Alle Publikationen
2014
-
(2014): Texting everywhere for everything. Gender and age differences in cell phone etiquette and use. In: Computers in Human Behavior 31, S. 314-321. DOI: 10.1016/j.chb.2013.10.053
Abstract: The majority of research on cell phone use has focused on adolescent and young adult users with less attention on cell phone use by those older than 25 years of age. In this study, adult participants from 18 to 68 years completed a survey about their own use of cell phones and the contexts in which they considered cell phone use appropriate. There were age and gender differences in beliefs about the etiquette as to when cell phone use was appropriate. Older participants and women advocated for more restricted cell phone use in most social situations. Men differed from women in that they viewed cell phone calls as more appropriate in virtually all environments including intimate settings. Across all age groups in all communication settings, cell phones were used to text. The only exception was that romantic partners were more likely to receive a call than a text. In the younger age groups, texting communication is so normative that over 25% had dumped or were dumped by a romantic partner. The preponderance of gender similarities point to cell phone usage as a stable communication vehicle for maintaining social contact. (C) 2013 Elsevier Ltd. All rights reserved.
Keywords: Alter, Angemessenheit, doppelter Treffer, Etikette, Etiquette, Favoriten, Gender, Informations- & Kommunikationstechnik, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Mobiltelefon, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Quantitativ, Realtechnik, Soziale Angemessenheit, Technik, Techniknutzung, Telefonieren, Umfrage 2013
-
(2013): Do You Mind if I Plug-in My Car?. How etiquette shapes PEV drivers’ vehicle charging behavior. In: Transportation Research Part A: Policy and Practice 54, S. 155-163. DOI: 10.1016/j.tra.2013.07.016
Abstract: Plug-in electric vehicles (PEVs) engage drivers in an essential new behavior plugging the car into the electrical grid to charge the vehicles' batteries. Broadly, it has been assumed that (1) away-from-home charging is necessary to grow the PEV market and (2) if away-from-home charging infrastructure is in place and PEV drivers know of it, they will perceive opportunities to charge. The experiences of early PEV drivers cause us to rethink at least the second of these assumptions. Drivers report a lack of what they call "etiquette," i.e., rules to guide their behavior and their expectations of how they and other PEV drivers ought to behave in these new social interactions. PEV drivers want widely shared, understood, and practiced guidelines to feel comfortable and confident in charging their vehicles away from home. This study uses inductive thematic analysis of transcripts of interviews of 28 PEV driving households conducted in San Diego County, California in spring, 2012. Themes about etiquette emerged within two types of away from home charging. First, public chargers (available to any PEV driver) were the sites of situations in which drivers' perceived a lack of rules or conflicts between different systems of rules; both were described as inhibiting use of public chargers. Second, workplace charging (typically available only to employees of the entity where the charger is located) adds an additional layer of rules and possibly resources that may either inhibit or encourage PEV charging by employees. As PEV markets and charger networks grow, charging will be shaped by additional systems of rules and regulations, e.g., those governing financial transactions. Our results suggest that absent efforts to help PEV drivers develop, learn, and practice the new rules, they may create as much uncertainty as guidance. (C) 2013 Elsevier Ltd. All rights reserved.
