Evidence map›Paper›PMID 33501306›Full record

ArticleFrontiers in robotics and AI2020

Behavioral Cues of Humanness in Complex Environments: How People Engage With Human and Artificially Intelligent Agents in a Multiplayer Videogame.

Stephanie Tulk Jesso, William G Kennedy, Eva Wiese

Abstract read
In one paragraph

Article in Frontiers in robotics and AI, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Stephanie Tulk JessoSocial and Cognitive Interactions Lab, Department of Psychology, George Mason University, Fairfax, VA, United States.
William G KennedyCenter for Social Complexity, Department of Computational Data Science, College of Science, George Mason University, Fairfax, VA, United States.
Eva WieseSocial and Cognitive Interactions Lab, Department of Psychology, George Mason University, Fairfax, VA, United States.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The development of AI that can socially engage with humans is exciting to imagine, but such advanced algorithms might prove harmful if people are no longer able to detect when they are interacting with non-humans in online environments. Because we cannot fully predict how socially intelligent AI will be applied, it is important to conduct research into how sensitive humans are to behaviors of humans compared to those produced by AI. This paper presents results from a behavioral Turing Test, in which participants interacted with a human, or a simple or "social" AI within a complex videogame environment. Participants (66 total) played an open world, interactive videogame with one of these co-players and were instructed that they could interact non-verbally however they desired for 30 min, after which time they would indicate their beliefs about the agent, including three Likert measures of how much participants trusted and liked the co-player, the extent to which they perceived them as a "real person," and an interview about the overall perception and what cues participants used to determine humanness.

Indexed as

Cognitive plausibilityHuman-AI InteractionsSocial AISocial RoboticsTuring TestsVideogamesVirtual Agents

Identifiers

PMID33501306
PMCPMC7806100

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.