Tuesday 26 February 2013

Krach et al (2008)


Krach, S., Hegel, F., Sagerer, G, Binkofski, F., & Kircher, T (2008)
Can machines think? Interaction and Perspective taking with robots investigated via fMRI
PloS ONE 3, 7, e2597

A key question for robotic dialogue design is ' how to communicate the internal system state of a robot in a way that is understandable to the human user'

 Research question
do we attribute human like properties to machines? Even those that look and/or behave like humans?
Specifically
Activity of right TPC and medial Pre frontal cortex is hypothesised to linearly increase with the perceived grade of human likeness of the interactants


Studies investigating TOM with fMRI 

   usually asked participants to take the perspective of various stimuli types, cartoon characters, persons on a photograph, ie ps asked to explicitly evaluate TOM in a highly controlled context
   More recently used reciprocal interactive games between human participants  in order to access a more implicit perspective

Design
Highly interactive game scenario
4 opponents, ' all hypothetically differing liberally in the perceived grade of human likeness. 'Human likeness was operationalised by increasing the degree of anthropomorphism and embodiment'. (  Embodiment refers to the need for physicality in attribution processes, anthropomorphism as a way of explaining things in a way that we understand). It might be that a robot gives a greater sense of presence especially if it engages with the shared environment. Robots anthropomorphise more easily when they more like humans they are interacting with
   A computer CP no human shape, no perceivable button pressing
   A functionally designed Lego robot FR no human shape, button pressing with artificial hands
   An anthropomorphic model. Human like shape, button pressing with human like hands
   Human partner HP human shape, button pressing with human like hands

Video of the image beamed into the scanner. P was in fact always playing with the same confederate but did not know that assumed opponent was as per video image

Findings
' as a prerequisite to derive meaningful interpretations of the behavioural and functional imaging data on-line response behaviour and questionnaires indicated that all 20 participants
   believed in the setting I.e they believed to really interact with the partners online'
   ' neither reaction times nor button passing differed significantly between conditions'
   'Overall, participants played rather competitive with a ratio of around 60/40 (competitive/cooperative) decisions, irrespective of the partner being played'
   Debriefing questionnaire
   Fun Intelligence CP
   Competiveness CP
   Human likeness and sympathy  rated only for AR, FR


fMRI findings
' participants increasingly engaged cortical regions corresponding to the classical TOM network the more respective games partners exhibited human like features'
TPJ - each comparison
MPFC pro innately dorsal - AP & HP only



Implications and conclusions
' To summarise the present study provides first evidence that the degree of human-likeness of a counterpart modulates its perception, influences the communication and behaviour, biases mental state attribution, and, finally , affects cortical activity during such interactions'