Effects of cross-cultural language differences on social cognition during human-agent interaction in cooperative game environments
- Authors
- Bennett, Casey C.; Bae, Young-Ho; Yoon, Jun Hyung; Chae, Yejin; Yoon, Eunseo; Lee, Seeun; Ryu, Uijae; Kim, Say Young; Weiss, Benjamin
- Issue Date
- Jun-2023
- Publisher
- ACADEMIC PRESS LTD- ELSEVIER SCIENCE LTD
- Keywords
- Human -robot interaction; Social cognition; Speech system; Virtual avatar; Language differences; Cross-cultural robotics
- Citation
- COMPUTER SPEECH AND LANGUAGE, v.81, pp.1 - 15
- Indexed
- SCIE
SCOPUS
- Journal Title
- COMPUTER SPEECH AND LANGUAGE
- Volume
- 81
- Start Page
- 1
- End Page
- 15
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/185738
- DOI
- 10.1016/j.csl.2023.101521
- ISSN
- 0885-2308
- Abstract
- A major challenge in human-robot interaction (HRI) is creating the “social fluidity” necessary for humans to perceive the interaction as life-like. During verbal interactions, for instance, the speech content itself is not the only thing that matters. Rather, things like timing, cadence, and manner of speaking are necessary to speak “like a native”, yet those attributes vary significantly by language and cultural setting. To that end, we developed a bilingual virtual avatar (Korean and English speaking) capable of autonomous speech during cooperative gameplay with a human participant in a social survival video game. We then ran a series of experiments with 60 participants (30 English speakers and 30 Korean speakers) interacting with the avatar during 30-minute game sessions. The experiments included several conditions, in which we modified the avatar's speech behavior in different ways while collecting multiple types of data (audiovisua recordings, speech data, gameplay data, human perceptions). Results showed significant differences between English and Korean speakers during the experiment. Korean speakers spoke less on average and had more negative speech sentiment, while the English speakers spoke more frequently and had more positive speech sentiment. The avatar was also more likely to interrupt the human's speech in English than Korean, despite having the same design. Furthermore, Korean speakers perceived more social presence when the avatar engaged in more repetitive speech behavior, while English speakers perceived more when the avatar was more “chatty”. We suggest that these results likely relate to cultural differences between East Asian cultures and Western cultures in terms of the social norms that govern appropriate social interaction behavior, and discuss the implications for future work on interactive speech agents.
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