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Impacts of a digital human encounter – The perception of and reactions to digital humans

Projekttitel Impacts of a digital human encounter – The perception of and reactions to digital humans
Projekttype Anvendt forskning og udvikling
Frascati Ja
Tema Business | Kommunikation | Teknologi
Teaser This study makes an empirical contribution to research by filling knowledge gaps in relation to Danish users’ perception of and reaction to digital humans.
Status Afsluttet
Ejer  
- Akademi IBA Erhvervsakademi Kolding
- Kontaktperson Anne Dorthe Larsen
Adjunkt
adla@iba.dk
72118200
Nat./Int. Nationalt
Projektperiode 16. marts 2022 - 31. december 2024
Projektbeskrivelse  
- Projektresumé

The purpose of the project is thus to investigate the following:

How do digital humans with human-like resemblance (appearance and behavior) impact user perceptions and reactions?

We will be looking at this through a phenomenological approach, and the focus will be on the experience, in terms of perception and reaction, that the test persons have within the framework of anthropomorphism, social presence, personality inference and parasocial interaction a.o.

- Baggrund og formål

Knowledge gained in the project will contribute to the teaching of IBA’s Ecommerce students’ (BA in Ecommerce) in e.g., the subject Customer Experience (CE) and E-commerce Technologies. Especially for CE it is important for the students to know, that e.g., customer service entities like chatbots or digital humans are seeing tremendous technological advances, specifically within AI, and that these will have an impact on how this field is approached, when the future webshops are built. This entails that the student will be able to advise the company and recommend such developments and scope and plan such projects as well as having an on-going technical dialogue with possible external contractors, who build the technology.

Moreover, the students at IBA’s multimedia, web, market economist and other educations, might also be relevant for incorporating some of the knowledge from our studies.

This knowledge can be shared across other teaching institutions i.e., the department of Data Science and Information Sciences at SDU.

The project will also create value for the Ecommerce companies and web/digital agencies by contributing with insights into the field of and digital humans. I.e. through an event at Business Kolding.

- Aktiviteter og handling

The project will be a collaboration between Edward Abel, Lecturer at the Data and Information science faculty at SDU and Anne Dorthe Larsen (ADLA), lecturer in Ecommerce (PB) at IBA. Edward will work alongside ADLA on the project, and it will be an equal partnership on the division of tasks.

 

Jan. 2022: Kickoff + initial preparation

Feb. 2022: Research and project description

March 2022: Problem statement, project description (with Edward Abel) and Gate 1 meeting 16. March

April 2022– Nov. 2022: Research, literature review, methodology and planning (with Edward Abel)

Nov. 2022: Gate 2 meeting

Jan. 2023-Aug. 2023: Preparation for, and Data collection = tests, interviews (expected) – (with Edward Abel)

Sept. 2023 – December 2023: Data processing and analysis (expected) – (with Edward Abel)

Jan. 2024: Gate 3 (with Edward Abel)

Feb. 2024 – March 2024: Preparing report + upload EA viden (expected) – (with Edward Abel)

April 2024- Dec. 2024: Dissemination (expected) – (with Edward Abel)

- Projektets Metode
Research design:

For the phenomenological perspective to our research an exploratory research approach is chosen in order to investigate the phenomenon of the perception of and the reaction to Digital humans in order to understand this area of interest more thoroughly. Exploratory research is in its nature research conducted to unravel a research area that might not be clearly defined and has been under-investigated and is commonly described as interpretive research (Singh, 2007). The purpose not being to derive conclusive results, but rather to gain insights that can form ideas, reflections, hypotheses, and more specific research moving on.

 

Exploratory research is generally considered to be inductive and qualitative (Stebbins 2001), and may include observations, interviews, and surveys to state a few examples. However, in this case a two-sided approach was chosen, involving both quantitative and qualitative methods like i.e. user tests, observations, and interviews. The reasoning behind this was to be able to work deductively on the basis of the theoretical framework gathered through the literature review and with the data from the user test and through this focus on “mean” behavior and therein seek assumptions, which then would be tested in the inductive way through the i.e. observations, recordings, and interviews in order to understand dynamics and behavior.

