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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Metaverse: Exploring Artificial Morality through a Talking Cricket Paradigm</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giuseppe Fulvio Gaglio</string-name>
          <email>giuseppefulvio.gaglio@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Agnese Augello</string-name>
          <email>agnese.augello@icar.cnr.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arianna Pipitone</string-name>
          <email>arianna.pipitone@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luigi Gallo</string-name>
          <email>luigi.gallo@icar.cnr.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rosario Sorbello</string-name>
          <email>rosario.sorbello@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Chella</string-name>
          <email>antonio.chella@unipa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Palermo, Viale delle Scienze</institution>
          ,
          <addr-line>Palermo</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <abstract>
        <p>As technological innovations continue to shape our social interactions, the Metaverse introduces immersive experiences that reflect real-life practices, accessible by users through their avatars. However, these interactions also bring forth potential negative aspects, including discrimination and cyberbullying. While current automatic detection systems exist, educating users on appropriate behaviour remains crucial. Leveraging recent advancements in Artificial Intelligence, the paper focuses on creating virtual AI-controlled moral agents within the Metaverse to guide users in dealing with moral dilemmas. The research aims to understand how such agents impact users' perceptions and behaviours in ethically challenging virtual environments.</p>
      </abstract>
      <kwd-group>
        <kwd>Cricket Paradigm</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Through the continuous advances in technology over the past decades, the intense influence
of innovation in human interactions is being manifested today with unprecedented power. If
the dissemination of personal computers, the Internet and mobile devices contributed to the
emergence of a new paradigm in the way we engage with other people and our surroundings,
today’s never-ending research and technology have landed us on the shores of the immersive
worlds of Virtual Reality (VR) and Augmented Reality (AR), and will result into a further
revolution in our social interaction. In fact, while the former creates a completely virtual
environment, usually accessible through glasses or visors, the latter superimposes digital
elements onto the real world through devices such as smartphones or smart glasses, enriching
the perception of the surrounding environment. Such systems have laid the groundwork for an
idea that was previously present only in science fiction books to take shape, the Metaverse, or
that digital universe with every potential to influence and transform many aspects of our lives
Corresponding author
nEvelop-O
(A. Chella)
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        In the interconnectedness of virtual worlds that characterizes the Metaverse, human presence,
interaction, and experience come together to address profound new changes. As users enter this
technological innovation, they interact and communicate through personalized avatars designed
to replicate real-world social norms and practices. Although this fledgling universe seems to
ofer an infinity of new possibilities, all the issues and dificulties that characterize human
interactions are not left behind in the real world but are transferred digitally and bring with
them a whole new set of challenges that, despite the connection to reality, must be addressed
diferently. In the same way as with the Web, the allure of the Metaverse hides traps, especially
for younger people. These pitfalls are the same as in the real world, such as discrimination,
cyberbullying, privacy violations, and cybercrime. This makes taking preventive measures
urgent and necessary. In similar situations, technology has already come to our rescue by
putting various tools at our disposal. There are automatic detention mechanisms already built
into current social platforms through which deleterious situations for users can be blocked
and in many cases prevented [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. To make such tools truly efective, however, requires proper
user education and awareness of moral issues, starting from the very basics. Thus, providing
guidance that facilitates appropriate conduct and keeps away from danger is important in
making the virtual universe a safe place.
      </p>
      <p>
        Recent successes in Artificial Intelligence (AI) have further expanded technological boundaries,
showing paths still thought to be distant. One demonstration has been the rapid spread of
avatars animated by large language models (LLMs) that can efectively reproduce real human
interactions. The manner in which this simulation occurs may facilitate a sense of trust in the
human counterpart interfacing with such avatars [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. This sense of trust is also influenced by
the appearance of the avatar itself. Research shows how diferent aspects of avatars can have
very diferent efects on interaction with a human being and especially, if the virtual avatar is
tasked with giving advice and suggestions, on persuasion [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. It seems plausible, therefore, that
a virtual avatar controlled by a moral agent could help provide crucial assistance in all those
virtual environments where behavioural conduct is expected and where the possibility of freely
making moral choices is present.
