BackgroundWhen our PC goes on strike again we tend to curse it as if it were a human being. Why and under which circumstances do we attribute human-like properties to machines? Although humans increasingly interact directly with machines it remains unclear whether humans implicitly attribute intentions to them and, if so, whether such interactions resemble human-human interactions on a neural level. In social cognitive neuroscience the ability to attribute intentions and desires to others is being referred to as having a Theory of Mind (ToM). With the present study we investigated whether an increase of human-likeness of interaction partners modulates the participants' ToM associated cortical activity.Methodology/Principal FindingsBy means of functional magnetic resonance imaging (subjects n = 20) we investigated cortical activity modulation during highly interactive human-robot game. Increasing degrees of human-likeness for the game partner were introduced by means of a computer partner, a functional robot, an anthropomorphic robot and a human partner. The classical iterated prisoner's dilemma game was applied as experimental task which allowed for an implicit detection of ToM associated cortical activity. During the experiment participants always played against a random sequence unknowingly to them. Irrespective of the surmised interaction partners' responses participants indicated having experienced more fun and competition in the interaction with increasing human-like features of their partners. Parametric modulation of the functional imaging data revealed a highly significant linear increase of cortical activity in the medial frontal cortex as well as in the right temporo-parietal junction in correspondence with the increase of human-likeness of the interaction partner (computer
Previous research on gender effects in robots has largely ignored the role of facial cues. We fill this gap in the literature by experimentally investigating the effects of facial gender cues on stereotypical trait and application ascriptions to robots. As predicted, the short‐haired male robot was perceived as more agentic than was the long‐haired female robot, whereas the female robot was perceived as more communal than was the male counterpart. Analogously, stereotypically male tasks were perceived more suitable for the male robot, relative to the female robot, and vice versa. Taken together, our findings demonstrate that gender stereotypes, which typically bias social perceptions of humans, are even applied to robots. Implications for design‐related decisions are discussed.
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Abstract-Anthropomorphism is one of the keys to understand the expectations people have about social robots. In this paper we address the question of how a robot's actions are perceived and represented in a human subject interacting with the robot and how this perception is influenced only by the appearance of the robot. We present results of an interaction-study in which participants had to play a version of the classical Prisoners' Dilemma Game (PDG) against four opponents: a human partner (HP), an anthropomorphic robot (AR), a functional robot (FR), and a computer (CP). As the responses of each game partner were randomized unknowingly to the participants, the attribution of intention or will to an opponent (i.e. HP, AR, FR or CP) was based purely on differences in the perception of shape and embodiment. We hypothesize that the degree of human-likeness of the game partner will modulate what the people attribute to the opponents -the more human like the robot looks the more people attribute human-like qualities to the robot.
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