42 research outputs found

    An OpenCCG-Based Approach to Question Generation from Concepts

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    Sticks and Stones May Break My Bones but Words Will Never Hurt Me...Until I See Them: A Qualitative Content Analysis of Trolls in Relation to the Gricean Maxims and (IM)Polite Virtual Speech Acts

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    The troll is one of the most obtrusive and disruptive bad actors on the internet. Unlike other bad actors, the troll interacts on a more personal and intimate level with other internet users. Social media platforms, online communities, comment boards, and chatroom forums provide them with this opportunity. What distinguishes these social provocateurs from other bad actors are their virtual speech acts and online behaviors. These acts aim to incite anger, shame, or frustration in others through the weaponization of words, phrases, and other rhetoric. Online trolls come in all forms and use various speech tactics to insult and demean their target audiences. The goal of this research is to investigate trolls\u27 virtual speech acts and the impact of troll-like behaviors on online communities. Using Gricean maxims and politeness theory, this study seeks to identify common vernacular, word usage, and other language behaviors that trolls use to divert the conversation, insult others, and possibly affect fellow internet users’ mental health and well-being

    Mitigating User Frustration through Adaptive Feedback based on Human-Automation Etiquette Strategies

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    The objective of this study is to investigate the effects of feedback and user frustration in human-computer interaction (HCI) and examine how to mitigate user frustration through feedback based on human-automation etiquette strategies. User frustration in HCI indicates a negative feeling that occurs when efforts to achieve a goal are impeded. User frustration impacts not only the communication with the computer itself, but also productivity, learning, and cognitive workload. Affect-aware systems have been studied to recognize user emotions and respond in different ways. Affect-aware systems need to be adaptive systems that change their behavior depending on users’ emotions. Adaptive systems have four categories of adaptations. Previous research has focused on primarily function allocation and to a lesser extent information content and task scheduling. However, the fourth approach, changing the interaction styles is the least explored because of the interplay of human factors considerations. Three interlinked studies were conducted to investigate the consequences of user frustration and explore mitigation techniques. Study 1 showed that delayed feedback from the system led to higher user frustration, anger, cognitive workload, and physiological arousal. In addition, delayed feedback decreased task performance and system usability in a human-robot interaction (HRI) context. Study 2 evaluated a possible approach of mitigating user frustration by applying human-human etiquette strategies in a tutoring context. The results of Study 2 showed that changing etiquette strategies led to changes in performance, motivation, confidence, and satisfaction. The most effective etiquette strategies changed when users were frustrated. Based on these results, an adaptive tutoring system prototype was developed and evaluated in Study 3. By utilizing a rule set derived from Study 2, the tutor was able to use different automation etiquette strategies to target and improve motivation, confidence, satisfaction, and performance using different strategies, under different levels of user frustration. This work establishes that changing the interaction style alone of a computer tutor can affect a user’s motivation, confidence, satisfaction, and performance. Furthermore, the beneficial effect of changing etiquette strategies is greater when users are frustrated. This work provides a basis for future work to develop affect-aware adaptive systems to mitigate user frustration

