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De-instrumentalizing HCI: Social Psychology, Rapport Formation, and Interactions with Artificial Social Agents

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New Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies

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Abstract

Decisions in designing artificial social interactants to reproduce culturally-specific forms of human sociality evince a range of conceptions of the norms and cognitive processes involved in the human social interactions themselves. Regarding the use of machine learning (ML) in such systems, decisions whether or not to use this approach implicitly presents questions on the nature of the interpersonal adaptation that takes place and indicate a range of conceptions of the values which structure these interactions. In the design of virtual performers of musical free improvisation, several designers assume that the experience of equal partnership between improvisers can only be afforded through deployment of ML in such systems. By contrast, tests of agents not based in ML reveal that human beings experience illusions of “adaptation” in interactions with systems which lack any adaptive capacity. Such results suggest that HCI research with artificial social interactants may be used to raise new questions about the nature of human interaction and interpersonal adaptation in the formation of relationships over time.

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Notes

  1. 1.

    Again, in the case of a virtual free improviser, the designer does retain control over the system’s behavior. But unlike the control exerted over a system built to function as an “instrument” (Rowe 1992), a “player” system cannot be directly controlled on a moment to moment basis.

  2. 2.

    While peer criticism is not seen in this way by participants of other egalitarian social projects (Chaudron 1984; Snyder and Fessler 2014), improvisers view criticism as a kind of speech act that instantly nullifies equality by placing the speaker in a position of authority with regard to the actions of the addressee.

  3. 3.

    Similarity is judged by an analytical comparison of incoming and stores phrases on the basis of their loudness, pitch content, spectral centroid (or “brightness”), noisiness (or ratio of tone to noise) as well as the mean and range for these values in a given phrase.

  4. 4.

    As Eitan Wilf notes (2013b), this is a very specific notion of the term “style” which essentially predetermines what can and cannot even count as style.

  5. 5.

    These criteria were (1) the degree to which the system inspired you to respond to its playing, (2) satisfaction with unexpected or surprising responses from the system, (3) the overall sense that the interaction was meaningful, and (4) whether the system’s responses seemed relevant or random.

  6. 6.

    The main question for this experiment focused on the issue of whether or not the active listening of another improviser increases or decreases an improviser’s level of aesthetic or social-interactional satisfaction of the experience of playing music. In order to investigate this question, in a random selection of the 10 takes, the system was set to listen to a prerecorded track (and therefore, not listen to the sonic events of the current take) whereas in the remainder of takes the system listened to the combination of itself and the human performer, this being the way the system was originally designed to receive input in a performance setting. (For further discussion, see Banerji 2012.)

  7. 7.

    To be clear, the quantitative data from the experiment does not necessarily suggest a clear sense of evolution in the player’s experience across the set of 10 takes. However, the quantitatively-graded criteria do not directly correspond with positive or negative sentiments about the system’s interactivity as an experience. With the exception of one criterion (“meaningfulness”), the criteria evaluated refer to the player’s observations about the interaction overall and do not inherently convey judgments about the aesthetic value of the experience.

  8. 8.

    These were mainly minor tweaks in order to enable the system to start and stop at the push of a single button. Such changes had no effect on how the system would begin to play, behave during the improvisation itself, or how it would “end” pieces.

  9. 9.

    When improvisers meet in private, it is rare for them to “rehearse” materials. Instead, it is far more common to play for a duration similar to that of an actual concert (ranging from 20 minutes to an hour) without break. Afterwards, some discussion may take place about the music. However, given the fact that recalling specific details of such a long duration of improvisation, in which temporal coordination (i.e., pulse) is often absent and each player is engaged in significantly independent lines of action, it is doubtful that one will have a clear recollection of specific events. Therefore, it is unlikely as well that one will have the epistemological certainty required to make a comment about what has happened and how it should have been done differently (Corbett 1994).

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Acknowledgements

Earlier versions of this chapter benefitted from the insightful critiques of Nick Seaver, Zachary Chase Lipton, as well as editors and reviewers of this volume. Financial support for this project came from the Fulbright U.S. Young Journalist’s Fellowship in Germany, the Berlin Program for Advanced German and European Studies, and the Berkeley-Mellon Fellowship.

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Banerji, R. (2018). De-instrumentalizing HCI: Social Psychology, Rapport Formation, and Interactions with Artificial Social Agents. In: Filimowicz, M., Tzankova, V. (eds) New Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-73356-2_4

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