| Reeves, B. and Nass, C. (1996). The media equation. New York: Cambridge University Press |
....must be added that this particular feature of virtual world interaction can also cause problems. Many of these stem from difficulties in maintaining the distinction between the presented self of another person and what dwells behind that presentation. This effect, according to Reeves and Nass [6], applies to a wide range of new media. They found, as the title of their study indicates, that people generally deal with media with human like qualities as if they were dealing with actual people. We do, for instance, have a tendency to unconsciously treat a computer politely if it asks ....
Reeves, B., Nass, C. (1996) The Media Equation. How People Treat Computers, Television, and New Media like Real People and Places. Cambridge: Cambridge University Press.
....these human capabilities are a crude approximation at best given limitations in sensory, motor, and computational resources. Will humans readily read, interpret, and respond to these cues in an intuitive and beneficial way Research in related fields suggests that this is the case for computers [1] and animated conversation agents [2] The purpose of this paper is to explore this hypothesis in a robotic media. Several expressive face robots have been implemented in Japan, where the focus has been on mechanical engineering de Figure 1: A picture of our expressive robot, Kismet, developed at ....
B. Reeves and C. Nass 1996, The Media Equation. CSLI Publications. Stan- ford, CA.
....reasons, such as limited bandwidth, which slows down the response times when animations or videos are added to a web site. The main reason, however, is the unsatisfactory quality of synthesized talking heads. Faces tend to provoke strong emotional reactions, yet not necessarily positive ones [9] If a face is perceived as unpleasant or is just distracting from the main task at hand, the reaction of a viewer may be strongly negative. Synthetically looking faces with robotlike voices tend to annoy viewers fairly quickly. Therefore, their use has been limited to a few web sites where ....
....can result in very naturally looking articulation, if sufficient sample data are available. A limitation of this approach is that only lip shapes and head poses can be synthesized that have been recorded previously. A head, for example, cannot be shown from the side, if only frontal views 3 0 7695 1074 4 01 10.00 2001 IEEE were recorded. Our present efforts aim at combining some 3 dimensional modeling with sample based techniques in order to improve the flexibility of the animation without sacrificing thc natural appearance. 2. Overview of the system In order to synthesize ....
Reeves, B., Nass, C., "The Media Equation", Cambridge University Press, New York, 1996.
....mammals) 7. Allusions to Existing Media When a person approaches something new, they bring to it many expectations from other things that they have already experienced and that are familiar to them. This concept has been well explored, with regard to technology, in the work of Reeves and Nass [11]. People watch TV and movies, read books, go to art museums, play video and board games, know some science, and are hip to pop culture. Our characters and installations allude to a wide variety of media. Many of these allusions we put there intentionally. These allusions frame the participant s ....
Reeves, B. and C. Nass. 1996. The Media Equation. Cambridge: Cambridge University Press.
.... conversation, which has been shown to increase attention and involvement during a collaborative task [2] Furthermore, research suggests that users subconsciously respond to computers as social actors, potentially complicating the task of discussing shared objects located on different screens [21]. Although providing a shared display for co located collaboration seems intuitive (i.e. it is a natural way to interact) research has not clearly demonstrated that a shared display system supports concurrent multi user interaction as well as alternative display configurations such as ....
Reeves, B., & Nass, C. (1996). The Media Equation, Cambridge University Press.
....available to a page agent are specified centrally, and are dependent on the site s author. In our experiments, we concentrate on aspects of trust facilitation and personality construction. In specific, we follow rules such as those given in section 4. In addition, we use Reeves and Nass work [15] to produce web pages that reflect a personality. In this work, we focus on providing personalities which match the perceived personality of the user, rather than its opposite (although the jury is still out about which approach is best [8] In other words, we provide a submissive presentation ....
....adapts itself accordingly. It is important to note here that, while pages may display information differently, in all instances the information is the same nothing is omitted from one page representation to another. Representing personality in a web page follows Nass and Reeves suggestions [15]. Information content is not changed, but presentation is altered. Thus, colours used, language style, and page layout are all affected by the personality of the page being displayed. In addition, we follow our own rules for trust facilitation (see sections 4 and 5.3) The end result is a web page ....
Reeves, B and Nass, C., 1996 "The Media Equation" CSLI, Stanford, CA, USA.
....use, as it requires camera [23] The purpose of MPML is to make it possible for authors to add agents on their Web pages, which will greatly improve simple images or texts, without the high requirement of videos. Our motivation is mainly based on the assumption that humans treat computer socially [19]. The interest of using agent systems is then to increase this effect and to permit more human like interactions (facial expression, gaze, voice tone, etc. We are not the only ones to consider this kind of systems, practical for future presentation. Indeed, Microsoft Narrator [14] allows ....
Reeves, Nass,, The Media Equation , 1996.
....of the Internet. The purpose of MPML is to make it possible for authors to add agents on their Web pages, which will greatly improve simple images or texts, without the high requirement of videos [Wong, 1999] Our motivation is mainly based on the assumption that humans treat computer socially [Reeves Nass, 1996]. The interest of using agent systems is then to increase this effect and to permit more human like interactions (facial expression, gaze, voice tone, etc. We are not the only ones to consider this kind of systems, practical for enhanced presentation. Indeed, Microsoft Narrator [Microsoft] ....
Reeves, Nass,, The Media Equation, 1996.
....relatively high cost way to do so. If the goal is merely to create systems which are human like and believable , or to evoke perceptions of social competence, it suffices to give a system a face, animated actions, the ability to track the user with eyes, or even just an identifying name or color [16, 19]. However, to go beyond mere human ness, to include behaviors that are finely tuned to the user s states and actions in the micro scale and in real time, is a harder problem entirely. SUMMARY We have identified the role of ephemeral emotions in human interaction, argued that they can be ....
