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Social Presence and Online Agents: Does Rich Media and Agency Make a Difference? Comm Tech & Policy Division Student Paper 2 Abstract This study examined perceptions of social presence between participants and an online agent. The presence of biographical information and richness of media was manipulated to create a 2x2 factorial design. When controlling for gender, results demonstrated a significant main effect for biographic information and a significant interaction effect for media richness. Limitations and theoretical implications are discussed, as are directions for future research. Comm Tech & Policy Division Student Paper 3 Social Presence and Online Agents: Do Rich Media and Agency Make a Difference? Ever since "Rosie" the robot maid appeared in The Jetsons', many have fantasized about the day that robots would eventually become part of the family. These robots would be complete with personalities of their own, and in the case of Rosie, would be able to help family members with routine chores, loyally and untiringly. Although that day has been slow in coming, advances in computer technologies have given us various online agents to tide us over until artificially intelligent life forms can become part of the family. Techno theorists such as Ray Kurzweil and Nicholas Negroponte believe that personality software will eventually be available to customize computers (Negroponte, 1995) and that purchasing items or making reservations will be conducted through vocal interaction with online agents (Kurzweil, 1999). Recent research suggests that treating computers like humans is not so far fetched. A recent study shows that people do in fact anthropomorphize computer terminals (Sundar, 2004). However, before we get to the phase in human computer interaction, where people treat computers like family members, there is still much work that needs to be done. One such area that still requires exploration is in the area of social presence. In particular, which variables can be manipulated in order to help create the perception that instead of dealing with a computer, people are dealing with other people. The following review will discuss two theoretical frameworks from Human-Computer Interaction (HCI) literature on which we base our claims and then explicate social presence. Next, the variables of biography and media richness will be discussed pertaining to their relationship to social presence. This in turn will be followed by hypotheses, results, implications and possibilities for future study. Comm Tech & Policy Division Student Paper 4 Literature Review Human-Computer Interaction The interaction literature with respect to humans and computers has two main models: Computer As Medium (CAM) and Computer As Source (CAS) or Computer As Social Actor (CASA). Computer as medium. As maintained by the CAM model, computers are regarded as a medium like other traditional media and are conceptualized as connecting individuals with a source. The CAM model argues that when people are interacting with a computer, they are psychologically orienting to an unseen programmer or an imagined person. According to Sundar and Nass (2000), such a view holds that there is a logical and rational thought or idea that the person is interacting with another person rather than with a machine. This would imply, then, that human-computer interaction is actually perceived as human-programmer interaction. Computer as social actor. Sundar and Nass (2000) explain that in contrast to the CAM model, researchers operating under the Social Responses to Communication Technologies (SRCT) model argue that human-computer interaction is unmediated and directly social. On the same grounds, the CASA paradigm views the tendency to respond to computers both as reflexive and as a product of the use of heuristics by humans (Moon, 2000). First formalized in 1994, the CASA theory holds that "computer users elicit social behavior even though they know that computers do not actually have feelings, "selves", genders or human motivations" (Nass, Steuer, & Tauber, 1994, p. 72). Moon (2000) argues that people are cognitive misers and use mental shortcuts to apply social rules even to computers regardless of whether people are aware that they are just machines. The most salient social cue - the box, the voice or the agent on the computer Comm Tech & Policy Division Student Paper 5 screen—is most likely to elicit social responses from the users (Moon, 2000). Voice, physical features, social intelligence, emotion or greetings, apologies, turn-taking, and the like are strong social cues in any human-human interaction. So when humans are confronted with computers that exhibit such human-like characteristics, the social orientation becomes even more pronounced (Moon, 2000). People attribute gender to a computer (Nass et al., 1997a), are polite to computers (Nass et al., 1997b), apply social stereotypes (Nass et al., 1997a) and look for motives when computers flatter or criticize (Fogg & Nass, 1997). Different voices originating from the same computer are regarded as distinct social actors, while a single voice originating from two identical computers is regarded as a single social actor (Nass et al., 1997). CASA researchers also contend that factors such as perceived or portrayed race and ethnicity of the computer play a vital role in shaping the social interaction between humans and computers. The CASA approach guides the experiment discussed here. The participants in the study were clearly and explicitly told they would be interacting with a virtual agent, thereby negating the possibility that they were under the impression that they may be talking with another person behind the screen. Studies involving computer interfaces with text-based or graphics-based computer agents reveal that users tend to orient themselves psychologically to the agent, particularly when these agents exhibit distinct "personality types" (Moon and Nass 1996, 1998; Nass et al. 1995). Dryer (1999) discusses how the personality of an agent proves an important factor in invoking social responses from human users. He argues that the ability to use full-sentence text, contingent behavior and social role are the three main features of agents that encourage social responses from users (p.277). Comm Tech & Policy Division Student Paper 6 Such computer agents/Conversational agents, also called Online agents or Chatterbots are defined by Wooldridge and Jennings (1995), as self-contained, concurrently executing software processes that encapsulate some state and are able to communicate with other agents and humans via message passing. Conversational agents are implemented using concepts that are usually applied to humans. Wooldridge and