Personality is an essential feature for creating socially interactive robots. Studies on this dimension will facilitate enhanced human-robot interaction (HRI). Using AIBO, a social robotic pet developed by Sony, we examined the issue of personality in HRI. In this gender-balanced 2 (AIBO personality: introvert vs. extrovert) by 2 (participant personality: introvert vs. extrovert) between-subject experiment (N = 48), we found that participants could accurately recognize a robot's personality based on its verbal and nonverbal behaviors. In addition, various complementarity attraction effects were found in HRI. Participants enjoyed interacting with a robot more when the robot's personality was complementary to their own personalities than when the robot's personality was similar to their own personalities. The same complementarity attraction effect was found in participants' evaluation of the robot's intelligence and social attraction. Participants' feelings of social presence during the interaction were a significant mediator for the complementarity attraction effects observed. Practical and theoretical implications of the current study for the design of social robots and the study of HRI were discussed.
This study examines the interaction effect between user factors and media factors on feelings of social presence which are critical in the design of virtual reality systems and human computer interfaces. Both Experiment 1 and Experiment 2 show that matching synthesized voice personality to user personality positively affects users' (especially extrovert users') feelings of social presence. Experiment 2 also reveals that users feel a stronger sense of social presence when the personality of synthesized voice matches the personality of textual content than when those two are mismatched. In both experiments, extrovert voice induces a stronger sense of presence than introvert voice. These results provide strong evidence for human's automatic social responses to artificial representations possessing humanistic properties such as language and personality. Finally, we discuss various applications of these findings in the design of human computer interfaces, as well as in the study of presence.
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