Human-Computer Interaction最新文献

筛选
英文 中文
Supporting personal preferences and different levels of need in online help-seeking: a comparative study of help-seeking technologies for mental health 支持个人偏好和不同层次的在线求助需求:心理健康求助技术的比较研究
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-08-05 DOI: 10.1080/07370024.2022.2077733
Claudette Pretorius, Darragh McCashin, D. Coyle
{"title":"Supporting personal preferences and different levels of need in online help-seeking: a comparative study of help-seeking technologies for mental health","authors":"Claudette Pretorius, Darragh McCashin, D. Coyle","doi":"10.1080/07370024.2022.2077733","DOIUrl":"https://doi.org/10.1080/07370024.2022.2077733","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"14 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2022-08-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75503808","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Toward a design theory for virtual companionship 走向虚拟伴侣的设计理论
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-07-18 DOI: 10.1080/07370024.2022.2084620
Timo Strohmann, Dominik Siemon, Bijan Khosrawi-Rad, S. Robra-Bissantz
{"title":"Toward a design theory for virtual companionship","authors":"Timo Strohmann, Dominik Siemon, Bijan Khosrawi-Rad, S. Robra-Bissantz","doi":"10.1080/07370024.2022.2084620","DOIUrl":"https://doi.org/10.1080/07370024.2022.2084620","url":null,"abstract":"Due to significant technological advances in the field of artificial intelligence (AI), which are driven by increased computing power, the ubiquitous availability of data, as well as new algorithms, new forms of intelligent systems and services have been developed and brought to the market (Choudhury et al., 2020; Clark et al., 2019a; Diederich et al., 2022; Kaplan & Haenlein, 2019; Ransbotham et al., 2018; Robert et al., 2020; Rzepka & Berger, 2018). In addition to specific applications in the form of virtual assistants, such as Apple’s Siri or Amazon’s Alexa, companies increasingly develop chatbots and enterprise bots to interact with customers (Diederich et al., 2022; Maedche et al., 2016; McTear et al., 2016). What all these systems have in common, is that they allow their users to interact with them using natural language, which is why the systems are summarized by the term conversational agent (CA) (Diederich et al., 2022; McTear et al., 2016). There are already various use cases for CAs today, ranging from executing smartphone functions, such as creating calendar entries or sending messages to smart home control, to interaction in the healthcare context (Ahmad et al., 2022; Elshan et al., 2022; Gnewuch et al., 2017; McTear et al., 2016; Sin & Munteanu, 2020). Thus, CAs currently offer a new way of interacting with information technology (Morana et al., 2017). Recent literature reviews show a growing interest in CAs and AI-enabled systems (Diederich et al., 2022; Elshan et al., 2022; Nißen et al., 2021; Rzepka & Berger, 2018), but mainly a limited variety of application contexts, which mostly focus on short-term interactions in marketing, sales, and support. Application scenarios that require long-term interaction are available but under-researched (Diederich et al., 2022; Elshan et al., 2022). Additionally, the current applications show that CA’s main goal is to provide personal assistant functionality, while less attention goes to the actual interaction with the system which should be improved by social behaviors being incorporated (Elshan et al., 2022; Gnewuch et al., 2017; Krämer et al., 2011; Nißen et al., 2021; Rzepka & Berger, 2018). Most of these interactions are initiated by the user and not by the CA, which means that the CA acts reactively rather than proactively. Moreover, these interactions are isolated, transactional, and based on predefined paths, as if they are starting over every time (Seymour et al., 2018). Although presently, from a technological perspective, CAs can predominantly conduct restricted conversations related to a specific topic (Diederich et al., 2022), modern language prediction models such as the Generative Pre-trained Transformer 3 (GPT-3) are able to fundamentally expand the capabilities of CAs. They achieve this by enabling open-topic and richer conversations with strong interpersonal character (Brown et al., 2020). The GPT-3 and many other recent language models are built on Transformer (Vaswani et al.,","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"263 1","pages":"194 - 234"},"PeriodicalIF":5.3,"publicationDate":"2022-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76715490","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Avoiding mixed messages: research-based fact-checking the media portrayals of voice user interfaces for older adults 避免混淆信息:基于研究的事实核查媒体对老年人语音用户界面的描述
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-07-14 DOI: 10.1080/07370024.2022.2098129
Jaisie Sin, Cosmin Munteanu, Dongqing Chen, Jalena G. Threatt
