31,487 research outputs found

    Extraction and Analysis of Dynamic Conversational Networks from TV Series

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    Identifying and characterizing the dynamics of modern tv series subplots is an open problem. One way is to study the underlying social network of interactions between the characters. Standard dynamic network extraction methods rely on temporal integration, either over the whole considered period, or as a sequence of several time-slices. However, they turn out to be inappropriate in the case of tv series, because the scenes shown onscreen alternatively focus on parallel storylines, and do not necessarily respect a traditional chronology. In this article, we introduce Narrative Smoothing, a novel network extraction method taking advantage of the plot properties to solve some of their limitations. We apply our method to a corpus of 3 popular series, and compare it to both standard approaches. Narrative smoothing leads to more relevant observations when it comes to the characterization of the protagonists and their relationships, confirming its appropriateness to model the intertwined storylines constituting the plots.Comment: arXiv admin note: substantial text overlap with arXiv:1602.0781

    A Generative Model of Group Conversation

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    Conversations with non-player characters (NPCs) in games are typically confined to dialogue between a human player and a virtual agent, where the conversation is initiated and controlled by the player. To create richer, more believable environments for players, we need conversational behavior to reflect initiative on the part of the NPCs, including conversations that include multiple NPCs who interact with one another as well as the player. We describe a generative computational model of group conversation between agents, an abstract simulation of discussion in a small group setting. We define conversational interactions in terms of rules for turn taking and interruption, as well as belief change, sentiment change, and emotional response, all of which are dependent on agent personality, context, and relationships. We evaluate our model using a parameterized expressive range analysis, observing correlations between simulation parameters and features of the resulting conversations. This analysis confirms, for example, that character personalities will predict how often they speak, and that heterogeneous groups of characters will generate more belief change.Comment: Accepted submission for the Workshop on Non-Player Characters and Social Believability in Games at FDG 201

    The roundtable: an abstract model of conversation dynamics

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    Is it possible to abstract a formal mechanism originating schisms and governing the size evolution of social conversations? In this work a constructive solution to such problem is proposed: an abstract model of a generic N-party turn-taking conversation. The model develops from simple yet realistic assumptions derived from experimental evidence, abstracts from conversation content and semantics while including topological information, and is driven by stochastic dynamics. We find that a single mechanism - namely the dynamics of conversational party's individual fitness, as related to conversation size - controls the development of the self-organized schisming phenomenon. Potential generalizations of the model - including individual traits and preferences, memory effects and more elaborated conversational topologies - may find important applications also in other fields of research, where dynamically-interacting and networked agents play a fundamental role.Comment: 18 pages, 4 figures, to be published in Journal of Artificial Societies and Social Simulatio

    A Voice is Worth a Thousand Words: The Implications of the Micro-Coding of Social Signals in Speech for Trust Research

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    While self-report measures are often highly reliable for field research on trust (Mayer and Davis, 1999), subjects often cannot complete surveys during real time interactions. In contrast, the social signals that are embedded in the non-linguistic elements of conversations can be captured in real time and extracted with the assistance of computer coding. This chapter seeks to understand how computer-coded social signals are related to interpersonal trust

    Getting to the Core of Role: Defining Interpreters' Role Space

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    This article describes a new model of interpreted interactions that will help students as well as experienced practitioners define and delineate the decisions that they make. By understanding the dimensions that comprise the concept we call role, interpreters can more effectively allow participants to have successful communicative interactions

    An End-to-End Conversational Style Matching Agent

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    We present an end-to-end voice-based conversational agent that is able to engage in naturalistic multi-turn dialogue and align with the interlocutor's conversational style. The system uses a series of deep neural network components for speech recognition, dialogue generation, prosodic analysis and speech synthesis to generate language and prosodic expression with qualities that match those of the user. We conducted a user study (N=30) in which participants talked with the agent for 15 to 20 minutes, resulting in over 8 hours of natural interaction data. Users with high consideration conversational styles reported the agent to be more trustworthy when it matched their conversational style. Whereas, users with high involvement conversational styles were indifferent. Finally, we provide design guidelines for multi-turn dialogue interactions using conversational style adaptation

    SALSA: A Novel Dataset for Multimodal Group Behavior Analysis

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    Studying free-standing conversational groups (FCGs) in unstructured social settings (e.g., cocktail party ) is gratifying due to the wealth of information available at the group (mining social networks) and individual (recognizing native behavioral and personality traits) levels. However, analyzing social scenes involving FCGs is also highly challenging due to the difficulty in extracting behavioral cues such as target locations, their speaking activity and head/body pose due to crowdedness and presence of extreme occlusions. To this end, we propose SALSA, a novel dataset facilitating multimodal and Synergetic sociAL Scene Analysis, and make two main contributions to research on automated social interaction analysis: (1) SALSA records social interactions among 18 participants in a natural, indoor environment for over 60 minutes, under the poster presentation and cocktail party contexts presenting difficulties in the form of low-resolution images, lighting variations, numerous occlusions, reverberations and interfering sound sources; (2) To alleviate these problems we facilitate multimodal analysis by recording the social interplay using four static surveillance cameras and sociometric badges worn by each participant, comprising the microphone, accelerometer, bluetooth and infrared sensors. In addition to raw data, we also provide annotations concerning individuals' personality as well as their position, head, body orientation and F-formation information over the entire event duration. Through extensive experiments with state-of-the-art approaches, we show (a) the limitations of current methods and (b) how the recorded multiple cues synergetically aid automatic analysis of social interactions. SALSA is available at http://tev.fbk.eu/salsa.Comment: 14 pages, 11 figure

    On combining the facial movements of a talking head

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    We present work on Obie, an embodied conversational agent framework. An embodied conversational agent, or talking head, consists of three main components. The graphical part consists of a face model and a facial muscle model. Besides the graphical part, we have implemented an emotion model and a mapping from emotions to facial expressions. The animation part of the framework focuses on the combination of different facial movements temporally. In this paper we propose a scheme of combining facial movements on a 3D talking head
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