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This project has been carried out in the context of recent major developments in botics and more widespread usage of virtual agents in personal and professional sphere. The general purpose of the experiment was to thoroughly examine the character of the human–non-human interaction process. Thus, in the paper, we present a study of human–chatbot interaction, focusing on the affective responses of users to different types of interfaces with which they interact. The experiment consisted of two parts: measurement of psychophysiological reactions of chatbot users and a detailed questionnaire that focused on assessing interactions and willingness to collaborate with a bot. In the first quantitative stage, participants interacted with a chatbot, either with a simple text chatbot (control group) or an avatar reading its responses in addition to only presenting them on the screen (experimental group. We gathered the following psychophysiological data from participants: electromyography (EMG), respirometer (RSP), electrocardiography (ECG), and electrodermal activity (EDA). In the last, declarative stage, participants filled out a series of questionnaires related to the experience of interacting with (chat)bots and to the overall human–(chat)bot collaboration assessment. The theory of planned behavior survey investigated attitude towards cooperation with chatbots in the future. The social presence survey checked how much the chatbot was considered to be a “real” person. The anthropomorphism scale measured the extent to which the chatbot seems humanlike. Our particular focus was on the so-called uncanny valley effect, consisting of the feeling of eeriness and discomfort towards a given medium or technology that frequently appears in various kinds of human–machine interactions. Our results show that participants were experiencing lesser uncanny effects and less negative affect in cooperation with a simpler text chatbot than with the more complex, animated avatar chatbot. The simple chatbot have also induced less intense psychophysiological reactions. Despite major developments in botics, the user’s affective responses towards bots have frequently been neglected. In our view, understanding the user’s side may be crucial for designing better chatbots in the future and, thus, can contribute to advancing the field of human–computer interaction. *L. Ciechanowski, A. Przegalinska, and M. Magnuski equally contributed to the article.
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In the Shades of the Uncanny Valley:
An Experimental Study of HumanChatbot Interaction
Leon Ciechanowskia
,, Aleksandra Przegalinskab, Mikolaj Magnuskia, Peter Gloorc
a Department of Psychology, University of Social Sciences and Humanities, Chodakowska 19/31, Warsaw,
Department of Management, Kozminski University, Jagiellonska 57/59 Warsaw, Poland.
MIT Center for Collective Intelligence, 245 First Street, E94-1509 Cambridge, MA, USA.
Abstract: This project has been carried out in the context of recent major developments in botics
and more widespread usage of virtual agents in personal and professional sphere. The general
purpose of the experiment was to thoroughly examine the character of the humannon-human
interaction process. Thus, in the paper, we present a study of humanchatbot interaction,
focusing on the affective responses of users to different types of interfaces with which they
interact. The experiment consisted of two parts: measurement of psychophysiological reactions
of chatbot users and a detailed questionnaire that focused on assessing interactions and
willingness to collaborate with a bot. In the first quantitative stage, participants interacted with a
chatbot, either with a simple text chatbot (control group) or an avatar reading its responses in
addition to only presenting them on the screen (experimental group. We gathered the following
psychophysiological data from participants: electromyography (EMG), respirometer (RSP),
electrocardiography (ECG), and electrodermal activity (EDA). In the last, declarative stage,
participants filled out a series of questionnaires related to the experience of interacting with
(chat)bots and to the overall human(chat)bot collaboration assessment. The theory of planned
behavior survey investigated attitude towards cooperation with chatbots in the future. The social
presence survey checked how much the chatbot was considered to be a “real” person. The
anthropomorphism scale measured the extent to which the chatbot seems humanlike. Our
particular focus was on the so-called uncanny valley effect, consisting of the feeling of eeriness
and discomfort towards a given medium or technology that frequently appears in various kinds of
humanmachine interactions. Our results show that participants were experiencing lesser
Corresponding author
E-mail addresses: (L. Ciechanowski), (A.
Przegalinska), (M. Magnuski), (P. Gloor).
L. Ciechanowski, A. Przegalinska, and M. Magnuski equally contributed to the article.
uncanny effects and less negative affect in cooperation with a simpler text chatbot than with the
more complex, animated avatar chatbot. The simple chatbot have also induced less intense
psychophysiological reactions. Despite major developments in botics, the user’s affective
responses towards bots have frequently been neglected. In our view, understanding the user’s
side may be crucial for designing better chatbots in the future and, thus, can contribute to
advancing the field of humancomputer interaction.
A two-stage experiment focusing on humanchatbot interaction was conducted.
Methodology consisted of processing psychophysiological data and collecting declarative
responses through questionnaires.
Major findings confirm stronger negative affect, emotional arousal, and increased
uncanny valley effect (“weirdness” or discomfort) in the chatbot enriched with animated avatar
and sound.
Participants declared interest in cooperation with both types of chatbots in the future.
Keywords: HumanComputer Interaction, Chatbots, Affective Computing, Psychophysiology,
Uncanny Valley
1. Introduction
Humancomputer interaction (HCI) is currently an area of singular importance, and a key to
understanding it is an appreciation of the fact that interactive interfaces mediate the redistribution
of cognitive tasks between humans and machines. Chatbots are an interesting case in HCI, as
they are designed to interact with users through natural languages. This technology, started in the
1960s, initially aimed to determine whether chatbot systems could fool users into believing that
they were real humans. Quite early, it was confirmed that cheating was possible; nonetheless, the
widespread usage of chatbots remained obscure for several decades. Currently, however, chatbot
systems are built not only to mimic human conversation and entertain users but are also for use
in applications in education, information retrieval, business, and e-commerce. In fact, chatbots
are a perfect example of the implementation of state-of-the-art consumer-oriented artificial
intelligence that simulates human behaviour based on formal models, and they have been an
interesting subject for the research of patterns of human and non-human interaction as well as
issues related to assigning social roles to others, finding patterns of successful and unsuccessful
interactions, and establishing social relationships and bonds.
Being designed to aid cognition and simplify tasks, interfaces function as specific cognitive
artefacts that provide the most flexible representational medium we have ever known and enable
novel forms of communication. Several spheres of research interest in HCI exist. The first of
these explores interfaces that expand representational possibilities beyond metaphors to which
people have already become accustomed, such as icons on a desktop [1]. A second sphere of
interest is related to technology-supported cooperative work [2]. A third draws on what we know
about human perception and cognition, coupling it with the task analysis method. The latter
research field is crucial for our experiment.
To date, only a few controlled experiments have been conducted to directly examine the
interaction between humans and chatbots [35]. At the same time, almost no study has
implemented psychophysiological instruments for the research of the humanchatbot interaction,
although in the paradigm of social interactionor social cognitiona large number of studies
have come up with various psychophysiological and neuroimaging methods (see [6]), especially
the meta-analysis of 70 social cognition studies using functional neuroimaging techniques [7].