 

This approach seemed the best fit, since the purpose was to uncover both PERCEPTION and REACTION and as such there was a need for quantitative data on the participants choices and physiological response to the tests, as well as the psychological (sociological) side of it, which was covered through interviews, heatmaps, observations and recordings. As such the quantitative approach was selected for the part of the user test, which involved likert-scale questions and biometrical measurements as facial expression analysis. For the qualitative part of the study heatmaps, recordings, observations and interviews were used. To elaborate – the focus was to use the User test (part 1) to get the participants to interact and experience a digital human online, whilst recording and tracking this interaction through Imotions software, make observations on top of this and then move to the user test (part 2), where the participants initiated a online test where they first off were presented with likert-scale questions in relation to user test (part 1) and thereafter were introduced to avatar – 3 illustrations (pictures) of digital humans and were asked to choose between these skins for both male, female and profession choices. On top of this the interviews were conducted.

 

Methods of research:

Usertest

The user test (NNgroup.com, 2022) is a moderated, in-person test with an explorative focus and the tests were conducted at SDU as 12 individual tests in August 2023. Before initiating the real tests, a pilot test was performed to find potential issues with the testing setup. After this a few edits were made, and the tests were initiated. The online test of the digital humans was made using rented equipment with Imotions software, which allowed the construction of an online test in 2 parts, which had both the eye tracking, facial expression analysis and video recording of the participants as functions.  Initially the participants (see description of sampling below) were briefed orally on the test setup; the purpose of the test, the test scenario and the functionality involved (through a testing manuscript (see figure 4 below) which the test moderator read aloud) and were asked to sign a consent form.

 

Now the participants were ready for the test and were put in front of a laptop computer on a table. Before the test was initiated, they had to look and follow a dot on the screen with their eyes for a little while, so that the software could calibrate the gaze and eye tracking and facial expression was activated. Using a desktop is for this test purpose a bit of a constructed reality, as we cannot test on all possible devices e.g., kiosk – like a stand at a reception), a big screen at a tourist office etc., which might also be used for a digital human encounter. Chrome is chosen as the default browser for the test, as this is the predominantly most used browser in the world with 63,56% and therefore the likelihood that the NTT DATA application is browser optimized towards this is very high (www.oberlo.com, 2023).

 

Part 1 – Online user test with digital human:

The participants started with part 1 of the test and were presented with 2 explanatory pages

on the screen, before they got access to the NTT Data Digital Human interface via a link,

which opened within the Imotions test application. The NTT Data Digital Human interface offered a test scenario, where the participants could meet a digital human tourist guide from Visit Vejle. The test interface took a couple of minutes to load and from there the test would begin. If the person was inactive for 5 min.

the program would shut down – the participants were informed about this possibility, but none experienced it. There was a possibility of changing between Danish and English language whilst testing, but the main purpose was to test in Danish, which was the default language. The digital humans and the answers they were programmed with, were pre-defined and only had to do with Visit Vejle topics. This means that the context theparticipants were presented with throughout these tests was “staged” and not as such a natural encounter, as they might get if they were to visit Krifa, who has a digital receptionist that you can meet “in person” (https://nttdata-solutions.com/dk/success-stories/krifa-it-human/ ). However, as the purpose is still to explore the perception of and reactions to a digital human through a digital human encounter and not evaluate on functionality of the NTT Data’s Digital Human interface, it is considered to be a valid test foundation.The participants performed the test through talking to/interacting with the digital human and/or clicking on questions on the screen to initiate dialogue with the digital human.

 

The participants were informed that they had 5 minutes to interact with the digital human and just to “play around”. It was as such an unguided test, as the participants didn’t have a fixed set of tasks to accomplish or things to ask about. After 5 min. the moderator would ask if they felt that they had tried what they wanted to try out and if the answer was yes, then the test application was shut down.

 

Part 2 – Online test with dimensional questions and avatar illustrations:

As soon as the window with the digital human test application was shut down, the 2nd part of the online stage was initiated. First of the participants were met by an explanatory page, which described how they would be met with 8-dimensional survey questions based on the 5 min. test with the digital human, which they had just finished. These were the 8-dimensional survey questions. After this the participants had to select between male avatars, female avatars and either or for specific professions.

 

During the testing (both part 1 and part 2) the eyetracking, facial expression analysis and video recording was active as well as the observations were being made.

 

Eyetracking (heatmaps), facial expression analysis and video recording

Through the Imotions software the online test was set up with eye tracking, which meant that the participants’ gaze was tracked and recorded. The output comprises gaze points, which can be visualized in a heatmap. The heatmap shows how fixations and gaze points are distributed by using green, yellow and red areas, to show the density of gaze points in specific parts of the area of interest. The more density in a certain area, the redder the zone will be. In so many words – the redder, the more interest that area has to the participants (https://imotions.com/blog/learning/best-practice/eye-tracking/). Moreover the Imotions software offers a biometrical tool such as facial expression analysis which measures the facial response/expression and through a facial recognition pattern labels this as an emotion  https://imotions.com/blog/learning/best-practice/facial-expression-analysis/). The 6 emotion values which were utilized are : Joy, Sadness, Fear, Anger, Disgust, Surprise.

