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International Journal of Social Robotics
https://doi.org/10.1007/s12369-020-00675-4
Does Context Matter? Eects ofRobot Appearance andReliability
onSocial Attention Diers Based onLifelikeness ofGaze Task
AbdulazizAbubshait1,2· PatrickP.Weis1,3· EvaWiese1
Accepted: 26 June 2020
© Springer Nature B.V. 2020
Abstract
Social signals, such as changes in gaze direction, are essential cues to predict others’ mental states and behaviors (i.e., men-
talizing). Studies show that humans can mentalize with nonhuman agents when they perceive a mind in them (i.e., mind
perception). Robots that physically and/or behaviorally resemble humans likely trigger mind perception, which enhances the
relevance of social cues and improves social-cognitive performance. The current experiments examine whether the effect
of physical and behavioral influencers of mind perception on social-cognitive processing is modulated by the lifelikeness
of a social interaction. Participants interacted with robots of varying degrees of physical (humanlike vs. robot-like) and
behavioral (reliable vs. random) human-likeness while the lifelikeness of a social attention task was manipulated across
five experiments. The first four experiments manipulated lifelikeness via the physical realism of the robot images (Study 1
and 2), the biological plausibility of the social signals (Study 3), and the plausibility of the social context (Study 4). They
showed that humanlike behavior affected social attention whereas appearance affected mind perception ratings. However,
when the lifelikeness of the interaction was increased by using videos of a human and a robot sending the social cues in
a realistic environment (Study 5), social attention mechanisms were affected both by physical appearance and behavioral
features, while mind perception ratings were mainly affected by physical appearance. This indicates that in order to under-
stand the effect of physical and behavioral features on social cognition, paradigms should be used that adequately simulate
the lifelikeness of social interactions.
Keywords Gaze-cueing· Social cognition· Human–robot gaze· Mind perception
1 Introduction
Humans make inferences based on observing nonverbal
social behaviors, such as changes in gaze direction, and make
predictions about the intentions underlying these behaviors
[1–3]. Reasoning about internal states occurs when an entity
is believed to have a mind (i.e., mind perception), with the
capability of possessing internal states, such as emotions,
preferences, and intentions [4]. While there is no doubt that
humans can experience internal states, the degree to which
nonhuman entities like robots can trigger mind perception
can depend on the human-likeness of the entity’s physical
appearance and displayed behaviors [5]. Previous studies
have shown that when an entity is believed to “have a mind”
(independent of its actual mind status), more social rele-
vance is ascribed to its nonverbal signals [6]. Specifically,
it was shown that attentional orienting to changes in gaze
direction [7], was more pronounced when gaze signals were
believed to be generated by a human (i.e., an entity with
a mind) as opposed to a non-intentional machine [8–12].
While these studies show a clear link between beliefs about
an agent’s mind status and social-cognitive processing,
they do not inform about potential effects of physical (e.g.,
humanlike appearance), behavioral (e.g., biological motion),
and contextual (e.g., lifelikeness of interaction) features on
mind perception and social cognitive processes. This is
crucial for social roboticists, in order to understand how to
design robots that trigger social-cognitive processes similar
Electronic supplementary material The online version of this
article (https ://doi.org/10.1007/s1236 9-020-00675 -4) contains
supplementary material, which is available to authorized users.
* Abdulaziz Abubshait
Abdulaziz.abubshait@iit.it
1 George Mason University, Fairfax, VA, USA
2 Italian Institute ofTechnology, Genoa, Italy
3 Ulm University, Ulm, Germany
International Journal of Social Robotics
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to humans. To address this, the current study manipulated
physical and behavioral agent features, as well as the lifelike-
ness of the social interaction and examined the combined
effects of these parameters on mind perception on social
cognitive processing.
To investigate the effects of physical, behavioral, and con-
textual parameters on social cognitive processing, we used a
social attention task that measured the extent to which par-
ticipants orient their attention to a location that is spatially
cued by a face’s change in gaze direction (i.e., gaze cues)
[7]. For this purpose, a face stimulus was presented in the
center of a screen that first looked straight and then changed
its gaze direction to either the left or right side of the screen,
which constitutes the gaze cue. The gaze cue is then fol-
lowed by a target that participants were asked to respond to
as quickly and accurately as possible. Observing gaze cues
shifts the observer’s attention to the gazed-at location, which
results in faster reaction times to targets that are presented at
the gazed-at location (i.e., valid trials) than those opposite of
the gaze cue (i.e., invalid trials). The difference in reaction
times between valid and invalid trials is called the gaze-
cueing effect and its size is indicative of the extent to which
people attend to where an interaction partner is looking
[7]. This task was chosen for four reasons: First, attentional
orienting to gaze signals is a social-cognitive process that
is essential for human development and a prerequisite for
higher-order social-cognitive processes, such as mentalizing
[9, 13, 14]. Second, prior studies have shown that social
attention is sensitive to the perceived social relevance of an
interaction [10, 12, 15–19], and specifically to the degree
to which the gazer is perceived as having a mind [8, 10, 11,
18]. Third, cognitive modeling of nonverbal signals like gaze
cues in nonhuman agents has been a central topic for HRI
since robots that display nonverbal signals can evoke natural
responses from the interacting human [15, 20, 21]. Fourth,
the paradigm allows for the simple manipulation of physi-
cal parameters of the gazer (i.e., humanlike vs. robot-like),
behavioral parameters of the gaze signal (i.e., predictiveness
and biological plausibility), and contextual parameters of the
interaction (i.e., presence of reference objects and lifelike-
ness of the simulation).
