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arXiv 2406.05486cs.HC
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沉浸式虚拟现实(VR)中通过人形具身AI智能体交互产生的人工社会影响:健康对话中相似性匹配的效应

Artificial social influence via human-embodied AI agent interaction in immersive virtual reality (VR): Effects of similarity-matching during health conversations

Sue Lim, Ralf Schmälzle, Gary Bente

AI总结:

该研究在沉浸式VR中构建具身对话智能体,通过性别匹配操纵相似性,考察其对注视、好感度和健康零食选择的影响,发现异性匹配增强注视且男性更明显,并证实具身性对AI社会影响至关重要。

摘要:

与基于人工智能(AI)的智能体进行交互可以对人类行为和判断产生积极影响。然而,迄今为止的研究主要关注具身程度有限的基于文本的对话智能体(CA),这限制了我们对社会影响原则(如相似性)如何适用于AI智能体(即人工社会影响)的理解。我们通过利用AI(语言模型)的最新进展并将其与沉浸式虚拟现实(VR)相结合来弥补这一空白。具体而言,我们构建了VR-ECAs,即能够在虚拟环境中就健康相关话题与人类自然对话的具身对话智能体。然后,我们通过性别匹配来操纵人际相似性,并考察其对生物行为(即注视)、社会(例如智能体好感度)和行为结果(即健康零食选择)的影响。我们发现智能体与参与者性别在生物行为结果上存在有趣的交互效应:与异性智能体讨论健康话题倾向于延长注视时长,且这一效应在男性参与者中比在女性参与者中更强。在健康零食选择上观察到了类似的方向性模式,尽管该结果在统计上不显著。此外,无论VR-ECAs的性别如何,女性参与者比男性参与者更喜欢VR-ECAs。最后,与VR具身智能体交谈时,参与者体验到的临场感比与纯文本智能体聊天时更强。总体而言,我们的研究结果强调具身性是AI影响人类行为的一个关键因素,并且我们的实验范式为社会影响、人机交流与沉浸式虚拟现实(VR)交叉领域的新实验研究提供了可能。

英文摘要:

Interactions with artificial intelligence (AI) based agents can positively influence human behavior and judgment. However, studies to date focus on text-based conversational agents (CA) with limited embodiment, restricting our understanding of how social influence principles, such as similarity, apply to AI agents (i.e., artificial social influence). We address this gap by leveraging the latest advances in AI (language models) and combining them with immersive virtual reality (VR). Specifically, we built VR-ECAs, or embodied conversational agents that can naturally converse with humans about health-related topics in a virtual environment. Then we manipulated interpersonal similarity via gender matching and examined its effects on biobehavioral (i.e., gaze), social (e.g., agent likeability), and behavioral outcomes (i.e., healthy snack selection). We found an interesting interaction effect between agent and participant gender on biobehavioral outcomes: discussing health with opposite-gender agents tended to enhance gaze duration, with the effect stronger for male participants compared to their female counterparts. A similar directional pattern was observed for healthy snack selection, though it was not statistically significant. In addition, female participants liked the VR-ECAs more than their male counterparts, regardless of the gender of the VR-ECAs. Finally, participants experienced greater presence while conversing with VR-embodied agents than chatting with text-only agents. Overall, our findings highlight embodiment as a crucial factor of influence of AI on human behavior, and our paradigm enables new experimental research at the intersection of social influence, human-AI communication, and immersive virtual reality (VR).

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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