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Communicating with ugly but efficient characters Henriette van Vugt Elly Konijn Johan Hoorn Vrije Universiteit Amsterdam 24 nov 2005 Etmaal van de communicatiewetenschap
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Users respond differently to interfaces encorporating an interface character than to those without an interface character Persona effect
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Aim of the project
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2 main perspectives Human-like appearance and behavior –Social responses –Similarities engagement real human beings Computer application –Task context –Similarities use intention other applications
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I-PEFiC model
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Are the Engagement and Interaction process dependent on each other?
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Experimental design
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Manipulations - Aesthetics Ugly: BertaBeautiful: Bella
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Aids:knowledgeable, fast Obstacles: clumsy, slow Manipulations - Affordances
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Method 120 participants I-PEFiC measures (Cronbach’s alpha >.70) 5 tasks, as quickly as possible e.g. “Have Bella repair the sink” If task finished, stop the clock, write time down Completion of the 5 tasks Slow (about 12 minutes) or fast (about 6 minutes) Then, questionnaire, and one more task
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CHARACTERSYSTEMCHARACTERSYSTEM Relevance Distance Satisfaction Use Intentions Affordances Aid Obstacle Aesthetics Beautiful Ugly Valence Involvement Results
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CHARACTERSYSTEMCHARACTERSYSTEM Relevance Distance Satisfaction Use Intentions Affordances Aid Obstacle Aesthetics Beautiful Ugly Valence Involvement Results
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CHARACTERSYSTEMCHARACTERSYSTEM Relevance Distance Satisfaction Use Intentions Affordances Aid Obstacle Aesthetics Beautiful Ugly Valence Involvement Results
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CHARACTERSYSTEMCHARACTERSYSTEM Relevance Distance Satisfaction Use Intentions Affordances Aid Obstacle Aesthetics Beautiful Ugly Valence Involvement Results
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Main conclusion ‘Digital bonds’ between humans and interface characters are established by both the character’s visual appearance and the affordances it offers for task execution.
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Discussion Trend in game industry: More game AI, less graphic game design Future research: Different task environment On/off function
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