Keywords: Disziplin, Einfluss auf Handlungen, Elektroauto, Elektromobilität, Etikette, etiquette guide, Für spezifische Situationen festgelegte Verhaltensregeln, Grad der Verbreitetheit und Umsetzung von Verhaltensregeln innerhalb einer Akteursgruppe, GUIDELINES, Im (wissenschaftlichen) Diskurs, Ingenieurswissenschaft, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Reflexionen über MTR, Situationsbedingter Kontext, Soziale Angemessenheit, Technikakzeptanzforschung, Technikfolgenabschätzung, technische Infrastruktur, Vereinbarkeit bzw. Kollision verschiedener Regelsysteme, Verhalten 2012
-
(2012) : A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training In: Society for Computer Simulation International: Proceedings of the 2007 Summer Computer Simulation Conference on Behavior Representation in Modeling and Simulation: San Diego, CA: Society for Computer Simulation International, S. 809-846
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer -
(2012): Effects of etiquette strategy on human–robot interaction in a simulated medicine delivery task. In: Intelligent Service Robotics 5 (3), S. 199-210. DOI: 10.1007/s11370-012-0113-3
Abstract: The objective of this study was to examine the extent to which a model of linguistic etiquette in human–human interaction could be applied to human–robot interaction (HRI) domain, and how different etiquette strategies proposed through the model might influence performance of humans and robots as mediated by manipulations of robot physical features, in a simulated medicine delivery task. A “wizard of Oz” experiment was conducted in which either a humanoid robot or a mechanical-looking robot was used to present medicine reminding utterances (following different etiquette strategies) to participants, who were engaged in a primary cognitive task (a Sudoku puzzle). Results revealed the etiquette model to partially extend to the HRI domain. Participants were not sensitive to positive language from robots (e.g., appreciation of human values/wants) and such a strategy did not succeed in supporting or enhancing the “positive face” of human users. Both “bald” (no linguistic courtesy) and mixed strategies (positive and “negative face” (minimizing user imposition) saving) resulted in moderate user perceived etiquette scores (PE). However, individual differences suggested such robot linguistic strategies should be applied with caution. Opposite to this, a negative face saving strategy (supporting user freedom of choice) promoted user task and robot performance (in terms of user response time to robot requests), and resulted in the highest PE score. There was also evidence that humanoid robot features provide additional social cues that may be used by patients and support human and robot performance, but not PE. These results provide a basis for determining appropriate etiquette strategies and robot appearance to promote better collaborative task performances for future health care delivery applications of service robots.
Keywords: Anerkennung von Werten/Bedürfnissen, appropriate social interaction, Disziplin, doppelter Treffer, Etikette, Face, Face-Saving, Favoriten, Höflichkeit, Höflichkeitsforschung, Human-robot etiquette, Ingenieurswissenschaft, Interaktionspartner, Linguistik, Medicine delivery, Medizin, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Negative face saving, Patient compliance, Patient-robot interaction, Realtechnik, Serviceroboter, Soziale Angemessenheit, Soziale Robotik, Technik, Technikbezug, Volltreffer, Wahlfreiheit (eines Nutzers/Interaktionspartners), Wertendes Sprachverhalten 2011
-
(2011) : As Human-Computer Interactions Go Global In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 15-34
Abstract: We have become accustomed to interacting with computers. ey give us daily weather forecasts and help us keep in touch with friends and family globally. ey deliver references, digital articles, and newspapers and allow virtual teams to work together from opposite sides of the globe. Computers even provide embodied agents to guide us through di¸cult procedures or teach us to speak Japanese. ey allow us to shop for products in distant countries and have ready access to cash on city streets almost everywhere. Humancomputer interactions are a part of our lives, mediating communication, providing instruction and support, and serving as gateways for business transactions.
-
(2011) : Etiquette In Motivational Agents: Engaging Users And Developing Relationships In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 205-230
Abstract: Micro-analysis of face-to-face interaction among humans can tell us a great deal about how to design etiquette into our human-machine interfaces in order to make them more intuitive, robust, and easy to use. Human protocols for conversational turn-taking, indicating understanding, marking emphasis, and displaying presumed relationship status, are but a few of the myriad verbal and nonverbal cues that can be observed in face-to-face interaction and incorporated into our systems. However, one of the most interesting-and challenging aspects of human interaction for both analysis and emulation is that the “rules of engagement”—that is, etiquette-expectations change frequently and ªuidly during a single encounter. A person must know if their interlocutor is engaging in serious talk, social chat, play, storytelling, or joke-telling to know how to interpret their behavior and to respond appropriately. In addition, these rules can also slowly evolve as a pair of interlocutors develops a relationship over time. is chapter will discuss these phenomena in human social interactions and their rami¤cations for developing human-like machine interfaces such as the animated health counselor shown in Figure 9.1. is work focuses on a particular type of application as a motivating example-the use of computerized animated counselors for long-term health behavior change interventions-and why at least some of the interaction styles that are e¢ective in this domain comprise rules of etiquette that would not be considered “nice” by Emily Post.