Similar relationshipsalbeit in virtual reality [8,9]have tracked social interactions in business
and everyday situations in virtual reality as well as their psychophysiological or neural correlates.
In addition, Hofree et al. [10] examined human-android interaction using EMG but focused on
simple emotional responses, not full verbal interaction.
We place our research in the context of the ongoing process of introducing artificial
intelligence in the area of social interaction with people, with particular emphasis on interactions
in the professional sphere (e.g., business and strategic management). In doing so, we argue for
paying greater attention to the factors that cause either trust or resistance towards such
technological innovations in professional and social life. Our work, which focuses on the user
and his/her declarative and psychophysiological responses to a bot, will fill a gap in the HCI
research, where little attention has thus far been paid to the socio-cognitive nature of the
interaction between man and technology in general and chatbots in particular.
In order to understand and better explain people’s complex relationships with information
technology in the professional environment, our study emphasises the user. Instead of focusing
on building and perfecting yet another technology, we concentrate on the other side of the
“attention economy”—namely, technology’s interlocutors (i.e., humans). Essentially, we seek to
compare the way people interact with different chatbots that imitate both human ways of
interacting and human expertise.
1.1. Chatbots and their application and role in society
Just as people use language for human communication, people want to use their language to
communicate with computers. Kacprzyk and Zadrozny [11] argued that the best way to facilitate
HCI is by allowing users “to express their interest, wishes, or queries directly and naturally, by
speaking, typing, and pointing”. Morrissey and Kirakowski [12] made a similar point in their
criteria for development of a more human-like chatbot.
This was the motivation behind the development of chatbots. A chatbot system is a software
program that interacts with users using natural language. Different terms have been used for a
chatbot, such as machine conversation system, virtual agent, dialogue system, and chatterbot.
Initially, developers built and used chatbots for fun and used simple keyword matching
techniques to find a match for a user input, such as ELIZA [13,14]. Before the arrival of
graphical user interfaces, the seventies and eighties saw rapid growth in text and natural language
interface research [15]. Since that time, a range of new chatbot architectures have been
developed, such as MegaHAL [16], CONVERSE [17], and A.L.I.C.E. [18], which was first
implemented by Wallace in 1995. A.L.I.C.E.’s knowledge about English conversation patterns is
stored in artificial intelligence markup language (AIML) files. AIML is a derivative of extensible
markup language (XML) that was developed by Wallace. The Alicebot free software community
from 1995 onwards enabled people to input dialogue pattern knowledge into chatbots based on
the A.L.I.C.E. open-source software technology.
Currently, the choice of chatbots is much broader and includes a great deal of machine
learning-supported consumer technologies, such as Siri and Cortana [19,20]. They may take the
shape of virtual agents or physical objects, such as Alexa [21] or Jibo [22,23], which can also be
researched from the perspective of the proxemic relations they maintain with the users, as well as
gestural communication. In the study we present here, we have used a simple state-of-the-art
virtual assistant integrated with a help desk and supported by supervised learning and intelligent
dialog management software. Our bot, “Ola”, was based on a stochastic data model with
synonyms and meaning detection, using a customized engine written in PHP and Node.js
(Javascript). It was designed to provide detailed information about a Central European university
(Kozminski University) as a dedicated service for current and future students.
1.2. Previous research on the uncanny valley
Today, we know that many kinds of media are capable of eliciting, to varying degrees,
different kinds of social responses, including verbal [5], gestural, and visual responses [24].
However, to date, only a few experiments have directly examined communication between
humans and chatbots. Wide problematics of human attitudes towards humanoid technologies
were first discussed in Mori’s [25] uncanny valley hypothesis, which predicted that perceptual
difficulty in distinguishing between a human-like object and its human counterpart will evoke
negative affects. The hypothesis suggests that humanoid objects which appear almost, but not
exactly, like real human beings elicit uncanny, or strangely familiar, feelings of revulsion or
eeriness in observers. In fact, Mori observed a heightened sensitivity to defects in near-
humanlike forms—an “uncanny valley” in what is otherwise a positive relationship between
human likeness and familiarity. Since then, research has focused on affect, but still fairly little is
known about how humanoid objects are actually perceived.
Reasons for the appearance of the uncanny valley effect have not been fully explained
[26,27]. One explanation could be mate selection, where uncanny stimuli can elicit aversion by
activating an evolved cognitive mechanism for the avoidance of selecting mates with low fertility
and poor hormonal healthwhich can possibly be detected subconsciously by observing face
features [28]. Another reason is pathogen avoidance, where uncanny stimuli may activate a
cognitive mechanism that originally evolved to motivate the avoidance of potential sources of
pathogens by eliciting a disgust response. The negative effect associated with uncanny stimuli is
produced by the activation of conflicting cognitive representations and may seem to pose a threat
to humans’ distinctiveness and identity. Negative reactions towards very humanlike robots can
be related to the challenge that these kinds of robots lead to the categorical humannamely,
non-human distinction.
Also, entities with human and nonhuman traits undermine our sense of human identity by
linking qualitatively different categories, human and nonhuman, by a quantitative metric: degree
of human likeness. Aside from more biological and evolutionary psychology responses,
explanations have been related to cultural and religious norms. The uncanny valley may be
symptomatic of entities that “elicit a model of a human other but do not measure up to it[29] as
well as a religious definition of human identity. Some view the existence of artificial but
humanlike entities as a threat to the concept of human identity.
One recent studies [30] hypothesized that a human-looking android may be perceived as
uncanny because it elicits the fear of death. The author attempted to verify this through questions
designed to measure distal terror management defences, such as worldview protection. The
results were rather favourable, as the group exposed to an image of an uncanny robot consistently
preferred information sources that supported their worldview relative to the control group. This,
however, has only applied to one particular stimulus, so it was quite difficult to generalize across
stimuli. In the experiment, where participants were presented with short video clips of a wide
range of mainly android and humanoid robots engaged in various activities in different settings,
the results did not indicate a single uncanny valley effect for a particular range of human
likeness. Yet another experiment [29] in which the android’s responses were identical showed
that human responses to different androids varied according to their beliefs.
Hanson [31] noticed that the notion that the uncanny valley can be escaped through varying
factors unrelated to human likeness. Although Hanson found that morphing from a mechanical
looking robot to an android produced an uncanny valley on both a familiarity scale and an
appealing scale, as well as a peak in an eeriness scale, these effects were greatly reduced by
tuning the morphs.