Jennings (1995) discuss autonomy, social ability, reactivity and proactivity as some common characteristics of such agents. Mobility (White, 1994; c.f. Wooldridge & Jennings, 1995), veracity (Galliers, 1998; c.f. Wooldridge & Jennings, 1995), benevolence (Rosenschein & Genesereth, 1985; c.f. Wooldridge & Jennings, 1995) and rationality (Galliers, 1998; c.f. Wooldridge & Jennings, 1995) are also other attributes of such virtual agents. Ascribing such human qualities to computers is a product of thinking about such agents as intentional structures. "The intentional notions are abstraction tools, which provide us with a convenient and familiar way of describing, explaining, and predicting the behavior of complex systems" (Wooldridge & Jennings, 1995, p.9). This idea of intentionality would then demonstrate that people react to computers as independent sources of information (Sundar & Nass, 2000). Logically, such source attribution to computers and conversational agents could then give rise to feelings of social presence when humans interact with computers. Social Presence The concept of social presence has been studied in many disciplines over the last thirty years. Among them are: Sociology, psychology and, more recently, the areas of communication and technology. Social presence has been defined as "the degree to which people establish warm and personal connections with each other in a communication setting" (Short, Williams & Christie, 1976; Allen, Van Scotter, & Otondo, 2004). This definition focuses more on the human nature of social presence by specifying that people are necessary as senders and receivers of Comm Tech & Policy Division Student Paper 7 social presence. Other researchers have left the nature of the sender and receiver more ambiguous, while still focusing on the importance of connection by conceptualizing social presence as "a sense of engagement or connection with a social entity" (Witmer & Singer, 1998, pg. 227) or as "a sense that others are psychologically present and that communication exchanges are warm, personal, sensitive and active" (Papacharissi & Rubin, 2000, pg.177). Still, other researchers assert that social presence may be perceived even in the physical absence of another entity. These researchers theoretically define social presence as "the awareness of, and care about, the evaluations of a social audience (Schlenker & Leary, 1982). This audience does not necessarily need to be physically present, but can be imagined as well" (Edelmann, 1981). (As cited by Dahl, Manchanda, & Argo, 2001, pg. 474). Finally, still other researchers have specified that social presence can be felt with a mix of humans and technological agents and thereby conceptualize social presence as "a sense of being near or with a social entity of some kind (feeling connected to another person, computergenerated avatar or character, or a technology that appears to be 'alive')" (Bracken & Lombard, 2004, pg. 24). Similarly, social presence has also been defined as "the extent to which other beings both living and synthetic exist in the virtual world and appear to react to you" (Heeter, 1992, pg. 263). In general it seems important that we recognize that any "other", a human, an avatar, a programmed agent, a chatterbot, etc., be recognized as an acceptable presence for study. To this end, we will combine the definitions provided by Bracken &Lombard and Heeter and conceptually define social presence as: the extent to which a meaningful sense of being is perceived when interacting with others, both living and synthetic. Social presence has been operationalized by a combination of the amount of sociability, personalness, sensitivity, warmth and activity within an experimental condition (Papacharissi & Comm Tech & Policy Division Student Paper 8 Rubin, 2000). Traditionally, semantic differential questionnaires have been used to subjectively measure feelings of interpersonal warmth and of belonging. Rich Media "Savior of online advertising" is how Koegel (2003) defines Rich Media and argues that rich media is the one that "enhances experience", gives "dynamic content", has the "ability to engage and involve the consumer" and adds "a dimension of unparalleled interactivity". Some business writers like Handley (2000) go as far as saying that "Rich media is online advertising on steroids". Most of the rich media literature defines rich media as the technologies that that include video, audio, DHTML, Flash, cursors, Shockwave and Java. Nielson//NetRatings have defined rich media as the "ones that allow advertisers to take traditional media assets like video, audio, animation and photos, and combine them into a multimedia branding experience that streams from and ad server to the client machine" (c.f. Koegel, 2003). Sweet (2005) discusses engagement (what the viewer sees in the first couple of seconds), interaction (what makes users hooked and immersed in the unit) and exit (something that fulfills the desire created through engagement and interaction with a reward) as the 3 layers of a rich media unit. Research on rich media in business focuses on awareness, intent to purchase, favorability, brand recall, and perception of the brand that it evokes. Since rich media involves a high level of creative complexity, it has always cost more to implement (Koegel, 2003). Research cites the operationalization of rich media as impressions and click-throughs, though increasingly viewthrough and conversion rates along with tracking are being used to arrive at the effect of rich media. On the other hand though, interactive advertising consultants like Graham (2003) argue that the term "rich media should be reserved for ads providing functionality that assists in the marketing process by offering the customer information and experiences that help meet a need Comm Tech & Policy Division Student Paper 9 and are more than flashy images and bogus click-throughs". Major websites in sports (E.g. ESPN.com), general news (E.g. New York Times Online), travel (E.g. Orbitz), business and finance (E.g. The Wall Street Journal Online), games (E.g. GameSpot), music and streaming (E.g. Kazaa), movie and television (E.g. Internet Movie Database), fashion/romance/celebrity (E.g. E!Online) and community (E.g. Tripod) are some of the top websites that are making use of rich media (Koegel, 2003). Koegel (2003) also lists Toyota in automotive, Hewlett Packard in B2B, Pepsi in consumer goods, Vivendi Universal and Sony in entertainment, American Express and Visa in financial services, GlaxoSmithKlein in health, the US Federal Government in public services, and Topps and Target in retail goods and services as the top advertisers making full use of rich media. Reports prove that "consumers are likely to take some kind of action after