Keywords: Agent, Antworten im Rahmen einer Konversation, Art der Beziehung zum Interaktionspartner, Betonung, doppelter Treffer, Ernsthaftigkeit einer Situation, Erzählweise, Etikette, Etiquette as rules of expectation, Favoriten, Für spezifische Situationen festgelegte Verhaltensregeln, humor, Konversationskonventionen als Etikette-Erwartungen, Korrespondenz, Mensch oder Maschine, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle, narrative, Plauderei, Prosody, Realtechnik, Signalisieren von Verstehen, Situationsbedingter Kontext, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Distanz, Soziale Robotik, Soziosensitive Systeme, Spiel, Sprachgebrauch, Sprechmelodie, Technik, Theorien, Turn-taking innerhalb der Konsersation, User, Volltreffer, Witze -
(2011) : Etiquette In Distributed Game-Based Training: Communication, Trust, Cohesion In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 181-204
Abstract: In this chapter we will explore the use of etiquette in training systems derived from commercial video games. e system that will be used as an example is a training and debrie¤ng tool that allows distributed participants to train together in a virtual game environment, and to conduct After Action Review (AAR) sessions in that same environment. In AAR sessions, participants discuss the events that unfolded during training, and how to improve performance in the future. However, we will ¤rst present a concise history of humancomputer etiquette, followed by a description of the unique etiquette requirements that game systems demand. We will then describe how game systems can be used for team training in complex tasks, and the etiquette requirements that must drive that application. An important consideration we address along the way is the analogy between human-computer and human-human etiquette.
Keywords: Analogy btwn human-computer and human-human etiquette, Computers, doppelter Treffer, Etikette, Game-based, Human-Computer Etiquette, Informations- & Kommunikationstechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, Spiel, Technik -
(2011) : Etiquette Considerations For Adaptive Systems That Interrupt: Cost And Benefits In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 289-322
Abstract: It is not generally considered impolite to interrupt. However, etiquette is not simply about politeness but also appropriateness. Thus, while etiquette dictates that it is inappropriate, counterproductive, or even dangerous to interrupt someone with irrelevant information in the middle of a critical task requiring great concentration, it also allows that it is appropriate and necessary to interrupt with crucial information. For example, it is inappropriate to interrupt an airline pilot during landing with the baseball score, but entirely appropriate to interrupt with the information that the landing gear has malfunctioned.
Keywords: Adaptive Systeme, Dialog/Konversation/Rede, doppelter Treffer, Etikette, Favoriten, Human-Computer Etiquette, Interuption, Intervention/Unterbrechung etc., Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Relevanz des Grundes für eine Unterbrechung, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Volltreffer -
(2011) : Politechnology: Manners Maketh Machine In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 351-362
Abstract: There is an old English saying that "Manners maketh man." The original quotation is attributed to William of Wykeham and is a simple aphorism that acknowledges the tacit assumption that for human beings to live and thrive collectively, there must be a degree of formalization about their social intercourse. Although the bedrock of such mutual behavior would seem to be the law, our actual sharing of common assumptions goes much deeper. For we must all learn the social conventions first through the mediation of perception, the beginnings of language, and subsequently complex conventions and naming processes. These capabilities are assimilated at our parents' feet. They are the very stuff of maturation, and although the precise conventions are highly culturally bound, the learning process itself cuts across all human experience. Now, into our diverse human cultures come potentially intelligent machines. And in respect of their growth and maturation, we can ask two critical questions. First, to what degree do these nascent centers of intentionality and potential consciousness need to adhere to the principles of human social intercourse? Second, and equally as important, do these machine have a collective of their own which now bestrides all human cultures? If they do, to what degree do they act on us as agents of convergent human cultural evolution? In asking these questions we also have to face the logical antithesis to all human-centered technological approaches, viz, should machines necessarily be made to behave according to human-centered rules? Is this their best mode of organization? Although the latter query might be antithetical heresy to those imbued with the spirit of human factors, it is a proposition we should always be obliged to consider. Overall, this a rather daunting set of issues to face, and so let us decompose the challenges they present so that we can consider them in their various component parts.
