewed as a specialization of the anthropomorphic tendency of humans. By means of ....
....uses the agent. Constraints like this need to be considered in the design phase of the agent, and integrated in the adaptation strategy of the ECA. Some related work on adaptation will be mentioned below. Adapting the computer s personality has been shown in user studies in a laboratory setting [15] to increase perceived liking for a computer communicating a certain personality with minimal (pre programmed) cues. It showed that when a user was an introvert, and the computer changed its personality from extravert to introvert during the interaction, the perceived liking increased. This was ....
B. Reeves and C. Nass. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, 1996.
....segments of text that are to be used and syntactic details of how lexemes have to be expressed. This model is implemented as a computer program named JAPE 1. This program will be further discussed in chapter six. 4. 4 Using Humour in User Interfaces Reeves and Nass have shown in their studies [REE96] that humans respond in the same way to computers as they do to persons with respect to psychosocial phenomena such as personality, politeness, flattery, and in group favouritism. Because humour is an essential part of human communication, humour should be integrated into user interfaces if we ....
Reeves, B. and Nass, C. The Media Equation: how people treat computers, televisions and new media like real people and places. Cameridge, Cambridge University Press, 1996.
....are externallycontrollable via MIDI messages (see figure 1) Figure 1: The author using the system. The IR camera is just beneath the monitor, and the effects processor is on the left. 3. MOTIVATIONS AND MAPPING The dialogue between humans and machines is fundamentally social in nature [2], and it has been argued that the man machine interface can be improved by leveraging human expectations of natural human social cues when designing technologies that interact with people. Such a cognitive scaffolding can engage the user s existing behaviors and expectations about interaction to ....
B. Reeves, C. Nass. The Media Equation: How People Treat Computers, Television, and New Media like Real People and Places. Cambridge University Press/CSLI, New York, 1996.
....computer applications, the use of intelligent robots encourages a view of the machine as partner in communication rather than as a tool. This suggests that people can be expected to apply more social models of interaction than in ordinary human computer interaction. According to Reeves Nass [24], people always take advantage of their social skills when communicating with a computer, but this element can be expected to be 3particularly strong in human robot contexts. The design of the robot can, in different ways, encourage a kind of social interaction. The social character of ....
Reeves, B. & Nass, C. (1996) The Media Equation: How people treat computers, television and new media like real people and places. Cambridge, Mass: Cambridge University Press.
....Dialogue and human robot interaction 3.3.1. How dialogue affects perception of robot A significant side effect of dialogue is that it affects how users perceive and relate to the robot. Similar to the way that humans attribute anthropomorphic characteristics and social qualities to computers [17], human robot dialogue may cause users to personify the robot. The problem, however, is that users may construct cognitive models of the robot that are inaccurate or incorrect. Janeway. In general, I would try to answer as soon as possible. That s my personality. Especially coming from the robot ....
B. Reeves, C. Nass, The Media Equation: How People Treat Computers, Television, and New Media like Real People and Places. Cambridge University Press, Cambridge, 1996.
....3.3 Dialogue and Human Robot Interaction 3.3.1 How dialogue a#ects perception of robot A significant side e#ect of dialogue is that it a#ects how users perceive and relate to the robot. Similar to the way that humans attribute anthropomorphic characteristics and social qualities to computers [17], human robot dialogue may cause users to personify the robot. The problem, however, is that users may construct cognitive models of the robot that are inaccurate or incorrect. Janeway. In general, I would try to answer as soon as possible. That s my personality. Especially coming from the robot ....
B. Reeves and C. Nass, The media equation: how people treat computers, television, and new media like real people and places. Cambridge Univ. Press, 1996.
.... (e.g. 30] The Big Five characteristics is simply a summary description of attributes, which can be utilized in theories such as The Five Factor Model [32] It is rarely discussed whether such theories could be of use in natural language user modeling (i.e. letting the Reeves and Nass [31] go even further when they claim that people treat computers as social actors. system give users personality in terms of the Big Five characteristics in its user model) Intuitively it would seem very plausible, since the initial support for the Big Five in fact came from factor analysis of ....
....and the expert are similar enough to be directly comparable. Kass [18] claims that this is basically the case when humans interact with each other: people expect other individuals to be basically like themselves. p. 393) As pointed out in section 2.2. 3, this is consistent with the findings of [31]. While there certainly is strong evidence for this, this is related to how people interact with other entities: Not on how knowledge should be modeled in a system. As such, the argument can to some extent be rejected by the recent shift towards the complementing approach, and the fact that we are ....
