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ABSTRACT
The perception of feeling cared for has beneficial consequences in education, psychotherapy, and medicine. Results from a longitudinal study of simulated caring by a computer are presented, in which 60 subjects interacted with a computer agent daily for a month, half with a "caring" agent and half with an agent that did not use behaviors to demonstrate caring. The perception of caring by subjects in the "caring" condition was significantly higher after four weeks, and was also reflected in qualitative interviews with them, and in a significantly higher reported willingness to continue working with the "caring" agent. This paper presents the techniques that contributed to the increased perception of caring, and presents some of the implications of this new technology.
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Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 7
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Byron Lahey , Winslow Burleson , Camilla Nørgaard Jensen , Natalie Freed , Patrick Lu, Integrating video games and robotic play in physical environments, Proceedings of the 2008 ACM SIGGRAPH symposium on Video games, August 09-10, 2008, Los Angeles, California
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INDEX TERMS
Primary Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Evaluation/methodology
Additional Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Voice I/O;
Theory and methods;
Natural language
General Terms:
Design,
Experimentation,
Theory
Keywords:
affective computing,
caring,
embodied conversational agent,
emotion,
relational agent,
social interface
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