Keywords: doppelter Treffer, Etikette, Etiquette, Favoriten, Höflichkeit, Interaktionspartner, Konventionen, Mensch oder Maschine, Mensch-Maschine-Kommunikation, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Politeness, Potential independence of machine rules of behavior from human rules of behavior, Realtechnik, Sozial Intelligente Agenten, Soziale Robotik, Soziosensitive Systeme, Technik, Umgangsformen, Volltreffer, Voraussetzungen für sozial angemessenes Verhalten -
Hayes, Caroline C.; Miller, Christopher Allan (Hg.) (2011): Human-computer etiquette. Cultural expectations and the design implications they place on computers and technology. Boca Raton, Fla.: CRC Press. Online verfügbar unter http://www.netLibrary.com/urlapi.asp?action=summary&v=1&bookid=354637
Abstract: Written by experts from various fields, this edited collection explores a wide range of issues pertaining to how computers evoke human social expectations. The book illustrates how socially acceptable conventions can strongly impact the effectiveness of human-computer interactions and how to consider such norms in the design of human-computer interfaces. Providing a complete introduction to the design of social responses to computers, the text emphasizes the value of social norms in the development of usable and enjoyable technology. It also describes the role of socially correct behavior in t
Keywords: Angemessenheit, Aufsatzsammlung, Aufsatzsammlungen, Computers, COMPUTERS / Social Aspects / Human-Computer Interaction, doppelter Treffer, Etikette, Etiquette, Höflichkeit, Human-Computer Etiquette, Human-computer interaction, Klassiker, Mensch-Maschine-Schnittstelle, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Online-Publikation, Realtechnik, Sammelband, Social aspects, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, User interfaces (Computer systems), Volltreffer -
(2011) : Human-Computer Etiquette: Should Computers Be Polite? In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 1-14
Abstract: We argue that etiquette is not only relevant for understanding interactions between people and computers, it is essential if we are to design computer assistants that can work effectively and productively with people (Miller, 2000; 2004). Regardless of whether computers are designed to exhibit etiquette, human users may interpret their behavior as polite or rude. However, we first need to understand more about what etiquette is in human interactions, and what is its function. How do we view computers? And what is their role in our society?
Keywords: Computers, doppelter Treffer, Etikette, Favoriten, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Politeness, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Volltreffer -
(2011) : Etiquette-Based Sociotechnical Design In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 323-350
Abstract: This chapter argues that etiquette applies not just to the people who use computers but also to how the technology is designed. When technical systems underlie social environments, as in chat, social networks, instant messages, virtual worlds, and online markets, they must support social acts that give synergy, not antisocial acts that destroy it. Politeness, defined as the free giving of choice to others in social interactions (Whitworth, 2005), or etiquette, are critical examples. If we don’t consider community good when designing socio-technical systems, we should not be surprised if we don’t get it. While etiquette hasn’t traditionally been taught in software design courses, we argue that it should be. E-mail spam illustrates what happens when sociotechnical design goes wrong, when it ignores the basic principles ofconversation etiquette. Channel e-mail design illustrates an etiquettebased design in the illustrative case of e-mail, but the principles proposed are generic to all sociotechnical contexts.
Keywords: Design, doppelter Treffer, Etikette, Favoriten, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, soziotechnische Systeme, Technik, Volltreffer -
(2011) : Computational Models Of Etiquette And Culture In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 63-90
Abstract: Etiquette is often defined as a shared code of conduct. Social etiquette such as how to greet your new boss from Japan can be seen as a discrete set of rules that define the proper behaviors for specific situational contexts. Those who share the same etiquette model (i.e., the same rules and interpretations of these rules) may also share expectations of appropriate behaviors, and interpretations of unexpected behaviors. When people lack a shared model of etiquette, the result may be confusing, unproductive, or even dangerous interactions. Etiquette is a well studied phenomenon in linguistics and sociology; it is a vital part of communication in virtually all cultures and all types of interactions. However, what is of particular interest in the work reported throughout this volume, is the increasing evidence that people expect their interactions with computers to be very like their interactions with humans. Not only do people readily anthropomorphize technological artifacts, but they relate to them at a social level (Reeves and Nass, 1996). We propose that the concepts of etiquette can be expanded and used to design effective human-computer interactions, and predict human reactions to computer behaviors. In this chapter we present a well studied and influential body of work on politeness in human interactions, discuss its validity in human-computer interactions, present a “believability” metric, and provide examples of empirical experiments quantifying the implementations to show that models of etiquette are not only amendable to quantitative modeling and analysis, but can also predict human behavior in human– computer and computer mediated interactions. We briefly discuss a computational model of etiquette and a series of experiments that empirically validate this model, and conclude by discussing challenges of current models and future work.