Reeves, B., Nass, C.: The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, Cambridge, England (1996)
....human agent interactions. This research shows that humans respond to virtual agents in ways that are very similar to their responses to other humans. A remarkable finding of this work is that this is true even for non photorealistic agents that have very basic levels of behavior or interactivity [10]. It appears that built in mechanisms in the human mind engage and respond in social manners to certain low level stimuli, including agents. As such, we propose that in many instances it may be possible to generate meaningful human agent interactions by evoking these built in mechanisms, while at ....
Reeves, B. & Nass, C. (1996). The Media Equation: How People Treat Computers, Telev ision, and New Media Like Real People and Places. Cambridge: Cambridge University Press.
....a higher degree of social and conversational behavior than UC. Although Nass Gong [7] point out that channel consistency is crucial in human computer interaction, we believe that the higher DF rate found in UC could also be explained in terms of the Computers Are Social Actors hypothesis [11], i.e. that people basically treat everything human like in the way they treat a real human being. A clear difference in the interface modality dimension is that a telephone interface puts heavier demands on the buffer memory of the user when the system presents information than does a graphical ....
Reeves, B. & Nass, C. 1996. The Media Equation: How People Treat Computers, Television, and New Media like Real People and Places. Cambridge University Press/CSLI, New York.
....readings can be given under certain circumstances. For example, if the student is too engaged, he would probably forget to update the motivational model. Also, it is likely that students will attempt to please the tutoring system by providing artificially positive readings of their motivation [11]. Therefore, we evaluated these rules by performing another study in which participants were presented with an instructional interaction context and were asked to rate the rules that could be applied under those conditions. This study gave us a chance to find which rules from the current set are ....
Byron Reeves and Clifford Ivar Nass. The Media Equation: How People Treat Computers, Television and New Media Like Real People and Places. Centre for the Study of Language and Information, US, New York, 1998.
....in Chapter IV. Chapter V details the implementation of a direction generation system into MACK, followed by suggestions for future work and conclusions. 8 II. Related Work II. i. Embodied Agents In past research, embodiment has proven its effectiveness in engaging users [Koda and Maes, 1996; Reeves and Nass, 1996] and has shown a qualitative advantage over non embodied interfaces, enabling the exchange of multiple levels of information in real time [Cassell, Bickmore, Vilhjlmsson, and Yan, 2000] One example of this is Rea, an ECA real estate agent capable of both multimodal input and output. Users that ....
Reeves, B. and C. Nass, The Media Equation: how people treat computers, televisions and new media like real people and places. 1996. Cambridge: Cambridge University Press.
....of immersing the ECA in a 3D virtual world, ECA Kiosks immerse both system and user in the actual physical space, allowing them to interact within the shared physical and informational reality they are referencing. In past research, embodiment has proven its effectiveness in engaging users [14] [21], and shown a qualitative advantage over non embodied interfaces, enabling the exchange of multiple levels of information in real time [4] One example of this is Rea, an ECA real estate agent capable of both multimodal input and output. Users that interacted with Rea found the interface intuitive ....
B. Reeves and C. Nass, The Media Equation: how people treat computers, televisions and new media like real people and places. Cambridge: Cambridge University Press, 1996.
....readings can be given under certain circumstances. For example, if the student is too engaged, he would probably forget to update the motivational model. Also, it is likely that students will attempt to please the tutoring system by providing artificially positive readings of their motivation [11]. Therefore, we evaluated these rules by performing another study in which participants were presented with an instructional interaction context and were asked to rate the rules that could be applied under those conditions. This study gave us a chance to find which rules from the current set are ....
Byron Reeves and Clifford Ivar Nass. The Media Equation: How People Treat Computers, Television and New Media Like Real People and Places. Centre for the Study of Language and Information, US, New York, 1998.
....faces consistently suggest seductive motives, others ambitious intentions, and some a polite way of taking leave. It is reasonable to expect that people will use the physical forms of embodied agents in making sense of the actions and intentions of embodied agents, just as they do with people [27]. An agent s face will either clarify its intentions or complicate them. If an agent plans to assist, proffering a babyish face would better evoke in others the trait expectations of helpfulness, along with the other traits associated with babyfacedness: friendliness and a willingness to listen ....
....mirroring would enrich user interactions with agents. It might also complicate interactions; as mirroring agents, they might need to learn, like their human counterparts, how to lie in order to get al..ong. Lastly, given the fact that people treat media in the same way they treat other human beings [27], it is also reasonable to assume that the time honored adage first impressions are lasting, will hold for embodied agents as well. In this regard, modern research gives credence to folk psychology. Studies show that the characterological impressions of a person based on physical appearance not ....
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B. Reeves and C. Nass, The media equation: how people treat computers, television, and new media like real people and places. Stanford, Calif.: CSLI Publications and Cambridge University Press, 1996.