      </p>
      <p>
        The work presented in this paper concerns in first place the creation and placement of two
diferent virtual moral agents, one obviously artificial and one of dubious nature, within a virtual
setting. Then, moral dilemmas that may occur in the Metaverse environment are replicated here
in order to study users’ perceptions of and reactions to such agents, considering the seemingly
distant from reality nature of such an environment. The realization of the two moral agents is
based respectively on the work done by Emelyn et al. about Moral Stories [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and on ChatGPT.
The paper is organized as follows: section 2 describes the latest research advancements in the
area of the Metaverse, virtual avatars and artificial agents; in section 3 the ethical theories
underlying this work will be presented, followed by a description of the work around the Moral
Stories Dataset; section 4 concerns the architecture and implementation work, while section 5
describes some examples that will be used in future experimentations. This will be followed, in
section 6, by a discussion on the motivations of the study. Finally, the future prospects of this
research will be discussed in section 7.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. State of the Art</title>
      <p>
        The concept of a virtual parallel universe originates in science fiction literature and has also
gained popularity through subsequent film adaptations. The term metaverse first appeared
in the novel by Stevenson entitled Snow Crash, first published in 1992, and it is associated
with a three-dimensional virtual space in which users can move through their avatars [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Despite the digital nature of such a world, what happens within it ends up having an impact
on the real world and in particular on the users’ psyche. With the advancement of research
and technology, the thin wall dividing science fiction from real science has been broken down
several times throughout history. The Metaverse has indeed become a fact and it will be
characterised by the combination of diferent technologies, but it is still in an embryonic stage
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. It is conceived today as a sort of 3D Internet in which the technologies of social networks,
mixed reality, artificial intelligence and 5G/6G networks will converge, and through which
users can get in touch with each other, breaking down physical and geographical barriers and
creating new patterns of social interaction. Social interactions within the Metaverse are bound
to develop significant connections with the dynamics of reality and the existing social network
environments. This deep connection is of considerable importance as the social networking
world has been permeated by various negative aspects present in real life, including racial bias,
gender discrimination and bullying behaviour. Studies have shown how these negative aspects
have also influenced the technologies used in current social networks. A case in point is the
use of augmented reality-based applications that apply beauty filters to photographs that often
end up homogenising the features of faces, making them conform more to Western canons of
beauty [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        As we said earlier, the proper Metaverse is still at a primitive stage. However, its precursors
can be identified in massively multiplayer online role-playing games (MMORPGs). These are
in fact to all intents and purposes quite large virtual worlds where users can connect with
each other by showing themselves through customised avatars and share experiences, establish
relationships, etc [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In turn, MMORPGs have been inspired by classic role-playing games
(RPGs), in particular for the presence of Non-Player Characters (NPCs). These are AI-controlled
avatars, thus not human, but still playing crucial roles within the virtual world to which they
belong. The progression of RPGs, and consequently of MMORPGs, is in fact very much based
on the choices made by users and generally NPCs are used as companions, allies, advisors or, in
most cases, as guides. The importance of the presence of NPCs in these virtual environments
has thus already highlighted how significant the interaction between real users and AI is in
shaping social dynamics even before the advent of the Metaverse. Very often, in games where
moral dilemmas are present, the behaviour and realistic appearance of NPCs can significantly
influence the players’ choice in either direction. For this reason, the research world is devoting
much efort to the realisation of NPCs capable of simulating real users not only in the realism
of physical appearance, which also plays an important role [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], but above all in the behaviour
and simulation of emotions [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In order for the influence on users to be efective, an NPC
should be able to simulate plausible behaviour and be equipped with the ability to analyse
and understand the context and behaviour of other users through a proper understanding of
verbal and non-verbal signals. Approaches based on the cognitive capabilities of an artificial
agent are interesting precisely because they might be able to replicate realistic behaviour based
on human-like perceptions and thus be able to deceive the observer’s eye. The MET-iquette
architecture proposed by [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] allows the implementation of social NPCs in the Metaverse. It is
based on a social practice model used by the agent in the deliberation process. The architecture
is in fact composed of modules that allow the analysis of the context, the identification of the
current social practice and the consequent activation of the most suitable verbal and non-verbal
behaviours. There are also models based on cognitive architectures that integrate emotional
aspects into NPCs through a cognition-based perspective [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], enabling virtual characters to
process and respond to emotions in a more sophisticated way. This integration of emotion and
cognition can lead to a more realistic representation of human interactions within the virtual
environment. The reproduction of highly realistic behaviour and the efective simulation of
emotions in virtual agents appear to have a significant impact in eliciting empathy from users
[14]. This phenomenon can also easily be traced back to the Theory of Mind (ToM), which
concerns our ability to perceive and assign mental states to other individuals, animals or things,
thus including virtual agents [15]. The bridge between users and these virtual agents due to
empathy also results in the building of a relationship of trust with the AI. Users in fact have the
impression of being understood by these agents, which respond and adapt to their emotional
needs in a realistic and convincing manner. Finally, research on cognitive architectures for
artificial agents has shown how solid empathy and trust arise from being able to know an agent’s
thoughts and intentions through listening to its inner speech [16] and from its storytelling
abilities [17].
