Papers by Karl F MacDorman

Journal of New Music Research, 2007
Music's allure lies in its power to stir the emotions. But the relation between the physical prop... more Music's allure lies in its power to stir the emotions. But the relation between the physical properties of an acoustic signal and its emotional impact remains an open area of research. This paper reports the results and possible implications of a pilot study and survey used to construct an emotion index for subjective ratings of music. The dimensions of pleasure and arousal exhibit high reliability. Eighty-five participants' ratings of 100 song excerpts are used to benchmark the predictive accuracy of several combinations of acoustic preprocessing and statistical learning algorithms. The Euclidean distance between acoustic representations of an excerpt and corresponding emotion-weighted visualizations of a corpus of music excerpts provided predictor variables for linear regression that resulted in the highest predictive accuracy of mean pleasure and arousal values of test songs. This new technique also generated visualizations that show how rhythm, pitch, and loudness interrelate to influence our appreciation of the emotional content of music. sankarr 18/4/08 15:46 NNMR_A_292950 (XML)

Proceedings of the 3rd international conference on Human robot interaction - HRI '08, 2008
The eerie feeling attributed to human-looking robots and animated characters may be a key factor ... more The eerie feeling attributed to human-looking robots and animated characters may be a key factor in our perceptual and cognitive discrimination of the human and humanlike. This study applies regression, the generalized linear model (GLM), factor analysis, multidimensional scaling (MDS), and kernel isometric mapping (Isomap) to analyze ratings of 27 emotions of 18 moving figures whose appearance varies along a human likeness continuum. The results indicate Attributions of eerie and creepy better capture our visceral reaction to an uncanny robot than strange. (2) Eerie and creepy are mainly associated with fear but also shocked, disgusted, and nervous. Strange is less strongly associated with emotion. (3) Thus, strange may be more cognitive, while eerie and creepy are more perceptual/emotional. (4) Human features increase ratings of human likeness. (5) Women are slightly more sensitive to eerie and creepy than men; and older people may be more willing to attribute human likeness to a robot despite its eeriness.

Computers in Human Behavior, 2008
Despite the often quoted adage ''beauty is in the eye of the beholder," studies indicate people p... more Despite the often quoted adage ''beauty is in the eye of the beholder," studies indicate people perceive certain facial and bodily proportions as attractive regardless of their culture. This preference, which is present even in infants, may be more hardwired than learned. Designers of computer games, animation, virtual reality, and robots must make choices about how to depict humanlike forms. An understanding of human perception and preferences can lead to design principles for successful interaction. This study measured human responses to varying facial proportions in people, androids, mechanical-looking robots, and two-and three-dimensional characters. Participants showed greater agreement on the best proportions of faces they considered more humanlike and more attractive and less tolerance for deviation from these proportions in more attractive faces.

Presence: Teleoperators and Virtual Environments, 2010
Simulated humans in computer interfaces are increasingly taking on roles that were once reserved ... more Simulated humans in computer interfaces are increasingly taking on roles that were once reserved for real humans. The presentation of simulated humans is affected by their appearance, motion quality, and interactivity. These presentational factors can influence the decisions of those who interact with them. This is of concern to interface designers and users alike, because these decisions often have moral and ethical consequences. However, the impact of presentational factors on decisions in ethical dilemmas has not been explored. This study is intended as a first effort toward filling this gap. In a between-groups experiment, a female character presented participants with an ethical dilemma. The character's human photorealism and motion quality were varied to generate four stimulus conditions: real human versus computer-generated character ϫ fluid versus jerky movement. The results indicate that the stimulus condition had no significant effect on female participants, while male participants were significantly more likely to rule against the character when her visual appearance was computer generated and her movements were jerky.

The eerie feeling attributed to human-looking robots and animated characters may be a key factor ... more The eerie feeling attributed to human-looking robots and animated characters may be a key factor in our perceptual and cognitive discrimination of the human and humanlike. This study applies regression, the generalized linear model (GLM), factor analysis, multidimensional scaling (MDS), and kernel isometric mapping (Isomap) to analyze ratings of 27 emotions of 18 moving figures whose appearance varies along a human likeness continuum. The results indicate Attributions of eerie and creepy better capture our visceral reaction to an uncanny robot than strange. (2) Eerie and creepy are mainly associated with fear but also shocked, disgusted, and nervous. Strange is less strongly associated with emotion. (3) Thus, strange may be more cognitive, while eerie and creepy are more perceptual/emotional. (4) Human features increase ratings of human likeness. (5) Women are slightly more sensitive to eerie and creepy than men; and older people may be more willing to attribute human likeness to a robot despite its eeriness.
Computers in Human Behavior, 2010
a b s t r a c t proposed a hypothetical graph describing a nonlinear relation between a character... more a b s t r a c t proposed a hypothetical graph describing a nonlinear relation between a character's degree of human likeness and the emotional response of the human perceiver. However, the index construction of these variables could result in their strong correlation, thus preventing rated characters from being plotted accurately. Phase 1 of this study tested the indices of the Godspeed questionnaire as measures of humanlike characters. The results indicate significant and strong correlations among the relevant indices . Phase 2 of this study developed alternative indices with nonsignificant correlations (p > .05) between the proposed y-axis eeriness and x-axis perceived humanness (r = .02). The new humanness and eeriness indices facilitate plotting relations among rated characters of varying human likeness.