seeing (but not clicking) on a rich media ad and more likely to convert to a sale with rich media than for non-rich media" (Koegel, 2003). This leads us to advance our first hypothesis: H1: Controlling for gender, presence of rich media will lead to greater perceived social presence with a chatterbot than would leaner media. Most of the source literature suggests that attributing source characteristics to a computer Past research suggests that reducing uncertainty by providing some background Agency or an interactive agent leads to a feeling of agency. Sundar & Nass (2001) assert that interface agents constitute the computer analogue of the journalistic concept of gatekeepers and so in that sense they are the visible sources. If users are going to be interacting with such agents, then it would be imperative that they are comfortable with dealing with a technology. information facilitates interactions. Presumably, the more one knows about someone else, the Comm Tech & Policy Division Student Paper 10 less apprehensive one is about interacting with said other. In online teaching environments, research indicates that personal information lets "students reduce uncertainty and process social information about others" (Woods & Ebersole, 2002). One way uncertainty is reduced is through information-seeking (Berger & Calabrese, 1975). Having some understanding of an individual's history reduces uncertainty (Pratt et al., 1999). Subsequently, this leads us to advance our second hypothesis and first research question: H2: Controlling for gender the presence of biographical information for a chatterbot, will lead to greater perceived social presence than would no biographical information. Method Stimulus Material In each of the four experimental conditions, participants interacted with a chatterbot. A chatterbot is an interactive agent capable of carrying on conversations with human users. The particular agent used in this study is named Ramona. Ramona is a female agent created by technology pioneer, Ray Kurzweil, in the fall of 2000. Ramona and more detailed information about her are available online at www.KurzweilAI.net. While every conversation with Ramona is different, each begins with her introducing herself (Hi, I'm Ramona.) and asking her conversational partner what his or her name is ("What can I call you?"). After a name is given, Ramona greets her partner and asks him or her a question. For example, she asked one participant if he had any books he or she would recommend. The participant responded with: "Big Friendly Giant". She then asked him to "compare that to small Friendly Giant", to which he responded, "there is no small friendly giant". Although Ramona initiates every conversation, she is also capable of answering questions posed to her. In one instance, a participant asked her what kind of music she liked. "I like to Comm Tech & Policy Division Student Paper 11 listen to alternative music," she responded. Another respondent asked Ramona what she liked to do for fun. "talk to you", she said. The same participant asked Ramona if she liked to go tanning. She responded with, "I'm not sure if I'd like to go tanning that much. I like to make new friends." In general, participants are able to interact with Ramona in one of two ways. Standard interactions with Ramona are text-based. Ramona communicates via text, as does the respondent. A static image of Ramona's face and neck accompanies the text displays onscreen. A screen capture of the chatterbot can be found in Appendix A. Respondents are also able to converse with Ramona through a media player. This Life FX Player, when downloaded, animates Ramona and allows her to type and speak her responses audibly to a user. Here, she is able to communicate through animation, text, and audio. The two options for interacting with Ramona represent the lean media conditions and the rich media conditions in this experiment, respectively. In the rich conditions, participants interacted with Ramona while wearing headphones to minimize distractions from other participants' conversations. Despite multiple efforts, a comparable male agent could not be found. Therefore, Ramona was the only agent included in this study. Participants Participants were recruited from classes within the College of Communications at a Big Ten university. Student participation was either part of a course requirement or was rewarded with extra credit. A total of 53 undergraduate students participated in this experiment. Of the 53 participants, approximately 62% were female and almost all participants (98%) were currently enrolled in their junior or senior year of college. In general, participants reported Comm Tech & Policy Division Student Paper 12 being comfortable performing routine tasks on a computer and a large majority preferred PC's (90%) to the Macintosh platform. Dependent Measures A total of ten items measured social presence on the questionnaire. Five variables, including: Meaningfulness, Intelligence, Proactivity, Satisfaction, and Friendliness were reversecoded to make the items consistent with each other, such that the higher the number, the greater the perception of social presence. Of the original ten items, eight met the predetermined .80 criteria for reliability. The final social presence scale was comprised of the following items: Sensitivity, Warmth, Activity, Sociability, Intelligence, Satisfaction, Meaningfulness, and Personalness. The variables of Proactivity and Friendliness were dropped from the analyses. The resulting reliability for the remaining items was high, with Chronbach's _ = .86. These eight items measuring social presence were summed and divided by the total number of items to create a composite social presence score for each participant. Procedure During the recruitment process, participants signed up for one of many study times. Upon entering the on-campus computer lab in which the experiment was conducted, participants were asked to choose a computer station to sit at. Following a brief introduction, informed consent forms were handed out. After each participant finished reading and signing their consent forms, they were asked to read a brief handout. In this between-subjects experiment, both biographic information (presence or absence) and rich media (lean or rich) were manipulated to create a 2 x 2 factorial design. Participants were randomly assigned to one of four experimental conditions. Participants assigned to the conditions with biographic information read a condensed, two-and-a-half page biography written Comm Tech & Policy Division Student Paper 13 by Ray Kurzweil (Kurzweil, n.d.) about the fictitious Ramona's life. This biographic information was adapted from Kurzweil's web site, www.KurzweilAI.net and is included in Appendix