| Literature DB >> 33958624 |
Lorenzo Cominelli1, Francesco Feri2, Roberto Garofalo1, Caterina Giannetti3,4, Miguel A Meléndez-Jiménez5, Alberto Greco1, Mimma Nardelli1, Enzo Pasquale Scilingo1, Oliver Kirchkamp6.
Abstract
Understanding human trust in machine partners has become imperative due to the widespread use of intelligent machines in a variety of applications and contexts. The aim of this paper is to investigate whether human-beings trust a social robot-i.e. a human-like robot that embodies emotional states, empathy, and non-verbal communication-differently than other types of agents. To do so, we adapt the well-known economic trust-game proposed by Charness and Dufwenberg (2006) to assess whether receiving a promise from a robot increases human-trust in it. We find that receiving a promise from the robot increases the trust of the human in it, but only for individuals who perceive the robot very similar to a human-being. Importantly, we observe a similar pattern in choices when we replace the humanoid counterpart with a real human but not when it is replaced by a computer-box. Additionally, we investigate participants' psychophysiological reaction in terms of cardiovascular and electrodermal activity. Our results highlight an increased psychophysiological arousal when the game is played with the social robot compared to the computer-box. Taken all together, these results strongly support the development of technologies enhancing the humanity of robots.Entities:
Year: 2021 PMID: 33958624 PMCID: PMC8102555 DOI: 10.1038/s41598-021-88622-9
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1Three types of player-B.
Figure 2The game.
Experimental conditions.
| Empty | Promising | Grand total | |||||
|---|---|---|---|---|---|---|---|
| Short | Long | Total | Short | Long | Total | ||
| Computer-box | 12 | 19 | 31 | 20 | 13 | 33 | 64 |
| Human | 16 | 10 | 26 | 14 | 8 | 22 | 48 |
| Humanoid (FACE) | 15 | 10 | 25 | 16 | 9 | 25 | 50 |
| Total | 43 | 39 | 82 | 50 | 30 | 80 | 162 |
This table classifies the number of observations collected in our study according to the type of counterpart the human participants confront with (i.e. computer-box, human, and humanoid) and the type of sentence they have to listen to (i.e. cointaining a promise or not, either a short or long sentence).
Type of messages.
| Types | # phrases | # seconds | phrases |
|---|---|---|---|
| Empty | 2 | < 10 | |
| 2 | > 10 | ||
| Promising | 2 | < 10 | |
| 2 | > 10 | ||
This table reports 8 sentences that occured between human participants in the study of Charness and Dufwenberg (2006) and were selected in our study. 4 out of 8 sentences were classified as short (i.e. they last less than 10 s) and empty (i.e. they did not contain any type of promise to roll the dice).
Participants’ perception and technological affinity.
| Human-likeness | Machine-likeness | ATI | |
|---|---|---|---|
| 4.96 | 3.60 | 4.84 | |
| 3.46 | 5.64 | 5.08 | |
| 2.59 | 5.93 | 4.98 | |
| Total | 3.56 | 5.15 | 4.97 |
For each type of player-B, this table reports the average values of variables measuring on a scale from 0 to 7 human-likeness, machine-likeness and technological affinity (ATI scale as in[35]).
Relative frequencies of ‘choice in’ by experimental condition and human-likeness.
| Human-likeness | Total | ||
|---|---|---|---|
| Low | High | ||
| Empty | 0.67 | 0.85 | 0.76 |
| [12] | [13] | [25] | |
| Promising | 0.73 | 1 | 0.84 |
| [15] | [10] | [25] | |
| Total | 0.70 | 0.91 | 0.80 |
| [27] | [23] | [50] | |
| Empty | 0.55 | 0.53 | 0.54 |
| [11] | [15] | [26] | |
| Promising | 0.37 | 0.86 | 0.68 |
| [8] | [14] | [22] | |
| Total | 0.47 | 0.69 | 0.60 |
| [19] | [29] | [48] | |
| Empty | 0.71 | 0.80 | 0.74 |
| [21] | [10] | [31] | |
| Promising | 0.79 | 0.79 | 0.79 |
| [19] | [14] | [33] | |
| Total | 0.75 | 0.79 | 0.77 |
| [40] | [24] | [64] | |
This table reports the relative frequencies of (i.e. the share of participants) choosing ‘IN’ for each experimental condition by human-likeness. Human-likeness is Low when the participant rating is in the lower side of the distribution on the 7-likert scale, and High otherwise. The number of observations are in squared brackets.
Figure 3Marginal effect of Sympamp High on the probability of playing ’In’.
Physiological data: EDAsymp and EDAhf_nu.
| Index | Human-likeness | |||
|---|---|---|---|---|
| EDASymp | LOW | − 0.144 | − 0.288 | − 0.129 |
| [28] | [9] | [26] | ||
| HIGH | − 0.327 | − 0.128 | 1.731 | |
| [16] | [16] | [22] | ||
| Total | − 0.211 | − 0.186 | 0.724 | |
| EDAHFnu | LOW | − 0.175 | − 2.173 | 0.275 |
| [28] | [9] | [26] | ||
| HIGH | 0.012 | 0.055 | 5.865 | |
| [16] | [16] | [22] | ||
| Total | − 0.107 | − 0.747 | 2.837 |
The EDAsymp index quantifies the activity of the sympathetic nervous system, while the EDAHFnu index quantifies the sympthovagal balance. A full description is available in the sections Description and analysis of physio data and New index from the sympathovagal assessment in Methods. Human-likeness is Low when the participant rating is in the lower side of the distribution on the 7-likert scale, and High otherwise. The number of observations are in squared brackets.
Relative frequencies of ‘choice in’by physiological state and human-likeness.
| Human-likeness | EDASymp | Total | |
|---|---|---|---|
| High | Low | ||
| High | 0.916 | 0.900 | 0.909 |
| [12] | [10] | [22] | |
| Low | 0.667 | 0.714 | 0.692 |
| [12] | [14] | [26] | |
| Total | 0.792 | 0.792 | 0.792 |
| [24] | [24] | [48] | |
| High | 0.667 | 0.857 | 0.750 |
| [7] | [9] | [16] | |
| Low | 0.616 | 0.933 | 0.786 |
| [15] | [13] | [28] | |
| Total | 0.636 | 0.909 | 0.770 |
| [22] | [22] | [44] | |
| High | 0.500 | 0.875 | 0.686 |
| [8] | [8] | [16] | |
| Low | 0.400 | 0.500 | 0.444 |
| [5] | [4] | [9] | |
| Total | 0.462 | 0.750 | 0.600 |
| [13] | [12] | [25] | |
Each cell represents the frequencies of choice ‘In’ within each category. An individual is classified in EDAsymp High whenever is above the median level of the EDAsymp distribution, and EDAsymp Low otherwise. Human-likeness is Low when the participant rating is in the lower side of the distribution on the 7-likert scale, and High otherwise. The number of observations are in squared brackets.
Figure 4Emotional state of the robot.
Figure 5Decision Rule of the robot.
Figure 6The trust game in the ‘promise’ conditions with lying aversion.