TY - GEN
T1 - Sit, down, stay! The comparison of virtual, robotic, and live entities for human-animal and human-technology interactions
AU - Lum, Heather C.
AU - Waldfogle, Grace E.
AU - Bowser, Nicholas J.
AU - Greatbatch, Richard L.
N1 - Publisher Copyright:
Copyright 2015 Human Factors and Ergonomics Society.
PY - 2015
Y1 - 2015
N2 - The advancement of technology has made an immense impact on our society today, explicitly using games as a teaching and training tool. In the current study, researchers examined the perceptual differences between a live, video game, and robotic pet. Participants were randomly assigned to one of the three entities and asked to interact with the entity in two different scenarios; free-play and specific training commands. Researchers measured the perceived workload differences for each condition. There are individual differences in perceived mental demand, temporal demand, and performance across the three entity types. The result of this research focuses on comparing individual differences and how they can contribute to or hinder learning and interaction in a live, game based, or robotics scenario. This has important implications for the domain of pet training as well as human-animal and human-technology interactions as a whole.
AB - The advancement of technology has made an immense impact on our society today, explicitly using games as a teaching and training tool. In the current study, researchers examined the perceptual differences between a live, video game, and robotic pet. Participants were randomly assigned to one of the three entities and asked to interact with the entity in two different scenarios; free-play and specific training commands. Researchers measured the perceived workload differences for each condition. There are individual differences in perceived mental demand, temporal demand, and performance across the three entity types. The result of this research focuses on comparing individual differences and how they can contribute to or hinder learning and interaction in a live, game based, or robotics scenario. This has important implications for the domain of pet training as well as human-animal and human-technology interactions as a whole.
UR - http://www.scopus.com/inward/record.url?scp=84981736357&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84981736357&partnerID=8YFLogxK
U2 - 10.1177/1541931215591243
DO - 10.1177/1541931215591243
M3 - Conference contribution
AN - SCOPUS:84981736357
T3 - Proceedings of the Human Factors and Ergonomics Society
SP - 791
EP - 795
BT - 2015 International Annual Meeting of the Human Factors and Ergonomics Society, HFES 2015
PB - Human Factors and Ergonomics Society Inc.
T2 - 59th International Annual Meeting of the Human Factors and Ergonomics Society, HFES 2015
Y2 - 26 October 2015 through 30 October 2015
ER -