{"title":"Avoiding mixed messages: research-based fact-checking the media portrayals of voice user interfaces for older adults","authors":"Jaisie Sin, Cosmin Munteanu, Dongqing Chen, Jalena G. Threatt","doi":"10.1080/07370024.2022.2098129","DOIUrl":"https://doi.org/10.1080/07370024.2022.2098129","url":null,"abstract":"It is often suggested that older adults (those 60 years or older) constitute a viable target market for voice user interfaces (VUIs) and that VUIs can provide many benefits for older adults. The mass media has been found to support this view, based on recent investigation on mass media’s portrayals of VUIs for older adults (Sin, Munteanu et al., 2021). The mass media was also found to suggest that older adults’ perceptions, acceptance, and adoption of VUIs rest on issues of data privacy, trust in the organizations behind VUIs, life fit and benefits conferred by VUIs, and market and government actions. This messaging can directly and indirectly influence older adults’ perceptions, and subsequent adoption, of voice user interfaces (Boothroyd, 2014; Rogers, 2010), much in the way that mass media has influenced adoption of other technologies when they emerged, such as smartphones (Yoo et al., 2010) and television (Weber & Evans, 2002). However, it is not yet known to what degree the claims made by the mass media about VUIs are supported by current academic research. It is possible that the mass media is propagating claims about VUIs that are not supported by academic literature. This is important because discrepancies between media messaging and academic findings may highlight aspects related to VUI adoption that are either not yet investigated by academic research or are portrayed in the mass media in a manner not supported by (or even contradictory to) scientific knowledge. Shedding light upon these knowledge gaps and addressing them are vital steps for the design of VUI systems in a manner that is conscious of factors that can influence VUI adoption (herein referred to as ‘adoption factors’) and sociotechnical influences of adoption (such as mass media messaging). Failure to design in a manner that sufficiently accounts for adoption factors can result in older adults’ rejection of VUI systems and, perhaps, other forms of digital technology as well (Norman, 2013; Whitenton, 2018). Furthermore, unsubstantiated claims in mass media messaging may interplay with the commercial industry’s development of VUIs, which is not only progressing much faster than academic-based research but may also be moving in a different direction than academia (Murad et al., 2019). The vigorous mass media messaging and industry push for “voice-first” devices may cause VUIs, which are positioned as greatly benefiting older adults, to instead further marginalize them with design features that exacerbate feelings of frailty, social isolation, and loneliness (Sin, Franz et al., 2021; Sin & Munteanu, 2020). For our investigation, we adopt a sociotechnical perspective (as opposed to issues of engineering performance or accuracy) of VUIs for older adults. The study of technology as sociotechnical systems (i.e., as systems with technological, social, cultural, historical, economic, and political dimensions) accounts for forces external to the technology alone as drivers of technolo","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"13 1","pages":"235 - 258"},"PeriodicalIF":5.3,"publicationDate":"2022-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83756597","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
The IBM natural conversation framework: a new paradigm for conversational UX design IBM自然对话框架:对话式用户体验设计的新范例
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-06-13 DOI: 10.1080/07370024.2022.2081571
Robert J. Moore, Sungeun An, G. Ren
{"title":"The IBM natural conversation framework: a new paradigm for conversational UX design","authors":"Robert J. Moore, Sungeun An, G. Ren","doi":"10.1080/07370024.2022.2081571","DOIUrl":"https://doi.org/10.1080/07370024.2022.2081571","url":null,"abstract":"User interfaces that take human conversation as their interaction metaphor work fundamentally differently than those that employ spatial metaphors, such as a desktop or a page. While the fundamental concept in visual interface design is the layout, the fundamental concept in conversational interface design is the sequence. Each provides for the overall structure of the user experience. In the past, user-interface designers have borrowed elements from the various areas of physical design. From industrial design, they have borrowed concepts such as, buttons, levers, wheels, and more from the print industry, they have borrowed the page, typography, iconography, illustration, and photography and more. These concepts from the physical world are then adapted to persistent, visual representations on a computer screen. Of course, virtual buttons are different from physical buttons and displayed words are different from printed words, but they evoke familiar ways of interacting with the real world that are then repurposed for a computer–user interface. And graphical user interface design, web design and mobile design are mature disciplines with shared standards and communities of practitioners. However, the spatial interaction metaphors of these areas of visual design largely do not apply to the design of conversational user interfaces (Moore & Arar, 2019; Moore et al., 2020; Murad et al., 2021; Yankelovich et al., 1995). Human conversational interaction consists primarily of sequences of words and embodied actions, not of layouts of visual elements. Buttons or pages cannot be represented as a stream of words produced by different parties. Conversational interfaces are more akin to command-line interaction, which involves sequences of specialized commands. The interaction conventions of visual design, graphical, web and mobile, were invented as an alternative to language-based interfaces and are not applicable to the design of conversational user experience. Where then can UX designers find inspiration when creating conversational interfaces with their sequences of natural-language utterances? In part, they can turn to Natural Language Processing (NLP), which provides mature methods for recognizing, classifying, and generating natural-language input and output (Chowdhury, 2003; Goldberg, 2017; Graves et al., 2013; López-Cózar et al., 2011; McTear et al., 2016; Reiter & Dale, 1997). These methods help designers understand what the user said and render realistic voice responses. However, NLP provides resources primarily for managing natural language, not for managing natural conversation. NLP addresses language use in any form: novels, poems, tweets, e-mails, conversations, etc. (Berg, 2015; Mitri, 2022; Peng et al., 2018; Zhang & Gao, 2017). Any bit of natural language, be it Spanish, English, Mandarin, etc., is analyzable with NLP.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"16 1","pages":"168 - 193"},"PeriodicalIF":5.3,"publicationDate":"2022-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85046836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Can you count on a calculator? The role of agency and affect in judgments of robots as moral agents 你能用计算器数吗?代理和情感在机器人作为道德主体的判断中的作用