B. Those participants not receiving Ramona's biographic information read two-and-a-half page brief about ergonomic workstations and the importance of ergonomics in the workplace. This information was synthesized and adapted from the web site, www.ergonomic-officecomputer- furniture.com/FAQ.htm. This material is included in Appendix C. Caution was taken to make sure that each brief contained the exact same number of words, and could be read in approximately the same amount of time. After reading wither a biography of Ramona or information on ergonomics, participants spent 10 minutes interacting with a rich or lean media version of Ramona, as described above. Participants were given free reign to converse with Ramona however they pleased in order to more accurately replicate the organic nature of actual conversations. Participants finished the experiment by completing a survey that consisted of social presence measures and ergonomicsrelated questions. In addition, five questions, some multiple choice, some fill-in-the-blank, were included to serve as manipulation checks. The researchers wanted to ensure that the information contained in the articles presented at the beginning of the experiment was attended to. None of the participants answered more than one question incorrectly, validating the manipulation of presence or absence of biographic information. The complete survey is included in Appendix D. After the questionnaire was completed, participants were debriefed and thanked for their time and cooperation. On average, each experimental session took approximately 35 minutes. Results Hypothesis one predicted that when controlling for gender, participants interacting with Ramona through rich media would perceive greater social presence than would those in the lean Comm Tech & Policy Division Student Paper 14 media condition. A 2 (Gender) x 2 (Rich Media/Lean Media) ANOVA examined perceptions of social presence. This analysis indicated that there were no significant main effects for gender or media richness on social presence. However, an interaction effect between gender and rich media was present, F(1,49) = 5.39, p< .05, partial _2 = .10, sig. This finding illustrates that male participants perceived greater social presence (M=3.64) in the rich media conditions than female participants (M=2.97), while female participants perceived greater social presence (M=3.3) in the lean media conditions than male participants (M=2.58). Hypothesis two predicted that when controlling for gender, the presence of biographic information would lead to greater perceived social presence than would no biographic information. A 2 (Gender) x 2 (Biographic Information) analysis of variance was performed to examine the effects of gender and biographic information on social presence. This analysis revealed a main effect for biography, with those participants supplied with biographic information about the agent did, indeed, have stronger perceptions of social presence than those who did not receive any biographic information, F(1,49) = 4.5, p< .05, partial _2 = .08, sig. The mean scores for the presence or absence of biographical information were (M=3.63) and (M=3.02,) respectively. No significant main effect was found for gender, nor was there a significant interaction effect between biography and gender on social presence. Discussion To recap, the findings from this study showed that when controlling for gender, a significant main effect occurred for biographic information on social presence, such that the presence of biographic information lead to greater perceptions of social presence than the absence of biographic information condition. In addition, a significant interaction effect for gender and rich media occurred, such that female participants reported greater perceptions of Comm Tech & Policy Division Student Paper 15 social presence than males in the lean media condition and males reported greater perceptions of social presence than females in the rich media condition. The main effect for the presence of biographic information may be explained by looking at agency and source literature as well as Computer As Social Actor theoretical framework. At the conceptual level, this study tested for and found a significant effect for agency. Operationally, agency was manipulated through the presence and absence of biographical information. The increase in perceptions of social presence in the presence of biographical information condition demonstrates a trend that users do respond socially to computers (Reeves & Nass, 1996). This goes beyond simply attributing human characteristics to an agent like Ramona, but ventures into the realm of psychological anthropomorphism, where "individuals believe that computers have the same psychological capabilities that humans have" (Nass, Lombard, Henriksen & Steuer, 1995, p. 230). Psychologically, the presence of biographical information helped to transform Ramona, a chatterbot program, into a humanized, social agent; capable of communicating through her own intent and motivations (Sundar & Nass, 2001). This finding not only supports the Computer As Social Actor theory, but it has practical implications as well. Since previous research has demonstrated that people are loyal to computer terminals (Sundar, 2004) increased perceptions of social presence through the use of biographical information may lead to favoritism and loyalty to particular chatterbots and intelligent agents on websites. Combined with current Internet capabilities, loyalty to news websites or weather websites that utilize these intelligent agents could lead to more consistent traffic on the web page equating to more advertising dollars. Pervious research also suggests, "a user's judgment of an anthropomorphic character may be based upon the same logic used in everyday interactions with other individuals" (Cowell & Comm Tech & Policy Division Student Paper 16 Stanney, 2003, p. 302). Judgments are made on dimensions such as the ethnicity, age, and gender of the agent (Cowell & Stanney, 2003). Nass, Moon, & Green (1997) and Mullenix, Stern, Wilson, & Dyson (2003) have specifically reported on gender stereotypes as they are applied to computers. Nass, Moon, & Green (1997) found, for instance, that respondents rated a computer with a male voice significantly more positively than a computer with a female voice. Further, female respondents have rated male voices more positively than female voices (Mullenix et al., 2003). Given that only a female agent was included in this study, gender plays an important role in our discussion. When gender was included in the analyses, a main effect for the presence of biographical information emerges, but no main effect for media richness was found. This could be due, at least