Keywords: Computer Science, Computers, doppelter Treffer, Etikette, Favoriten, FTA Face Threatening Acts, Höflichkeit, Kultur, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modell, Modelle/Theorien, Models of Etiquette in HCIs, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Technik, Überblick, Unhöflichkeit, Volltreffer -
(2011) : Anthropomorphism And Social Robots: Setting Etiquette Expectations In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 231-262
Abstract: [-]
Keywords: Anthropomorphisierung, doppelter Treffer, Emotionen, Erwartungen, Etikette, Etiquette as rules of expectation, Favoriten, frames, Gestik/Mimik, Konversationskonventionen als Etikette-Erwartungen, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Ohne Abstract oder Text, Realtechnik, Roboter, Rollen, Situationsbedingter Kontext, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Sozialer Raum / Kultureller Kontext, Soziosensitive Systeme, Status / biologische Marker, Technik 2008
-
(2008): A Computational Approach to Etiquette: Operationalizing Brown and Levinson's Politeness Model. In: IEEE Intelligent Systems 23 (4), S. 28-35Keywords: doppelter Treffer, Etikette, Etikette-Engine, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Volltreffer
2007
-
(2007): A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training. In: Proceedings of the 2007 Conference on Behavior Representation In Modeling and Simulation
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2006
-
(2006): A Computational Approach to Etiquette and Politeness: Initial Test Cases. In: Proceedings of 2006 BRIMS Conference
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer -
(2006) : A Computational Approach to Etiquette and Politeness: Initial Test Cases: Proceedings of 2006 BRIMS Conference, Baltimore, MD
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2005
-
(2005): Polite computing. In: Behaviour & Information Technology 24 (5), S. 353-363. DOI: 10.1080/01449290512331333700
Abstract: This paper presents politeness as a key social requirement for computer human interaction (CHI). Politeness is defined, in information terms, as offering the locus of control of a social interaction to another party. Software that creates pop-up windows is not illegal, but is impolite, as it preempts user choice. It is proposed that impolite software drives users away, while polite software attracts them. Specifying politeness suggests four requirements: (1) Respect user choice (2) Disclose yourself (3) Offer useful choices (4) Remember past choices. Software that ignores these rules may fail not by logic error but by social error. "Mr. Clippy" is an example of software that users often disable because it is impolite. Operating systems could support application politeness by providing an application source registry and a general meta-choice console. A future is envisaged where software politeness is a critical software success requirement.
Keywords: Angepasstheit der Maschine an Nutzerbedürfnisse, Computerwissenschaft, Disclose yourself, doppelter Treffer, Etikette, Höflichkeit, Höflichkeitsforschung, Human-Computer Etiquette, Human-computer interaction, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Offer useful choices, polite social interaction, Politeness, Realtechnik, Remember past choices, Respect user choice, Software, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Technikbezug 2004
-
(2004): Unspoken rules of spoken interaction. In: Communications of the ACM 47 (4), S. 38-44. DOI: 10.1145/975817.975842
Abstract: Will users willingly engage in a social chat with an animated real estate agent or tell their troubles to a virtual coach? Evidence to date indicates the answer is, for the most part, yes. In the commercial arena, people have shown willingness to engage artifacts such as Tamagotchis, Furbies, and robotic baby dolls in ever more sophisticated and encompassing social interactions. Experience in the laboratory also indicates users will not only readily engage in a wide range of social behavior appropriate to the task context, but that the computer's behavior will have the same effect on them as if they had been interacting with another person [3–5]. This trend seems to indicate a human readiness, or even need, to engage computational artifacts in deeper and more substantive social interactions. Unfortunately, there is no cookbook defining all of the rules for human face-to-face interaction that human-computer interface practitioners can simply implement. However, many of the most fundamental rules have been codified in work by linguists, sociolinguists, and social psychologists (for example, [2]), and exploration that makes explicit use of these rules in work with ECAs and robotic interfaces has begun. By at least being cognizant of these rules, and at most by giving them explicit representation in system design, developers can build systems that are not only more natural, intuitive, and flexible to use, but result in better outcomes for many different kinds of tasks.