 

Applying this to the research meant that the participants’ emotional responses to meeting a digital human and the avatar visuals during the online test, were captured unbiased by self-awareness and social desirability. On top of this the Imotions software allowed for video recordings of participants’ faces,

whilst taking the online test of the digital human (Part 1), which supports the emotions gathered from the facial expression analysis. Both eye tracking (heatmaps) as well as the facial expression analysis and the videos show elements of the participants reactions at a physiological level.

 

Observations:

There were 2 test facilitators present during the test. One facilitator acted as a test moderator and initially briefed and guided and was the one the participants could communicate with and ask questions, if needed. The moderator would also take observational notes during the test, if the need arose. The other test facilitator was though the primary observator and made observational notes, also known as Memoing (Miles & Huberman, 1984) during the test thereby soliciting the feedback and documenting the physical and psychological reaction. These could be reactions like frowns, laughs, snorts, their approach to dialogue – offensive or defensive and their politeness. The tests were also video recorded to document the physical reaction to the test, the questions, and the experience (Ingemann m.fl. 2022). Having 2 test facilitators present helped facilitate the tests and the observing and documenting the experiment and the reactions. However, 2 test facilitators present might also have had an impact on the experience of the participants, as

this may feel a bit overwhelming to them and shape/influence their experience. With a social constructivist research mindset, we therefore accept that we contribute to the construction of responses rather than only get feedback from the participants. This will be taken into account during the research.

 

B) Interviews:

After the online test (part 1 and 2) the participants were subject to a semi-structured in-depth interview. The purpose of the interview was to dive a bit deeper and examine the participants’ experience in meeting a digital human (test part 1) and exploring the perception of digital humans (test part 1 & part 2) and investigate to find patterns on sentiments. The interviews were based on an interview guide, built in order to have a structure for the interview and make sure that the theoretical framework was applied. The questions were mostly open-ended questions like for example: “Vil du beskrive din oplevelse af det digitale menneske (hende) for mig?”, “Hvad følte du, da du interagerede med det digitale menneske?”. Questions pertaining to the participant’s experiences, feelings, beliefs and convictions about the test subject (Welman & Kruger, 1999). In combination with the questions asked, the participants were shown visual examples of the avatars (male/female), which they were introduced to during test part 2. The reason for this was to be able to go back to their choices and be able to ask clarifying questions in that regard “Du valgte denne mandlige avatar som din foretrukne – hvordan kan det være?”. Also, in order to be enlightened on perceptions regarding digital human looks and characteristics. The interviews were informal interviews and reciprocal, where both researcher and subject were engaged in dialogue, without the researcher replying with guiding/leading answers.TEAMS was used to tape and transcribe the interview, so that there is both a written testament, but also a taped audio version to rely on, if the transcription is incomplete or hard to decode. Researcher number 2 was listening in on the interview and taking notes (Memoing) (Miles & Huberman, 1984), when something interesting came along, to support the transcribed version of the interview. A pilot interview was done to secure, that the interview guide suits the purpose and to catch any inappropriate measures. After this process the final interview-guide was used for the interviews.

 

 

Analysis:

After the data from the tests, observations and interviews was collected, the process of processing the data began. First off, the 2 segments previously created – generation/gender were used as a framework for sorting the date. This way we could look at age as a dimension and isolate findings on Gen. Y and Gen. Z and next we could isolate gender and look at the findings from the males versus the females. These segments were applied when we processed the quantitative data to see what the data revealed and how it could be presented. This meant that we could use the dimensional survey questions coupled with the segment data to explore feelings and sentiments in relation to the digital human test (part 1). Moreover, we could look at the choices of male avatars/female avatars/avatars for certain professions coupled with the segment data to

figure out if there were any specific patterns and these indications could then be supplemented through the heatmaps, which could indicate certain inclinations in relation to the choices.

 

On top of this came the quantitative facial expression analysis data on emotions, the qualitative data sources like the recordings as well as the findings from the interviews. For the interviews – this data was structured and coded using the theoretical framework which we had created from the lit. study so that we are able to form explanations and comprehensive themes in the data (Creswell, 2012a). This is done by sorting the information transcript into manageable segments. From this the thematic network analysis (Creswell 2012a) would begin and the format illustrated below was chosen for the coding The first part of our data processing began as an inductive approach where we let the data speak to us and try to find patterns across our data points. Next up came the process of sorting the qualitative data according to the theoretical framework. This is a deductive approach.

