Much prior work on creating social agents that assist users relies on preconceived assumptions of what it means to be helpful. For example, it is common to assume that a helpful agent just assists with achieving a user’s objective. However, as assistive agents become more widespread, human-agent interactions may be more ad-hoc, providing opportunities for unexpected agent assistance. How would this affect human notions of an agent’s helpfulness? To investigate this question, we conducted an exploratory study (N=186) where participants interacted with agents displaying unexpected, assistive behaviors in a Space Invaders game and we studied factors that may influence perceived helpfulness in these interactions. Our results challenge the idea that human perceptions of the helpfulness of unexpected agent assistance can be derived from a universal, objective definition of help. Also, humans will reciprocate unexpected assistance, but might not always consider that they are in fact helping an agent. Based on our findings, we recommend considering personalization and adaptation when designing future assistive behaviors for prosocial agents that may try to help users in unexpected situations. 
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                            Stop Copying Me: Evaluating nonverbal mimicry in embodied motivational agents
                        
                    
    
            Motivational agents are virtual agents that seek to motivate users by providing feedback and guidance. Prior work has shown how certain factors of an agent, such as the type of feedback given or the agent’s appearance, can influence user motivation when completing tasks. However, it is not known how nonverbal mirroring affects an agent’s ability to motivate users. Specifically, would an agent that mirrors be more motivating than an agent that does not? Would an agent trained on real human behaviors be better? We conducted a within-subjects study asking 30 participants to play a “find-the-hidden-object” game while interacting with a motivational agent that would provide hints and feedback on the user’s performance. We created three agents: a Control agent that did not respond to the user’s movements, a simple Mimic agent that mirrored the user’s movements on a delay, and a Complex agent that used a machine-learned behavior model. We asked participants to complete a questionnaire asking them to rate their levels of motivation and perceptions of the agent and its feedback. Our results showed that the Mimic agent was more motivating than the Control agent and more helpful than the Complex agent. We also found that when participants became aware of the mimicking behavior, it can feel weird or creepy; therefore, it is important to consider the detection of mimicry when designing virtual agents. 
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                            - Award ID(s):
- 1750840
- PAR ID:
- 10534485
- Publisher / Repository:
- ACM
- Date Published:
- ISBN:
- 9781450399944
- Page Range / eLocation ID:
- 1 to 4
- Format(s):
- Medium: X
- Location:
- Würzburg Germany
- Sponsoring Org:
- National Science Foundation
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