Keywords: Computer Science, Etikette, Etiquette, Human readiness/need to interact with machines, Human-Computer Etiquette, Interaktion, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, special issue, Technik -
(2004): Introduction. Special Issue: Human-computer etiquette: Managing expectations with intentional agents. In: Communications of the ACM 47 (4), S. 30-34. DOI: 10.1145/975817.975840
Abstract: When I hit my thumb with a hammer, I get mad at myself, at the person making me do the work, and at the cruel and malignant universe, but I don’t get mad at the hammer. By contrast, when my computer crashes, or fails to give me a file that I know is there, or tells me that I failed to shut it down properly when it was the one that crashed, I get mad at it. True, if I stop to think about it, I may get mad at the people who designed, programmed, or last updated it, but my immediate reaction is more personal. Even my language, as I write this, is illustrative: I hit myself with the hammer, while my computer does things to me. The computer is, at some level, just a hunk of silicon and plastic- every bit as inert as the hammer. Somewhere between the hammer and the computer lies a threshold of complexity and capacity for autonomous action that, when surpasses, tempts us to ascribe agent-like qualities such as awareness and intent. We interact with agents on a social level and increasingly so with increases in the complexity of behavior and of interaction which the agent affords. Since we cant predict or understand all of an agent's actions, should behave in various roles and contexts. These codes enable us to infer what specific behavior mean, in terms of the agent's intentions and beliefs. Not surprisingly, we have evolved a wealth of such expectations for interactions with the most complex and unpredictable agents with whom we regularly work and live - other humans. Some of these codes are quite explicit- such as the communication protocols in which pilots and air traffic controllers are trained, or the rituals of a religious service- but others subtle and largely implicit. These patterns or rules of expectation are what we call "etiquette."
Keywords: doppelter Treffer, Etikette, Etiquette, Etiquette as rules of expectation, Favoriten, Human-Computer Etikette, Human-Computer Etiquette, Komplexität der Maschine, Konversationskonventionen als Etikette-Erwartungen, Mensch oder Maschine, Mensch-Technik-Relationen, Mensch-Technische Systeme, Modelle/Theorien, Rolle (Beruf), Soziale Angemessenheit, special issue, Technik, Volltreffer -
(2004): Etiquette and the design of educational technology. In: Communications of the ACM 47 (4), S. 45-49. DOI: 10.1145/975817.975843
Abstract: There has been a slow but growing realization on the part of the educational technology research community that designers of educational tools must go beyond the purely cognitive aspects of working with computers and factor in the social and psychological aspects as well. The design of appropriate etiquette in educational systems requires adding an additional layer to the issues of traditional interest to HCI researchers and developers. Etiquette is closely connected to contexts of activity and practice—to the goal/contexts/role patterns that structure interactions in a domain. A better understanding of these patterns [7] is essential to building tact and courtesy into our computer programs. We also need to learn from existing research, particularly that of teacher behavior and its effect on student learning and motivation. For instance, a review of the literature on nonverbal behavior indicates that eye contact, gestures, vocal inflections, body movement, and combinations of nonverbal behaviors conveying enthusiasm, animation, and variation of stimuli can positively affect student motivation, attention, teacher ratings, immediate recall, and achievement [4]. This research can be of great utility in the design of appropriate behaviors for pedagogical agents. However, as the three studies described here suggest, we must be careful not to apply these findings to the HCI context indiscriminately. This strategy, though easy to follow, may not always be the most appropriate. Instead, pedagogical etiquette in educational software must be carefully crafted based on sound empirical research sensitive to the complexities of learning and human psychology.
