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In this paper, we move toward offering psychological benchmarks to measure success in building increasingly humanlike robots. By psychological benchmarks we mean categories of interaction that capture conceptually fundamental aspects of human life, specified abstractly enough to resist their identity as a mere psychological instrument, but capable of being(More)
In this study, we investigated people's relationships with AIBO, a robotic pet, through 6,438 spontaneous postings in online AIBO discussion forums. Results showed that AIBO psychologically engaged this group of participants, particularly by drawing forth conceptions of technological essences (75%), life-like essences (49%), mental states (60%), and social(More)
This study investigated whether a robotic dog might aid in the social development of children with autism. Eleven children diagnosed with autism (ages 5-8) interacted with the robotic dog AIBO and, during a different period within the same experimental session, a simple mechanical toy dog (Kasha), which had no ability to detect or respond to its physical or(More)
In this position paper we bring a new approach — Value-Sensitive Design — to understanding the value implications of augmented reality. We examine seven values: psychological well-being, physical well-being, privacy, deception, informed consent, ownership and property, and trust. In addition, we briefly describe our work where we apply a(More)
A venturesome hypothesis has been put forth by Wilson (1984), Kellert (1996), and others and has been receiving increasing support. The hypothesis asserts the existence of biophilia, a fundamental, genetically based human need and propensity to affiliate with other living organisms. A review of the biophilia literature sets into motion three overarching(More)
We installed large plasma displays on the walls of seven inside offices of faculty and staff at a university, and displayed, as the default image, real-time HDTV views of the immediate outside scene. Then, utilizing a field-study methodology, data were collected over a 16-week period to explore the user experience with these large display windows. Through(More)