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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Electronic Commerce</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1207/s15327744joce1603&amp;4_2</article-id>
      <title-group>
        <article-title>Decision Support in Tourism through Social Robots: Design and Evaluation of a Conversation-Based Recommendation Approach Based on Tourist Segments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Justin Tolle</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexander Piazza</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carolin Kaiser</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>René Schallner</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ansbach University of Applied Sciences</institution>
          ,
          <addr-line>Residenzstraße 8, 91522 Ansbach</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Nuremberg Institute for Market Decisions</institution>
          ,
          <addr-line>Steinstraße 21, 90419 Nuremberg</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2009</year>
      </pub-date>
      <volume>16</volume>
      <issue>2006</issue>
      <fpage>183</fpage>
      <lpage>189</lpage>
      <abstract>
        <p>Tourism recommendation systems can mitigate the potential impact of choice overload on tourists. Social robots are a promising approach to provide recommendations to tourists through an engaging and intuitive user interface on sites like tourist information ofices. This study investigates whether tourists perceive tourism recommendations provided via social robots as a satisfying and efective experience and whether tourists respond better to a more human or robotic design of social robot interactions. Therefore, an experiment is conducted at a real-world tourist information ofice where 60 tourists are exposed to either the more human or robotic version of the social robot recommender system. Their feedback is collected with a survey. The results show that the social robot is perceived positively across all user-centric evaluation dimensions. This indicates that tourists accept social robots in real-world tourist recommendation situations and would also use them in the future.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Tourism Recommendation System</kwd>
        <kwd>Human-Robot Interaction</kwd>
        <kwd>Social Robot</kwd>
        <kwd>Furhat</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Tourists are exposed to a wide range of options in their search for a suitable destination and
local activities, which can lead to choice overload situations [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Recommendation systems can
mitigate this choice overload by helping the user make a decision by reducing the number of
options for a destination or activity that matches their individual preferences [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. An emerging
and promising approach to ofer automated recommendations on sites like tourist information
ofices is social robots. Social robots can handle complex dialogues and understand and express
emotions, e.g., via gestures [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. These robots interact with the users via speech technology
which allows their use in an intuitive and engaging way. Nevertheless, more evidence is needed
whether tourists would perceive recommendations provided via social robots as a satisfying and
efective experience. According to the Uncanny-Valley-Theory, the degree of human-likeness
determines users’ response to a social robot [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Human-like design can be achieved, for instance,
by visual features like gestures, auditory features like speech recognition and synthesis, and
mental features like content understanding [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Nevertheless, the Uncanny-Valley-Theory
describes the efect that users tend to respond positively to a human-like robot, but if the robot
appears too human, the response becomes negative. The study’s objective is to investigate
whether users perceive automated tourism recommendations delivered via social robots as
satisfying and efective. A particular focus is whether users prefer a rather robotic or a more
human-like social robot interaction. It will also be investigated whether the users accept the
recommendation of the social robots and whether they have an influence on their holiday
planning. Furthermore, decisive factors in the design of the conversation will be investigated,
and the users’ perceptions of a more human-like version and a rather robotic version of the
social robot will be compared.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical Framework</title>
      <sec id="sec-2-1">
        <title>2.1. Conversation Design with Social Robots</title>
        <p>
          Unlike industry robots, social robots’ main task is to interact socially with humans. These
interactions are generally based on complex dialogues, understanding and expression of emotions,
and the social robots’ possession of personality and social competencies to a certain degree
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. In this study, the social robot Furhat is used to design complex and human-like verbal and
non-verbal interactions. This social robot is realized as a head with an animated face using a
projector. The interactions are based on facial gestures, the detection of people and their emotions
via the camera, and a voice-based multiparty conversational system [
          <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
          ]. Social characteristics
should be considered in the interaction design to create satisfying social robot interaction and
avoid frustration and dissatisfaction. In the following relevant characteristics for the interaction
design of social robot recommender system are introduced, which can be classified into the
categories "Conversational Intelligence", "Social Intelligence" and "Personification" [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
Conversational Intelligence This describes the social robot’s ability to behave "humanly"
in conversations and consists of the following three factors: [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
• Proactivity means that a social robot can act independently in the user’s interest [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] and
therefore can grasp the context of the conversation and refer to what is said [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
• Conscientiousness describes the ability to follow the conversation and give appropriate
answers [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. In order to achieve this, the social robot needs to understand the user’s
intent [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
• Communicability refers to the ability to communicate efectively and eficiently what
it was designed for and how it needs to be interacted with [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The robot should be
able to present and communicate its capabilities and functions to the user [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. It can be
achieved by stating the purpose of the robot right at the beginning through an opening
message [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>For this study, various dialogues were designed before the programming of the interactions.
