动漫
程式化事实
冒险
游戏娱乐
社会化媒体
社会学
媒体研究
计算机科学
人工智能
万维网
艺术
视觉艺术
宏观经济学
经济
作者
Jindong Leo-Liu,Biying Wu-Ouyang
标识
DOI:10.1177/14614448221106030
摘要
By converging 3A—artificial intelligence (AI), augmented reality (AR), and anime culture, a new type of non-naturalistic and stylized anthropomorphism has been exercised on the latest hologram social robot—“Hupo.” By combining scopes of human–machine communication and cultural studies, this study investigated how this 3A convergence constructed the user experience of Hupo. Through in-depth interviews with 25 users, we revealed their expected experience related to the dual identity of anime otaku and technology geeks alongside social segregation and loneliness. We found their actual experience highlighted how anime elements offset their dissatisfactions caused by AI weakness and the uncanny valley. Three specific anime-enabled strategies were illustrated, namely anime characterization, gamification, and idolization. Our analysis suggested that pop culture offers not technical solutions but temporary compensation for the current AI limitations. Nevertheless, such fusions between anime otakuism and instinct-served technologies also raise concerns about a further animalized human society.
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