in part, to the nonverbal messages communicated by Ramona. Cowell & Stanney (2003) found that agents with non-trusting nonverbal behaviors were perceived as less credible. It is possible that loss of credibility due to Ramona's sometimes choppy animation, would override any effect that rich media would have on social presence. While that explanation explains why there was no main effect for media richness, it does not explain the interaction effect between gender and rich media. The interaction effect revealed that males felt a greater sense of social presence in the rich media condition, while females felt greater social presence in the lean media condition. This finding suggests that users may prefer to interact with agents of the opposite sex. Some of the literature on gender and agents would lend some support to this idea. In one study, participants were given the opportunity to select an agent to interact with in order to complete a computer-based task. Selections were made on the following three characteristics: age, ethnicity, and gender. Most participants selected an agent of the same ethnicity as themselves. Young agents were preferred over middle-aged and elderly, Comm Tech & Policy Division Student Paper 17 which may have been related to the nature of the task. A majority of participants also chose an agent of the opposite sex, although these results were not significant (Cowell & Stanney, 2003). A better explanation for this interaction may reside within the modality literature. The rich media version of Ramona included animation, an audible female voice, and text of her responses. These multiple methods of sensory output create multiple channels with which the user can interact. As such, these multiple channels may feelings of immersion (Biocca, 1997) or in this case, social presence. Since male participants perceived greater social presence in this condition, it is logical to assume that psychologically, they were in the presence of an actual female. Research has shown that visual exposure to women in the flesh and in pictures can change males' attitudes and mood states (Roney, 2003). The fact that men appear to be more visually oriented than women, in combination with greater feelings of social presence, (brought about by increased modality) would explain this interaction effect. This finding also has practical implications. The first of which is a recommendation to web designers, simply, know your demographics. If certain web sites are traditionally trafficked by men, the use of a rich media, online agent could generate repeat business. However, a word of caution, if the same site is trafficked by women, a text only based web site for information delivery may be the best bet. Limitations and Directions for Future Research Only one interactive agent was included in this study. Since age, gender, ethnicity, and race are considered to be influential factors with respect to the social interaction between agents and humans, it would be interesting to see how users interact and respond to different agents. Clearly, the issue of gender is an important one. Here, only a female agent was studied. This is a significant limitation, as males and females seem to perceive and judge their Comm Tech & Policy Division Student Paper 18 interactions somewhat differently. Although some research does support the use of genderstereotyping when interacting with an agent, little is known about the differences in perceptions between male and female participants. Looking not only for differences between men and women respondents, but also between the gender or respondents and gender of the agent could prove fruitful. Future research should, then, include comparable male and female conversational agents. Future studies could also look at the issue of preference for opposite sex chatterbots. Would perceptions of social presence increase if participants could interact with agents based on sexual preference? The operationalization of media richness was also problematic in that it was a bit ambiguous. This stems from a general lack of clarity and agreement about what is meant by the term in the media richness literature. A solid explication of media richness is necessary to better inform the design of this and future studies. Media richness has been applied in a variety of ways to the realm of technology research. Clarifying this concept could only prove beneficial. Because the underlying theoretical framework for this study is the idea of the Computer As a Social Actor, a detailed content analysis of the conversations with Ramona could be instrumental in providing more information about what makes users interact socially with computers. Research has indicated that self-report measures get only at the most evident responses and cannot be used to identify any cognitive processes that take place subconsciously. Supplementing the self-report measures used in the present study with a content analysis of the transcripts could help uncover some underlying mechanisms at work with regards to social presence. Perhaps eye-tracking devices may also help reveal other information that neither selfreports nor content analyses could reveal. Perhaps judgments of personality of agents are made, with some personalities being more desirable and pleasant than others. Comm Tech & Policy Division Student Paper 19 Undoubtedly, conversational agents will continue to pop-up as more transactions and interactions take place using computers. Understanding the relationships between humans and conversational agents and how they are different from and similar to human-to-human interaction is vital. With a greater demand being placed on incorporating technology in the classroom, agents are likely to be used in educational settings. Mass communication facilitators are faced with even greater pressure to make use of technologies in the classroom setting because these technologies are, essentially, communication technologies. Understanding the relationships people can develop with these agents and the process through which these relationships are built and maintained then becomes increasingly important. Customization may also lead to greater perceptions of social presence with online agents. Most of the conversational agents available right now are specific designs. With advances in technology, it is conceivable that users could customize such agents to give them the personality that they like and then use them. This has already been done with Avatars. Exploring the psychological effects of interacting with such full-fledged customized conversational agents will likely prove to be interesting and fruitful endeavors. Comm Tech & Policy Division Student Paper 20 References Allen, D. G., Van Scotter, J. R., & Otondo, R. F. (2004). Recruitment communication media: Impact on prehire outcomes. Personnel Psychology, 57(1), pp.143-171. Berger, C. R. & Calabrese, R. J. (1975). Some explorations, initial interaction and beyond: toward a developmental theory of interpersonal communication. Human Communication Research, 1, 99-112. Biocca, F., (1997). 