In both robot versions, care was taken to ensure that the robot can assign the correct intent to
as many diferent formulations as possible and that it explains its capabilities to the user at the
beginning of the dialogue.</p>
        <p>
          Social Intelligence Social Intelligence refers to the individual’s capability to demonstrate
an appropriate social behavior for achieving a desired goal [
          <xref ref-type="bibr" rid="ref14 ref8">8, 14</xref>
          ]. The following three main
concepts were considered for the implementation of the recommender system:
• Damage control refers to the robot’s ability to deal with conflicts [ 15]. When talking to
a robot, users are more conflict-prone [ 16], invest less time [17] and use vulgar language
more often [18]. To counter abuse, the robot can show an emotional reaction [19], can
react authoritatively [20] or escalate the conversation to a human employee [21].
• Manners describes the ability to be polite. [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. To meet social norms of conversation,
the robot should be at least as polite as his counterpart [15]. The ability to make small
talk supports the impression of a "polite" robot [22] and is often expected [23].
• Personalization means the ability to tailor functionality, interface, content and behavior
to the user [24].
        </p>
        <p>The humanoid version of the social robot in the study was equipped with extensive damage
control functionality to be able to react appropriately to insults. Here, an emotional reaction
supported by facial expressions was combined with an authoritarian reaction. In addition,
emphasis was placed on the humanoid social robot being always polite and being able to give
an answer to a question about the robot’s well-being. The personalization of the social robot is
mainly achieved through the individual recommendation that is given at the end of the dialogue,
which was the case for both versions.</p>
        <p>
          Personification The identity and personality of a social robot are influenced by its appearance
and how it speaks [25] as well as the choice of gender, age, and name [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. The presence of
identity leads to more engagement and perceived human-likeness [26].
        </p>
        <p>The more humanoid version of the social robot has a female face and voice, which sounds
neutral in German and has an American accent in English (as the majority of native
Englishspeaking tourists in Rothenburg are from the USA). In addition, the robot is designed to be
friendly and helpful. The social robot was given the name "Victoria" because this fits its feminine
appearance and voice and is also the name of the text-to-speech voice used. The robotic version
of the robot was given the same name to exclude influences here but was equipped with a
diferent face that visually resembles a robot. In addition, the neural voice was replaced by a
monotone-sounding standard voice.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Types of Tourists</title>
        <p>The social robot aims to give users a recommendation for a suitable activity in the city of
Rothenburg ob der Tauber at the end of the conversation. Since the creation of a personality
profile individually tailored to each person is too complex, the test persons are assigned to a
specific tourist type, based on which an activity is then recommended. This goes hand in hand
with the theory of segmentation in marketing, as products cannot be specifically adapted to
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        <sec id="sec-2-2-1">
          <title>Incidental</title>
        </sec>
        <sec id="sec-2-2-2">
          <title>Cultural</title>
        </sec>
        <sec id="sec-2-2-3">
          <title>Tourist</title>
        </sec>
        <sec id="sec-2-2-4">
          <title>Casual</title>
        </sec>
        <sec id="sec-2-2-5">
          <title>Cultural</title>
        </sec>
        <sec id="sec-2-2-6">
          <title>Tourist</title>
        </sec>
        <sec id="sec-2-2-7">
          <title>Sightseeing</title>
        </sec>
        <sec id="sec-2-2-8">
          <title>Cultural</title>
        </sec>
        <sec id="sec-2-2-9">
          <title>Tourist</title>
          <p>Low</p>
          <p>Importance of cultural tourism in High
the decision to visit a destination
each customer [27]. Assuming that tourism to Rothenburg is generally characterized by the
fact that visitors are looking for a cultural experience, a classification of cultural tourists is
selected. A widely used theory for classifying cultural tourists is the classification according to
McKercher [28]. McKercher divides cultural tourists into five diferent types, each difering in
the experience sought and the importance of cultural tourism in deciding on a destination (see
Figure 1). For the purposeful cultural tourist, learning about the culture and having in-depth
experiences is central. For the sightseeing cultural tourist, the former is also important. However,
for them, entertainment is in the foreground. For the casual cultural tourist, culture plays a
secondary role, and he or she has a superficial experience at the destination. The fourth type
only happens to participate in cultural activities during his holiday and has only a superficial
experience. In the fifth case, culture does not play a role in selecting the holiday destination,
but this type of tourist has a profound experience at the destination by serendipity.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Design and Implementation of the Prototype</title>
      <p>To enable a comparison between a humanoid and a robotic version of the recommender robot,
two skills were programmed for the Furhat. Both versions ofer the possibility to interact with
the social robot in English and German language. A classic menu structure was used to design