      </p>
      <p>In an environment with less rigid rules than those of a video game, it would be desirable for
the agent itself to be subject to precise rules in order to positively influence user behaviour. It
is therefore essential that such agents adopt a set of well-defined ethical, moral and virtuous
norms. This set of norms becomes a guiding code that precisely regulates the agent’s behaviour,
thus helping to ensure an ethically responsible and constructive interaction with users.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Theoretical Background</title>
      <sec id="sec-3-1">
        <title>3.1. Ethical theories and moral agents</title>
        <p>The idea of developing a virtual agent devoted to virtues is one of the most intriguing concepts,
as it would pave the way for a guide figure intrinsically oriented towards ethical and morally
correct behaviour. This approach, known as Virtue Ethics, has been studied in various fields of
scientific literature. However, although connectionism-related solutions have been proposed, a
significant challenge related to its practical implementation emerges, as the language of virtue
and the concept of virtue itself prove to be complex and dificult to encode in algorithms [ 18].
In contrast, ethical approaches based on deontology and consequentialism are structurally
better suited to algorithmic implementation. Deontology is in fact based on the definition of
a set of moral rules that guide behaviour, whereas consequentialism involves analysing the
consequences of an action and choosing the action with the greatest utility. The models can
therefore be schematised as follows:
• Consequentialism (acting on the basis of the consequences of an action): Ethical
dilemma → possible actions → consequences → utility of consequences → selection of
action with maximum utility
• Deontology (acting according to rules): Ethical dilemma → identification of moral rule
→ selection of action in accordance with the rule
• Virtue Ethics: Ethical dilemma → interpretation of intangible concepts (moral character,
eudaimonia, etc.) → action</p>
        <p>Virtue Ethics thus presents an additional challenge as it focuses on the essence of the individual
rather than his or her specific actions [ 19]. Morality, on the other hand, is usually thought
of as a corpus of moral values and correct behaviours that enable one to live peacefully in a
society [20]. However, dificulties also arise here because morality is not actually objective
worldwide. On the contrary, moral values and good behaviour difer according to diferent
cultures. This means, therefore, that moral values depend on the personal and psychological
assumptions of an individual person and his or her community. Normative ethics, then, is
considered a list of the basic principles on how people should behave according to the morals of
their culture. Consequentialist and deontological approaches are thus two types of normative
ethical theories and are currently the main ethical theories used in AI for the development of
Artificial Moral Agents (AMA) [ 21]. Such AMAs are virtual or physical agents that can perform
ethical or at least avoid unethical behaviour based on moral rules and norms. Ongoing research
in artificial intelligence aims to develop agents capable of acting in a morally responsible manner,
incorporating these diferent ethical perspectives into their decision-making processes.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Moral Stories</title>
        <p>The work carried out by Emelyn et al. first involved the creation of a dataset consisting of
crowdsourced stories. Each story consists of seven sentences. The first three constitute the context: a
moral norm; a situation describing the setting and characters; an intention corresponding to
the protagonist’s goal; and then follow the four sentences corresponding to moral and immoral
actions and their respective consequences. Classification and generation models were trained
on this dataset on diferent tasks. In particular, classification was dedicated to actions, while
generation covered actions, norms and consequences. In order to improve the generation of
norms and consequences, the authors employed the trained models (RoBERTA, BART, T5) in a
so-called Chain-of-Expert (CoE), a series of classifications, generations, reclassifications and
regenerations chained on actions and consequences that finally lead to the generation of more
consistent norms and consequences. As will be detailed later, such a CoE model was employed
for the realisation of one of the moral agents in the work described in this paper.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Fostering Ethics: Study and Implementation of Moral Agents</title>
      <sec id="sec-4-1">
        <title>4.1. An illustrative Scenario</title>
        <p>The scenario presented aims to emulate a realistic situation that could occur in the Metaverse.