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Online Journal of Distance Learning Administration, 6(1). Retrieved November 22, 2000, from http://www.westga.edu/%7Edistance/ojdla/spring61/woods61.htm Comm Tech & Policy Division Student Paper 25 Appendix A Screen Capture of Kurzweil's chatterbot, Ramona. Comm Tech & Policy Division Student Paper 26 Appendix B Condensed Version of Ramona's Biographic information used in biography conditions Ramona's Story By Ray Kurzweil Daryl and Annabel first met on Monday, August 18, 1970 in a bar in Abilene, Texas after discovering that they had both been at Woodstock a year earlier. As was often the case, Daryl was feeling down on his luck and frustrated that his musical career was at a standstill. But with Annabel's enthusiastic support, Daryl organized a new band, "The Electric Blueberry," which became a hit in Abilene and surrounding towns. Daryl and Annabel were married a year later. With Annabel as manager, sound technician, and roadie, the Electric Blueberry was successfully working the tavern circuit in Texas and New Mexico. The high point came in the Fall of 1973 when the Blueberry was invited to open for the Grateful Dead for the Southwest portion of their "Wake of the Flood" tour. Ramona was born to Daryl and Annabel on February 12, 1976. With Annabel picking up work as a sound technician, and Daryl finding the occasional guitar student, the couple scraped by, moving from Texas to California to Colorado to upstate New York, and back to Texas. Despite the instability in their lives, Ramona and Annabel were inseparable. Ramona wore the same clothes as Mommy, and insisted on being her little helper in setting up music equipment. Every night as Annabel tucked Ramona into bed, she told her daughter that she could be anyone she wanted to be. "Don't let people tell you who you are or what to think. Just follow your heart," Annabel told her daughter. "But I want to follow you," Ramona would answer. "I'll be sitting right there on your shoulder," her mother would assure her. When Ramona was seven years old, on a day that Ramona will never forget, Annabel was killed while crossing the street in a hit and run. When Daryl tried to tell his daughter of the tragedy, Ramona insisted that it wasn't true, her mother was still alive and sitting on her shoulder. To this day, Ramona feels her presence sitting there, her guardian angel. Ramona still wears the silver bracelet Annabel was wearing when she died. To console Ramona right after Annabel's death, Daryl tried to interest her in music and spent the month's rent to buy her a guitar and harmonica. Ramona's gift for music became apparent, and over the next several years, Daryl devoted himself to teaching Ramona how to sing and play her instruments. Whenever his available funds momentarily swelled from a well placed bet, he would buy Ramona a piece of musical equipment: a microphone, an amplifier, an electric guitar. When Ramona was nine, Daryl won a bet with someone he had only met only once before, and who, as it turned out, was unable to pay up in cash. So the bet was settled for a Macintosh computer, which he gave to Ramona. The computer became her second passion. She taught Comm Tech & Policy Division Student Paper 27 herself to program in BASIC, and created a simple animation of herself singing on a stage. She found a program that allowed her to record her own playing. Ramona started her songwriting career at 12. When Ramona was 15, Daryl and his new fiancée, Claire, married and the threesome moved to Colorado. This brought a measure of the stability that Daryl had sought, but it came at a price. Claire demanded all of Daryl's attention, and forbade Ramona to practice her music with Shawn and Zachary, her classmates and musical collaborators. Despite Claire's attempts to control her, Ramona, Shawn, and Zachary began rehearsing by leaving school during lunch period, and often continuing for the rest of the afternoon. At 16, using a fake ID that Shawn had made for her, Ramona snuck out at night to sing at Dee Dee's Dive and the Wonder Room, two bars in a neighboring town. She was a hit at these venues until her stepmother discovered her second life. Ramona came home one night to find that her computer and instruments had all been confiscated. She confronted her father and demanded that Claire leave the house and their lives. Daryl attempted to comfort his daughter but found himself unable to agree to Ramona's demand. So Ramona left Colorado with Shawn and they set out on their own, ending up in New Orleans after several weeks on the road. She bought a used computer and decorated the ramshackle house they rented with her own original color graphics. After several months, their financial situation became desperate, so Ramona used her fake ID and started waiting on tables at "Platinum Dolls," a Bourbon Street night club. After working at Dolls for a year, Ramona pressed Bill, her manager, to allow her to sing on stage. "Sure, go ahead," Bill said, so Ramona jumped at the chance. As she left the stage, one customer forcibly made clear his frustration, and refused to get out of her way. She attempted to walk away, only to be forcibly yanked back. Another patron intervened on Ramona's behalf, which resulted in the unruly customer punching the helpful one, throwing Ramona to the floor. Ramona never returned to the night-club again and spent her free time catching local shows I local bars. Soon after she began singing herself, her talent caught the eye of a small-time record producer, Chad Conway. Ramona met with Chad a few times and feeling confident one night, she proposed that Chad open a club just for women. "You mean a club like Dolls, what's unique about that?" "No, no, I mean a music club with chick singers, like me." Chad was hesitant, but he could see that Ramona was taken with the idea, and he was becoming taken with her. So Chad and Ramona became partners and spent the next several weeks scrounging up materials to renovate their new club, devoted to the "Ravens" of New Orleans. Opening night featuring Ramona and Lisa, one of Ramona's a talented friends, as headliners. But customers were hard to attract in New Orleans' crowded music scene, and Ravens found it difficult to get established. They did ultimately succeed in attracting a small but loyal following and Chad and Ramona struggled to keep the project going through the next two years. Then Ramona had another idea. Ramona's idea