90人实验证明,拟人化对话代理更受用户欢迎,适合研究人机协作中的角色互动。
From Instructor to Collaborator: What a 90-Participant Study Reveals about Human-Agent Collaboration in a Mobile Serious Game
- 对比拟人语音代理与纯文本代理在游戏中的表现
- 拟人化代理获显著更高偏好,效果量大
- 适合关注人机协作、角色设计与对话交互的研究者
本论文基于一项大规模被试内研究(N=90)的实证数据,比较了在移动Unity游戏(关于英国旧货币体系)中,高度拟人化的语音具身对话代理(ECA)与低拟人化文本代理(仅气泡显示)的表现。游戏中设有两个角色:导师(Alex)和商店老板/合作者。参与者通过语音和鼠标操作。量化数据包括可用性问卷(CCIR MINERVA)和代理人格量表,采用配对t检验、重复测量方差分析及多重线性回归分析人格与可用性间的相关性。结果显示,拟人化代理在统计上显著更受欢迎,效应量较大。结合观察记录与退出访谈的定性发现,讨论了角色设定、混合主动性对话及故障修复在目标导向任务中的体现。本文不提出新框架,而是报告实证结果并提出若干待探讨问题,如时机、用户预期与角色特异性互动。
原文摘要 · Abstract (English)
This position paper reflects empirical data collected during my PhD from a large-scale within-subjects study (N = 90). The study compared a highly human-like, spoken embodied conversational agent (ECA) against a low human-like text base agent (no embodiment, text bubble only) within a mobile, Unity-developed game about pre-decimal UK currency. The game included two agents with different roles-an Instructor (Alex) and a Shopkeeper/Collaborator. Users interacted using voice and mouse input. The quantitative data I collected included a usability questionnaire (CCIR MINERVA) and the Agent Persona Instrument. Data was analyzed using paired t-test, repeated measures ANOVA and multiple linear regression to identify correlations between the persona and usability. The results showed a statistically significant preference for the version of highly human-like agents, with a large effect size. This is further discussed alongside qualitative findings from observations and exit interviews. The results are framed for Human-Agent collaboration, especially for how roles, mixed-initiative dialogue, and breakdowns/repairs become apparent in goal-oriented tasks. I conclude with questions on timing, user expectations, and role-specific interactions. This submission does not propose new frameworks; it reports empirical findings and questions I hope to workshop with the community.
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