A recent work on artificial gaze [32] aimed at determining how human and robot gaze can
influence the speed and accuracy of human action. Another more recent experiment focusing on
speech shadowing [33] created situations in which people conversed in person with a human
whose words were determined by a conversational agent computer program. The method
involved a person repeating vocal stimuli originating from a separate communication source in
real time. Humans shadowing conversational agent sources (bots) thus became hybrid agents
(“echo-borgs”) capable of face-to-face interlocution. In a series of three studies, the authors
noticed that, unlike those who engaged with a text interface, the vast majority of participants who
engaged with an echo-borg did not sense any robotic interaction. These findings have
implications for HCI as they show that the human body, as a channel of communication,
fundamentally alters the social and psychological dynamics of interactions with machine
Finally, our main reference study [34] investigated the effect of self-involvement during
social interaction on attention, arousal, and facial expression. Specifically, the study sought to
disentangle the effect of being personally addressed from the effect of decoding the meaning of
another person’s facial expression. To this end, eye movements, pupil size, and facial
electromyographic (EMG) activity were recorded while participants observed virtual characters
looking at either them or someone else. In dynamic animations, the virtual characters then
displayed either socially relevant facial expressions (similar to those used in everyday life
situations) to establish interpersonal contact or arbitrary facial movements. The results show that
attention allocation, as assessed by eye-tracking measurements, was specifically related to self-
involvement, regardless of the social meaning being conveyed. Arousal, as measured by pupil
size, was primarily related to the perception of the virtual character’s gender. In contrast, facial
EMG activity was determined by the perception of socially relevant facial expressions,
regardless of whether the virtual characters were looking at the participants or at someone else.
2. Hypotheses
The main hypothesis of the study was that significant differences in both
psychophysiological and declarative responses of study participants would be revealed in relation
to the type of bot with which the participants interacted. These differences were expected to
depend on the type of the entity with which the tested groups were interacting (i.e., avatar versus
text chatbot). We assumed that emotional and physiological responses would be most intense in
the interaction with the more human-like avatar chatbot but reduced in the interaction with the
simpler text chatbot. We also hypothesised that the avatar chatbot would induce a stronger
uncanny valley effect than the text chatbot.
3. Methodology and experiment design
In order to investigate potential differences among various types of chatbots as well as the
influence on their users, we carried out a two-stage experiment. In the first quantitative stage,
participants interacted with a chatbot, either with a simple text chatbot (control group) referred to
here as TEXT (Fig. 1) or an avatar reading its responses in addition to only presenting them on
the screen (experimental group), which we call AVATAR (Fig. 2). Both chatbots were designed
to be Kozminski Academy website assistants; therefore, they mainly provided information about
the enrolment process for new students. Nevertheless, they were capable of casual conversation.
Figure 1. Screenshot of the TEXT chatbot that participants interacted with. It is a “virtual assistant” [“Wirtualna
Asystentka”] named “Ola”. Additional text on the screen are as follows: “Witam na stronie Akademii Leona
Koźmińskiego!” [“Welcome to the Leon Koźmiński’s Academy”]; “Jestem Wirtualną Asystentką i chętnie
odpowiem na Twoje pytania dotyczące rekrutacji oraz korzystania przez studentów z systemów informatycznych
ALK.” [“I am a Virtual Assistant and I am happy to answer your questions about the enrollment process and the use
of ALK IT systems.”]; “Rekrutacja; Rekrutacja online; Jak zalogować się do serwisu Wirtualna Uczelnia?”
[“Enrollment; Enrollment online; How to log in to the Virtual University website?”]; “Wpisz swoje pytanie…”
[“Write your question here…”]; “Prośba o kontakt” [“I wish to contact you”] - this hyperlink was inactive.
The chatbot’s and participants’ responses were presented one after another (in a chat form) on the screen.
Participants added their input in the field “Write your question here…” [“Wpisz swoje pytanie…”].
Figure 2. Screenshot of the AVATAR chatbot participants used. The visible avatar was animated (moved according
to speech produced on the basis of its text responses presented on the screen).
Figure 3 presents the methodological scheme. After participants were randomly assigned to
one of the groups, we placed electrodes used in psychophysiological analyses (more information
is provided in Section 3.2. Psychophysiological measures) and the interaction with the chatbot
began. Each participant was left alone in the lab room and was instructed to discuss the academy
enrolment process and ask the chatbot about six specific aspects regarding this topic. Such
formulation of universal tasks across both groups allowed us to achieve at least some level of
experimental control over the process involving participants. After completing the task,
participants were supposed to engage in casual conversation with the chatbot. Participants talked
with the chatbot by writing messages/questions on a computer keyboard. Upon pressing
“ENTER”, the chatbot’s response appeared on the screen with a maximum one-second delay.
Afterwards, participants took a test of knowledge based on what they learned from the chatbot
(this step played the role of a filler task). In the end, participants filled out a few questionnaires
(for more details, see this Section below).
Figure 3. Scheme of the research protocol.
We gathered the following psychophysiological data from participants on an ongoing basis
throughout the entire interaction with the chatbot:
EMG data were collected from eyebrow-wrinkling muscles (musculus corrugator
supercilii) and smiling muscles (musculus zygomaticus), in accordance with standard guidelines
[35]. This measure was mainly used to measure emotional arousalin particular, anger,
happiness, fear, and sadness.
Respirometer (RSP) is an auxiliary measure used in ECG analysis.
Electrocardiogram (ECG) measures the heart rate, which is correlated with the activity
of a sympathetic nervous system, which may trigger the “fight-or-flight” response [36], also
called the acute stress response. This physiological reaction occurs in response to a perceived
harmful event, attack, or other stimulus causing distress or anxiety [36].
Electrodermal activity (EDA) is a measure of sweat gland permeability, observed as
changes in the electric resistance of the skin. It may be triggered by general emotional arousal,
fear, or surprise.
In the last, qualitative stage, participants filled out a series of questionnaires related to the
experience of interacting with (chat)bots and to the overall human(chat)bot collaboration
assessment [3739]:
The theory of planned behaviour survey investigated attitude towards cooperation with
chatbots in the future.
The social presence survey checked how much the chatbot was considered to be a “real”
The anthropomorphism scale measured the extent to which the chatbot seems humanlike.
Each questionnaire consisted of questions that later became items in more general factors, such
as uncanny valley and competence.
In the analysis stage, the questionnaire data were included in a multivariate analysis of variance
in the mixed scheme, where the assessment of characteristic parameters of chatbots was a within-
subject variable (measured with questionnaires and factors created on the basis of these) whereas
the between-subject variable consisted of the type of entity present in interactions.
Psychophysiological measurements were conducted with the BIOPAC MP150 system using
modules for EMG, ECG, RSP, and EDA. The EMG was recorded from the zygomaticus major
(“smile muscle”) and corrugator supercilii (“frown muscle”), and EDA was recorded with
electrodes placed on the small and ring finger of the nondominant hand. The data were recorded
using AcqKnowledge software with a sampling rate of 2000 Hz. The chatbot’s responses were
synchronised with the BIOPAC device using custom Python code that captured the screen every
10 ms and detected the moment when the chatbot’s textbox was refreshed (this refresh happened
only at the chatbot’s response onset).
