Page 255 - Socially Intelligent Agents Creating Relationships with Computers and Robots
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238                                            Socially Intelligent Agents

                             rience of them ultimately diverges as much as the two notions of embodiment
                             in them differ. Experiencing simulated self-recognition in an IA is likely to not
                             reinforce the sense of self in the human interactor at all, but rather counter it
                             and provoke a relinquishing of selfhood in parallel with the process of recog-
                             nizing an artificial self. This is because the simulation itself, the technological
                             construction of the IA, situates it within the "ethos" of technology that imposes
                             a possibly dehumanizing but always rationally utilitarian value onto its artifacts
                             [4, pp. 38,50]. Which is to say that ordinary people, more or less unwittingly,
                             experience autonomous artifacts through a disposition of what they wish tech-
                             nology to do for them. They unconsciously attribute to the artifact, as to all
                             technological apparati, the power to satisfy their desires.
                               An IA will thus have a radically different impact than traditional kinds of art,
                             although it may come closer to paralleling more recent experimental art that pur-
                             sues re-embodiment by engaging senses other than the visual. Vancouver-based
                             artist Elizabeth Van der Zaag’s interactive work Talk Nice could be approached
                             and analyzed as the latter, since the viewer is required to sit in a chair and talk
                             through a microphone to a video projection, which then responds to the input.
                             One could argue that the viewer is more physically aware of their own pres-
                             ence in the work because of these features. But Talk Nice is more accurately
                             described as an artwork that behaves like an IA. From an IA research point
                             of view, Van der Zaag’s speaking/listening system is itself an embodied agent
                             through its ability to interact with humans, so as to calculate and then commu-
                             nicate an assessment of human performance. Once the viewer has crossed the
                             threshold of reluctance (in my case) to speak aloud to a virtual other in a public
                             space, the contest for mastery of the situation – human or machine – begins.
                               Talk Nice uses SAY (Speak and Yell) software, created by the artist herself,
                             which detects loudness and the pitch at the end of a sentence in the participant’s
                             voice. The chair and microphone for participant input are located about ten feet
                             from a video projection that shows two young women seated at a table, plus
                             a floating red ball and a blue bar to the right of this scenario that reflects the
                             pitch change in the participant’s voice (Fig. 1), and a red line along the bottom
                             that shows the amplitude or loudness of the voice. Sitting in the chair turns on
                             the microphone, whereupon the girls remark that someone is there and prompt
                             the participant to speak. Their first response, which launches the "coaching
                             sessions," is that the loudness of your voice is okay or not right. But the change
                             in pitch at the very last second of your sentence is what counts, and so the
                             coaching videos continue with help in learning how to speak with an "upism."
                             The interaction is set up as a game: the Talk Nice flow chart (Fig. 2) tracks the
                             pathways through learning and subsequent moves into the chat of the Bubble
                             Tea Room and the goal of going to the cool Party.
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