the dialogues. After a greeting, which also serves to set the language, the user is led to a "main
menu" from which the functions can be accessed. The range of functions was determined in
accordance with the research goals and the requirements of the Rothenburg Tourism Information
Ofice. In the first version, the social robot was able to make a recommendation for activities
based on the type of tourist and provide simple information about guided tours. The humanoid
and robotic versions of the robot difer primarily in the extent to which the aspects mentioned
in the literature have been implemented to achieve the most human interaction possible. For
example, the robotic version cannot respond to insults, does not engage in small talk, and gives
less varied answers to the user’s questions. In addition, a robotic appearance and a rather
monotonous voice was chosen. Also, the knowledge about the dialogue process is limited to
its basic functions so that the user cannot, for example, ask for a repetition of the last piece of
information.</p>
      <sec id="sec-3-1">
        <title>3.1. The Recommender System</title>
        <p>The recommender system is based on McKercher’s findings on cultural tourists and adapts
the matrix for classifying cultural tourist types. The user is asked two questions to assign
him or her to a tourist type based on the dimensions of the matrix (see Fig. 1) and to make a
recommendation. The dimension "experience sought" is determined by asking the user whether
he or she seeks an in-depth cultural experience in Rothenburg (yes/no). The second dimension
is determined by the question, how important the aspect of culture was when deciding to
travel to Rothenburg (high, medium or low). Based on this, the user is presented with a
recommendation which, depending on the type, ofers a profound cultural experience or is more
for entertainment purposes. The similar cultural tourism type model supported the selection of
specific recommendations according to Pröbstle [ 29], which, in contrast to McKercher, explains
the individual types in more detail.</p>
        <p>Pre-test and Optimizations A pre-test was conducted before the main study to evaluate
the experiment setup. Various changes were made to the programming of the social robot
to ensure a smooth dialogue and to implement the feedback from the users and the tourism
service. In contrast to the recommendation in the literature that the robots should explain their
functions at the beginning and thus manage expectations, this was found to be annoying and
too lengthy in the pre-test. For this reason, the greeting by the social robot was simplified to
only explain its functions when asked. In addition, the dialogue path to get the information
about the city tours was shortened to increase eficiency. After the pre-test, the recommender’s
functional scope was expanded to provide information on the nearest ATM and toilets as well
as with minor small talk functionalities. Further, the recommendation system now provides two
additional tourist recommendations per user type if the first recommendation is not considered
relevant by the user. In addition, numerous gestures and facial expressions were implemented
in the dialogue of the human version of the robot to promote a more natural appearance and to
integrate functions such as the confirmation of a statement intuitively by nodding. Finally, in
line with the theoretical research on conversational intelligence, a function was implemented
that enables the robot to remember and repeat previous user statements during a conversation.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Design and Results of the Experimental User Study</title>
      <p>
        A questionnaire is developed to measure the perceived satisfaction and efectiveness of the
developed recommender system within the experiment based on a selection of predefined
constructs from the Godspeed questionnaire [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and the ResQue (Recommender systems’ Quality
of user experience) model [30]. During the questionnaire design, it was assumed that tourists
would only participate in the study if the questionnaire is short. Therefore, only a subset
of constructs and items was selected to shorten the time efort per participant. The selected
constructs are illustrated in Table 1.
      </p>
      <p>The experiment was conducted for two days in the tourist information ofice in Rothenburg
ob der Tauber. The experiment setup is illustrated in Figure 2. Random tourists were invited to
participate as test users and guided through the conversation process. As part of the experiment,
60 people were interviewed who had interacted with the social robot in the tourist information
ofice beforehand. Of these, 31 participants had contact with the robotic version of the social
robot and 29 participants with the human version. The mean age of the respondents was 44.27,
with the youngest being 14 years old and the oldest being 79 years old. From the language
perspective, 38 respondents used the German version of the robot, and 22 used the English
one. The resulting answers are illustrated in Table 2. The intelligence aspect was rated with an
average of 3.93 out of 5.00 and is thus in the upper range. The diferent versions of the robot
difer only minimally with a mean diference value of 0.08. The robot was largely perceived
as likeable, as the mean value for the question category "likeability" is 4.24. For example, only
one person stated that the robot was "unfriendly". The most remarkable diference between the
robot versions can be observed in likeability, where the mean for the human version is 4.66 and
for the robotic version 3.79. The distribution of the likeability values is illustrated in Figure 3.</p>
      <p>Regarding the accuracy of activity recommendation, the social robot was rated 3.84 on average.