3.1. Participants
Because the study aims to discover the general effects in the domain of humanchatbot
interactions that are applicable to all people, we did not foresee any special procedure for the
selection of respondents for the groups aside from standard prerequisites like no neurological or
psychological disorders and normal or corrected-to-normal vision. We had 31 participants in
total (16 in the TEXT group and 15 in the AVATAR group; 18 women). The mean age was 26.9
years (SD = 5.88), 1 person was a primary school graduate, 10 secondary, and 20 had higher
3.2. Psychophysiological measures
3.2.1. EDA
According to the psychophysiological literature, the EDA needs time to build upup to 5 or
6 secondsafter a stimulus onset [40]. Because the stimulus was text/voice and participants
needed some time to read it, we decided to use segments extending from 2 seconds before until 7
seconds after each chatbot’s response onset. Because these segments are centred with respect to
the chatbot’s response onset, they are conventionally called “event-related”. This event-related
EDA (ER-EDA) signal was baseline-corrected with 1 second prior to each chatbot’s response.
Baseline-correction is commonly used to emphasise changes in the signal evoked by some event
of interest (here, the chatbot’s response) and is performed by removing the mean of the baseline
period from the whole signal. Segments overlapping with the next chatbot’s response or when
the interval between two consecutive chatbot responses was shorter than 10 seconds were
removed, leaving an average of 33.17 segments per participant (SD = 22.00; removed segments:
M = 13.33; SD = 20.76). Prior to baseline correction and uniquely for EDA analysis, the ER-
EDA signal was z-scored (centred and divided by standard deviation). Z-scoring the ER-EDA
signal was dictated by huge inter-individual differences in the EDA amplitude.
We subsequently averaged all ER-EDA segments for each subject, which resulted in one z-
scored ER-EDA time series per subject. These time series were compared across experimental
conditions with a Welch t-test at every time-sample. A Welch t-test was chosen over Student t-
test so that the equal-variance assumption could be dropped (for more arguments for using the
Welch t-test by default, see [41]). We also compared ER-EDA variance between the AVATAR
and TEXT groups at each time sample using a Levene’s test. As the last step of the EDA
analysis, we correlated the z-scored ER-EDA signal at each time sample with competence and
uncanny valley questionnaire factors.
3.2.2. ECG
The ECG signal was analysed using the ECG R-peak detection algorithm implemented in the
BioSPPy Python library [42], following a standard approach [43]. After detecting individual R-
peaks instantaneous heart rate (IHR) was computed for each pair of R-peaks. This IHR value was
assigned to the time occurence of the second of the two R-peaks. This yielded an irregularly
sampled signal of IHR which was then linearly interpolated to span all the timesamples of
analyzed segments. We used segments ranging from -4 to 7 seconds with respect to each
chatbot’s response onset and baselined with the average of time range between the -4 to -1
second prior to the chatbot’s response; all the following operations (segment selection and
averaging) were analogous to what is reported in the EDA analysis section. To obtain one event-
related heart rate time series (tachogram) for every participant, all segments were averaged within
subjects. This event-related heart rate signal was compared across experimental conditions with a
Welch t-test.
3.2.3. EMG
We compared differences in facial muscle activity responsible for smiling (zygomaticus) and
frowning (corrugator supercilii) between the AVATAR and TEXT groups. In order to analyse
muscle activity evoked by the chatbot’s response, the EMG signal was time-locked to each
chatbot’s response onset (starting from the -2 second before until 7 seconds after) and baselined
with the signal preceding the chatbot’s response (for a more detailed description, see Section
3.2.1. EDA). EMG muscular activity is manifested in high frequencies ranging from 20 to 200
Hz. We calculated the average frequency content within this range using Morlet wavelets. The
20200 Hz frequency range was divided into 20 linearly increasing steps, and the power of each
frequency was extracted by convolving the signal with 200 ms long Morlet wavelets in the given
frequency. Next, all frequency steps within each segment were averaged, giving rise to average
high-frequency EMG response timecourse for each segment. Then, to obtain one time-resolved
response for each muscle group and participant, all segments were averaged. Finally, these
averaged EMG signals were z-scored within participants and smoothed using moving average
with a 0.5-second window.
4. Results
4.1. Questionnaire results
The questionnaires revealed several interesting facts. First, no differences were observed
across gender or education level for each questionnaire factor (all p-values are above .05 for
between groups comparisons). The only significant differences were observed between groups;
thus, there was a main effect of the type of chatbot with which the participants interacted. In
general, the participants were keen to cooperate with the chatbot, although several of them
expressed irritation, or even frustration, during the debriefing session. Nonetheless, both groups
had a good opinion about using robots in the workplace, although the opinion was significantly
better in the group interacting with the TEXT chatbot, F(1,29) = 5.452; p = .027 (see Fig. 4).
Similarly, the negative affect evaluation factor indicates that participants felt more negative
emotions when interacting with the AVATAR chatbot, F(1,29) = 7.621; p = .009, compared to
the TEXT chatbot.
The boxplot in Figure 4 presents the mean results of assessing the nonsupportive
anthropomorphic traits factor. Here, we see again that the TEXT chatbot was associated with
fewer negative traits, F(1,29) = 9.224; p = .005. The results also show that the behavioural traits
factor was low in both groups, although it was significantly higher for the TEXT chatbot, F(1,29)
= 6.193; p = .019.
Neither of the chatbots was deemed to be particularly competent. The two groups differ
significantly, F(1,29) = 17.023; p < .001.
The uncanny valley factor shows that the TEXT chatbot is considered significantly “less
weird” and less inhuman than the AVATAR chatbot, F(1,29) = 8.309; p = .007.
Figure 4. Differences in questionnaire factors’ scores between experimental conditions. The factors are: uncanny
uncanny valley measure, NAEnegative affect evaluation, competencecompetence dimension, NATnon-
supportive anthropomorphic traits, and BTbehavioural traits. All presented differences are statistically significant
(see the main text for details). The higher a factor is on the scale, the greater its intensity.
In order to further investigate the relationships between different dimensions of the chatbots,
we have calculated correlations between the uncanny valley factor and the other factors, as this is
the aspect of the utmost interest for humanchatbot interaction analyses. The data indicate a
strong positive correlation between the uncanny valley factor and negative affect evaluation (r =
.594, p < .001); thus, the more a chatbot was perceived as inhuman or “weird”, the more it was
disliked. On the contrary, we observed a strong negative correlation between the uncanny valley
factor and the dimension of competence (r = -.654, p < .001); in other words, the more a chatbot
was perceived as inhuman, the less competent it seemed to participants (Fig. 5).
Figure 5. Correlations between the uncanny valley factor and other questionnaire factors.