1.1 Causes andEects ofMind Perception
Research suggests that mind perception can be manipu-
lated via physical and behavioral agent features, as well
as contextual features of an interaction. Agents that physi-
cally resemble humans are more likely to be perceived as
“having a mind” than actors that appear mechanistic [20,
22–25]. Specifically, when robots have similar physical
characteristics as humans (e.g., humanlike head dimen-
sions) or when their human-likeness is increased by adding
a high percentage of humanness via morphing a human
face into nonhuman faces (e.g., dolls, robots or stuffed
animals), people tend to ascribe a higher mind status to
them [22, 24, 26, 27]. Likewise, people also perceive
“more mind” in other agents when their behavior is pre-
dictable, for instance when an agent’s gaze signals reliably
indicate the location of an upcoming target [28] or when
their behaviors generate unexpected outcomes, for instance
when playing economic games with entities whose human-
likeness is unknown [29]. People are also more likely to
attribute mental states to inanimate objects when they
move at similar speeds as human agents [30], when they
show behavioral patterns reminiscent of human–human
interactions [31, 32] (even when the objects are abstract,
such as triangles [33]), or when they interact with non-
human agents that display negative intentions or violate
social norms, such as robots that cheat during an inter-
active game (e.g., rock-paper-scissors; [34]). Finally,
studies have shown that contextual features of an inter-
action can influence the extent of mind perception. For
example, when the outcome of an interaction is negative,
people attribute more mental capacities to robots [35],
and focusing on the body rather than the face of another
agent changes the dynamic of mind perception such that it
reduces perceptions of the agency component of mind per-
ception (i.e., planning, acting) but increases perceptions of
the experience component (i.e., emotion, sensation [36]).
Physical, behavioral and context features not only affect
mind perception, but have also been shown to change the
social relevance ascribed to others’ actions and conse-
quently modulate social-cognitive processing [11, 12, 37].
Increasing an agent’s physical human-likeness is associ-
ated with enhanced social cognitive processing [20], as
well as increased activation in social brain areas [11], but
it can also have negative consequences when an agent’s
appearance is categorically ambiguous and cannot easily
be classified as “human” or “nonhuman” [26, 38]. With
regard to behavioral factors, robots emulating humanlike
behaviors have a positive effect on social-cognitive pro-
cesses. For example, when robots engage in mutual gaze
(as opposed to looking down) with a human interaction
partner prior to executing a gaze cue, people follow the
signal more strongly resulting in faster responses to gazed-
at targets [15]. Likewise, when observed changes in gaze
direction are perceived as being predictive of a target’s
location, attention orienting in response to these cues
become spatially more specific resulting in faster reaction
times to targets presented at the gazed-at location [28].
Similarly, studies that manipulate the context in which a
cue is observed show that participants are more likely to
follow a robot’s behavioral cue when a deliberate delay is
introduced that makes the robot’s cues more salient [39]
or when adding a reference for where an object can be
presented at the time of the gaze shift [17].
International Journal of Social Robotics
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1.2 Importance ofLifelikeness When Examining
Mind Perception andSocial Cognition
These studies show that mind perception can be manipulated
through physical, behavioral and contextual features [14,
24, 26], and that all features in isolation modulate certain
aspects of social cognition [10, 11, 23, 28, 40, 41]. However,
in everyday interactions, it is likely that those parameters
do not occur in isolation, requiring research to look at the
combined effects of these factors on social cognition. Of
particular importance for HRI is the question of what hap-
pens when robot appearance and behavior are incongruent,
for instance when a robot looks humanlike but behaves like a
machine (e.g., due to delays or lack of biological motion). As
one of the few studies on this topic, Saygin etal. [42] have
shown that while activation in the action-perception network
of the brain was not sensitive to the appearance or motion
of an agent (humanlike vs. machine-like), being exposed
to a mismatch between the human-likeness of an agent’s
appearance and behavior (e.g., agent with robot appearance
showing biological motion) was associated with a higher
prediction error signals indicating that people expect con-
gruency between physical appearance and behavior and
that these two mind perception factors do not work in isola-
tion [42]. Furthermore, Abubshait and Wiese [37] showed
that when being examined in combination, physical and
behavioral agent features seem to affect different aspects of
social cognition than was previously reported: independent
of appearance, an agent whose gaze reliably predicted the
location of a target induced stronger attentional orienting in
response to its gaze signals than an agent whose gaze signals
were non-predictive; in contrast, humanlike versus robot-like
appearance affected subjective mind perception ratings but
did not affect social attention. Taken together, these find-
ings suggest that triggers of mind perception do not work in
isolation but interact in more complex ways and thus need
to be examined in combination in paradigms that sufficiently
simulate the complexity or lifelikeness of social interactions.
1.3 Aim ofStudy
The goal of the current study is to examine (1) how physical
and behavioral agent features affect mind perception and
social attention when being manipulated within the same
paradigm (Experiments 1–4), and (2) whether the effect of
these parameters changes as the lifelikeness of the para-
digm is increased (Experiment 5). Specifically, we wanted
to examine whether effects of physical human-likeness (i.e.,
human vs. robot appearance of the gazer) on mind percep-
tion ratings and behavioral human-likeness (i.e., reliable/
predictive vs. random gaze behavior) on social attention
[37] would interact in their effect on mind perception ratings
and social attention when being presented in more lifelike
interaction scenarios. We hypothesized that at a certain
level of the paradigm’s lifelikeness, both mind perception
ratings and gaze cueing effects would be positively affected
by physical and behavioral human-likeness, instead of just
one of the two parameters. The specific hypotheses can be
found below:
• H1: In line with previous studies, gaze-cueing effects
are expected to be modulated by behavioral triggers of
mind perception, such as predictable/reliable gaze behav-
ior compared to random gaze behavior. However, with
increasing levels of lifelikeness, we expect physical trig-
gers of mind perception, such as humanlike compared
to robot-like appearance of the gazer, to also affect gaze
cueing.
• H2: In line with previous studies, mind perception rat-
ings are expected to be modulated by physical triggers of
mind perception, such as humanlike compared to robot-
like appearance. However, with increasing levels of life-
likeness, we expect behavioral triggers of mind percep-
tion, such as predictable/reliable gaze behavior compared
to random gaze behavior, to also affect mind perception
ratings. Since the effect of behavioral cues on mind per-
ception ratings can only take effect after the task, we
calculated a pre-post interaction mind perception differ-
ence score and examined the effect of both physical and
behavioral parameters on this difference score.