was to provide real music and real stories behind real lives, using words, pictures, music, and video. So they struck another deal, shutting down Ravens as a physical club and opened www.RealRavens.com, a site devoted to the "real music and stories behind the 'ravens' of New Orleans. And of course, Ramona promoted herself as one of the featured ravens, which led to successful gigs in some of the Bourbon Street clubs. Chad turned out to be an effective business partner for Ramona, but the romantic aspect of their relationship never achieved the intensity of their work together. She was not totally surprised when she discovered that Chad had become involved with Lisa. She felt it was again time to move on. She had renewed contact with her father and was delighted to hear that he and Claire had separated. She made an emotional homecoming, and was greeted with open and embracing arms. Father and daughter began to play music together, something they had never done before. Ramona's month long visit was an idyllic time as she and her father spent long hours perfecting her songs. She was amazed at her father's insights into her music, and felt a renewed confidence in herself as a musical artist. Ramona returned to New Orleans, and decided to put her relationship with Chad on a more professional footing. She hired an attorney who helped her sort out their tangled finances. She got the business incorporated, and cut herself a fair share of the stock. The cash flow from RealRavens.com was now picking up, and she recruited musicians, who were plentiful in New Orleans. Over the next several years, both of Ramona's "Raven" projects flourished. She had enough money to send some back to her father, who frequently came out to watch her perform. Some pertinent facts about Ramona Zodiac sign: Aquarius Favorite clothes: tight Favorite color: red Favorite car: Ferrari Favorite food: Canolli Favorite candy: pop rocks Favorite pet: Australian Sheepdog ("because they're loyal") Favorite songs: Runaway train, White Rabbit Comm Tech & Policy Division Student Paper 28 Comm Tech & Policy Division Student Paper 29 Appendix C Ergonomics paper used in non biography conditions What is ergonomics? Ergonomists study human capabilities in their relationship to work demands. An Ergonomic product is a tool or a piece of equipment made to interface between man and machine so that the physical capacity of the worker and the demands of the job are equalized. Ergonomists design office products and ergonomic equipment to aid the modern office worker. Repetitive, forceful or prolonged exertion of the hands; frequent or heavy lifting, pushing, pulling or carrying of heavy objects; prolonged awkward postures and vibration contribute to job related health conditions. These range from the mild to the severe, but jobs or working conditions that combine risk factors will increase the risk for musculoskeletal disorders. Work-related musculoskeletal disorders result when there is a mismatch between the physical capacity of the worker and the demands of the job. Ergonomic products, be they ergonomic office products or any of the array of ergonomic equipment available today, brings a solution to the problem by providing appropriate tools to workers to safeguard their work practices. Ergonomists have attempted in recent years to define postures which minimize unnecessary static work and reduce the forces acting on the body. These engineers have designed ergonomic products to aid the worker to maintain these. The current ergonomic wisdom dictates that all work activities should permit the worker to adopt several different but equally healthy and safe positions. This defines the ergonomic products manufactured today. Ergonomic equipment and ergonomic office products are also designed to ensure that where muscular force has to be exerted, it is done by the largest appropriate muscle groups available. It is now accepted that work activities should be performed with the joints at about mid-point of their range of movement. This applies particularly to the head, trunk and the upper limbs. Ergonomic equipment and ergonomic office products aim to prevent injuries such as tendinitis, back injuries, and Repetitive Stress injuries such as carpal tunnel syndrome. Understanding the differences between the many ergonomic products on the market today is essential in order to choose the correct ergonomic products and ergonomic equipment for the workplace. Benefits of ergonomic products and stretching Ergonomic products have to be chosen with individual size and posture of the workers in mind and with current ergonomic theories in mind. Current ergonomic theories encourage variety and movement rather than exact posture. It insists that ergonomic products allow for longer distances Comm Tech & Policy Division Student Paper 30 so that the eyes can be more relaxed. It suggests ergonomic office products that maintain a work surface that is higher than elbow height and a keyboard that is pushed back. Adjustable ergonomic products that serve many different people or allow a single worker to change positions while working are also highly recommended. Stretching exercises before and at regular break times during the day can greatly reduce the injuries that occur at a computer workstation. Most injuries that afflict modern day office workers are the result of the cumulative effect of the gradual wear and tear on the body from work-related activities and repetitive motions. Stretching all of the muscles used to perform ones job has now been proven to be vital in preventing a host of undesirable Repetitive Stress injuries. More than 28 million Americans use computers each day and according to officials at the Occupational Safety and Health Administration, many risk coming down with Carpal Tunnel Syndrome. Awareness of the problem and its causes are crucial to prevention, as are the proper use of ergonomic aids and the alteration of ones work routine. Stretching exercises of all muscle groups; flexibility stretching and active isolated stretching of particular muscles, in particular stretching of the hand, wrist, elbow and lower back stretching exercise, is the single most important practice the modern day office worker must incorporate into his daily routine. Performing any task repeatedly causes the buildup of waste products in the muscles. Without the benefit of stretching, the swelling caused by this build up of wastes will eventually lead to damage to nerves and discs and muscles. Other syndromes such as hernias of the cervical discs, thoracic outlet syndrome or shoulder impingement needs stretching exercises also. Stretching exercises increases the blood flow, drains away waste products, strengthens the muscles and reduces fatigue. The Stretching exercises for