4.2. Psychophysiological results
4.2.1. EDA results
We observed significant differences in the EDA signal between the TEXT and AVATAR
conditions around the time of the chatbot’s response onset (before and at time 0) and in the time
window ranging from the third to the fourth second after the chatbot’s response onset (Fig. 6).
The first difference occurs between -0.75 and -0.49 seconds, where the EDA amplitude is higher
for the TEXT group (t values ranged from t = 2.07, p = 0.048 to t = 3.48, p = 0.0017). The
second difference (AVATAR > TEXT) ranges from -0.29 to 0.33 seconds (t values ranged from
t = -2.05, p = .0496 to t = -2.94, p = .0068). The third and longest effect occurs in the time
window starting at 2.98 and ending at 4.01 seconds after chatbot onset. In this time window, the
EDA amplitude is higher for the AVATAR group (t values ranged from t = -2.05, p = .0499 to t
= -2.43, p = .0219).
Figure 6. Average standardized baseline-corrected EDA, time-locked to onset of chatbot’s response (marker at point
0). To compare between-group differences in the EDA amplitude variance, we used Levene’s
test (see Fig. 7). This procedure allowed us to observe significant differences between the two
groups in the time window ranging from 3.13 to 4.64 seconds after the chatbot’s response onset,
where the variance was higher for the TEXT group (Levene W values ranged from W = 4.21, p =
.0496 to W = 15.89, p = .0004).
Figure 7. Variance of standardized, baseline-corrected EDA signal with significant differences in variance marked
in orange. Time is centred with respect to the moment of the chatbot’s response.
4.2.2. ECG results
We first compared average heart rate (BPM) between the TEXT and AVATAR groups using
the Welch t test. This analysis uncovered a significant between-group difference (t = -2.81; p =
.009). Average heart rate was higher in the AVATAR group than in the TEXT group (see Fig. 8).
Figure 8. Violin plots of average heart rate (expressed in BPM) in both experimental groups. We observed a
significant (p = .002) difference between the groups. Participants interacting with the AVATAR chatbot had a higher
average heart rate than participants interacting with the TEXT chatbot.
Figure 9. Time-resolved changes in the average heart rate (BPM) relative to baseline (time window from -4
to -1 seconds) in both groups. Time is measured with respect to the onset of the chatbot response. The yellow
indicates a significant decrease of heart rate in reference to the baseline.
Next, we conducted a time-resolved analysis by comparing differences in heart rate changes
evoked by the chatbot’s response. This analysis did not reveal between-group differences (p > .05
for all comparisons); instead we observed a significant drop in heart rate with respect to baseline
in both groups in the time window ranging from 1.88 to 4.45 seconds after the chatbot’s response
onset (Welch t-value ranged from t = -2.05, p = .0499 to t = -3.48, p = .0016; see Fig. 9). This
may indicate that participants were emotionally and physiologically preparing for the chatbot’s
answer, then realised that the answer was not threatening or irritating enough to trigger a stress
4.2.3. EMG results
The between-group comparison of the EMG signal evoked by the chatbot response yielded
significant differences only for the frown muscle (corrugator supercilii). The amplitude of the
corrugator’s EMG signal was significantly higher for the AVATAR than the TEXT group in two
time windows. The first time window started at 1.84 and lasted up to 2.32 seconds after the
chatbot’s response onset (t values ranged from t = -2.06, p = .0489 to t = -2.46, p = .0205). The
second time window started at 3.23 and lasted up to 5.13 seconds after the chatbot’s response
onset (t values ranged from t = -2.06, p = .0486 to t = -3.07, p = .0048; see Fig. 10).
Figure 10. Time-resolved changes in corrugator supercilii muscle electrical activity for both experimental groups.
Significant between-group differences are marked with orange.
Figure 11. Different psychophysiological measures presented on one chart. Colours indicate which group had
higher results in the corresponding measure: redTEXT; blueAVATAR; and greenno difference between
groups, but both groups differed significantly from zero in their evoked response.
4.2.4. Psychophysiological measures and questionnaires
We also investigated correlations between various psychophysiological indices and
questionnaire results in order to determine the possible relationship between these measures.
Figure 12 presents correlations between the EDA and competence factor for both groups (there
were no significant differences between the groups) . The correlation is significant in the two
time windows: first, ranging from -0.29 to 0.55 seconds after the chatbot’s response onset
(Pearson correlation coefficient ranged from r = -.37, p = .0498 to r = -.47, p = .0104); second,
ranging from 2.12 to 3.56 seconds (Pearson correlation coefficient ranged from r = -.37, p =
.0499 to r = -.47, p = .0104). This result indicates that the less competent a chatbot seemed, the
higher electrodermal response it caused, thereby triggering a more intense emotional reaction.
Figure 12. Correlation between EDA and the competence factor for both groups. Yellow indicates time
windows where the correlation is significant.
Next, we correlated the EDA signal with the uncanny valley factor, uncovering a strong
significant correlation for the AVATAR group in the late time window starting at 5.55 seconds
after the chatbot’s response onset and lasting at least until the segment’s end (7.00 seconds after
the chatbot’s response onset), where minimum correlation coefficient was r = .55, p = .0498, and
maximum correlation coefficient was r = .70, p = .0071 (see Fig. 13). The result indicates that, in
the AVATAR group, participants with higher EDA amplitude in this time window rated the
chatbot higher on the uncanny valley factor scale (which means they considered the chatbot to be
more “weird”).
Figure 13. Correlation between EDA and the uncanny valley factor with EDA. Blue indicates the time window
where the correlation coefficient for the AVATAR group is significantly different from zero.
5. Discussion
Our overall assessment of the psychophysiological signals and the questionnaires is that
participants enjoyed their interaction with both types of chatbots, with the reservation that they
viewed the TEXT chatbot more positively. Moreover, participants expressed an expectation of
more frequent interactions of that kind in the future, stressing the need to develop bots’
communication abilities. The most significant differences between the groups occurred, as we
expected, in the uncanny valley factor. The interaction with the TEXT chatbot was more pleasant
for participants, compared to the interaction with the AVATAR chatbot. These two factors were
strongly correlated, as we showed in the analysis section; in accordance with previous research,
this naturally indicates that the “weirder” the bot is perceived to be, the more intense the negative
affect it will cause. Perhaps the slightly unnatural voice and animation of the avatar were viewed
as elements unsuccessfully imitating a human. Moreover, greater expectations related with the
multi-channel experience resulted in greater dissatisfaction with the AVATAR bot’s
performance. These results suggest that chatbots should not be designed to pretend to be
humanat least not if they do so ineptly.
EDA results (Fig. 6) showed a difference between both groups just before and around the
onset of the chatbot’s response with the AVATAR group, achieving a higher rate of
physiological arousal. This may indicate participants’ expectation of the emotional or cognitive
content of a chatbot’s upcoming response. Participants from the AVATAR group may expect a
more emotional content of the chatbot’s response. The significant between-group difference in
the EDA variance, with it being higher in the TEXT group, may indicate that the emotional
arousal in this group depended not on the audio-visual features of the chatbot, but rather on the
message contents. The chatbot group manifested a higher amplitude of the EDA and a lower
variance; hence, we suppose that the audio-visual features of the chatbot “channelled” and
directed the emotional arousal.
