6,001 research outputs found
Determining what people feel and think when interacting with humans and machines
Any interactive software program must interpret the users’ actions and come up with an appropriate response that is intelligable and meaningful to the user. In most situations, the options of the user are determined by the software and hardware and the actions that can be carried out are unambiguous. The machine knows what it should do when the user carries out an action. In most cases, the user knows what he has to do by relying on conventions which he may have learned by having had a look at the instruction manual, having them seen performed by somebody else, or which he learned by modifying a previously learned convention. Some, or most, of the times he just finds out by trial and error. In user-friendly interfaces, the user knows, without having to read extensive manuals, what is expected from him and how he can get the machine to do what he wants. An intelligent interface is so-called, because it does not assume the same kind of programming of the user by the machine, but the machine itself can figure out what the user wants and how he wants it without the user having to take all the trouble of telling it to the machine in the way the machine dictates but being able to do it in his own words. Or perhaps by not using any words at all, as the machine is able to read off the intentions of the user by observing his actions and expressions. Ideally, the machine should be able to determine what the user wants, what he expects, what he hopes will happen, and how he feels
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The use and function of gestures in word-finding difficulties in aphasia
Background: Gestures are spontaneous hand and arm movements that are part of everyday communication. The roles of gestures in communication are disputed. Most agree that they augment the information conveyed in speech. More contentiously, some argue that they facilitate speech, particularly when word-finding difficulties (WFD) occur. Exploring gestures in aphasia may further illuminate their role.
Aims: This study explored the spontaneous use of gestures in the conversation of participants with aphasia (PWA) and neurologically healthy participants (NHP). It aimed to examine the facilitative role of gesture by determining whether gestures particularly accompanied WFD and whether those difficulties were resolved.
Methods & Procedures: Spontaneous conversation data were collected from 20 PWA and 21 NHP. Video samples were analysed for gesture production, speech production, and WFD. Analysis 1 examined whether the production of semantically rich gestures in these conversations was affected by whether the person had aphasia, and/or whether there were difficulties in the accompanying speech. Analysis 2 identified all WFD in the data and examined whether these were more likely to be resolved if accompanied by a gesture, again for both groups of participants.
Outcomes & Results: Semantically rich gestures were frequently employed by both groups of participants, but with no effect of group. There was an effect of the accompanying speech, with gestures occurring most commonly alongside resolved WFD. An interaction showed that this was particularly the case for PWA. NHP, on the other hand, employed semantically rich gestures most frequently alongside fluent speech. Analysis 2 showed that WFD were common in both groups of participants. Unsurprisingly, these were more likely to be resolved for NHP than PWA. For both groups, resolution was more likely if a WFD was accompanied by a gesture.
Conclusions: These findings shed light on the different functions of gesture within conversation. They highlight the importance of gesture during WFD, both in aphasic and neurologically healthy language, and suggest that gesture may facilitate word retrieval
Spotting Agreement and Disagreement: A Survey of Nonverbal Audiovisual Cues and Tools
While detecting and interpreting temporal patterns of non–verbal behavioral cues in a given context is a natural and often unconscious process for humans, it remains a rather difficult task for computer systems. Nevertheless, it is an important one to achieve if the goal is to realise a naturalistic communication between humans and machines. Machines that are able to sense social attitudes like agreement and disagreement and respond to them in a meaningful way are likely to be welcomed by users due to the more natural, efficient and human–centered interaction they are bound to experience. This paper surveys the nonverbal cues that could be present during agreement and disagreement behavioural displays and lists a number of tools that could be useful in detecting them, as well as a few publicly available databases that could be used to train these tools for analysis of spontaneous, audiovisual instances of agreement and disagreement
Explorations in engagement for humans and robots
This paper explores the concept of engagement, the process by which
individuals in an interaction start, maintain and end their perceived
connection to one another. The paper reports on one aspect of engagement among
human interactors--the effect of tracking faces during an interaction. It also
describes the architecture of a robot that can participate in conversational,
collaborative interactions with engagement gestures. Finally, the paper reports
on findings of experiments with human participants who interacted with a robot
when it either performed or did not perform engagement gestures. Results of the
human-robot studies indicate that people become engaged with robots: they
direct their attention to the robot more often in interactions where engagement
gestures are present, and they find interactions more appropriate when
engagement gestures are present than when they are not.Comment: 31 pages, 5 figures, 3 table
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
ANGELICA : choice of output modality in an embodied agent
The ANGELICA project addresses the problem of modality choice in information presentation by embodied, humanlike agents. The output modalities available to such agents include both language and various nonverbal signals such as pointing and gesturing. For each piece of information to be presented by the agent it must be decided whether it should be expressed using language, a nonverbal signal, or both. In the ANGELICA project a model of the different factors influencing this choice will be developed and integrated in a natural language generation system. The application domain is the presentation of route descriptions by an embodied agent in a 3D environment. Evaluation and testing form an integral part of the project. In particular, we will investigate the effect of different modality choices on the effectiveness and naturalness of the generated presentations and on the user's perception of the agent's personality
Teaching Virtual Characters to use Body Language
Non-verbal communication, or “body language”, is a critical component in constructing believable virtual characters. Most often, body language is implemented by a set of ad-hoc rules.We propose a new method for authors to specify and refine their character’s body-language responses. Using our method, the author watches the character acting in a situation, and provides simple feedback on-line. The character then learns to use its body language to maximize the rewards, based on a reinforcement learning algorithm
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