Computers in Human Behavior, 2011
Do people treat computers as social actors? To answer this question, researchers have measured th... more Do people treat computers as social actors? To answer this question, researchers have measured the extent to which computers elicit social responses in people, such as impression management strategies for influencing the perceptions of others. But on this question findings in the literature conflict. To make sense of these findings, the present study proposes a dual-process model of impression management in humancomputer interaction. The model predicts that, although machines may elicit nonconscious impression management strategies, they do not generally elicit conscious impression management strategies. One such strategy is presenting oneself favorably to others, which can be measured as social desirability bias when comparing self-reported preferences with implicit preferences. The current study uses both a questionnaire and an implicit association test (IAT) to compare attitudes toward human and machine speech. Although past studies on social desirability bias have demonstrated people's tendency to underreport their preference for the preferred group when comparing two human groups, the current study found that, when comparing human speech and machine-synthesized speech, participants instead overreported their preference for the preferred (human) group. This finding supports the proposed dual-process model of impression management, because participants did not consciously treat computers as social actors.

International Journal of Human-Computer Interaction, 2011
The novice-expert ratio method (NEM) pinpoints user interface design problems by identifying the ... more The novice-expert ratio method (NEM) pinpoints user interface design problems by identifying the steps in a task that have a high ratio of novice to expert completion time. This study tested the construct validity of NEM's ratio measure against common alternatives. Data were collected from 337 participants who separately performed 10 word-completion tasks on a cellular phone interface. The logarithm, ratio, Cohen's d, and Hedges'sĝ measures had similar construct validity, but Hedges'sĝ provided the most accurate measure of effect size. All these measures correlated more strongly with self-reported interface usability and interface knowledge when applied to the number of actions required to complete a task than when applied to task completion time. A weighted average of both measures had the highest correlation. The relatively high correlation between self-reported interface usability and a weighted Hedges'sĝ measure as compared to the correlations found in the literature indicates the usefulness of the weighted Hedges'sĝ measure in identifying usability problems.

Computers in Human Behavior, 2009
As virtual humans approach photorealistic perfection, they risk making real humans uncomfortable.... more As virtual humans approach photorealistic perfection, they risk making real humans uncomfortable. This intriguing phenomenon, known as the uncanny valley, is well known but not well understood. In an effort to demystify the causes of the uncanny valley, this paper proposes several perceptual, cognitive, and social mechanisms that have already helped address riddles like empathy, mate selection, threat avoidance, cognitive dissonance, and psychological defenses. In the four studies described herein, a computer generated human character's facial proportions, skin texture, and level of detail were varied to examine their effect on perceived eeriness, human likeness, and attractiveness. In Study I, texture photorealism and polygon count increased human likeness. In Study II, texture photorealism heightened the accuracy of human judgments of ideal facial proportions. In Study III, atypical facial proportions were shown to be more disturbing on photorealistic faces than on other faces. In Study IV, a mismatch in the size and texture of the eyes and face was especially prone to make a character eerie. These results contest the depiction of the uncanny valley as a simple relation between comfort level and human likeness. This paper concludes by introducing a set of design principles for bridging the uncanny valley.

AI & SOCIETY, 2009
Japan has more robots than any other country with robots contributing to many areas of society, i... more Japan has more robots than any other country with robots contributing to many areas of society, including manufacturing, healthcare, and entertainment. However, few studies have examined Japanese attitudes toward robots, and none has used implicit measures. This study compares attitudes among the faculty of a US and a Japanese university. Although the Japanese faculty reported many more experiences with robots, implicit measures indicated both faculties had more pleasant associations with humans. In addition, although the US faculty reported people were more threatening than robots, implicit measures indicated both faculties associated weapons more strongly with robots than with humans. Despite the media's hype about Japan's robot 'craze,' response similarities suggest factors other than attitude better explain robot adoption. These include differences in history and religion, personal and human identity, economic structure, professional specialization, and government policy. Japanese robotics offers a unique reference from which other nations may learn.