In terms of the heart rate, we observed general differences between the groups, with HR
being significantly higher in the AVATAR group (Fig. 8). This result may suggest that
participants interacting with the TEXT chatbot were less emotionally aroused during the chat
session. At the same time, HR dropped in both groups during the interactions in the time
window from the second to the fourth second in reference to the chatbot’s response onset.
Previous studies have shown that abrupt HR decreases can co-occur together with increases in
sympathetic system activity [4446].
EMG activity showed significant differences in the EMG amplitude recorded from the
frown muscle, with stronger amplitude in the AVATAR group. This result may indicate that, in
this group, participants expressed more negative affect than their counterparts from the TEXT
group [47,48]. However, this result may also suggest that participants in this group experienced
an implicit need for affiliation with the AVATAR chatbot [49].
Interesting effects can also be observed in the correlations between psychophysiological
measures and questionnaire factors (competence and uncanny valley). The competence factor
correlated negatively with EDA for both groups in the time window from the 2 second to the 3.5
second (Fig. 12), which means that participants were more physiologically aroused when the
chatbot was assessed as more incompetent. At the same time, the uncanny valley factor
correlated positively with EDA only in the AVATAR group in the time window between
seconds 5.5 and 7, which means that the more uncanny or “weird” the AVATAR chatbot
seemed for the participant, the more physiologically agitated the participant was.
These results support our hypothesis stating that people are more physiologically aroused
when they encounter a being imperfectly imitating a human (as in the case of the AVATAR
chatbot), which concurs with findings from similar studies [50],
The psychophysiological data indicated systematic differences between groups, determined
by the type of the chatbot. The AVATAR chatbot triggered more intense emotional reactions
than the TEXT one. The EDA, HR, and EMG results support this claim. Most of these between-
group psychophysiological differences occurred within the time window ranging from the third
to fifth second after the chatbot’s response onset. This timing agreement between
psychophysiological measures (see Fig. 11) may suggest a common underlying psychological
process that manifests itself in EDA, HR, and EMG, like increase in the sympathetic system
activity. It is also possible that this psychological process begins earlier than the
psychophysiological signal indicates (due to natural delay of it, as discussed in the literature
[40]). Therefore, further studies using electroencephalography (EEG) might be useful. Previous
studies have demonstrated that it is possible to track emotional valence and arousal, with the
usage of specific EEG indices, like late positive potential [50].
6. Limitations
Although our research reached its aims, there were some unavoidable limitations and
shortcomings. In our experiment, we used a combination of overlapping text, sound, and video
(avatar) for the experimental group. However, in the next round of experiments, we will make an
attempt to eliminate overlapping channels of communication in order to get a clearer
understanding of the medium and the extent to which it possibly elicits negative affect. Other
limitations include a lack of distinction between the chatbot’s voice and visual representation in
order for users to get used to it instead of being surprised. In other words, the
psychophysiological and/or behavioural differences between the groups could have been
produced by one of the auditory channels (the “avatar chatbot” differed from the “simple
chatbot” by including a visual representation; it also presented its responses not only on screen in
text form, but also by reading them aloud).
We abstained from including a human interlocutor in the experiment scheme because the
experimental control of such a group would be even more difficult than controlling conversations
between a chatbot and a human, which is in itself already stochastic in nature (there is an
uncountable variability of possible conversation scenarios between these subjects). In the
literature on humancomputer or humanrobot interactions, using human subjects as one of the
experiment conditions or groups is rare [32] and is burdened with relatively uncontrollable
variability. In addition, using, for example, a human shadower of a chatbot in an experiment
paradigm causes delays in communication and feels artificial [9].
In future research, it is also advisable to design a methodology that takes into account the
expectations of users and analyse their correlations with multichannel bot experience. Future
research should also include the usage of devices that do not hinder or distract from the natural
flow of communication. If portable neuroimaging and psychophysical devices turn out to have
adequate accuracy, replacing electrodes with sensors that do not require touch, as well as using
techniques related to camera-supported facial expressions recognition, may become a viable
methodology. Such experiments could also be conducted outside the lab and thus have the
potential to be more similar to everyday interactions with chatbots that users encounter.
A question that could and should be resolved soon is the issue of emotion expression
through voice in bots. An interesting study performed by scholars from MIT Social Robotics Lab
showed the important role voice plays in real-time interactions between humans (in this case
children) and non-humans [51]. The shallowness of voice and lack of emotional expression are
crucial factors in assessing attitudes towards a machine. Therefore, further qualitative,
psychophysiological, and electrophysiological studies should follow. To date, most bots have
expressed very rare emotions through the audio channel. However, with the development of
speech synthesis, this may change, potentially affecting the psychophysiological responses to
bots in general and the uncanny valley effect in particular.
7. Prospective research
There is a need to gradually test the increasingly sophisticated bots and social robots using
various methodologies, including psychophysiological ones. An important approach of future
research would be to include the addition of another experimental group with a humanhuman
interaction, where the chatbot is replaced by either a recorded or live human being interacting
with study participants. Another point worth considering would be to allow future experiment
participants to choose which chatbot they would like to interact with and further assess the
uncanny valley effect while taking their initial choice into consideration. As we already know
from the body of research on humanmachine interaction, users tend to differ significantly in
terms of preferred channels and style of communication [52] [53]. We decided not to embed a
humanhuman control group in the experiment as our extensive literature review showed that
such groups would be rather incomparable at this stage of technological readiness in the context
of bots’ realism. Research thus far has demonstrated that conversation styles and duration
between humanhuman and humanchatbot interactions differed very significantly [54].
At this point, our project is intended to scale up from the simple bots like the one designed
for the experiment to more refined commercial and non-commercial bots based on deep learning,
which again use multi-channel communication methods. However, at the same time, our research
team has started the pilot process of developing an experimental protocol of comparing chatbots
with human help-desk workers, which is a necessaryalbeit very challengingnext step in
order to reliably research the attitude of the general public towards chatbots. As bots become
increasingly more popular in the professional and personal sphere, the task of understanding how
they are perceived and what drives this perception becomes urgent and necessary.
Dr Aleksandra Przegalinska was supported by the Polish Ministry of Science grant (no.
No conflict of interest needs to be declared.
All authors contributed to the article. L. Ciechanowski and M. Magnuski prepared and
conducted the experiment and data analyses. A. Przegalinska and P. Gloor worked out the
theoretical part of the study and the article as well as the experiment’s general concept.
We would like to express our gratitude towards the InteliWISE company owners for
providing the chatbots used in our experiment.
