In medicine, patients can obtain real benefits from a sham treatment. These benefits are known as the placebo effect. We report two experiments (Experiment I: N = 369; Experiment II: N = 100) demonstrating a placebo effect in adaptive interfaces. Participants were asked to solve word puzzles while being supported by no system or an adaptive AI interface. All participants experienced the same word puzzle difficulty and had no support from an AI throughout the experiments. Our results showed that the belief of receiving adaptive AI support increases expectations regarding the participant’s own task performance, sustained after interaction. These expectations were positively correlated to performance, as indicated by the number of solved word puzzles. We integrate our findings into technological acceptance theories and discuss implications for the future assessment of AI-based user interfaces and novel technologies. We argue that system descriptions can elicit placebo effects through user expectations biasing the results of user-centered studies.
Take-over situations in highly automated driving occur when drivers have to take over vehicle control due to automation shortcomings. Due to high visual processing demand of the driving task and time limitation of a take-over maneuver, appropriate user interface designs for take-over requests (TOR) are needed. In this paper, we propose applying ambient TORs, which address the peripheral vision of a driver. Conducting an experiment in a driving simulator, we tested a) ambient displays as TORs, b) whether contextual information could be conveyed through ambient TORs, and c) if the presentation pattern (static, moving) of the contextual TORs has an effect on take-over behavior. Results showed that conveying contextual information through ambient displays led to shorter reaction times and longer times to collision without increasing the workload. The presentation pattern however, did not have an effect on take-over performance.
Previous work has suggested that seeing a famous face move aids the recognition of identity, especially when viewing conditions are degraded (Knight & Johnston, 1997 Knight, B and Johnston, A . (1997). The role of movement in face recognition. Visual Cognition, 4: 265–273. ; Lander, Christie, & Bruce, 1999 Lander, K , Christie, F and Bruce, V . (1999). The role of movement in the recognition of famous faces. Memory and Cognition, 27: 974–985. ). Experiment 1 investigated whether the beneficial effects of motion are related to a particular type of facial motion (expressing, talking, or rigid motion). Results showed a significant beneficial effect of both expressive and talking movements, but no advantage for rigid motion, compared with a single static image. Experiment 2 investigated whether the advantage for motion is uniform across identity. Participants rated moving famous faces for distinctiveness of motion. The famous faces (moving and static freeze frame) were then used as stimuli in a recognition task. The advantage for face motion was significant only when the motion displayed was distinctive. Results suggest that a reason why moving faces are easier to recognize is because some familiar faces have characteristic motion patterns, which act as an additional cue to identity.
The hands of one's avatar are possibly the most visible aspect when interacting in virtual reality (VR). As video games in VR proliferate, it is important to understand how the appearance of avatar hands influence the user experience. Designers of video games often stylize hands and reduce the number of fingers of game characters. Previous work shows that the appearance of avatar hands has significant effects on the user's presence - the feeling of `being' and `acting' in VR. However, little is known about the effects of missing fingers of an avatar in VR. In this paper, we present a study (N=24) that investigated the effect of hand representations by parametrically varying the number of fingers of abstract and realistically rendered hands. We show that decreasing the number of fingers of realistic hands leads to significantly lower levels of presence, which is not the case for abstract hands. Qualitative feedback collected through think-aloud and video revealed potential reasons for the different assessment of realistic and abstract hands with fewer fingers in VR. We contribute design implications and recommend considering the human-likeness when a reduction of the number of fingers of avatar hands is desired.
In this paper, we investigate the effect of haptic cueing on a human operator's performance in the field of bilateral teleoperation of multiple mobile robots, particularly multiple unmanned aerial vehicles (UAVs). Two aspects of human performance are deemed important in this area, namely, the maneuverability of mobile robots and the perceptual sensitivity of the remote environment. We introduce metrics that allow us to address these aspects in two psychophysical studies, which are reported here. Three fundamental haptic cue types were evaluated. The Force cue conveys information on the proximity of the commanded trajectory to obstacles in the remote environment. The Velocity cue represents the mismatch between the commanded and actual velocities of the UAVs and can implicitly provide a rich amount of information regarding the actual behavior of the UAVs. Finally, the Velocity+Force cue is a linear combination of the two. Our experimental results show that, while maneuverability is best supported by the Force cue feedback, perceptual sensitivity is best served by the Velocity cue feedback. In addition, we show that large gains in the haptic feedbacks do not always guarantee an enhancement in the teleoperator's performance.