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Virtual Humans and Persuasion: The Effects of Agency and Behavioral Realism
"... Two studies examined whether participant attitudes would change toward positions advocated by an ingroup member even if the latter was known to be an embodied agent; that is, a humanlike representation of a computer algorithm. While immersed in a virtual environment, participants listened to a persu ..."
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Cited by 8 (3 self)
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Two studies examined whether participant attitudes would change toward positions advocated by an ingroup member even if the latter was known to be an embodied agent; that is, a humanlike representation of a computer algorithm. While immersed in a virtual environment, participants listened to a persuasive communication from a digital representation of another student. The latter was actually an embodied agent (a computer-controlled digital representation of a human). Study 1 examined the extent to which gender of the virtual human, participant gender, and the agent’s behavior affected attitude change. Results revealed genderbased ingroup favoritism in the form of greater attitude change for same gender virtual humans. Study 2 examined behavioral realism and agency beliefs; that is, whether participants believed the other to be an agent or an avatar (an online representation of an actual person). Results supported Blascovich and colleague’s model of social influence within immersive virtual environments. Specifically, the prediction that virtual humans high in behavioral realism would be more influential than those low in behavioral realism was supported, but this effect was moderated by the gender of the virtual human and the research participant. Implications of these findings for the model are discussed.
Facial similarity between voters and candidates causes influence. Public Opinion Quarterly
, 2009
"... Abstract Social science research demonstrates that people are drawn to others perceived as similar. We extend this finding to political candidates by comparing the relative effects of candidate familiarity as well as partisan, issue, gender, and facial similarity on voters ’ evaluations of candidate ..."
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Abstract Social science research demonstrates that people are drawn to others perceived as similar. We extend this finding to political candidates by comparing the relative effects of candidate familiarity as well as partisan, issue, gender, and facial similarity on voters ’ evaluations of candidates. In Experiment 1, during the week of the 2006 Florida gubernatorial race, a national representative sample of voters viewed images of two unfamiliar candidates (Crist and Davis) morphed with either themselves or other voters. Results demonstrated a strong preference for facially similar candidates, despite no conscious awareness of the similarity manipulation. In Experiment 2, one week before the 2004 presidential election, a national representative sample of voters evaluated familiar candidates (Bush and Kerry). Strong partisans were unmoved by the facial similarity manipulation, but weak partisans and independents preferred the candidate with whom their own face had been morphed over the candidate morphed with another voter. In Experiment 3, we compared
The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
"... This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical st ..."
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Cited by 4 (1 self)
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This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that teachers with augmented social perception (i.e., receiving visual warnings alerting them to students not receiving enough teacher eye gaze) were able to
Building Character for Artificial Conversational Agents: Ethos, Ethics, Believability, and Credibility
"... Because ethos is an unavoidable component of dialogue and forms the basis for believing and being persuaded by another's speech, it is an important topic for AI researchers. This paper examines the concept of ethos, especially Aristotle's notions of situated and invented ethos, as it functions in or ..."
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Because ethos is an unavoidable component of dialogue and forms the basis for believing and being persuaded by another's speech, it is an important topic for AI researchers. This paper examines the concept of ethos, especially Aristotle's notions of situated and invented ethos, as it functions in oral and written discourse and then explores what happens to ethos in computer-mediated human-to-human and human-to-machine discourse. The paper draws a number of conclusions that may be of value to researchers in these fields. In particular, it argues that the rhetorical concept of ethos furnishes a broader theoretical framework for understanding design and ethical issues involved in agent credibility than does the artistic notion of believability. The paper concludes by suggesting some nonartistic methods for making agents more credible within the framework of situated ethos.
Virtual Reality -- A Survival Guide for the Social Scientist
, 2009
"... In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common ..."
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In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific research. Specifically, we review the literature on the study of VR as an object, wherein we discuss the effects of the technology on human users; VR as an application, wherein we consider real-world applications in areas such as medicine and education; and VR as a method, wherein we provide a comprehensive outline of studies in which VR technologies are used to study phenomena that have traditionally been studied in physical settings, such as nonverbal behavior and social interaction. We then present a content analysis of the literature, tracking the trends for this research over the last two decades. Finally, we present some possibilities for future research for interested social scientists.