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-06-13 DOI: 10.1080/07370024.2022.2080552
Sari R. R. Nijssen, Barbara C. N. Müller, T. Bosse, M. Paulus
{"title":"Can you count on a calculator? The role of agency and affect in judgments of robots as moral agents","authors":"Sari R. R. Nijssen, Barbara C. N. Müller, T. Bosse, M. Paulus","doi":"10.1080/07370024.2022.2080552","DOIUrl":"https://doi.org/10.1080/07370024.2022.2080552","url":null,"abstract":"ABSTRACT Robots are becoming an integral part of society, and might soon take on roles involving making morally relevant decisions. In a pre-registered experiment (n = 184), we investigated which factors modulate the extent to which we trust a robot to make a moral choice. Specifically, the effects of anthropomorphic appearance and anthropomorphic agency and affect attributions were assessed. Participants were presented with moral dilemmas in which the individual having to make a decision was a humanoid or mechanical robot. Each robot was described in vignettes in which they were attributed with agency and/or affective states. Subsequently, participants’ implicit moral trust in the robot was measured, as well as explicit trust, perceived capability of the robot, and the extent to which they felt the robot was responsible for its choice. Both agency and affective state attributions were found to impact participants’ implicit and explicit trust as well as the perceived capability of the robot. Moreover, across conditions, mechanical robots were trusted significantly more than humanoid robots to take moral choices.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"26 1","pages":"400 - 416"},"PeriodicalIF":5.3,"publicationDate":"2022-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77250716","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
The task-attention theory of game learning: a theory and research agenda 游戏学习的任务-注意理论:一个理论与研究议程
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-04-19 DOI: 10.1080/07370024.2022.2047971
Joe Cutting, Sebastian Deterding
{"title":"The task-attention theory of game learning: a theory and research agenda","authors":"Joe Cutting, Sebastian Deterding","doi":"10.1080/07370024.2022.2047971","DOIUrl":"https://doi.org/10.1080/07370024.2022.2047971","url":null,"abstract":"","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"5 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2022-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84455496","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change 探索说服性游戏对疾病预防和意识的有效性,以及适应变化阶段的影响
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-04-08 DOI: 10.1080/07370024.2022.2057858
D. Mulchandani, Ala'a N. Alslaity, Rita Orji
{"title":"Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change","authors":"D. Mulchandani, Ala'a N. Alslaity, Rita Orji","doi":"10.1080/07370024.2022.2057858","DOIUrl":"https://doi.org/10.1080/07370024.2022.2057858","url":null,"abstract":"ABSTRACT Persuasive games are widely implemented in the healthcare domain to promote behaviour change among individuals. Previous research shows that using persuasive games increases motivation and awareness, leading to a positive change in behaviour. However, there is little knowledge on which persuasive strategies will motivate people at different Stages of Behaviour Change and whether tailoring persuasive games to match users’ stages of change will increase their effectiveness with respect to their motivational appeal towards promoting disease awareness and prevention using the ARCS motivation scales and their intention to adopt the precautionary measures. To address this gap, using COVID-19 as a case study, we designed two different versions of a persuasive game, called COVID Pacman, using different persuasive strategies. The two versions of the game target the same goal of motivating the adoption of precautionary measures. We conducted a quantitative study (N=127) followed by semi-structured interviews of 18 participants. The results of conducting an ANOVA on the quantitative data and thematic analysis on the qualitative study show that tailoring the persuasive games to individual’s stages of change by using appropriate persuasive strategies increased their effectiveness with respect to their ability to motivate people to adopt the precautionary measures towards disease prevention compared to the non-tailored version.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"27 1","pages":"459 - 494"},"PeriodicalIF":5.3,"publicationDate":"2022-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77375692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic 危机中的游戏:商业视频游戏在COVID-19大流行期间对人们生活重构的影响
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-03-30 DOI: 10.1080/07370024.2022.2050725
A. Boldi, A. Rapp, Maurizio Tirassa