2 Methods andMaterials
2.1 Experiments
Five experiments manipulated the physical and behavioral
human-likeness of a gazing agent and examined the effects
of these manipulations on mind perception and social atten-
tion in controlled (Experiments 1–4), and more lifelike
(Experiment 5) settings. In the following section, we report
the methods and materials that are common to all experi-
ments and then report the specific variants of each experi-
ment separately.
2.2 Participants
Participants were recruited from the undergraduate student
pool at George Mason University and reimbursed via partici-
pation credits. All participants were at least 18years old and
reported normal or corrected to normal vision. The research
complies with the APA’s code of ethics and was approved
by the local Ethics Committee at George Mason University.
Participants provided informed consent prior to participa-
tion. 375 individuals were recruited for the five experiments
(75 per experiment), and the data of 314 participants were
International Journal of Social Robotics
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included in the final analyses (for details on data rejection,
please see the section of the respective experiment).
2.3 Stimuli
The target stimuli for the gaze-cueing procedure were black
capital letters (F or T), measuring 0.8° in width and 1.3° in
height; targets always appeared on the horizontal axis, and
were located 6.0° from the center of the screen. The gazing
stimuli varied in their degree of human-likeness, but differed
between experiments and are described in the Stimuli section
of the respective experiment.
2.4 Apparatus
Stimuli were presented at a distance of about 57cm on an
ASUS VB198T-P 19-inch monitor with a resolution of
1280 × 1024 pixels and a refresh rate of 60Hz using Experi-
ment Builder ([43]; in Experiment 1) or MATLAB (version
R2015b; [44]) in combination with the Psychophysics Tool-
box ([45]; in Experiments 2–5). Key press responses were
recorded using a USB-connected standard keyboard.
2.5 Social Attention Task
Participants were asked to respond as fast and accurately as
possible to the identity of target letters (F or T) that appeared
either to the left or the right side of a centrally presented face
(i.e., the gazer) by pressing one of two response keys (“D”
and “K”; marked with stickers “F” and “T”). Prior to the tar-
get presentation, a centrally presented face changed its gaze
direction (i.e., the gaze cue) to either the left or the right side
of the screen, where the target subsequently either would
(i.e., valid trial) or would not (i.e., invalid trial) appear. As
soon as the target appeared, participants were asked to press
the respective key so that reaction times and error rates could
be recorded. To avoid spatial compatibility effects, the letter
“F” was assigned to the “D” key and the letter “T” to the “K”
key for 50% of the participants and vice versa for the other
50% of participants.
Each trial started with the presentation of a fixation cross
in the center of the screen for a duration that was jittered
between 700 and 1000ms. Afterwards, the gazer appeared
behind the fixation cross, and changed its gaze direction
either towards the left or the right side of the screen after
a jittered interval of 700–1000ms. This gaze cue was fol-
lowed by the presentation of the target letter either at the
gazed-at location or opposite of the gazed-at location with
a certain stimulus onset asynchrony (SOA), which varied
between experiments (500ms for Experiments 1–4; 1000ms
for Experiment 5). The gazer and target remained on the
screen until a response was given or a timeout of 1200ms
was reached, whichever came first. The trial was concluded
with the presentation of a blank screen for 680ms (intertrial
interval; ITI). See Fig.1; for the trial sequences of Experi-
ments 1–5.
For each experiment, physical human-likeness was
manipulated within participants (robot vs. human; see
Fig.2), and cue reliability was altered between participants
(50% vs. 80%). In the 50% reliability condition, 50% of
targets were validly cued and 50% were invalidly cued by
the agent, which appeared random. In the 80% reliability
condition, 80% of targets were validly cued and 20% were
invalidly cued, which appeared predictive.
2.6 Procedure
At the beginning of each experiment, participants were wel-
comed and seated in front of a computer screen. After pro-
viding informed consent, they were randomly assigned to
either the 50% or 80% reliability condition and subsequently
started the gaze cueing task. Participants were told to answer
as quickly and as accurately as possible. Participants first
completed a training block consisting of 20 trials, followed
by an experimental block consisting of 320 trials (160 trials
with the humanlike gazer and 160 trials with the robot-like
gazer). The gazing stimulus in the training block differed
from the agents used in the experimental block (i.e., mech-
anistic robot), and the order in which the human and the
robot agent were presented during the experimental block
was counterbalanced across participants. Participants were
allowed to take a short break between blocks.
In order to obtain mind perception measures, participants
were presented with images of the two gazers before and
after the social attention task and asked to rate regarding
their potential of having a mind (i.e., “Do you think this
agent has a mind?”) on 7-point scale (1: definitely not to
7: definitely yes). After completion of the post interaction
agent rating, participants took a demographic survey. Each
experiment took about 20–25min to complete.
2.7 Analysis
Trials with incorrect answers and reaction times deviating
more than 2 standard deviations from the individual mean
were excluded from analysis. The gaze cueing effect was
calculated for each block and each individual. To do so, the
individual reaction time means of invalidly cued trials was
subtracted from the individual reaction time means of val-
idly cued trials of the respective block.
To analyze the influence of physical humanness and reli-
ability on participants’ gaze cueing effect, a 2 × 2 mixed
ANOVA with the within-participants factor physical human-
ness (human, robot) and the between-participants factor reli-
ability (50%, 80%) was conducted separately for each experi-
ment. A 2 × 2 mixed ANOVA with the within-participants
International Journal of Social Robotics
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factor Physical Humanness (human, robot) and the between-
participants factor Reliability (50%, 80%) was conducted
to investigate the influence of physical humanness and
reliability on the change in mind ratings of the respective
agents (pre-post assessment). With regards to assumptions,
it should be noted that (1) outliers had already been removed
before conducting the ANOVA, (2) residuals were visually
checked for violating normality assumptions, and (3) homo-
geneity of variance was tested using Levene’s test. Residual
distributions for all ANOVAs conducted showed no signs
Fig. 1 Gaze Cueing Paradigm:
in all experiments, participants
were to identify a target letter
that was either validly or inval-
idly cued by an agent’s gaze. In
Experiment 1, 2 and 3, the gaze
cues consisted of a still image
a. The time distribution of the
straight gaze varied across
experiments (see methods of
respective experiment). In
Experiment 4, the gaze cues
consisted of a still image, but
additionally, possible target
locations are indicated with a
black frame at the time of the
gaze shift b. In Experiment 5,
the gaze cues consisted of a
video instead of a still image c
Fig. 2 Gazing Stimuli: Agents used in Experiments 1, 3 and 4 are
shown in a: the robot agent (top row) is a morphed image that con-
sists of 20% human image and 80% robot image; the human agent
(bottom row) is a morphed image that consists of 80% human image
and 20% robot image. During the gaze cueing trials, the agents
looked either to the left side of the screen (left), straight (middle) or
to the right side of the screen (right). gazers b. Experiment 2, 100%
robot (top row) and 100% human (bottom row) images were used as
gazers. c In Experiment 5, videos of 100% robot and 100% human
gazers were used instead of pictures. The images presented at the bot-
tom depict the most eccentric gaze (left, right) and straight gaze (mid-
dle) shown in the videos
International Journal of Social Robotics
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of skewness, although some showed signs of platycurtosis.
We did not adjust for these signs because platycurtosis will
increase the overall variance and thus bias the significance
toward a less significant result [46]. The discussed signifi-
cant results are thus not affected. Violations are reported in
the results section of the respective experiment if applicable.
In case of violations, we report a nonparametric analogue
of the mixed ANOVA using the ezPerm R function (version
4.4-0) to confirm our results [47].
3 Experiment 1
In Experiment 1, morphing was used on a 100% human
image and a 100% robot image to create one gazing stimu-
lus with a high level of physical human-likeness (i.e., con-
sisting of 80% of the human image and 20% of the robot
image) and one gazing stimulus with a low level of physical
human-likeness (i.e., consisting of 20% of the human image
and 80% of the robot image). This manipulation was chosen
to assure that familiarity with human versus robot faces did
not bias the results. The reliability of the depicted gaze cues
was either low (i.e., random or 50%) or high (i.e., predictive
or 80%).
3.1 Participants
75 undergraduate students participated in the experiment.
Ten participants were excluded due to poor task perfor-
mance (i.e. answering incorrectly in more than 20% of the
trials) or missing data, resulting in a final sample size of
65 participants (49 females; mean age: 20.3; range: 18–33;
56 right-handed). Participants were randomly assigned to
either the 80% reliability condition (25 females; mean age:
21.03; range: 18–33; 28 right-handed) or the 50% reliabil-
ity condition (24 females; mean age: 20; range: 18–28; 30
right-handed).
3.2 Stimuli
The human- and robot-like agent images were created by
morphing the image of a human face (i.e., male face from the
Karolinska Institute database; [48]) into the image of a robot
face (i.e., Meka S2 robot head by Meka Robotics) in steps of
10% using the software FantaMorph 5.4.8 (Abrosoft). Out of
this spectrum, the morph with 80% physical humanness was
used as a humanlike gazer and the morph with 20% physi-
cal humanness as a robot-like gazer. The left-and rightward
gazing face stimuli were created by shifting irises and pupils
of the original 100% human and robot faces until they devi-
ated 0.4° from direct gaze (with Photoshop), followed by
another round of morphing as described above for each of
the left- and the rightward gazing faces separately. As a last
step, GIMP was used for all images to touch up any minor
imperfections in the images and to make the sequencing of
the images smooth. The face stimuli were 6.4° wide and
10.0° high on the screen, depicted on a white background
and presented in full frontal orientation with eyes positioned
on the central horizontal axis of the screen; see Fig.2a.
3.3 Results
The mixed 2 × 2 ANOVA with gaze cueing effects as
dependent variable revealed that Reliability (F(1, 63) = 6.14,
p = .016, ηG
2 = .05), but not Physical Humanness (F(1,
63) = .29, p = .593, ηG
2 < .01) had a significant impact on
social attention, such that gaze cueing effects were signifi-
cantly larger for reliable than random gaze cues. The Reli-
ability x Physical Humanness interaction was not significant
(F(1, 63) = .35, p = .559, ηG
2 < .01); see Fig.3a. The mixed
2 × 2 ANOVA with pre-post difference in mind percep-
tion ratings as a dependent variable revealed that Physical
Humanness (F(1, 63) = 24.91, p < .001, ηG
2 = .13), but not
Reliability (F(1, 63) = 1.10, p = .298, ηG
2 = .01) had a signifi-
cant impact on mind ratings, such that mind ratings generally
increased for the robot gazer but decreased for the human
gazer after the gaze cueing task. The Reliability x Physi-
cal Humanness interaction did not reach significance (F(1,
63) = .28, p = .600, ηG
2 < .01); see Fig.4a.
Gaze cueing variance between high versus low reliability
groups was not equal for the robot level of physical human-
likeness, as indicated by a Levene’s test (F(1, 63) = 5.97,
p = 0.035).1 We therefore ran a nonparametric alternative
for the mixed ANOVA with gaze cueing effects as depend-
ent variable, which confirmed the significant main effect of
Reliability (p = .020), as well as the insignificant effects of
Physical Humanness and Reliability x Physical Humanness
(both p > .5).
3.4 Discussion
The results of this experiment show that physical and behav-
ioral parameters associated with human-likeness exert
independent effects on mind perception ratings and social
attention: physical human-likeness exclusively affected
mind perception ratings, such that mind perception rat-
ings for the robot agent increased after the gaze cueing task
and decreased for the human agent, whereas cue reliability
exclusively affected social attention, such that reliable gaze
behavior induced larger gaze cueing effects than random
1 The p value has been adjusted using the Bonferroni procedure
because two Levene’s tests—one for each Physical Humanness
level—have been conducted.
International Journal of Social Robotics
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gaze behavior. No interaction between the two parameters
was observed in Experiment 1.
4 Experiment 2
In Experiment 2, the procedure of Experiment 1 was
repeated with the 100% human and 100% robot image to
assure that the results in Experiment 1 were not due to the
morphed nature of the images, which could reduce their life-
likeness and induce feelings of discomfort associated with
the 80% morph (as hypothesized by studies on the Uncanny
Valley; see [49]); cue reliability was again set at 50% or 80%.
4.1 Participants
75 undergraduate students participated in the experiment.
Eight participants were excluded due to poor task per-
formance (i.e. answering incorrectly in more than 20%
of the trials) and two due to missing data, resulting in
a final sample size of 65 participants (50 females; mean
age: 20.3; range: 18–29; 59 right handed). Participants
were randomly assigned to either the 80% reliability con-
dition (23 females; mean age: 20.3; range: 18–27; 29 right-
handed) or the 50% reliability condition (27 females; mean
age: 20.3; range: 18–29; 30 right-handed).
Fig. 3 Gaze Cueing Effects as a function of physical (human vs.
robot) and behavioral features (random vs. reliable): Patterns in gaze
cueing were similar for Experiment 1 (morphed images: 80% robot
and 80% human; a), Experiment 2 (original images: 100% robot and
100% human; b), Experiment 3 (recorded human gaze behavior dis-
played on 80% robot and 80% human morph; c) and Experiment 4
(spatial marker in periphery with 80% robot and 80% human morph;
d): gaze cueing effects were affected by behavioral features, but not
by physical features. In Experiment 5 (videos of 100% robot and
100% human as gazing stimuli; e) an interaction effect between physi-
cal and behavioral features was found, such that gaze cueing effects
were largest for videos of reliable human gazers and smallest for ran-
dom robot gazers
Fig. 4 Changes in Mind Ratings (pre- vs. post-gaze cueing) as a func-
tion of physical (human vs. robot) and behavioral (random vs. reli-
able) features: Patterns in mind rating differences before and after
interacting with the agents were comparable for Experiment 1 (mor-
phed images: 80% robot and 80% human; a), Experiment 2 (original
images: 100% robot and 100% human; b), Experiment 3 (recorded
human gaze behavior displayed on 80% robot and 80% human morph;
c), Experiment 4 (spatial marker in periphery with 80% robot and
80% human morph; d) and Experiment 5 (videos of 100% robot and
100% human as gazers): mind ratings decreased for all agents with
human appearance and increased for all agents with robot appear-
ance; the gazer’s reliability during the gaze cueing task did not have
an impact on mind rating difference scores
International Journal of Social Robotics
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4.2 Stimuli
As gazing stimuli, the 100% human and 100% robot base
images were used; Fig.2b.
4.3 Results
The mixed 2 × 2 ANOVA with gaze cueing effects as
dependent variable revealed that Reliability (F(1, 63) = 4.64,
p = .035, ηG
2 = .05), but not Physical Humanness (F(1,
63) = 1.12, p = .293, ηG
2 < .01) had a significant impact on
gaze cueing effects. The Reliability x Physical Human-
ness interaction did not reach significance (F(1, 63) = 1.48,
p = .229, ηG
2 < .01); see Fig.3b. The mixed 2 × 2 ANOVA
with pre-post difference in mind perception ratings as a
dependent variable revealed that Physical Humanness
(F(1, 63) = 8.41, p = .005, ηG
2 = .07), but not Reliability (F(1,
63) < .01, p = .940, ηG
2 < .01) had a significant impact on
mind perception ratings. The Reliability x Physical Human-
ness interaction did not reach significance (F(1, 63) < .01,
p = .994, ηG
2 < .01); see Fig.4b.
4.4 Discussion
The results of Experiment 2 replicate the findings of Experi-
ment 1, showing that mind perception ratings are exclusively
influenced by physical human-likeness and gaze cueing
effects are exclusively influenced by behavioral human-like-
ness. The results also show that the lifelikeness of the gazing
stimuli themselves did not impact the results, since the same
pattern of results was observed for morphed (i.e., 80% and
20% humanlike morphs; Experiment 1) and realistic (i.e.,
100% human and robot images; Experiment 2) images.
5 Experiment 3
The goal of Experiment 3 was to examine whether changing
the lifelikeness of a gazer’s eye movements would modu-
late the previously reported findings. In order to do so, we
recorded eye movement patterns from a human volunteer
pretending to take the role of the gazer in the gaze cueing
task using an eye tracker and replayed the timing of the eye
movements on the gazing stimulus during the experiment.2
Cue reliability was again set at 50% or 80%.
5.1 Participants
75 undergraduate students participated in the experiment.
7 participants were excluded due to poor task performance
(i.e., answering incorrectly in more than 20% of the trials)
and 6 participants were excluded due to missing data (e.g.,
because participants used the wrong keys), resulting in a
final sample size of 62 participants (46 females; mean age:
20.2; range: 18–38; 57 right handed). Participants were ran-
domly assigned to either the 80% reliability condition (22
females; mean age: 19.4; range: 18–38; 29 right-handed) or
the 50% reliability condition (20 females; mean age: 21.0;
range: 18–25; 28 right-handed).
5.2 Stimuli
The agent images were identical to the ones used in Experi-
ment 1; see Fig.2a.
5.3 Trial Sequence
The trial sequence was identical to Experiment 1, with one
exception: the time the agent took from looking straight to
looking to the side of the screen was not drawn from a uni-
form distribution but from a mean-adjusted distribution col-
lected from a human volunteer (the first author of this paper:
AA). The distribution was obtained using a MATLAB script
that recorded the time needed to shift the gaze from a central
fixation cross towards a laterally presented target letter using
an EyeLink 1000 eye-tracker [52] sampling at 1000Hz. 320
trials were collected to mirror the distribution needed for the
320 trials in the experiment. On a descriptive level, the dis-
tribution was more similar to a normal distribution than to a
uniform distribution (as was the case in Experiment 1 and 2).
After centering the distribution on the mean of the uniform
distribution used for the robot agent, i.e. on 850ms, values
ranged from 750 to 1090ms. The gaze response latencies
used for the experiment were drawn from this mean-adjusted
“human” gaze response distribution and can be inspected in
Fig. S1. The trial sequence is depicted in Fig.1a.
5.4 Results
The mixed 2 × 2 ANOVA with gaze cueing effects as
a dependent variable revealed that Reliability (F(1,
60) = 10.15, p = .002, ηG
2 = .10), but not Physical Humanness
(F(1, 60) = .27, p = .603, ηG
2 < .01) had a significant impact
on gaze cueing effects; the Reliability x Physical Human-
ness interaction did not reach significance (F(1, 60) = 2.70,
p = .106, ηG
2 = .02); see Fig.3c. The mixed 2 x 2 ANOVA
with pre-post differences in mind perception ratings as a
dependent variable revealed that Physical Humanness (F(1,
60) = 5.55, p = 0.022, ηG
2 = .03), but not Reliability (F(1,
2 This manipulation was chosen based on previous research that has
shown that people are highly sensitive in differentiating biological
from non-biological motion [50, 51].
International Journal of Social Robotics
1 3
60) = .03, p = .855, ηG
2 < .01) had a significant impact on
mind ratings; the Reliability x Physical Humanness inter-
action did not reach significance (F(1, 60) = 1.14, p = .290,
ηG
2 < .01); see Fig.4c.
Gaze cueing variance between high and low reliability
groups was not equal for the robot level of physical human-
likeness as indicated by a Levene’s test (F(1, 55) = 5.61,
p = 0.042).3 We therefore ran a nonparametric alternative
for the mixed ANOVA on gaze cueing effects, which con-
firmed with a main effect of Reliability (p = .028), as well as
the insignificance of the main effect of Physical Humanness
and the interaction term (both p > .2).
5.5 Discussion
The results of Experiment 3 replicate the findings of Experi-
ments 1 and 2, again showing an isolated effect of physical
human-likeness on mind ratings and behavioral human-like-
ness on gaze cueing effects, indicating that the lifelikeness
of the observed eye movements does not significantly impact
the pattern of results.
6 Experiment 4
The goal of Experiment 4 was to examine whether the life-
likeness of the context in which a social exchange takes
place potentially modulates previous findings. One known
issue with the gaze cueing paradigm that could reduce the
perceived lifelikeness of the interaction is that changes in
gaze direction are not tied to changes in the environment
but are directed at empty space where subsequently a target
appears (on valid trials) or not (on invalid trials). In reality,
however, changes in gaze direction usually occur in response
to a triggering event, for instance a loud sound or the appear-
ance of a person or an object. To increase the lifelikeness of
the interaction, we added abstract objects in the environment
that were already present at the time when the face changed
its gaze direction and could serve as spatial markers to which
the gaze cue could refer (and which became the location at
which the targets appeared later). Cue reliability was again
set at 50% or 80%.
6.1 Participants
75 undergraduate students participated in the experiment.
12 participants were excluded due to poor task performance
(i.e. answering incorrectly in more than 20% of the trials)
and 6 because of technical issues (e.g., pressing the wrong
response keys), resulting in a final sample size of 57 partici-
pants (46 females; mean age: 20.1; range: 18–29; 50 right
handed). Participants were randomly assigned to either the
80% reliability condition (24 females; mean age: 20.1; range:
18–29; 27 right-handed) or the 50% reliability condition (22
females; mean age: 20.1; range: 18–29; 23 right handed).
6.2 Stimuli
The agent images were identical to the ones used in Experi-
ment 1; see Fig.2a.
6.3 Trial Sequence
The trial sequence was identical to experiment one with
one exception: when shifting its gaze, the agent did not
look towards empty space but towards a placeholder that
indicated the two locations at which the target could sub-
sequently appear. The frames appeared together with the
fixation cross at the beginning of each trial and disappeared
during the ITI. The trial sequence is depicted in Fig.1b.
6.4 Results
The mixed 2 × 2 ANOVA with gaze cueing effects as
a dependent variable revealed that Reliability (F(1,
55) = 10.59, p = .002, ηG
2 = .13), but not Physical Humanness
(F(1, 55) = .57, p = .453, ηG
2 < .01) had a significant impact
on gaze cueing effects; the Reliability x Physical Human-
ness interaction did not reach significance (F(1, 55) = .08,
p = .784, ηG
2 < .01); see Fig.3d. The mixed 2 x 2 ANOVA
with pre-post difference in mind perception ratings as a
dependent variable revealed that Physical Humanness (F(1,
55) = 13.93, p < .001, ηG
2 = .08), but not Reliability (F(1,
55) = .31, p = .582, ηG
2 < .01) had a significant impact on
mind ratings; the Reliability x Physical Humanness inter-
action did not reach significance (F(1, 55) = 1.97, p = .17,
ηG
2 = .01); see Fig.4d.
6.5 Discussion
The results of Experiment 4 replicate the findings of experi-
ments 1-3, again showing an isolated effect of physical
human-likeness on mind ratings and behavioral human-
likeness on gaze cueing effects, indicating that the lifelike-
ness of the context in which a social exchange take places
does not significantly impact the pattern of previous results.
3 The p-value has been adjusted using the Bonferroni procedure
because two Levene’s tests—one for each Physical Humanness
level—have been conducted.
International Journal of Social Robotics
1 3
7 Experiment 5
Experiments 2–4 showed that increasing lifelikeness of the
interaction paradigm by using stimuli that are physically
realistic, that move their eyes with humanlike timing or
whose gaze cues refer to objects in visual space in a mean-
ingful way was not impactful enough to change the pattern
of results. In all previous experiments, observers interacted
with static images of human or humanlike gazers, which is
very unlike lifelike social interactions with other humans.
To increase the perceived lifelikeness of the social attention
task as a whole, we used video recordings of a human and a
robot agent as gazing stimuli instead of static images. Cue
reliability was again set at 50% or 80%.
7.1 Participants
75 undergraduate students participated in the experiment.
Eight participants were excluded due to poor task perfor-
mance (i.e., answering incorrectly in more than 20% of
the trials) and two due to missing data, resulting in a final
sample size of 65 participants (51 females; mean age: 19.9;
range: 18–30; 58 right handed). Participants were randomly
assigned to either the 80% reliability condition (26 females;
mean age: 19.9; range: 18–30; 30 right-handed) or the 50%
reliability condition (25 females; mean age: 19.8; range:
18–25; 28 right-handed).
7.2 Stimuli
Video sequences simulating gaze cues of a human and a
robot agent were recorded: for the robot condition, cues to
the left and right were recorded from the humanoid Meka
S2 robot head; for the human condition, cues to the left and
right were recorded from a human, the second author PPW.
All videos were cut such that the first frame showed the gaz-
ing agents with straight gaze (Fig.2c, middle), the gaze shift
was completed within 1000ms and the last frame’s gaze was
of maximal eccentricity (Fig.2c, left and right). On top of
the gaze cues, both human and robot videos included head
cues of comparable strength.
7.3 Trial Sequence
The trial sequence was kept as similar as possible to Experi-
ment 1. Each trial started with the presentation of a fixation
cross at the center of the screen for a duration drawn from
values uniformly distributed between 700 and 1000ms.
Afterwards, the agent as appearing in the first frame of the
respective video, appeared behind the fixation cross for a
duration drawn from values uniformly distributed between
200 and 500ms. Subsequently, the video was being played
for 1000ms during which the agent changed its gaze towards
either the left or the right side of the screen, thereby either
validly or invalidly cueing the location of the subsequently
presented target letter. When the video finished playing, the
last frame froze and the target letter was presented at the
left or the right side of the screen. The last frame and the
target remained on the screen until a response was given or
1200ms had passed. The trial was concluded with a blank
screen presented for 680ms. The trial sequence is depicted
in Fig.1c.
7.4 Results
In contrast to previous experiments, the mixed 2 × 2 ANOVA
with gaze cueing effects as a dependent variable revealed
that Reliability (F(1, 63) = 4.71, p = .034, ηG
2 = .04) and
Physical Humanness (F(1, 63) = 12.05, p < .001, ηG
2 = .08)
had a significant impact on gaze cueing effects; the Reliabil-
ity x Physical Humanness interaction was trending towards
significance but did not reach significance (F(1, 63) = 2.96,
p = .090, ηG
2 = .02); see Fig.3e. Again in contrast to previous
findings, the mixed 2 × 2 ANOVA with pre-post differences
in mind perception ratings as a dependent variable revealed
that neither Physical Humanness (F(1, 63) = 2.37, p = .129,
ηG
2 = .02) nor Reliability (F(1, 63) < .01, p = .958, ηG
2 < .01)
had a significant impact on mind ratings. the Reliability x
Physical Humanness interaction did not reach significance
(F(1, 63) = 1.31, p = .257, ηG
2 = .01); see Fig.4e.
Gaze cueing variance between high and low reliability
groups was not equal for both levels of physical human-
likeness (human and robot) as indicated by Levene’s tests
(Human: F(1, 63) = 6.61, p = 0.025; Robot: F(1, 63) = 5.41,
p = 0.047).4 We therefore ran a nonparametric alternative for
the mixed ANOVA with gaze cueing effects as a depend-
ent variable, which confirmed the main effect of Reliability
(p = .030) and Physical Humanness (p < .001), as well as a
trend for the interaction term (p = 0.105).
7.5 Discussion
The results of Experiment 5 show that changing the lifelike-
ness of the interaction scenario as a whole by using dynamic
videos instead of static images changes the pattern of results
such that physical and behavioral markers of human-like-
ness now both affect gaze cueing effects independently, with
larger cueing effects for the human versus robot gazer, as
well as the reliable versus random gaze cues (with no inter-
action effects between the two components). In contrast,
4 The p-values have been adjusted using the Bonferroni proce-
dure because two Levene’s tests—one for each Physical Humanness
level—have been conducted.
International Journal of Social Robotics
1 3
physical human-likeness does not significantly impact pre-
post interaction changes in mind perception anymore. The
implications of these findings are discussed below.
8 General Discussion
This study aimed to investigate how factors that, independ-
ent of each other, have been related to mind perception, such
as physical human-likeness and predictable behavior, affect
mind perception ratings and social attention mechanisms
as a function of the interaction’s lifelikeness. For that pur-
pose, we manipulated physical, behavioral and contextual
parameters that were thought to manipulate the lifelikeness
of a social interaction scenario. In Experiment 1, which con-
stituted the baseline, we looked at the influence of physical
appearance (human morph vs. robot morph) and gaze pre-
dictivity on mind perception ratings and gaze-cueing effects
without specifically manipulating lifelikeness. In Experi-
ment 2, the lifelikeness of the gazer was manipulated by
using a 100% human face and a 100% robot face as opposed
to morphed images. Experiment 3 manipulated the lifelike-
ness of the gaze signal by modeling the onset of the gaze
cues after a real human’s cue onsets, thereby incorporating
biological eye movements (i.e., right and left gaze changes)
into the paradigm. Experiment 4 manipulated the lifelike-
ness of the context by adding reference objects (i.e., place
holders) to the gaze cueing paradigm that were already pre-
sent at the time of the gaze change, as gaze changes in real
life usually are targeted at reference objects in the environ-
ment and not at empty space (like in traditional gaze cue-
ing paradigms). Experiments 1–4 revealed similar results,
such that the behavioral component (i.e., reliability of the
gaze cue) affected social attention but not mind perception,
whereas the physical component (i.e., appearance of the
gazer) affected mind perception but not social attention.5
Only when the lifelikeness of the overall interaction was
changed by using videos of an actual human and an actual
robot first engaging in mutual gaze and then performing gaze
cues, the pattern of results changed: both gaze reliability and
physical appearance now had an influence on social atten-
tion, such that gaze cueing effects were larger for human ver-
sus robot gazers and reliable versus random gaze behaviors;
in contrast, pre-post mind perception ratings were neither
affected by physical appearance nor by gaze reliability.
The experiments outline two important findings with
regard to the effects of physical, behavioral and contextual
effects on mind perception and social attention: First, behav-
ioral features, such as the reliability of gaze signals, robustly
modulated social attention across experiments, whereas
physical appearance only had an effect when the interac-
tion seemed sufficiently lifelike (through the use of video
sequences). This replicates findings from previous studies
showing that even very basic social-cognitive processes like
gaze cueing can be top-down modulated by social context
information [53], and highlights that certain top-down mod-
ulators, such as the physical appearance of an agent, might
only exert their effect in relatively lifelike interactions. This
observation also provides some clarity regarding the ongo-
ing debate in the literature whether manipulations related to
mind perception and/or mentalizing have an effect on social
attention [54] or not [55]. The current study suggests that
there is an interaction between top-down and bottom-up
mechanisms influencing social attention, but that the top-
down component might only take effect in sufficiently real-
istic paradigms (see also [56]). Although the current study
does not maximize lifelikeness to the same extent as other
studies where the gaze cues are sent by a real human actor
sitting opposite of the participant (e.g., [57]), it indicates that
a certain level of lifelikeness needs to be reached before vari-
ous context factors start modulating social attention. Where
exactly this level is located and whether different context
factors require different levels of lifelikeness should be the
focus of future studies.
Second, physical agent features, such as the human-like-
ness of a gazer’s appearance, modulated pre-post mind per-
ception changes in more controlled versions of the paradigm
(Experiments 1–4) but not under relatively lifelike interac-
tion conditions using videos (Experiment 5); behavioral
parameters, such as the reliability of gaze cues, never mod-
ulated mind perception ratings. One explanation as to why
reliability did not modulate mind perception ratings could
be that completing the gaze-cueing task with very reliable
agents diminished participants’ need for anthropomorphiz-
ing nonhuman agents, which resulted in mind ratings that
were not different from those for agents whose gaze behavior
was random. In other words, maybe a certain level of uncer-
tainty is needed in order to strongly trigger mind perception.
This interpretation is supported by prior work suggesting
that agents displaying very predictable actions, decrease our
need to understand their behaviors, and consequently trigger
less anthropomorphizing/mind perception [58].
The current study is consistent with previous literature
illustrating the importance of using ecologically valid para-
digms when investigating social cognition [59]. While prior
work shows that robots may not be able to reflexively shift
human attention in computer-based paradigms [20], face-
to face gaze-cueing paradigms using real robots as gazers
illustrate that robots can in fact reflexively shift human atten-
tion (like human gazers) when the surrounding is sufficiently
5 Interestingly, the results of Experiment 4 show a descriptive differ-
ence such that gaze-cueing effects were overall larger increase. This is
not surprising as previous studies have shown that including contex-
tual information has a positive effect on gaze-cueing effects [17].
International Journal of Social Robotics
1 3
lifelike [15]. Prior literature also shows that different brain
regions are activated during social attention depending on
whether highly controlled, offline paradigms or face-to-face,
online paradigms are employed, that is: traditional fMRI
studies identify brain regions in the right hemifield (e.g.,
STS, ACC, TPJ) as important neural correlates of social
attention [60], whereas studies that use dynamic face-to-face
paradigms implicate similar structures in the left hemifield
[61], suggesting that some social-cognitive processes may
not be sufficiently activated in highly controlled experi-
ments (see [59]; for detailed arguments for the necessity
to examine social cognition “online”). Other studies using
VR-based paradigms showed that joint attention not only
consists of directing others’ attention to important objects
or events in the environment (i.e., other-representations) but
also requires another essential mechanism, that is, engag-
ing in mutual gaze to signal the readiness for joint atten-
tion (i.e., self-representations) [59, 62, 63] —an insight that
traditional gaze cueing paradigms were unable to uncover.
Consistent with these observations, the current study shows
that the effect of physical and behavioral parameters on
social attention might change depending on the lifelikeness
of the paradigm. Although “online” social cognition para-
digms are more challenging to design and implement than
“offline” paradigms (e.g., additional programming require-
ments, access to embodied robot platforms, more involved
study approval processes), it is important to examine social
cognitive processes in settings that are similar enough to real
interactions in order to draw firm conclusions regarding the
impact of potential modulating factors. Future studies should
increase the lifelikeness of social attention paradigms in HRI
even more, for instance by using embodied robot platforms
instead of video recordings; see [64–67].
In conclusion, this study illustrates the importance of
using methods to mimic real-life gaze interaction in investi-
gating social gaze whenever possible. This is of the upmost
relevance for social roboticists since the goal is to design
social robots that are equipped with means to display social
human behaviors and evoke both natural and intuitive reac-
tions from the humans that interact with these robots.
Acknowledgements We would like to acknowledge the hard-working
research assistants that helped collect our sample.
Author’s contribution AA and EW conceptualized the study. PW pro-
grammed the experiments. AA and PW collected and analyzed the data.
AA, EW, and PW interpreted the results and wrote the manuscript.
Funding This study was not funded by any grants.
Compliance with Ethical Standards
Conflict of interest The authors declare that they have no conflict of
interest.
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Publisher’s Note Springer Nature remains neutral with regard to
jurisdictional claims in published maps and institutional affiliations.
Abdulaziz Abubshait is a postdoc at the Italian Institute of Technology
in Genova, Italy. He received his PhD in Human Factors and Applied
Cognition from George Mason University in 2019. His research inter-
ests investigates the dynamics of human-robot social interactions.
Patrick Weis is a postdoc at the Nicolaus Copernicus University in
Torun. In 2019, he received his PhD in Human Factors and Applied
Cognition at George Mason University. He also received an MS in
Neuroscience from the University of Tubingen in 2014.
Eva Wiese is an Associate Professor in Human Factors and Applied
Cognition and the head of the Social and Cognitive Interactions Lab
at George Mason University. She has a PhD in Neuroscience from
Ludwig Maximilian University Munich and a MS in Psychology from
Otto-Friedrich University Bamberg. Eva’s research interests focus on
mind perception and embodied cognition and their application to social
robotics and cognitive offloading.
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