To maximise user immersion, the user is assigned a role, following the model of a role-playing
game (RPG). In this setting, the user interacts with an NPC representing a blind man who has
lost his wallet and requires assistance. The moral dilemma the user faces concerns the choices
to be made after retrieving the wallet. Once the selection has been made, the user is engaged,
via a screen and in textual form, by a first moral agent who directly assesses the morality of the
action, and upon request, by a second moral agent who provides a more discursive response.
The choice of using two separate agents was made in order to compare the level of influence,
trust and persuasion on the user and the moral evaluations of the agents themselves. The
implementation of the moral agents and the realisation of the virtual scene will be presented
below.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Moral agents</title>
        <sec id="sec-4-2-1">
          <title>4.2.1. Chain-of-experts-based</title>
          <p>As mentioned before, for the first virtual assistant, the Moral Stories Dataset is employed
through which we trained natural language processing (NLP) models to create a moral agent
through a chain of experts. Specifically, following the authors’ recommendations, we employed
RoBERTa for action classification, and BART for consequence generation and the identification
of the relevant moral norm. The AI integration adds a layer of complexity to the immersive
experience, enhancing user engagement and decision-making. The following workflow was
established:
1. User Decision and Context: As the user makes a choice from three buttons, each
displaying a text choice, the context of the situation and intention is considered.
2. RoBERTa Action Classification: RoBERTa evaluates the morality of the chosen action
based on the given context (situation and intention). This classification forms the basis
for further steps.
3. BART Consequence Generation: Utilizing the RoBERTa classificator, a BART model
generates a possible consequence corresponding to the chosen action and contextual
information. This dynamic consequence generation enhances narrative realism.
4. BART Moral Norm Generation: Building upon the action classification and generated
consequence, another BART model creates the relevant moral norm. This norm is
determined based on the context, user choice, and consequences, enhancing the depth of the
virtual environment’s ethical framework.</p>
          <p>This architecture is visible in figure 1. The integration of these AI models creates a
multilayered interaction where users not only make choices but also experience the consequences of
their actions in alignment with moral norms. This approach not only enriches the experience
but also reflects the complexities of real-world decision-making within a simulated environment.
The foundation of this AI integration rests upon the robustness of the Moral Stories Dataset.
