Coordinating human and computer agents

Author(s):  
Keith S. Decker
Keyword(s):  
2018 ◽  
Author(s):  
Nicholas Hertz ◽  
Eva Wiese

As nonhuman agents become integrated into the workforce, the question becomes whether humans are willing to consider their advice, and to what extent advice-seeking depends on the perceived agent-task fit. To examine this, participants performed social and analytical tasks and received advice from human, robot, and computer agents in two conditions: in the Agent First condition, participants were first asked to choose advisors and were then informed which task to perform; in the Task First condition, they were first informed about the task and then asked to choose advisors. In the Agent First condition, we expected participants to prefer human to non-human advisors, and to subsequently trust their advice more if they were assigned the social as opposed to the analytical task. In the Task First condition, we expected advisor choices to be guided by stereotypical assumptions regarding the agents’ expertise for the tasks, accompanied by higher trust in their suggestions. The findings indicate that in the Agent First condition, the human was chosen significantly more often than the machines, while in the Task First condition advisor choices were calibrated based on perceived agent-task fit. Trust was higher in the social task, but only showed variations with the human partner.


2009 ◽  
Vol 75 (3) ◽  
pp. 315-320 ◽  
Author(s):  
Timothy W. Bickmore ◽  
Laura M. Pfeifer ◽  
Michael K. Paasche-Orlow

2019 ◽  
Vol 15 (1) ◽  
pp. 33-45 ◽  
Author(s):  
Aleksandra Swiderska ◽  
Eva G. Krumhuber ◽  
Arvid Kappas

This article describes how studies in the area of decision-making suggest clear differences in behavioral responses to humans versus computers. The current objective was to investigate decision-making in an economic game played only with computer partners. In Experiment 1, participants were engaged in the ultimatum game with computer agents and regular computers while their physiological responses were recorded. In Experiment 2, an identical setup of the game was used, but the ethnicity of the computer agents was manipulated. As expected, almost all equitable monetary splits offered by the computer were accepted. The acceptance rates gradually decreased when the splits became less fair. Although the obtained behavioral pattern implied a reaction to violation of the rule of fairness by the computer in the game, no evidence was found for participants' corresponding emotional involvement. The findings contribute to the body of research on human-computer interaction and suggest that social effects of computers can be attenuated.


2015 ◽  
Vol 117 (10) ◽  
pp. 1-8
Author(s):  
Sandra Okita

Many technological artifacts (e.g., humanoid robots, computer agents) consist of biologically inspired features of human-like appearance and behaviors that elicit a social response. The strong social components of technology permit people to share information and ideas with these artifacts. As robots cross the boundaries between humans and machines, the features of human interactions can be replicated to reveal new insights into the role of social relationships in learning and creativity. Peer robots can be designed to create ideal circumstances that enable new ways for students to reflect, reason, and learn. This, in turn, has increased expectations that robots and computer agents will enhance human learning and complement people's physical, social, and cognitive capabilities. This paper explores how peer-like robots and robotic systems may help students learn and engage in creative ways of thinking.


Author(s):  
Barry Jones

The paper outlines a decision-support environment that actively supports collaboration during decision making and problem solving. A complementary partnership was formed between computer agents and human agents; one brought selected intelligence to the solution process from “unlimited” multi-domain knowledge sources, the other brought human cognitive rationality. In particular, the proposed system articulated how domain knowledge and know-how can be shared, thereby creating a truly integrated construction team. The author’s investigation measured the views of practitioners in the main building professions—architecture, engineering and construction management—before proposing the decision support system. The conclusion of the work is a conceptual model: a definition of the contractors’ construction management computer agents, and a specification based on scenarios of how these agents would interact with design agents. The significance of Virtual Design and Integrated Project Delivery are also discussed in the context of improved collaboration on the construction project.


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