We are also grateful for the insightful comments and remarks by the two anonymous
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... By combining these methods, the researchers tried to investigate the interaction with chatbots and the effect they had on the subsequent intention to use chatbots (e.g. Refs [45,46]), as shown in Table 2. ...
... The research demonstrated the top five most popular citations until 7/10/2021 (Table 7). Obviously, the research article by Brandtzaeg and Folstad [8] ranks first with 410 crossreferences, followed by Ciechanowski et al. [45] and Go and Sundar's [54] empirical work. As shown in Figure 2, research in the examined topic has significantly increased since 2019, peaking in 2020. ...
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Purpose Despite the fact that chatbots have been largely adopted for the last few years, a comprehensive literature review research focusing on the intention of individuals to adopt chatbots is rather scarce. In this respect, the present paper attempts a literature review investigation of empirical studies focused on the specific issue in nine scientific databases during 2017-2021. Specifically, it aims to classify extant empirical studies which focus on the context of individuals' adoption intention toward chatbots. Design/methodology/approach The research is based on PRISMA methodology, which revealed a total of 39 empirical studies examining users' intention to adopt and utilize chatbots. Findings After a thorough investigation, distinct categorization criteria emerged, such as research field, applied theoretical models, research types, methods and statistical measures, factors affecting intention to adopt and further use chatbots, the countries/continents where these surveys took place as well as relevant research citations and year of publication. In addition, the paper highlights research gaps in the examined issue and proposes future research directions in such a promising information technology solution. Originality/value As far as the authors are concerned, there has not been any other comprehensive literature review research to focus on examining previous empirical studies of users' intentions to adopt and use chatbots on the aforementioned period. According to the authors' knowledge, the present paper is the first attempt in the field which demonstrates broad literature review data of relevant empirical studies.
... Some felt that they could do the activity equally well manually or on paper. The level of anthropomorphism (human likeness) is a challenge for AI designers due to the so-called uncanny valley effect (Ciechanowski et al., 2019;Terblanche, 2020). The uncanny valley effect refers to the phenomenon where objects that appear very human-like trigger negative emotions or feelings of eeriness. ...
... A further question is how human the voice of an application can sound without creating discomfort and eeriness that the user may experience from interacting with a virtual communicator that is too human; this is known as the uncanny valley effect (Mori, 1970;Mori et al., 2012; see also Moore, 2012). According to Ciechanowski et al. (2019), simpler systems without an animated avatar provoked fewer uncanny effects and negative reactions than those that imperfectly imitated a human. Moore (2017) found that it is beneficial for robots to have a distinctly artificial voice, so that the user understands they are interacting with a fully automated system. ...
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The history of artificial intelligence (AI) is filled with hype and inflated expectations. Notwithstanding , AI is finding its way into numerous aspects of humanity including the fast-growing helping profession of coaching. Coaching has been shown to be efficacious in a variety of human development facets. The application of AI in a narrow, specific area of coaching has also been shown to work. What remains uncertain, is how the two compare. In this paper we compare two equivalent longitudinal randomised control trial studies that measured the increase in clients' goal attainment as a result of having received coaching over a 10-month period. The first study involved human coaches and the replication study used an AI chatbot coach. In both studies, human coaches and the AI coach were significantly more effective in helping clients reach their goals compared to the two control groups. Surprisingly however, the AI coach was as effective as human coaches at the end of the trials. We interpret this result using AI and goal theory and present three significant implications: AI coaching could be scaled to democratize coaching; AI coaching could grow the demand for human coaching ; and AI could replace human coaches who use simplistic, model-based coaching approaches. At present, AI's lack of empathy and emotional intelligence make human coaches irreplicable. However, understanding the efficacy of AI coaching relative to human coaching may promote the focused use of AI, to the significant benefit of society.
The abstract should summarize the contents of the paper in short terms, i.e. 150–250 words. Mental health related disorders are a growing problem in Poland, which creates the need for developing accessible, efficient forms of therapy. Promising perspective is the use of chatbots to automate therapy, however therapy chatbots using polish language haven’t been created and validated. The aim of the study is validation of interaction between therapy chatbot prototype - Fido, and it’s users, to acquire feedback and prepare chatbot for clinical tests. Fido is using cognitive bias aimed socratic questioning, suicidal thoughts recognition and psychoeducation to provide support to users. In the experiment, 25 subjects underwent a procedure in which they interacted with chatbot, chatting freely or in a task-oriented manner, in randomized order, to make sure that all participants had acquainted themselves with all functionalities. Afterwards participants fulfilled the questionnaires, measuring user experience (UX) with Acceptance e-scale, language pragmatics, and human-computer interaction aspects, such as chatbot competence, warmth, unsupportive and supportive anthropomorphic traits, behavioral traits, uncanny valley-like effect [2]. At the end, an in-depth interview with subjects was conducted, to acquire functionalities-related and general feedback. Results show that although Fido is getting positive feedback and support for its functionalities, some features still require further work. Psychoeducation was scored as the best working functionality. More work on cognitive bias and suicidal thoughts recognition is visibly needed. Correlations detected in [2] were replicated (e.g. the less competent chatbot was considered, the more inhuman it was perceived), providing support for previous research in HCI field. Feedback from users allowed us to detect errors in Fido and prototype new features, which will make this solution more suitable for users.
Communication and teamwork are skills underpinned by a person’s ability to perceive, interpret and understand another’s emotional state, and respond in an appropriate manner. Children, adolescents and young adults with Autism Spectrum Disorder (ASD) struggle with these “emotion recognition skills”, often impairing their ability to communicate effectively. A range of interventions have been created and studied, yielding mixed results. Some of these interventions utilise elements of Paul Ekman’s research into expression of emotion. This paper reviews and discusses several of these studies, considers the technical problems in each, and proposes a future framework for continued development in this field.
Artificial intelligence technology is changing the way services are delivered and introducing opportunities for new sources of service failure. The purpose of this paper is to examine how customers might respond (emotion- or problem-focused coping) to service failure of a chatbot when there is an option to interact with a human employee. Using data from 145 participants, we found that in a chatbot service failure context, telling a customer late in the service interaction that a human employee is available to help leads customers to engage in emotion-focused coping, resulting in customer aggression. The positive relationship between late disclosure and emotion-focused coping occurs with those who perceive low customer participation whereby they do not believe they are overly involved in co-producing and co-delivering the service. This research demonstrates how chatbot service failure in a service encounter can produce different effects on customers’ intention to engage in aggression.