 

Time frame:

The test plus interview was planned to last approx. 1 hour. Online test approx. 20 mins. and approx. 30 mins. per follow-up interview. All 12 interviews were conducted in august 2023 and the coding and analysis has been an ongoing process since then until January 2024. The dissemination is planned to start Q1 2024 (se plan below).

 

Literature review:

The purpose of this research was, from the onset, to gather data regarding the perceptions of the research participants about the phenomenon of AI-engineered digital humans and their experience involved – making it a phenomenological study. Phenomenology as research methodology is signified as “the phenomenologists are concerned with understanding social and psychological phenomena from the perspectives of people involved” (Welman and Kruger 1999) – meaning that the research focus is on the lived experience of people. The intent being to “..understand the phenomena in their own terms — to provide a description of human experience as it is experienced by the person herself” (Bentz & Shapiro, 1998). As researchers the focus is to unravel the actual lived and socially constructed experience of a digital human which is why this research is grounded in a social constructivist point of view – creating an interpretive framework (Creswell, 2013) which seeks to understand the experienced world of digital humans and develop meaning that corresponds to the experience. The social constructivist point of view combined with a phenomenological epistemology is founded in the studies interpretive approach where it is sought to create an understanding of the research participants, the views and feelings and their reality through meeting the digital human in a digital interaction and henceforth in visual depictions. In the end, the researched phenomenon we seek to investigate is the perception of and reaction to AI-engineered digital humans. See research framework below:


Theoretical framework for the project – see list of references below.

 

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Methodology:

 

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Creswell, J. W. (1998). Qualitative inquiry and research design: Choosing among five traditions. Thousand Oaks, Sage.

Creswell, J.  W.  (2012a).  Educational  Research:  Planning,  Conducting,  and Evaluating  Quantitative  and Qualitative  Research  (4th  Edition,  International edition ed.): PEARSON Publications

Creswell, J.W. (2013). Qualitative inquiry & research design: choosing among the five approaches. Thousand Oaks, Sage Publications, Inc.

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Gray, D. E. (2014). Doing research in the real world, Sage.

Kvale, S. (1996). Interviews: An introduction to qualitative research interviewing. Thousand Oaks, Sage

Miles, M. B., & Huberman, A. M. (1984). Qualitative data analysis, a sourcebook of new methods. Newbury Park, Sage.

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Stebbins, R.A.: Exploratory Research in the Social Sciences. Sage, Thousand Oaks (2001)

Welman, J. C., & Kruger, S. J. (1999). Research methodology for the business and administrative sciences. Johannesburg, International Thompson.

 

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Secondary:

https://nttdata-solutions.com/dk/products/customer-experience-crm/it-human-platform/

The Science of AI: Why Chatbots Will Never Replace Human Workers (2020) available from < https://www.linkedin.com/pulse/science-ai-why-chatbots-never-replace-human-workers-haleemah-alaydi > [14 March 2022]

CGS Survey Reveals Consumers Prefer a Hybrid AI/Human Approach to Customer Service. Is There Chatbot Fatigue? (2019) available from < https://www.cgsinc.com/en/resources/2019-cgs-customer-service-chatbots-channels-survey > [14 March 2022]

Chatbots.org 3000 participant survey (2018) available from <  https://www.chatbots.org/images/news/chatbot_survey_2018.pdf > [14 March 2022]

GPT-3 Powers the Next Generation of Apps (2021) available from < https://openai.com/blog/gpt-3-apps/ > [14 March 2022]

Kulager, F. (2022) “Det er otte år siden, du døde.” Mød manden, der genoplivede sin forlovede som chatbot [online] available from < https://www.zetland.dk/historie/s8RVa6nD-aOZj(67pz-f503c > [14 March 2022]

The GPT-3 Leta Video Series – Dr Alan D. Thompson – Life Architect (2022) available from < https://lifearchitect.ai/leta/ > [14 March 2022]

Two AIs talk about becoming human (GPT-3) – Jack Soslow’s YouTube channel (2021) available from <  https://www.youtube.com/watch?v=jz78fSnBG0s&t=9s  > [14 March 2022]

Wölfl, S. and Feste, J. (2018) Do You Trust Me?: Facial Width-to-Height Ratio of Website Avatars and Intention to Purchase from Online Store. [online] available from < https://fis.uni-bamberg.de/handle/uniba/44672 > [14 March 2022]

Lu, B., Fan, W., Zhou, M. (2016). “Social presence, trust, and social commerce purchase intention: An empirical research”, In: Computers in Human Behavior, Vol. 56, pp. 225-237.