On the question of whether the robot suggested novel and interesting activities for the user,
the average rating is 3.25. While the accuracy of the human version of the robot was rated
0.47 worse on average, the novelty is valued 0.35 better on average. It should be noted that the
recommendations are identical in both versions and no adjustments were made to the dialogues.
According to the testers, finding an activity they want to do with the recommendation system
is mostly easy. The value for this criterion is 3.96, with a standard deviation of 0.93. Overall, 38
out of 60 participants were (very) satisfied with the advice provided by the social robot, which
corresponds to a mean value of 3.87 on the rating scale. When it comes to wanting to use a
similar recommendation system again in the future, the average score is 3.46 out of 5.00 and 35
out of 60 people rated this question as 4 or 5. The perceived usefulness of the recommendation
was rated at 3.31 and is thus in the medium positive range. Within this construct, however, there
is wide variation within the used 3 questions. For example, 40 out of 60 people feel supported by
the social robot in finding what they like, but only 5 participants said that the recommendations
influenced their previous holiday planning. Therefore, the average score for this question is only
2.60 out of 5.00. Looking at the correlations between the individual constructs, few correlations
can be identified. The greatest correlation is found in the combination of the accuracy of the
recommendation and the satisfaction with the counseling. Here, the correlation value is 0.84.
For the aspects intelligence and perceived usefulness, there is also a certain positive correlation
in connection with satisfaction with the recommendation (0.72, 0.77). Furthermore, the diferent
mean value for the diferent application versions regarding sympathy is confirmed here by a
negative correlation (-0.55) between sympathy and version. It is also striking that likeability does
not show a meaningful correlation with any of the other aspects mentioned. The questionnaire
also ofered the possibility to leave comments on the experience with the social robot in a free
text at the end. The evaluation of these comments showed that 10 study participants stated
that the robot did not understand them well. Eight participants said the robot had been "very
friendly", which fits with the scores from the rest of the questionnaire regarding sympathy. Ten
percent (6) of respondents said that the conversation overall was not interactive enough and
that they did not have time to explore the robot’s recommendations because of pre-existing
plans. Five participants lacked human contact or personal interaction.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>Overall, the user study results indicate that the participants perceive tourist recommendations
via social robots well. Nevertheless, two important limitations are not directly evident from the
results of the questionnaire data:
• Without an active approach by the study organizers, only a fraction of the people would
have sought a conversation with the robot on their own initiative.
• Without active support during the conversation, the dialogue would not have gone
through properly in most cases. This had technical reasons, as the speech recognition
could not always provide reliable results at the beginning of the conversation.</p>
      <p>When comparing the results of the two versions of the recommender system, the sympathy
value for the human version is higher than for the robotic version. However, it also showed
that sympathy does not influence the users’ behavioral intentions. The two versions have no
remarkable diferences in the other measured constructs. It should be noted, however, that some
strategies proposed and implemented in the literature are only useful when the user interacts
freely with the robot, which was not the case in this study due to the limitations. Nevertheless,
it became clear in the personal conversations with the users that these extended functionalities
can positively afect the perception of the social robot if they are suficiently well elaborated.
An important result of the survey is that although the advice was very positively received, the
tourists’ holiday planning was not influenced by the recommendations, as in their case, the
planning was already done before the trip. In future research, validating and deepening these
ifndings with a larger sample based on a longer time frame is recommended. Furthermore, the
design of the experiment setup should enable a completely independent interaction of the test
users through, e.g., improved interaction design and robust speech recognition.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>The study aimed to evaluate the users’ perception of a tourism recommender system using
a social robot and to examine the influence on the users’ behavioral intentions. In addition,
the change in users’ perception of a human-like and a robotic version of the social robot
was compared. The questionnaire evaluation indicates that the tourists perceived the social
robot recommender as satisfying and efective in both versions. The majority of users also
stated that they would use such a recommendation service again in the future. However, the
recommendation only had a minor influence on the users’ holiday planning. The sympathy
value for the human version is higher than for the robotic version, but the perceived sympathy
does not influence the users’ behavioral intentions. The diferences between the two versions
of the robot in the individual criteria are only marginal and suggest that a lower human-like
design of the social robot only has a minor influence on the quality of the decision support.
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