The media equation: how people treat computers, television, and new media like real people and places
Gandalf: an embodied humanoid capable of real-time multimodal dialogue with people
AGENTS '97 Proceedings of the first international conference on Autonomous agents
The invisible computer
Perceptual user interfaces: perceptual intelligence
Communications of the ACM
Relational agents: a model and implementation of building user trust
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interacting with an embodied emotional character
DPPI '03 Proceedings of the 2003 international conference on Designing pleasurable products and interfaces
Where to look: a study of human-robot engagement
Proceedings of the 9th international conference on Intelligent user interfaces
Ambient intelligence: visualizing the future
Proceedings of the working conference on Advanced visual interfaces
I show you how I like you - can you read it in my face? [robotics]
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Adoption of ICT in a government organization in a developing country: An empirical study
The Journal of Strategic Information Systems
Towards human-like spoken dialogue systems
Speech Communication
Journal of Ambient Intelligence and Smart Environments - A software engineering perspective on smart applications for AmI
Communication strategies for a computerized caregiver for individuals with Alzheimer's disease
SLPAT '12 Proceedings of the Third Workshop on Speech and Language Processing for Assistive Technologies
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This paper reports an exploration of the concept of social intelligence in the context of home dialogue systems for an Ambient Intelligence home. It reports a Wizard of Oz experiment involving a robotic interface capable of displaying several human social behaviors. Our results show that endowing a home dialogue system with some social intelligence can (a) create a positive bias in user’s perception of technology in the environment, (b) increase user acceptance for the home dialogue system, and (c) trigger social behaviors of the user towards the home dialogue system.