Keywords: Blickkontakt, Computer Science, Design, Design(theorie), digitale Wissenschafts- und Bildungstools, Disziplin, doppelter Treffer, Erziehung, Erziehungswissenschaften, Etikette, Etiquette, Gestik/Mimik, Intellektualtechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, special issue, Sprachgebrauch, Taktgefühl, Technik, Übermitteln von Gefühlen/Emotionen -
(2004): Etiquette equality: Exhibitions and expectations of computer politeness. In: Communications of the ACM 47 (4), S. 35-37. DOI: 10.1145/975817.975841
Abstract: As much as people crave more human like computers, experimental evidence shows that people do display polite behavior towards computers, preceiving human qualities they don't actually have. The difficulty of explaining why people are polite to dogs opened up an opportunity for a fundamental insight into human computer interaction. If people are polite to dogs, even when such behavior is inexplicable, might people be also be polite to computers? While humans encompass all of these elements, computers, pictorial agents, interactive voice response systems, robot dogs and many other technologies exhibit some of these characteristics and seem to elicit some social responses. Pessimists examine the expansiveness of etiquette and frown at another faulty heuristic that demonstrates the limited cognitive processing skills of people. The author takes a different view: polite responses to computers represent the best impulse of people, the impulse to err on the side of kindness and humanity.
Keywords: Computer Science, Digitalisierung, doppelter Treffer, Etikette, Etiquette, Höflichkeit, Human-Computer Etiquette, Interaktionspartner, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, special issue, Technik, Werte -
(2004): Trust and etiquette in high-criticality automated systems. In: Communications of the ACM 47 (4), S. 51-55. DOI: 10.1145/975817.975844
Abstract: Whereas the other articles in this section discuss human-computer etiquette in traditional social interactions involving the use of computers that explicitly strive to elicit a perception of "personhood" from the human participant, we focus on computers that occupy more traditional roles as complex and largely unpersonified machines involved in high-criticality working relationships with humans—where the consequences of failure can be catastrophic in terms of lives, money, or both. Politeness and social niceties are important in many human-human social interactions, but in critical, highly technical work, there is the common misperception that we can "dispense with protocol" and get down to business, even with those who are not particularly courteous. In fact, excessive adherence to polite norms can seem stilted and sometimes frustrating in such settings. Here, we argue the etiquette exhibited1 by non-personified machines (that is, ones largely without human methods of expressiveness such as facial expressions, speech, voice tones, and gestures) and computer-based automation can profoundly affect users' perception and correct, optimal usage of them in work domains such as aviation, manufacturing, and power plant operation, among others. A primary candidate for a mechanism through which machine etiquette can influence usage is user trust [2, 6]. Trust influences when and whether users decide to use automation, and can therefore seriously affect the overall human + machine system reliability, efficiency, and safety.
Keywords: Automatisierung, Design, doppelter Treffer, Etikette, Etiquette, Human-Computer Etiquette, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, special issue, Technik, Vertrauen, Vertrauenswürdigkeit einer Maschine, Volltreffer -
(2004): Etiquette, Empathy and Trust in Communities of Practice: Stepping-Stones to Social Capital. In: Journal of Universal Computer Science 10 (3), S. 294-302
Abstract: Creating online communities of practice involves much more than creating software. Software houses online communities of practice activities but social interactions also depend on who is involved, what their goals are, their personalities and the community’s norms and policies. By paying attention to these sociability issues, community members can influence how their community develops. Norms that lead to good online etiquette, empathy and trust between community members provide stepping-stones for social capital development.
Keywords: Digitalisierung, doppelter Treffer, Etikette, Etiquette, Etiquette, empathy and trust as stepping-stones for social capital development, Favoriten, Informations- & Kommunikationstechnik, Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Normen, Online, online-communities, Realtechnik, Soziale Angemessenheit, Technik