International Journal of Human-Computer Interaction, 2011
Culturally influenced preferences in website aesthetics is a topic often neglected by scholars in... more Culturally influenced preferences in website aesthetics is a topic often neglected by scholars in human-computer interaction. identified aesthetic design factors of web home pages that elicited particular responses in South Korean web users based on 13 secondary emotional dimensions. This study extends Kim et al.'s work to U.S. participants, comparing the original South Korean findings with U.S. findings. Results show that U.S. participants reliably applied translations of the emotional adjectives used in the South Korean study to the home pages. However, factor analysis revealed that the aesthetic perceptions of U.S. and South Korean participants formed different aesthetic dimensions composed of different sets of emotional adjectives, suggesting that U.S. and South Korean people perceive the aesthetics of home pages differently. These results indicate that website aesthetics can vary significantly between cultures.
Proceedings of the 6th …, 2009
The need to gather and use decentralized information and resources in responding to disasters dem... more The need to gather and use decentralized information and resources in responding to disasters demands an integrated interface that can support large-scale collaboration. This paper describes the development of a collaboration tool interface. The tool will surpass existing groupware and social networking applications, providing easy entry, categorization, and visualization of masses of critical data; the ability to form ad-hoc teams with collaboration protocols for negotiated action; and agent-augmented mixed-initiative tracking and coordination of these activities. The paper reports user testing results concerning the data entry interface, emergent leadership, and the directed negotiation process. The paper also discusses planned enhancements, including formalized collaboration engineering and the use of a disaster simulation test bed.

Background: Over the past decade, pathway and gene-set enrichment analysis has evolved into the s... more Background: Over the past decade, pathway and gene-set enrichment analysis has evolved into the study of high-throughput functional genomics. Owing to poorly annotated and incomplete pathway data, researchers have begun to combine pathway and gene-set enrichment analysis as well as network module-based approaches to identify crucial relationships between different molecular mechanisms. Methods: To meet the new challenge of molecular phenotype discovery, in this work, we have developed an integrated online database, the Pathway And Gene Enrichment Database (PAGED), to enable comprehensive searches for disease-specific pathways, gene signatures, microRNA targets, and network modules by integrating gene-set-based prior knowledge as molecular patterns from multiple levels: the genome, transcriptome, posttranscriptome, and proteome. Results: The online database we developed, PAGED http://bio.informatics.iupui.edu/PAGED is by far the most comprehensive public compilation of gene sets. In its current release, PAGED contains a total of 25,242 gene sets, 61,413 genes, 20 organisms, and 1,275,560 records from five major categories. Beyond its size, the advantage of PAGED lies in the explorations of relationships between gene sets as gene-set association networks (GSANs). Using colorectal cancer expression data analysis as a case study, we demonstrate how to query this database resource to discover crucial pathways, gene signatures, and gene network modules specific to colorectal cancer functional genomics.

When a computer-animated human character looks eerily realistic, viewers report a loss of empathy... more When a computer-animated human character looks eerily realistic, viewers report a loss of empathy; they have difficulty taking the character's perspective. To explain this perspective-taking impairment, known as the uncanny valley, a novel theory is proposed: The more human or less eerie a character looks, the more it interferes with level 1 visual perspective taking when the character's perspective differs from that of the human observer (e.g., because the character competitively activates shared circuits in the observer's brain). The proposed theory is evaluated in three experiments involving a dot-counting task in which participants either assumed or ignored the perspective of characters varying in their human photorealism and eeriness. Although response times and error rates were lower when the number of dots faced by the observer and character were the same (congruent condition) than when they were different (incongruent condition), no consistent pattern emerged between the human photorealism or eeriness of the characters and participants' response times and error rates. Thus, the proposed theory is unsupported for level 1 visual perspective taking. As the effects of the uncanny valley on empathy have not previously been investigated systematically, these results provide evidence to eliminate one possible explanation.

