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Supporting negotiation behavior with haptics-enabled human-computer interfaces

机译:通过启用触觉的人机界面支持协商行为

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摘要

An active research goal for human-computer interaction is to allow humans to communicate with computers in an intuitive and natural fashion, especially in real-life interaction scenarios. One approach that has been advocated to achieve this has been to build computer systems with human-like qualities and capabilities. In this paper, we present insight on how human-computer interaction can be enriched by employing the computers with behavioral patterns that naturally appear in human-human negotiation scenarios. For this purpose, we introduce a two-party negotiation game specifically built for studying the effectiveness of haptic and audio-visual cues in conveying negotiation related behaviors. The game is centered around a real-time continuous two-party negotiation scenario based on the existing game-theory and negotiation literature. During the game, humans are confronted with a computer opponent, which can display different behaviors, such as concession, competition, and negotiation. Through a user study, we show that the behaviors that are associated with human negotiation can be incorporated into human-computer interaction, and the addition of haptic cues provides a statistically significant increase in the human-recognition accuracy of machine-displayed behaviors. In addition to aspects of conveying these negotiation-related behaviors, we also focus on and report game-theoretical aspects of the overall interaction experience. In particular, we show that, as reported in the game-theory literature, certain negotiation strategies such as tit-for-tat may generate maximum combined utility for the negotiating parties, providing an excellent balance between the energy spent by the user and the combined utility of the negotiating parties.
机译:人机交互的一项积极研究目标是允许人们以直观自然的方式与计算机进行通信,尤其是在现实生活中的交互场景中。提倡实现这一目标的一种方法是构建具有类似人的素质和能力的计算机系统。在本文中,我们提出了关于如何通过采用行为模式(自然出现在人与人之间的谈判场景中)来丰富人机交互的见解。为此,我们引入了两方谈判游戏,专门用于研究触觉和视听线索在传达与谈判有关的行为中的有效性。游戏基于现有的博弈论和谈判文献,围绕着实时的连续两方谈判场景。在游戏过程中,人类面对着计算机对手,后者可以表现出不同的行为,例如让步,竞争和谈判。通过用户研究,我们显示与人的谈判有关的行为可以纳入人机交互,并且增加触觉提示可以在统计上显着提高机器显示行为的人类识别准确性。除了传达这些与谈判有关的行为外,我们还将重点研究并报告整体互动体验中的博弈论方面。尤其是,我们证明,如博弈论文献中所述,某些谈判策略(如“针锋相对”)可能会为谈判方带来最大的联合效用,从而在用户花费的能量与合并后的能量之间达到极好的平衡谈判各方的效用。

著录项

  • 作者

    Küçükyılmaz, Ayşe;

  • 作者单位
  • 年度 2015
  • 总页数
  • 原文格式 PDF
  • 正文语种 English
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