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The virtual and the physical: two frames of mind

Virtual and physical embodiments of interactive artificial agents utilize similar core technologies for perception, planning, and interaction and engage with people in similar ways. Thus, designers have typically considered these embodiments to be broadly interchangeable, and the choice of embodimen...

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Detalles Bibliográficos
Autor principal: Mutlu, Bilge
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7840463/
https://www.ncbi.nlm.nih.gov/pubmed/33537653
http://dx.doi.org/10.1016/j.isci.2020.101965
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author Mutlu, Bilge
author_facet Mutlu, Bilge
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description Virtual and physical embodiments of interactive artificial agents utilize similar core technologies for perception, planning, and interaction and engage with people in similar ways. Thus, designers have typically considered these embodiments to be broadly interchangeable, and the choice of embodiment primarily depends on the practical demands of an application. This paper makes the case that virtual and physical embodiments elicit fundamentally different “frames of mind” in the users of the technology and follow different metaphors for interaction, resulting in diverging expectations, forms of engagement, and eventually interaction outcomes. It illustrates these differences through the lens of five key mechanisms: “situativity, interactivity, agency, proxemics, and believability”. It also outlines the design implications of the two frames of mind, arguing for different domains of interaction serving as appropriate context for virtual and physical embodiments.
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spelling pubmed-78404632021-02-02 The virtual and the physical: two frames of mind Mutlu, Bilge iScience Perspective Virtual and physical embodiments of interactive artificial agents utilize similar core technologies for perception, planning, and interaction and engage with people in similar ways. Thus, designers have typically considered these embodiments to be broadly interchangeable, and the choice of embodiment primarily depends on the practical demands of an application. This paper makes the case that virtual and physical embodiments elicit fundamentally different “frames of mind” in the users of the technology and follow different metaphors for interaction, resulting in diverging expectations, forms of engagement, and eventually interaction outcomes. It illustrates these differences through the lens of five key mechanisms: “situativity, interactivity, agency, proxemics, and believability”. It also outlines the design implications of the two frames of mind, arguing for different domains of interaction serving as appropriate context for virtual and physical embodiments. Elsevier 2020-12-17 /pmc/articles/PMC7840463/ /pubmed/33537653 http://dx.doi.org/10.1016/j.isci.2020.101965 Text en © 2020 The Author http://creativecommons.org/licenses/by/4.0/ This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Perspective
Mutlu, Bilge
The virtual and the physical: two frames of mind
title The virtual and the physical: two frames of mind
title_full The virtual and the physical: two frames of mind
title_fullStr The virtual and the physical: two frames of mind
title_full_unstemmed The virtual and the physical: two frames of mind
title_short The virtual and the physical: two frames of mind
title_sort virtual and the physical: two frames of mind
topic Perspective
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7840463/
https://www.ncbi.nlm.nih.gov/pubmed/33537653
http://dx.doi.org/10.1016/j.isci.2020.101965
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