{"title":"Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic","authors":"A. Boldi, A. Rapp, Maurizio Tirassa","doi":"10.1080/07370024.2022.2050725","DOIUrl":"https://doi.org/10.1080/07370024.2022.2050725","url":null,"abstract":"The COVID-19 pandemic led to dramatic changes in people's lives. The Human-Computer Interaction (HCI) community widely investigated technology use during crises. However, commercial video games received minor attention. In this article, we describe how video game play impacted the life transformations engendered by the pandemic. We administered a qualitative online survey to 330 video game players who were living in Italy during the lockdown measures. We found that the COVID-19 pandemic altered the participants' sense of time and space, reshaped both their intimate and wider social interactions, and elicited a wide spectrum of disturbing emotions. Players escaped from this unsatisfying reality into video game worlds, searching for a new normality that could compensate for the unpredictability and dangerousness of the pandemic life, as well as seeking uncertainty in the game environments to balance the flatness of the lockdown everydayness. In doing so, they \"appropriated\" the gaming technologies, which also led to several unexpected outcomes. Starting from these findings, we propose a model of escapism that points out four ways to escape from reality into video game worlds. Moreover, we outline some design implications that might inspire future strands of research in the field of crisis technologies. (PsycInfo Database Record (c) 2022 APA, all rights reserved)","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"8 1","pages":""},"PeriodicalIF":5.3,"publicationDate":"2022-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73534777","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Toward Standard Guidelines to Design the Sense of Embodiment in Teleoperation Applications: A Review and Toolbox 面向远程操作应用中体现感设计的标准指南:综述与工具箱
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-03-18 DOI: 10.1080/07370024.2022.2039147
Sara Falcone, G. Englebienne, J. V. Erp, D. Heylen
{"title":"Toward Standard Guidelines to Design the Sense of Embodiment in Teleoperation Applications: A Review and Toolbox","authors":"Sara Falcone, G. Englebienne, J. V. Erp, D. Heylen","doi":"10.1080/07370024.2022.2039147","DOIUrl":"https://doi.org/10.1080/07370024.2022.2039147","url":null,"abstract":"ABSTRACT We present a literature review and a toolbox to help the reader find the best method to design for and assess Sense of Embodiment (SoE) in several application scenarios. The main examples are based on teleoperation applications, due the challenges that these applications present. The three embodiment components that we consider to describe SoE are sense of ownership, sense of agency, and sense of self-location. We relate each embodiment component to the most often used assessment measures, test tasks, and application scenarios. The toolbox is built to efficiently design, test, and assess an embodiment experience, following seven concrete steps. We provide four main contributions: 1) a literature review of the assessment measures and strategies used to measure SoE; 2) a systematic categorization of SoE measures; 3) A categorization of the main test tasks used in SoE assessment; and 4) a toolbox consisting of seven steps as guidance to design SoE. We included several examples and tables to guide the user step by step through the design of an embodiment experience.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"47 1","pages":"322 - 351"},"PeriodicalIF":5.3,"publicationDate":"2022-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80507609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Advisory adumbrations about autonomy’s acceptability 关于自治可接受性的咨询预示
IF 5.3 2区 工程技术
Human-Computer Interaction Pub Date : 2022-02-25 DOI: 10.1080/07370024.2022.2039658
P. Hancock
{"title":"Advisory adumbrations about autonomy’s acceptability","authors":"P. Hancock","doi":"10.1080/07370024.2022.2039658","DOIUrl":"https://doi.org/10.1080/07370024.2022.2039658","url":null,"abstract":"To begin, I would first like to thank those who were kind enough to comment upon my paper, (Hancock, 2021) and even those whose comments were not so kind. For, after all, it is only by postulation, discussion, and resolution that we make those advances that propel science along. I am under an obligation to thank all of them who have given of their time and knowledge to make such observations. Initially, this present response was conceived so as to feature points of consensus and points of dispute and reference those commentators who participated in each. Yet I found such a framework to be stultifying, leaving me unable to address each commentary in the individual and bespoken form in which it was offered. Therefore, I have elected to respond to the commentaries seriatim, proceeding from those of greatest concord to those of greatest discord. This will be clear in what follows. Traducing the above assertion, I would however, like to identify one critical common cause; that of importance. In all of science we have to apply the “so what” criterion. In essence, what is the inherent importance and value of the effort. In the present case, there was consensus, including even those most vehement critics that the issue is vital (and see, Cheatham et al., 2019; Littman et al., 2021). The persuasion then of the members of the community sampled, is that autonomous systems and their potential for adverse impacts must concern us and concern us now. In that sense, I am highly gratified that my paper struck this common chord and hope that it also resonates with the greater community of readers.","PeriodicalId":56306,"journal":{"name":"Human-Computer Interaction","volume":"29 1","pages":"263 - 280"},"PeriodicalIF":5.3,"publicationDate":"2022-02-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90557112","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信