Digital Human AI Case Studies in Business, Healthcare, & More | UneeQ’ (n.d.) available from < https://digitalhumans.com/casestudies/ > [14 March 2022]

Usability and responsiveness of artificial intelligence chatbot on online customer experience in e-retailing, Ja-Shen Chen, Tran-Thien-Y Le, Devina Florence, International Journal of Retail & Distribution Management (2021)

The Impact of Anthropomorphism on Consumers’ Purchase Decision in Chatbot Commerce, Min Chung Han, Journal of Internet Commerce · January 2021

Araujo, T. 2018. Living up to the chatbot hype: The influence of anthropomorphic design cues and communicative agency framing on conversational agent and company perceptions. Computers in Human Behavior 85:183–9.

Arnold, A. 2018. How chatbots feed into millennials’ need for instant gratification. https://www.forbes.com/sites/andrewarnold/2018/01/27/how-chatbots-feed-into-millennials-needfor-instant-gratification/?sh=79a719ac3675

The Impact of Anthropomorphism on Consumers’ Purchase Decision in Chatbot Commerce, Min Chung Han, Journal of Internet Commerce · January 2021

Chatbots: changing user needs and motivations 2018

https://dl.acm.org/doi/fullHtml/10.1145/3236669

Chatbots: History, technology, and applications

https://reader.elsevier.com/reader/sd/pii/S2666827020300062

Why People Use Chatbots (2017)

https://www.researchgate.net/publication/318776998_Why_People_Use_Chatbots

https://www.chatbots.org/images/news/chatbot_survey_2018.pdf

Han, M. 2019. Instant messaging chat bot: Your new best friend? In Smart marketing with the internet of things, ed. B. Barbosa, S. Filipe, C. A. Santos and D. Simoes, 199 ~ –220. Hershey, PA: IGI Global

Simoes, D., Barbosa, B., and Filipe, S. (eds.) (2019) Smart Marketing with the Internet of Things. Hershey, PA: IGI Global, Business Science Reference (check m. Connie)

Link to additional sources besides above: https://docs.google.com/document/d/1xoIt-eKBxb2AKiBH5667zEx5KAqPGPNThquTNue6Fos/edit?usp=sharing-

- Projektets Forventede Resultater
- Projektets Forventede Effekt
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Deltagere
Partnere NTT Data | Edward Abel, abel@sdu.dk, Lecturer ind Data and Information science, SDU
Finansiering
Resultat

The phenomenological study, informed by the theories of anthropomorphism, social presence, personality inference, and parasocial interaction, explored perception and reaction differences between generations and gender. In the study, participants interacted with a digital human, explored digital human appearance for different professions, and underwent interviews. Our findings indicate our older Generation-Y participants and male participants had more positive perceptions, our younger Generation-Z participants and female participants had less positive perceptions, and that prevailing profession stereotypes around gender and age impact perceptions. The findings present important design considerations for digital human systems, such as tailoring a system to explicitly lean into, or push against, such stereotypes.

 

Project products:

  • Abstract and teaching materials (Compendium) for educational use
  • Materials for lectures for students (other schools)
  • Presentation for specific departments at business schools/faculties/companies a.o.
  • Research paper
  • Working paper (EA viden)
  • Scientific articles (perhaps for AI related news media and more)

 

Communication and dissemination

  • The project will be published on www.eaviden.dk
  • Research paper sent to the IIAI International Congress on Advanced Applied Informatics
  • Teaching materials will be presented at relevant Ecommerce classes at IBA, and relevant communication and information systems classes at SDU
  • Presentation of study and results at interested business schools and other institutions
  • Presentation of study and results to possibly interested digital/web agencies (companies)
  • Presentation of study and results at regional public organisation such as Business Kolding
  • Distribution of results to international digitalisation state-of-art AI centres such as AI Innovation House (https://www.aiinnovationhouse.dk)
  • Dissemination to interested audience on LinkedIn – own profiles
  • Dissemination to interested audience on Linkedin – IBA’s own profile (the communications dep. create an article)/SDU own profile
  • Dissemination through submission to a conference – example NTT Data Transformation NOW October 2024/https://iiter.org/conf/index.php?id=2253397&source=IITER# (International conference on engineering and technology – March 2024)
  • Scientific articles in journals (such as articles for AI related news media and more)
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