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Karl F MacDorman
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Journal Articles
Sending an Avatar to Do a Human's Job: Compliance with Authority Persists Despite the Uncanny Valley
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2015) 24 (1): 1–23.
Published: 01 February 2015
Abstract
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Just as physical appearance affects social influence in human communication, it may also affect the processing of advice conveyed through avatars, computer-animated characters, and other human-like interfaces. Although the most persuasive computer interfaces are often the most human-like, they have been predicted to incur the greatest risk of falling into the uncanny valley, the loss of empathy attributed to characters that appear eerily human. Previous studies compared interfaces on the left side of the uncanny valley, namely, those with low human likeness. To examine interfaces with higher human realism, a between-groups factorial experiment was conducted through the internet with 426 midwestern U.S. undergraduates. This experiment presented a hypothetical ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (digitally recorded or computer animated), motion quality (smooth or jerky), and advice (disclose or refrain from disclosing sensitive information). Of these, only the advice changed opinion about the ethical dilemma, even though the animated depiction was significantly eerier than the human depiction. These results indicate that compliance with an authority persists even when using an uncannily realistic computer-animated double.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2010) 19 (3): 213–229.
Published: 01 June 2010
Abstract
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Simulated humans in computer interfaces are increasingly taking on roles that were once reserved for real humans. The presentation of simulated humans is affected by their appearance, motion quality, and interactivity. These presentational factors can influence the decisions of those who interact with them. This is of concern to interface designers and users alike, because these decisions often have moral and ethical consequences. However, the impact of presentational factors on decisions in ethical dilemmas has not been explored. This study is intended as a first effort toward filling this gap. In a between-groups experiment, a female character presented participants with an ethical dilemma. The character's human photorealism and motion quality were varied to generate four stimulus conditions: real human versus computer-generated character × fluid versus jerky movement. The results indicate that the stimulus condition had no significant effect on female participants, while male participants were significantly more likely to rule against the character when her visual appearance was computer generated and her movements were jerky.