This dataset, with its diverse collection of moral scenarios, allows the AI models to provide
meaningful and contextually appropriate responses to user actions, thereby enhancing the
immersion and ethical engagement of the experience. After fine-tuning the models in the Linux
environment, they were uploaded to the Hugging Face Hub [22, 23, 24, 25] in order to use the
specially created API for inserting transformer models into Unity.</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>4.2.2. ChatGPT-based</title>
          <p>As mentioned earlier, one of the fundamental objectives of this research is to closely examine
the reaction of users when interacting with an artificial agent. If the artificial agent provides
clear and distinct responses that are recognisable as artificially produced, it becomes essential
to introduce a second agent that generates more human-like responses, to the point of casting
doubt on its artificial nature. This approach allows to explore in detail how and to what extent
users develop trust in an artificial agent and what level of ToM is associated with it. In particular,
it provides the opportunity to answer a crucial question: whether users’ trust in the artificial
agent stems from its resemblance to humans or is compromised by it. As ChatGPT’s ability
to participate in RPGs is well known [26], its integration into the virtual scenario becomes an
essential element to further expand the ethical experience. The main objective was to ofer users
the opportunity to engage in interactions with an entity that could provide moral evaluations
and advice based on their choices. This would help create a deeper and more engaging space
for reflection within the experience. The integration was made possible through the use of an
unoficial C# .NET library centred on OpenAI API [ 27]. By initiating the interaction, ChatGPT is
instructed through an initial prompt that guides it to behave as a ’Jiminy Cricket’. This prompt
clearly establishes ChatGPT’s role and task of providing moral evaluations and advice based
on user choices. After receiving instructions through the initial prompt, ChatGPT assumes
the role of an ethical guide within the virtual environment. This process brings deeper and
more engaging interactivity. In addition to making decisions within the virtual environment,
users are guided through moral considerations and tailored advice provided by an artificial
intelligence that acts as an integral part of the plot.</p>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Virtual environment</title>
        <p>The virtual scene was created through the Unity game engine and was developed
simultaneously for both VR and Desktop devices. This approach has allowed participants to immerse
themselves in the virtual environment, regardless of the chosen platform, to experience a fusion
of storytelling and interaction. The essence of immersion was achieved through an intricate
combination of 3D modelling and animations made from scratch or obtained from online
resources. The goal was to create an atmosphere where the user, akin to a role-playing game,
assumes the role of a character with a well-defined purpose. In this narrative dynamic, the user
makes crucial choices, much like in a traditional role-playing game.</p>
        <p>A balanced approach was adopted to craft the environment between starting from scratch and
employing existing resources. Utilizing the Blender 3D modelling software, unique models of
buildings and objects were created, giving the environment a distinctive character and
personality. Simultaneously, freely available models sourced online were integrated to optimise the
process and expedite production. Animation was a critical component in bestowing realism and
vitality to the experience. In particular, for characters with whom the user interacts, such as the
blind character, reliance was placed on the resources provided by Adobe’s Mixamo. This service
ofers a wide array of pre-defined animations for 3D characters, allowing the blind character to
move and act realistically, thereby contributing to an authentic engagement.
Interactivity was concentrated on targeted interactions. Users have the ability to interact
solely with key characters through menus present within the environment. This approach
aimed to focus the user’s attention on the narrative and the significant choices within the story.
As written before, the experience was designed with the intention of being accessible both
through desktop computers and VR headsets, enabling the adaptation of interactions through
the C# programming language to respond to both mouse and keyboard inputs and VR controller
commands. This dual development ensured a refined user experience on both platforms. To
ensure optimal visual impact, especially in the VR context, the Unity Universal Render Pipeline
was employed, guaranteeing high-quality graphical rendering. The full system architecture is
shown in figure 2.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Simulation examples</title>
      <p>The role assigned to the user within the simulation is a crucial component in motivating the
choices to be made later. In this scenario, the user assumes the role of a parent engaged in an
urgent rescue of their daughter. However, the only means of transport available to reach his
daughter is the underground, and the parent realises that he has forgotten his wallet containing
the money for the ticket, with no way of getting back. As the scene continues, the user comes
into contact with a blind man who requests assistance. Once the interaction with this man
is chosen (as shown in figure 3), it emerges that he has misplaced his wallet and needs help
ifnding it. At the same time, the approximate location of the lost wallet is shown. When the
user reaches the wallet, a menu of three possible options is presented. These options include:
• Return the wallet with all the money.
• Steal the wallet.</p>
      <p>• Return the wallet after secretly stealing some of the money.</p>
      <p>Once the choice has been made, an additional screen (figure 4) opens in which the response
of the first moral agent is given. Here, the user has the option of changing his or her choice
or continuing with it. The decision is also included in a text input field, with the possibility
of changing the response. Subsequently, when the user presses the submit button, the second
ChatGPT-based moral agent is queried. The initial instructions are set as follows:
You are my Jiminy Cricket. I left my money at home and as I was running to urgently take the
metro to rescue my daughter, a blind man stopped me and asked me for help to find his lost wallet.