.... investigating the effect of these elements on interaction is still at the phenomenological level but important findings relating objective and subjective user responses to these factors have been identified, even when the interface or dialogue system does not have explicitly human like attributes [3]. For example in experiments it was found that subjects preferred to interact with a computer having a similar personality to themselves and that subjects matched with similar computers found the interaction to be more satisfying [4] There is an obvious link between personality traits and user ....
Reeves, B. and Nass, C. (1996) The Media Equation: How people treat computers, television and new medial like real people and places. CSLI Publications. CA. USA.
....dog has a set of animations of the proper nonverbal conversational moves for asking questions, reacting to affirmative or negative responses, and making suggestions. We crafted these animations as a supplement to the agent s speech [1] and focused on making them friendly and submissive in style [12]. The dog orients its face toward the user that it is addressing, and displays the proper animation for each phase: approach, first question, reaction, follow up question, and finally topic suggestion. After concluding a suggestion cycle, the agent physically departs from the conversation zone, ....
Reeves, B., and Nass, C., The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, Cambridge University Press, 1996.
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Nass C and Reeves B. The Media Equation: How People Treat Computers, Televisions, and New Media as Real People and Places. Cambridge University Press, (1996).
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B. Reeves and C. Nass. The Media Equation: How People treat Computers, Television, and New Media like Real People and Places. Cambridge University Press, New York, NY, USA, 1996.
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Reeves B, Nass C. The media equation: How people treat computers, television, and new media like real people and places, Cambridge University Press, New York, 1996.
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Reeves, B., and Nass, C. The Media Equation: How People Treat Computers, Television, and New Media like Real People and Places. Cambridge University Press, New York, USA, 1996.
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Nass, C. and Reeves, B. The Media Equation: How People Treat Computers, Televisions, and New Media as Real People and Places. Cambridge University Press, 1996
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B. Reeves and C. I. Nass, The media equation: How people treat computers, television, and new media like real people and places. Stanford, CA: CSLI Publications and Cambridge University Press, 1996.
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Reeves, B. and Naas, C. The media equation: How people treat computers, television and new media like real people and places. CLSI, 1996.
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Reeves, B., Nass, C., 1996. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, New York.
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Reeves, B., & Nass, C., (1996). The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, CSLI Publications / University of Chicago Press.
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Reeves, B. and Nass, C. The Media Equation: How people treat computers, televisons and new media like real people and places. Cambridge University Press, Cambridge, 1996.
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Reeves, B. & Nass, C. (1996), The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, Cambridge University Press.
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Reeves, B., & Nass, C., (1996). The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, CSLI Publications / University of Chicago Press.
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B. Reeves and C. I. Nass, The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. New York: Cambridge Univ. Press, 1996.
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Reeves, Byron, The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, Center for the Study of Language and Information, Stanford University, Palo Alto, CA, 2003.
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B. Reeves and C. Nash, The Media Equation: How People Treat Computers, Televisions and New Media Like Real People and Places. New York: Cambridge Univ. Press, 1996.
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Reeves, B., Nass, C. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, New York, NY, 1999.
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Reeves, B., Nass, C. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, Cambridge, UK, 1996.
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B. Reeves and C. Nass, The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, Cambridge University Press, Cambridge, UK, 1996.
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B. Reeves and C. Nass. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, 1996.
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Reeves, B. and Nass, C. The Media Equation: How people treat computers, televisons and new media like real people and places. Cambridge University Press, Cambridge, 1996.
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Reeves, B. and Nash, C. The Media Equation: How People Treat Computers, Televisions and New Media Like Real People and Places. New York, Cambridge University Press, 1996.
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B. Reeves & C. Nass. The Media Equation: how people treat computers, televisions and new media like real people and places. Cambridge, Cambridge University Press, 1996.
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B. Reeves and C. I. Nass, The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. New York: Cambridge Univ. Press, 1996.
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Reeves, B. and Nass C.: The Media Equation: How People Treat Computers, Television, and New Media like Real People and Places, CSLI Publications, 1999, Stanford University.
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Reeves, B., Nass, C. The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, New York, NY, 1999.
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REEVES, B., AND NASS,C.The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places. Cambridge University Press, Cambridge, UK, 1996.
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Reeves, B. & Nass, C. The Media Equation: How people treat computers, Television, and New Media Like People and Places. Cambridge: CSLI Publications. (1996)
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B. Reeves, C. Nass, The Media Equation: How People Treat Computers, Televisions, and New Media as Real People and Places, Cambridge University Press, New York, 1996
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B. Reeves and C. Nass, The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, Cambridge University Press, September 1996.
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Reeves, B., and Nass, C., The Media Equation: How Peo- ple Treat Computers, Television, and New Media Like Real People and Places, Cambridge University Press, 1996.
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