The neurophysiology of mental events cannot be fully understood unless that of consciousness is u... more The neurophysiology of mental events cannot be fully understood unless that of consciousness is understood. As the first step in a top-down approach to that problem, one needs to find an account of consciousness as a property of the biological organism that can be clearly defined as such. However, if it is to deliver what must be expected of it, it should address what is commonly meant by the word consciousness. Unless the last condition is satisfied, the theory will fail to deliver what must ultimately be expected of it. Although current interest lies mainly in the higher functions of consciousness, such as its role in language and social relationships, the common usage of the word relates to modes of awareness that are not denied to creatures lacking language or social relationships. The basic features to be covered include awareness of the surrounding world, of the self, and of one's thoughts and feelings; the subjective qualities of phenomenal experience (qualia); the conditions a brain event must satisfy to enter consciousness; and the main divisions of mental events, such as sensations, feelings, perceptions, desires, volitions, and mental images. In the first four chapters we argue that these basic features of consciousness can all be accounted for in terms of just three categories of internal representations, each supported by the empirical evidence and each accurately definable in physical and functional terms. In the fifth, and last, chapter we take a closer look at two of the categories and what these in particular suggest as the most relevant lines of research in the contemporary spectrum of the neurosciences.
When used deliberately in television and film, jerky motion captures attention. However, it can b... more When used deliberately in television and film, jerky motion captures attention. However, it can be distracting in the movements of characters in digital video. To what extent does this kind of jerkiness influence message processing? Based on a limited-capacity model of message processing, jerky character motion was predicted to increase compliance to a persuasive message. The present experiment manipulated the jerkiness of an actor's movements in a computer-delivered video to examine its effect on responses to a hypothetical medical scenario. Jerkiness, whether subtle or obvious, increased self-reported compliance. It also decreased heart rate variability, indicating attentional mediation. Though counterintuitive, these findings indicate that jerky character motion can make computer-mediated messages more persuasive.

Applications requiring the natural use of the human hand as a human–computer interface motivate r... more Applications requiring the natural use of the human hand as a human–computer interface motivate research on continuous hand gesture recognition. Gesture recognition depends on gesture segmentation to locate the starting and end points of meaningful gestures while ignoring unintentional movements. Unfortunately, gesture segmentation remains a formidable challenge because of unconstrained spatiotemporal variations in gestures and the coarticulation and movement epenthesis of successive gestures. Furthermore , errors in hand image segmentation cause the estimated hand motion trajectory to deviate from the actual one. This research moves toward addressing these problems. Our approach entails using gesture spotting to distinguish meaningful gestures from unintentional movements. To avoid the effects of variations in a gesture's motion chain code (MCC), we propose instead to use a novel set of features: the (a) orientation and (b) length of an ellipse least-squares fitted to motion-trajectory points and (c) the position of the hand. The features are designed to support classification using conditional random fields. To evaluate the performance of the sys

One challenging research problem of hand pose recognition is the accurate detection of finger abd... more One challenging research problem of hand pose recognition is the accurate detection of finger abduction and flexion with a single camera. The detection of flexion movements from a 2D image is difficult, because it involves estimation of finger movements along the optical axis of the camera (z direction). In this paper, a novel approach to hand pose recognition is proposed. We use the concept of object-based video abstraction for segmenting the frames into video object planes (VOPs), as used in MPEG-4, with each VOP corresponding to one semantically meaningful hand position. Subsequently, a particular hand pose is recognized by analyzing the key geometrical features and the textures of the hand. The abduction and adduction movements of the fingers are analyzed by considering a skeletal model. Probabilistic distributions of the geometric features are considered for modeling intra-class abduction and adduction variations. Additionally, gestures differing in flexion positions of the fingers are classified by texture analysis using homogeneous texture descriptors (HTD). Finally, hand poses are classified based on proximity measurement by considering the intra-class abduction and adduction and/or inter-class flexion variations. Experimental results show the efficacy of our proposed hand pose recognition system. The system achieved a 99% recognition rate for one-hand poses and a 97% recognition rate for two-hand poses.
This paper proposes cognitive developmental robotics (CDR) as a new principle for the design of h... more This paper proposes cognitive developmental robotics (CDR) as a new principle for the design of humanoid robots. This principle may provide ways of understanding human beings that go beyond the current level of explanation found in the natural and social sciences. Furthermore, a methodological emphasis on humanoid robots in the design of artificial creatures holds promise because they have many degrees of freedom and sense modalities and, thus, must face the challenges of scalability that are often side-stepped in simpler domains. We examine the potential of this new principle as well as issues that are likely to be important to CDR in the future.
The speed, accuracy, and adaptability of human movement depends on the brain performing an invers... more The speed, accuracy, and adaptability of human movement depends on the brain performing an inverse kinematics transformation*i.e., a transformation from visual to joint angle coordi-nates*based on learning from experience. In human visually guided motion control, it is important to learn a feedback controller for the hand position error. This paper proposes two novel models that learn coordinate transformations of the human visual feedback controller with time delay. The proposed models redress drawbacks in current models because they do not rely on complex signal switching, which does not seem neurophysiologically plausible. 2001 Published by Elsevier Science B.V.
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Papers by Karl F MacDorman