Reeves, Byron & Clifford Nass (1996). The Media Equation. CSLI and Cambridge.
....via non traditional means [8] are able to be eternally attentive. Event and interrupt driven computational paradigms provide a constant, focused ability to pay attention to a person; particularly valuable for applications with young children. tend to be treated as real people by humans [14]. The promise that interactive media hold for supporting both types of emotional needs is as significant as the promise such media holds for supporting educational needs, or for enabling social interaction. We evaluate these opportunities below. Supporting emotional skill needs Educational ....
Reeves, Byron & Nass, Clifford (1996) The Media Equation.
....differences between TV and PC can be examined from three aspects: audiences, media and the circumstance as summarized in Table 1 (Kim, 1997) Audiences are watchers or users of Internet TV. Media refers to PC or TV system itself, and circumstance means the environment where audiences are placed in (Reeves, 1996). First, in regards to the audiences, TV audiences are usually relaxed and passive with no specific goals in mind. They commonly use the TV set for satisfying their hedonic needs. Such audiences attitudes are due to their dependency on TV. According to the Individual Media Dependency (IMD) ....
Reeves, B. & Nass, C. (1996), The Media Equation, Cambridge University Press. .
.... displays as only affecting our intention, as opposed to reflecting our emotional inner life, by signaling intentions to others so that they can respond appropriately to us (Chovil 1991b; Fridlund 1994) the controversial assumption that people may relate to computers as if they were social actors (Reeves and Nass 1996), would suggest a forceriori the importance of having computer tools that recognize and respond appropriately to these signals of intent. Personality trait and expression: One question that would benefit human computer interaction research is that of finding out whether personality traits, ....
....social factors such as differences in personalities, gender, or social context. Incidentally, while personality types do matter in general, politeness seems to be well received by all in most contexts. As studied by Reeves and Nass, politeness even seems to be expected from computing technology (Reeves and Nass 1996). We also need to realize the strong interaction between affect and cognition: memory and retrieval may be most important, but also attention, decision making, preferences, etc. This means that many of the tasks involved in a work setting that are considered high level cognition are actually ....
[Article contains additional citation context not shown here]
Reeves, B. and Nass, C. 1996. The Media Equation. Cambridge, MA: Cambridge University Press.
....using a fully working system. But there is no way to tell, merely by watching the scripted demonstration, whether there is any more to the system than is shown. Nevertheless, we imagine that there is, and we imagine that it all works as smoothly as the fraction we saw demonstrated. Reeves and Nass [13] argue that this is how our brains work: media is too new an invention for our emotions to have taken it on board. Evolutionarily speaking, up until very recently all experiences we had were real; only in the last few decades (with the exception of theatre) have we had media where reality may or ....
B. Reeves & C. Nass, 1996, The Media Equation, Cambridge University Press.
....that people tend to respond to computers as social actors. In study after study, Reeves Nass have shown that people respond in similar ways to computers as they do to other people with respect to psychosocial phenomena such as personality, politeness, flattery, and in group favoritism (Reeves and Nass 1996). More recent studies have demonstrated that these results also hold for some of the ways that people use language to affect their social relationships. Morkes, Kernal and Nass demonstrated that computer agents which use humor are rated as more likable, competent and cooperative than those that do ....
Reeves, B. and C. Nass (1996). The Media Equation. Cambridge, Cambridge University Press.
....human like qualities to computers. Particular emphasis has been placed on social aspects of human responses to computers. Reeves and Nass have convincingly demonstrated, through a number of experiments, that human computer interactions are basically of the same nature as human human interactions [4] . In other word, human responses to media technologies are fundamentally social in the sense that social factors governing human human interactions equally apply to human computer interactions. These human behaviors do not result from the ignorance of people or from psychological or social ....
Reeves, B. & Nass, C., "The Media Equation," Cambridge University Press, 1996.
....human beings have been evolving and developing communications behaviours for a long time. Tapping into the deep rooted motivations underlying these behaviours may be a good way to open computer usage to people who don t like the way today s computer interfaces behave. Research by Nass and Reeves [15], shows that it s very easy to expose and exploit human social reactions to technological devices. King and Ohya [16] report that test subjects rated anthropomorphic faces more agent like , and a blinking face as significantly more intelligent than other visual forms. On the other hand, raising ....
Nass C., Reeves, B: "The Media Equation", CSLI Lecture Notes, 1996
No context found.
Reeves, B. and Nass, C. (1996). The media equation. New York: Cambridge University Press
No context found.
B. Reeves and C. Nass, The Media Equation. Stanford, CA: CSLI, 1996.
No context found.
Reeves, B., &Nass, C. (1996). The media equation. Cambridge, England: Cambridge University Press.
No context found.
Reeves, B., & Nass, C. (1996). The Media Equation, Cambridge University Press.
No context found.
Reeves, B. and C. Nass. 1996. The Media Equation. Cambridge: Cambridge University Press
No context found.
Reeves, B., Nass, C.(1996). The Media equation. Cambridge, SLI Publications, Cambridge University Press.
No context found.
Reeves, B., & Nass, C. (1996). The Media Equation. Cambridge: Cambridge University Press.
No context found.
Reeves, B. and Nass, C. (1998). The Media Equation. How People Treat Computers, Television and New Media Like Real People and Places. CSLI Publications, Center for the Study of Language and Information. Cambridge University Press.
No context found.
Reeves, B., & Nass, C. (1996). The Media Equation. Cambridge: Cambridge University Press.
Online articles have much greater impact More about CiteSeer.IST Add search form to your site Submit documents Feedback
CiteSeer.IST - Copyright Penn State and NEC