Emotional Engagement with Embodied Agents H.C. van Vugt, E.A. Konijn, J.F. Hoorn, A. Eliëns, I. Keur Vrije Universiteit Amsterdam response [4]. Relevance concerns the user’s evaluation of the importance of the agent for his goals. When something is not relevant, there is no emotional response. Valence concerns the direction of the user’s emotions as related to outcome expectancies, which can be either positive or negative. For example, positive valence is evoked when the system seems to help the user in completing a task satisfactorily. In task contexts, these outcome expectancies often concern efficiency, effort and effectiveness [1]; does the user expect a positive outcome in terms of high efficiency, low mental and physical effort, and desired effect (user goals)? Next to relevance and valence, the (dis)similarity between the agent and the perceiver also contributes to the emotional responses, for example in terms of gender, appearance, or goals. Thus, involvement and distance are evoked in a comparison process in which the embodied agent is compared to the user him/herself and his/her goals. ABSTRACT In this paper we describe a model that gives an integrative account of how engagement with embodied agents is a trade-off between the parallel processes of involvement and distance. Next to emotional engagement, the model attempts to explain user’s behavioral intentions towards embodied agents. Thus far, the user’s perspective in humanagent interaction is hardly studied in a systematic manner. In the workshop we will present the preliminary results of a first experimental study to test the validity of the model. INTRODUCTION In many empirical studies, the effects of embodied agents in the human-agent interactions are evaluated in terms of user performance, behavior, and user experiences [3]. Several factors seem to influence the results, such as the agent’s embodiment (e.g. gestures, realism) and mental capabilities (e.g. personality, intelligence, social role). Overviews of various relevant factors exist [e.g. 3, 6]. However, an integrative theory or theoretical model that connects design factors of embodied agents with user emotional engagement and user’s behavioral intentions is lacking thus far. The aim of the present study is to test a newly developed theoretical model. This model is able to explain emotional engagement and user’s behavioral intentions with embodied agents by looking into underlying cognitive and emotional processes that are activated when users confront such an agent. Multiple experiments are designed to test the validity of the model. We expect that the model will be advantageous for the HCI field, particularly the embodied agent community, because it allows (1) a systematic investigation of relevant factors, (2) an investigation of the relative importance of factors, (3) an integration of past research results, (4) a deeper understanding of the psychological processes underlying human-agent interaction, and (5) informing the design of embodied agents. Figure 1. Interactive PEFiC-model The user evaluations concerning relevance, valence, and similarity are based on what the user perceives. The perceptual encoding stage consists of 4 main appraisal domains. The model on perceiving and experiencing fictional characters (PEFiC, [5]) assumes that the agent as a character is perceived on the dimensions of ethics (goodbad), aesthetics (beautiful-ugly) and epistemics (realistic – unrealistic) (dashed lines in Figure 1), based on earlier studies with media figures. Affordances relate to the perception of the agent as an interactive system for achieving goals (drawn lines in Figure 1). Affordances concern perceptions of possible interactions with the embodied agent. For example, can I ask the agent a question? Affordances will be judged in terms of relevance EMOTIONAL ENGAGEMENT Previous research [5] shows that user’s emotional engagement exists of both involvement and distance processes, which are parallel tendencies to approach or avoid the agent. Involvement may include identification, sympathy, warm feelings (I love him!), and distance may include irritation, antipathy, or cold feelings (I hate him!). These are two unipolar processes that are hypothesized to influence the final satisfaction with the agent. How, then, are involvement and distance established? Several mechanisms can be described that underly user engagement [5]. Based on emotion psychology, relevance and valence are important contributors in evoking an emotional 1 and valence in light of user goals. According to the Technology Acceptance Model (TAM), intentions to use are good predictors of actual usage [2]. Such intentions are likely to depend on relevance and valence judgments. In addition, opinions of others (social norm) influence the subjective perceptions and engagement processes. In sum, we hypothesize that both specific aspects concerning the agent’s embodiment as well as aspects concerning humancomputer interactions influence emotional engagement [7]. This resulted in the Interactive PEFiC-model (Figure 1) as a model for future HCI-research. secondary school were able to reconstruct the artwork easily and without problems. In the negative valence condition we told the participants that students in another secondary school were not able to reconstruct the artwork. After watching the demo, the participants were asked to fill in a knowledge test and a user engagement questionnaire. After completion, they received a small present. The next day, their teachers explained that the actual reconstructing of the artwork would not be necessary and appeared to be too complicated. EXPECTED RESULTS STUDY In this study, the effects of guidance offered by embodied agents are tested. The main hypotheses are: H1. Realistic agents evoke stronger positive (involvement) and negative (distance) user engagement than without or with an unrealistic agent. H2. Positive valence results in stronger user engagement than the negative condition, both for realistic and unrealistic agents. H3. Higher user involvement and lower distance leads to higher satisfaction in human-agent interaction than lower involvement and higher distance. H4. Higher involvement and lower distance leads to better task performance than lower involvement and higher distance. Thus, we will inspect the relations between type of agent, outcome expectancies (valence), user engagement, and actual task performance. Multivariate statistical analyses will be used to test the validity of the hypotheses. The first results will be presented in the workshop and discussed in light of their theoretical contribution. Materials. A 3D virtual environment in the cultural heritage domain contains information about contemporary art works, e.g. ‘Stone and Feather’ (Figure 2). This digital dossier about an artwork served as the stimulus material in our first experiment (Study 1). We used a demonstration of the environment in different versions: without an agent vs. a realistic (human-like) vs. an unrealistic (fantasy) agent. Textual information on the characteristics of the artwork (e.g. ‘The feather is an ostrich feather’) was given either as a text balloon in the agent conditions, or text frame in the no-agent condition. Figure 2. Realistic agent with ‘Stone and Feather’ REFERENCES 1. Bevan, N. and Maclead, M. (1994) Usability measurement in context. Behaviour and Information Technology, 13, 132-145. Measurements. Structured questionnaires were used to measure (1) user perceptions and engagement, and (2) task performance. The questionnaires were pilot tested. A 40items engagement questionnaire included measures of perceived realism, similarity, relevance, valence, user involvement, distance, and satisfaction. Sample items from the Epistemics scale include “The figure could exist in daily life” and “I find the figure fake.” Task performance was measured by the errors made in the knowledge test, in which the artwork characteristics were questioned. 2. Davis, F. D. (1989) Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology MIS Quarterly 19, 2, 319-339. 3. Dehn, D. M. and Van Mulken, S. (2000) The impact of animated interface agents: A review of empirical research. International Journal of Human-Computer Studies, 52, 1, 1-22. 4. Frijda, N. H. (1986) The Emotions. Cambridge University Press. 5. Konijn, E. A. and Hoorn, J. F. (2005) Some like it bad. Testing a model for perceiving and experiencing fictional characters. Media Psychology 7, 2, 107-144. Procedure. At a Dutch secondary school, 6 classes of about 25 students each were asked to cooperate in research that ‘aimed at improving computer-mediated education’. They were instructed to watch the demonstration and they were told that we would return the next day to see how well they could reconstruct the piece of art. We further varied the outcome expectations (valence) of this reconstruction by manipulation of the instructions. In the positive valence condition we told the participants that students in another 6. Ruttkay, Z., Dormann, C., and Noot, H. (2004). ECAs on a common ground, a framework for design and evaluation. 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