Synthetic emotions could make computers nicer


Synthetic emotions could make computers nicer When today's users respond emotionally to a computer, they typically call it unprintable names, perhaps hold down all the keys and maybe contemplate throwing it out a window. But such unpleasantness could be a thing of the past if projects at Stanford University and at the Massachusetts Institute of Technology Media Laboratory bear fruit. Researchers are studying how to make people feel happy about the relationship between man and machine—and how to make computers more soothing when they detect frustration. The approach has started to attract serious attention from computer and software designers—as well as criticism that it is misconceived and ethically questionable.

The new interest in how people feel about computers, as opposed to simply how they use them, has been driven in large part by Byron Reeves and Clifford I. Nass of Stanford, who have long studied how people respond to what Nass is happy to call a computer's personality. Reeves and Nass have shown that even computer-literate people respond emotionally to machine-generated messages they see on a screen, as well as to apparently irrelevant details, such as the quality of a synthesized voice. Their responses are much like those that would be elicited by a real person.

An unhelpful error message, for example, elicits the same signs of irritation as an impolite comment from an unlikable person. Such involuntary and largely unconscious responses have potentially important consequences. Users engage in gender stereotyping of machines, for example, being more likely to rate a "macho" voice as authoritative than a female one. Users also enjoyed interacting better with a screen character of their own ethnicity than with a character portrayed differently. Because so many people today spend more time interacting with a computer than with other people, hardware and software designers have a keen interest in such issues—as the imposing list of corporate sponsors supporting Reeves and Nass's work testifies.

At M.I.T., Rosalind W. Picard and her students are trying to take the next step—giving computers the power to sense their users' emotional state. Picard is convinced that computers will need the ability to recognize and express emotions in order to be "genuinely intelligent." Psychologists, she points out, have established that emotions greatly affect how people make decisions in the real world. So a computer that recognized and responded to emotions might be a better collaborator than today's insensitive, pigheaded machines.

Detecting emotions is difficult for a machine, especially when someone is trying to conceal them. But Picard says she has at least one system "that definitely looks useful." The apparatus detects frowning in volunteers who are asked to perform a simple computer-based task and are then frustrated by a simulated glitch. The setup monitors the frown muscles by means of a sensor attached to special eyeglasses. Other studies she has conducted with Raul Fernandez have achieved "better than random" detection of frustration responses in 21 out of 24 subjects by monitoring skin conductance and blood flow in a fingertip. Picard's work, too, has attracted industry interest.

Jonathan T. Klein, also at M.I.T., is building on Picard's results to try to make friendlier digital helpmates. Klein is testing strategies for calming down frustrated users. Klein's system may, for example, solicit a dialogue or comment on the user's annoyance sympathetically without judgment. (These strategies were inferred from observations of skilled human listeners, according to Klein.) Nass suggests that computers might one day detect when a user is feeling down—and try to adapt by livening things up.

But the notion that computers might respond emotionally—or what psychologists call "affectively"—itself causes frustration in Ben Shneiderman, a computer-interface guru at the University of Maryland. Shneiderman says people want computers to be "predictable, controllable and comprehensible"—not adaptive, autonomous and intelligent. Shneiderman likens an effective computer interface to a good tool, which should do what it is instructed to do and nothing else. He cites the failed "Postal Buddy" stamp-selling robot, the extinct talking automobile and Microsoft's defunct "Bob" computer character as evidence of the futility of making machines like people. And there are significant ethical questions about allowing people to be manipulated by machines in ways they are not aware of, Shneiderman contends.

Picard, though, says her studies address only emotions that people do not try to hide. And Nass, who acknowledges Shneiderman's ethical concerns, notes that Microsoft Bob's digital progeny are alive and well—as the humanoid assistants, such as "Einstein" and "Clip-It," that dispense advice in Office 97's built-in help system. Machines are already becoming more polite, Nass states, and more friendliness is on the way.

Tim Beardsley in Washington, D.C.



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