I want to take the metro as soon as possible. When I tell you my choice on how to act, you will
advise me morally with an explanation and possible consequences. Answer briefly and precisely .
At this point the second moral agent waits for users to make a choice within the storyline and,
once the choice is made, it ofers a moral evaluation along with advice based on the user’s
decision. Once again, the user has the opportunity to change his or her decision or definitively
confirm it at this stage of the process.</p>
      <p>Example 1
• User choice: return the wallet with all the money
– Moral agent 1
∗ morality percentage:
· moral 99,99921%
· immoral 0,0007913571%
∗ consequences: the owner of the wallet is grateful to me for helping him find
his wallet;
∗ norm: it’s good to help people who are blind.:
– Moral agent 2: Good choice! By helping the blind man find his lost wallet, you
are showing empathy and compassion. This act of kindness may bring a sense of
fulfilment and satisfaction. However, it may also cause a delay in reaching the metro
and potentially impact your ability to rescue your daughter.</p>
      <p>Example 2
• User choice: steal the wallet
– Moral agent 1
∗ morality percentage:
· moral 0,0002268903%
· immoral 99,99977%
∗ consequences: the man’s wallet is stolen and he has to go to the police to
report it;
∗ norm: it’s wrong to steal someone’s wallet;
– Moral agent 2: Stealing the wallet is morally wrong and goes against the principles
of honesty and integrity. It may provide temporary relief for your own needs, but it
will have negative consequences. Stealing can lead to guilt, a damaged reputation
and legal consequences if caught.</p>
      <p>Example 3
• User choice: return the wallet after secretly stealing some of the money
– Moral agent 1
∗ morality percentage:
· moral 0,0008594676%
· immoral 99,99915%
∗ consequences: the blind man is grateful to me for helping him find his wallet
and thanks me for it;
∗ norm: it’s wrong to steal from blind people.
– Moral agent 2: I understand that you may be in a hurry and tempted to take some
coins for yourself, but it is important to act with honesty and integrity. Taking
someone else’s belongings, even if it seems like a small amount, is morally wrong.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Discussion</title>
      <p>The integration of two diferent moral agents, one clearly non-human and the other more
ambiguous, ofers the opportunity to explore how users react and relate to the concept of
trust in environments apparently distant from reality and in which they are called to make
an ethical choice. In such a context where it might seem that rules are absent or that the
consequences of choices are irrelevant for real life - a perception which, it must be underlined,
is incorrect - it was therefore decided to further explore this terrain. Thus, the main objective
of integrating ChatGPT as a moral ’talking cricket’ is to understand how users perceive and
relate to diferent types of artificial intelligence. The moral agent trained on the Moral Stories
Dataset, based on pre-defined rules and evaluations, represents a more transparent but perhaps
less natural approach, ofering concise and clear answers. On the other hand, ChatGPT ofers
deeper and richer explanations, adding a human-like dimension. This contrast raises interesting
questions that will be addressed in future work. The peculiarity of this architecture also lies in
the sequentiality of the responses of the moral agents. In fact, the two agents do not respond
at the same time, but one after the other. More precisely, the former responds automatically
when the choice is made, while the latter (ChatGPT) is only upon the user’s request. After
receiving each response, the user has the possibility of confirming his or her choice or, vice
versa, of reconsidering it and obtaining new cues from the agents. Users are thus faced with
the question of whether they prefer a moral entity that ofers definitive answers or one that
reflects the nuances of real human decisions. Ultimately, this study aims to reveal not only how
users make moral decisions, but also how they face the challenge of assigning trust in a context
where the boundaries between artificial and human become blurred.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions and future works</title>
      <p>In this paper, an attempt to realise a moral virtual agent that could act as a guide for users in
all those virtual environments in which their presence might be required, starting with the
emerging and, in many respects, insidious Metaverse, has been addressed in a technical and
practical manner. This objective inspired the research to investigate the concept of trust in
interactions between humans and artificial intelligence. The examples, although very basic in
this first phase as more space was given to the technical-practical aspect of implementation,
were in particular dedicated to understanding the level of trust and the efects of interaction
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