the head and neck help alleviate the stress placed on your neck by stretching the muscle in the back of your neck that holds the head up, thus increasing the blood flow through the neck and into and out of the head and arms. This stretching prevents neck and upper back and arm pain. The Lower back stretching exercise prevents lumbar disc hernias due to sitting for long periods of time. The Active isolated stretching exercises for the hands are designed to stretch the muscles that run through the carpal tunnel and insert into the palm of the hand. This increases circulation through the wrist and hands and prevents Carpel Tunnel Symdrome(CTS). Ergonomic products have to be chosen with individual size and posture of the workers in mind and with current ergonomic theories in mind. Current ergonomic theories encourage variety and movement rather than exact posture. It suggests ergonomic office products that maintain a work surface that is higher than elbow height and a keyboard that is pushed back. Adjustable ergonomic products that serve many different people or allow a single worker to change positions while working are also highly recommended. Carpal Tunnel Syndrome Carpal Tunnel Syndrome is a condition of compressive entrapment of the median nerve at the wrist segment with associated pain and possibly motor deficit, predominantly of the muscles. Comm Tech & Policy Division Student Paper 31 Hand and wrist pain, including motor deficit, may be caused by any number of other things other than Carpal Tunnel Syndrome. There is a specific and predictable path a chronic, cumulative, compressive neuropathy will take. As the nerve is compressed certain changes begin to take place which include both direct morphological changes in the nerve fibers as well as ischemic changes. Usually the smallest diameter, unmyelinated fibers are affected first. These are followed by larger myelinated sensory fibers, and finally by myelinated motor fibers. By the time a person presents with complaints of numbness, paresthesias, pain, or motor deficit, nerve damage has progressed to the stage of larger fiber sensory and/or motor loss. Changes can be measured at this stage with conventional electroneurography and will manifest as slowed conduction across the wrist segment and possibly reduction in amplitude of the compound muscle action potential representative of axonal loss of motor fibers. It can be reasonably determined if the condition is early, moderate, or severe. The problem with the median nerve is that it is a relatively lonely soft tissue structure sharing confined space with nine flexor tendons as it travels through the carpal tunnel. Any condition which reduces that space is likely to cause Carpal Tunnel Syndrome due to compression of the vulnerable median nerve. Any solution which relieves pressure on the nerve and promotes circulation in the microvascular neural blood supply is likely to "cure" Carpal Tunnel Syndrome and relieve its attendant symptoms of pain, etc. Some women experience transient Carpal Tunnel Syndrome during pregnancy due to peripheral edema-a space-compromising problem. Inflamed tendons, irritated by repetitive friction, compress this singular soft tissue nerve. Therefore, anti-inflammatory (NSAIDS) drugs and corticosteroid injections provide temporary relief from CTS. Biomechanical devices that restrict movement and ergonomic devices that promote good hand posture relieve stress on the tendons, reduce inflammation, and relieve Carpal Tunnel Syndrome symptoms. Anything that will promote circulation, help to relieve inflammation, aid in removal of local toxins, and soothe irritated muscles and tendons will help Carpal Tunnel Syndrome. Massage therapy is preferable to drugs, splints, or surgery to treat CTS. In addition, in a whole body approach to treating Carpal Tunnel syndrome, one should consider biomechanical devices to aid in retraining, ergonomic devices to prevent additional stress, etc. Stretching prevents injuries because a tight muscle has a greater chance of being strained than a relaxed one. Daily regular stretching could prevent most injuries that occur at the computer, which are the results of cumulative micro trauma. Repetitive Stress injuries, such as Carpal Tunnel Syndrome, are caused by using the computer for hours on end without proper attention to the natural laws governing the body, or to one's posture. Comm Tech & Policy Division Student Paper 32 Appendix D Questionnaire Containing Demographic and Social Presence Measures 1) Age______ 2) Gender M / F 3) Year in college: Freshman / Sophomore / Junior / Senior + 4) Would you say that you are comfortable performing routine tasks on a computer? Comfortable1----2----3----4----5----6----7 not comfortable 5) Do you prefer to work on a PC or Mac platform? PC / Mac 6) Have you ever heard of a chatterbot or a chat bot? Y/ N 7) Did you feel that your experience with Ramona was: insensitive 1----2----3----4----5----6----7 sensitive 8) Was the work surface/keyboard height: comfortable 1----2----3----4----5----6----7 uncomfortable 9) Did you feel that your experience with Ramona was: cold 1----2----3----4----5----6----7 warm 10) Were your thighs parallel to the floor when seated? Y / N 11) Did you feel that your experience with Ramona was: impersonal 1----2----3----4----5----6----7 personal 12) Were your feet flat on the floor/footrest when seated? Y / N 13) Did you feel that your experience with Ramona was: passive 1----2----3----4----5----6----7 active 14) The monitor screen was at a level that was: comfortable 1----2----3----4----5----6----7 uncomfortable 15) Did you feel that your experience with Ramona was: unsociable 1----2----3----4----5----6----7 sociable 16) Was the computer screen located 12"-24" away from your eyes? Y / N 17) Did you feel that your experience with Ramona was: meaningful 1----2----3----4----5----6----7 meaningless 18) Your eyes when performing these tasks felt: strained 1----2----3----4----5----6----7 not strained 19) Did you feel that Ramona was: intelligent 1----2----3----4----5----6----7 not intelligent 20) The angle of the screen produced: little glare 1----2----3----4----5----6----7 a lot of glare 21) Did you feel that Ramona was more: proactive 1----2----3----4----5----6----7 reactive 22) The images on screen are clear and easy to read 1----2----3----4----5----6----7 not clear or easy to read 23) How would you rate your conversation with Ramona? Satisfying 1----2----3----4----5----6----7 not satisfying 24) The key board felt responsive 1----2----3----4----5----6----7 unresponsive 25) Did you feel that Ramona was: friendly 1----2----3----4----5----6----7 unfriendly 26) The mouse felt responsive 1----2----3----4----5----6----7 unresponsive
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