No Grice: Computers that Lie, Deceive and Conceal

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    In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology. This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications.
    Original languageUndefined
    Title of host publicationProceedings 12th International Symposium on Social Communication
    EditorsL. Ruiz Miyares, M.R. Alvarez Silva
    Place of PublicationSantiago de Cuba, Cuba
    PublisherCentre for Applied Linguistics
    Number of pages7
    ISBN (Print)978-959-7174-19-6
    Publication statusPublished - 17 Jan 2011
    Event12th International Symposium on Social Communication 2011 - Santiago de Cuba, Cuba
    Duration: 17 Jan 201121 Jan 2011
    Conference number: 12

    Publication series

    PublisherCentro de Lingüística Aplicada


    Conference12th International Symposium on Social Communication 2011
    CitySantiago de Cuba


    • METIS-277426
    • IR-75827
    • Deception
    • Human computer interaction
    • Sports
    • Grice
    • HMI-HF: Human Factors
    • EWI-18432
    • conversations
    • lies
    • HMI-IA: Intelligent Agents
    • Games

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