Conference Paper
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Autonomous technology is becoming more prevalent in our daily lives. We investigated how children perceive this technology by studying how 26 participants (3-10 years old) interact with Amazon Alexa, Google Home, Cozmo, and Julie Chatbot. We refer to them as "agents" in the context of this paper. After playing with the agents, children answered questions about trust, intelligence, social entity, personality, and engagement. We identify four themes in child-agent interaction: perceived intelligence, identity attribution, playfulness and understanding. Our findings show how different modalities of interaction may change the way children perceive their intelligence in comparison to the agents'. We also propose a series of design considerations for future child-agent interaction around voice and prosody, interactive engagement and facilitating understanding.
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When comparing two independent groups, psychology researchers commonly use Student’s 't'-tests. Assumptions of normality and homogeneity of variance underlie this test. More often than not, when these conditions are not met, Student’s 't'-test can be severely biased and lead to invalid statistical inferences. Moreover, we argue that the assumption of equal variances will seldom hold in psychological research, and choosing between Student’s 't'-test and Welch’s 't'-test based on the outcomes of a test of the equality of variances often fails to provide an appropriate answer. We show that the Welch’s 't'-test provides a better control of Type 1 error rates when the assumption of homogeneity of variance is not met, and it loses little robustness compared to Student’s 't'-test when the assumptions are met. We argue that Welch’s 't'-test should be used as a default strategy.
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This article examines advances in research methods that enable experimental substitution of the speaking body in unscripted face-to-face communication. A taxonomy of six hybrid social agents is presented by combining three types of bodies (mechanical, virtual, and human) with either an artificial or human speech source. Our contribution is to introduce and explore the significance of two particular hybrids: (1) the cyranoid method that enables humans to converse face-to-face through the medium of another person's body, and (2) the echoborg method that enables artificial intelligence to converse face-to-face through the medium of a human body. These two methods are distinct in being able to parse the unique influence of the human body when combined with various speech sources. We also introduce a new framework for conceptualizing the body's role in communication, distinguishing three levels: self's perspective on the body, other's perspective on the body, and self's perspective of other's perspective on the body. Within each level the cyranoid and echoborg methodologies make important research questions tractable. By conceptualizing and synthesizing these methods, we outline a novel paradigm of research on the role of the body in unscripted face-to-face communication.
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Numerous lines of evidence point to a genetic basis for facial morphology in humans, yet little is known about how specific genetic variants relate to the phenotypic expression of many common facial features. We conducted genome-wide association meta-analyses of 20 quantitative facial measurements derived from the 3D surface images of 3118 healthy individuals of European ancestry belonging to two US cohorts. Analyses were performed on just under one million genotyped SNPs (Illumina OmniExpress+Exome v1.2 array) imputed to the 1000 Genomes reference panel (Phase 3). We observed genome-wide significant associations (p < 5 x 10⁻⁸) for cranial base width at 14q21.1 and 20q12, intercanthal width at 1p13.3 and Xq13.2, nasal width at 20p11.22, nasal ala length at 14q11.2, and upper facial depth at 11q22.1. Several genes in the associated regions are known to play roles in craniofacial development or in syndromes affecting the face: MAFB, PAX9, MIPOL1, ALX3, HDAC8, and PAX1. We also tested genotype-phenotype associations reported in two previous genome-wide studies and found evidence of replication for nasal ala length and SNPs in CACNA2D3 and PRDM16. These results provide further evidence that common variants in regions harboring genes of known craniofacial function contribute to normal variation in human facial features. Improved understanding of the genes associated with facial morphology in healthy individuals can provide insights into the pathways and mechanisms controlling normal and abnormal facial morphogenesis.
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Human-Computer Speech is gaining momentum as a technique of computer interaction. There has been a recent upsurge in speech based search engines and assistants such as Siri, Google Chrome and Cortana. Natural Language Processing (NLP) techniques such as NLTK for Python can be applied to analyse speech, and intelligent responses can be found by designing an engine to provide appropriate human like responses. This type of programme is called a Chatbot, which is the focus of this study. This paper presents a survey on the techniques used to design Chatbots and a comparison is made between different design techniques from nine carefully selected papers according to the main methods adopted. These papers are representative of the significant improvements in Chatbots in the last decade. The paper discusses the similarities and differences in the techniques and examines in particular the Loebner prize-winning Chatbots.
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The main prediction of the Uncanny Valley Hypothesis (UVH) is that observation of humanlike characters that are difficult to distinguish from the human counterpart will evoke a state of negative affect. Well-established electrophysiological [late positive potential (LPP) and facial electromyography (EMG)] and self-report [Self-Assessment Manikin (SAM)] indices of valence and arousal, i.e., the primary orthogonal dimensions of affective experience, were used to test this prediction by examining affective experience in response to categorically ambiguous compared with unambiguous avatar and human faces (N = 30). LPP and EMG provided direct psychophysiological indices of affective state during passive observation and the SAM provided self-reported indices of affective state during explicit cognitive evaluation of static facial stimuli. The faces were drawn from well-controlled morph continua representing the UVH' dimension of human likeness (DHL). The results provide no support for the notion that category ambiguity along the DHL is specifically associated with enhanced experience of negative affect. On the contrary, the LPP and SAM-based measures of arousal and valence indicated a general increase in negative affective state (i.e., enhanced arousal and negative valence) with greater morph distance from the human end of the DHL. A second sample (N = 30) produced the same finding, using an ad hoc self-rating scale of feelings of familiarity, i.e., an oft-used measure of affective experience along the UVH' familiarity dimension. In conclusion, this multi-method approach using well-validated psychophysiological and self-rating indices of arousal and valence rejects - for passive observation and for explicit affective evaluation of static faces - the main prediction of the UVH.
Stereotype research emphasizes systematic processes over seemingly arbitrary contents, but content also may prove systematic. On the basis of stereotypes' intergroup functions, the stereotype content model hypothesizes that (a) 2 primary dimensions are competence and warmth, (b) frequent mixed clusters combine high warmth with low competence (paternalistic) or high competence with low warmth (envious), and (c) distinct emotions (pity, envy, admiration, contempt) differentiate the 4 competence-warmth combinations. Stereotypically, (d) status predicts high competence, and competition predicts low warmth. Nine varied samples rated gender, ethnicity, race, class, age, and disability out-groups. Contrary to antipathy models, 2 dimensions mattered, and many stereotypes were mixed, either pitying (low competence, high warmth subordinates) or envying (high competence, low warmth competitors). Stereotypically, status predicted competence, and competition predicted low warmth.
In light of the developments we have seen in the world of mobile computing with regard to personal assistant software, it would not be hyperbole to say that speech will be a major part of the future of computing. The truth is that more and more, natural user interfaces will take computing further and further away from the ones and zeros of the digital age to a more user-centric, service-oriented world where intention masks the underlying technology used to create a digital experience. For Microsoft, products like Kinect and HoloLense exemplify this shift in interaction patterns from the old guard of mouse and keyboard to new natural ones. Search, speech, and to a greater extent Cortana sit at the center of this drive towards alternative ways of interacting with your PCs. Cortana has the following advantages: