The media equation: how people treat computers, television, and new media like real people and places
Touch me, hit me and I know how you feel: a design approach to emotionally rich interaction
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Emerging frameworks for tangible user interfaces
IBM Systems Journal
BT Technology Journal
Wired for Speech: How Voice Activates and Advances the Human-Computer Relationship
Wired for Speech: How Voice Activates and Advances the Human-Computer Relationship
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Integrating hyperinstruments, musical robots & machine musicianship for North Indian classical music
NIME '07 Proceedings of the 7th international conference on New interfaces for musical expression
How interface agents affect interaction between humans and computers
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
A tool to study affective touch
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Adaptive systems in the era of the semantic and social web, a survey
User Modeling and User-Adapted Interaction
Social interactions in HRI: the robot view
IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews
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There seems to be an inherent sociality of computers which is somehow related to their interactivity. However, existing research on this topic is limited to direct interaction, semantic information, clear goals and the visual modality. The present work replicates and extends a previous study on human politeness toward computer systems using a different interaction paradigm involving indirect remote sensors in the context of expressive musical performance with a guitar. Results suggest that the quality of interactivity of a system contributes to its sociality, demonstrating the relevance of an existing body of literature on social responses to technology to the aesthetic of abstract, expressive systems such as video games, artistic tools, ambient systems, media art installations, and mobile device applications. Secondary findings suggest the possibility of manipulating the inherent social presence of an interface through informed design decisions, but a direct investigation is needed on this issue.