    Real-time generation and adaptation of social companion robot behaviors

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    Social robots will be part of our future homes. They will assist us in everyday tasks, entertain us, and provide helpful advice. However, the technology still faces challenges that must be overcome to equip the machine with social competencies and make it a socially intelligent and accepted housemate. An essential skill of every social robot is verbal and non-verbal communication. In contrast to voice assistants, smartphones, and smart home technology, which are already part of many people's lives today, social robots have an embodiment that raises expectations towards the machine. Their anthropomorphic or zoomorphic appearance suggests they can communicate naturally with speech, gestures, or facial expressions and understand corresponding human behaviors. In addition, robots also need to consider individual users' preferences: everybody is shaped by their culture, social norms, and life experiences, resulting in different expectations towards communication with a robot. However, robots do not have human intuition - they must be equipped with the corresponding algorithmic solutions to these problems. This thesis investigates the use of reinforcement learning to adapt the robot's verbal and non-verbal communication to the user's needs and preferences. Such non-functional adaptation of the robot's behaviors primarily aims to improve the user experience and the robot's perceived social intelligence. The literature has not yet provided a holistic view of the overall challenge: real-time adaptation requires control over the robot's multimodal behavior generation, an understanding of human feedback, and an algorithmic basis for machine learning. Thus, this thesis develops a conceptual framework for designing real-time non-functional social robot behavior adaptation with reinforcement learning. It provides a higher-level view from the system designer's perspective and guidance from the start to the end. It illustrates the process of modeling, simulating, and evaluating such adaptation processes. Specifically, it guides the integration of human feedback and social signals to equip the machine with social awareness. The conceptual framework is put into practice for several use cases, resulting in technical proofs of concept and research prototypes. They are evaluated in the lab and in in-situ studies. These approaches address typical activities in domestic environments, focussing on the robot's expression of personality, persona, politeness, and humor. Within this scope, the robot adapts its spoken utterances, prosody, and animations based on human explicit or implicit feedback.Soziale Roboter werden Teil unseres zukĂŒnftigen Zuhauses sein. Sie werden uns bei alltĂ€glichen Aufgaben unterstĂŒtzen, uns unterhalten und uns mit hilfreichen RatschlĂ€gen versorgen. Noch gibt es allerdings technische Herausforderungen, die zunĂ€chst ĂŒberwunden werden mĂŒssen, um die Maschine mit sozialen Kompetenzen auszustatten und zu einem sozial intelligenten und akzeptierten Mitbewohner zu machen. Eine wesentliche FĂ€higkeit eines jeden sozialen Roboters ist die verbale und nonverbale Kommunikation. Im Gegensatz zu Sprachassistenten, Smartphones und Smart-Home-Technologien, die bereits heute Teil des Lebens vieler Menschen sind, haben soziale Roboter eine Verkörperung, die Erwartungen an die Maschine weckt. Ihr anthropomorphes oder zoomorphes Aussehen legt nahe, dass sie in der Lage sind, auf natĂŒrliche Weise mit Sprache, Gestik oder Mimik zu kommunizieren, aber auch entsprechende menschliche Kommunikation zu verstehen. DarĂŒber hinaus mĂŒssen Roboter auch die individuellen Vorlieben der Benutzer berĂŒcksichtigen. So ist jeder Mensch von seiner Kultur, sozialen Normen und eigenen Lebenserfahrungen geprĂ€gt, was zu unterschiedlichen Erwartungen an die Kommunikation mit einem Roboter fĂŒhrt. Roboter haben jedoch keine menschliche Intuition - sie mĂŒssen mit entsprechenden Algorithmen fĂŒr diese Probleme ausgestattet werden. In dieser Arbeit wird der Einsatz von bestĂ€rkendem Lernen untersucht, um die verbale und nonverbale Kommunikation des Roboters an die BedĂŒrfnisse und Vorlieben des Benutzers anzupassen. Eine solche nicht-funktionale Anpassung des Roboterverhaltens zielt in erster Linie darauf ab, das Benutzererlebnis und die wahrgenommene soziale Intelligenz des Roboters zu verbessern. Die Literatur bietet bisher keine ganzheitliche Sicht auf diese Herausforderung: Echtzeitanpassung erfordert die Kontrolle ĂŒber die multimodale Verhaltenserzeugung des Roboters, ein VerstĂ€ndnis des menschlichen Feedbacks und eine algorithmische Basis fĂŒr maschinelles Lernen. Daher wird in dieser Arbeit ein konzeptioneller Rahmen fĂŒr die Gestaltung von nicht-funktionaler Anpassung der Kommunikation sozialer Roboter mit bestĂ€rkendem Lernen entwickelt. Er bietet eine ĂŒbergeordnete Sichtweise aus der Perspektive des Systemdesigners und eine Anleitung vom Anfang bis zum Ende. Er veranschaulicht den Prozess der Modellierung, Simulation und Evaluierung solcher Anpassungsprozesse. Insbesondere wird auf die Integration von menschlichem Feedback und sozialen Signalen eingegangen, um die Maschine mit sozialem Bewusstsein auszustatten. Der konzeptionelle Rahmen wird fĂŒr mehrere AnwendungsfĂ€lle in die Praxis umgesetzt, was zu technischen Konzeptnachweisen und Forschungsprototypen fĂŒhrt, die in Labor- und In-situ-Studien evaluiert werden. Diese AnsĂ€tze befassen sich mit typischen AktivitĂ€ten in hĂ€uslichen Umgebungen, wobei der Schwerpunkt auf dem Ausdruck der Persönlichkeit, dem Persona, der Höflichkeit und dem Humor des Roboters liegt. In diesem Rahmen passt der Roboter seine Sprache, Prosodie, und Animationen auf Basis expliziten oder impliziten menschlichen Feedbacks an

    Modellierung natĂŒÌˆrlicher Dialoge im Kontext sprachbasierter Informations- und Steuersysteme

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    Current spoken dialogue systems are often criticised because they lack natural behaviour. In this thesis, a model to facilitate the development of user-friendly dialogues for information and control systems (e.g. travel-booking or smart room control systems) is created in order to address this problem. This also includes a study about the users' preferences, the classification of utterances according to intention and answer type and the development of a dialogue engine that can process dialogues based on this model. The developed model describes the dialogue flow and the combination of questions, answers and the resulting actions. Features like mixed initiative, open-ended questions, subdialogues and adaptable phrasings of system utterances lead to more natural dialogues and increase the usability of dialogue systems while linguistic datatypes, abstract question descriptions in connection with answer types and language generation methods enormously facilitate the definition of such dialogues for the developer. The separation of dialogue model and dialogue engine makes possible the reuse of base functionalities und prevents the mixing of execution logic and dialogue knowledge. The engine contains dialogue acts to classify user utterances and to prevent ambiguities as well as language understanding modules to identify the user's goal. In addition, it infers the next dialogue step under consideration of the specified dialogue behaviour. By implementing the Natural Dialogue System (NADIA), that runs the XML-based model, the functionality is proven.Aktuelle Sprachdialogsysteme haben oftmals den Ruf unnatĂŒrlich und nutzerunfreundlich zu sein. In dieser Dissertation wird diese Kritik adressiert und ein Modell zur einfacheren Entwicklung von nutzerfreundlichen Dialogen realisiert. Der Fokus liegt hierbei auf Informations- und Steuersystemen (z.B. Reisebuchungs- oder Raumsteuerungssysteme). Das entwickelte Dialogmodell beschreibt den Dialogablauf und somit das Zusammenwirken von Fragen, Antworten sowie den resultierenden Aktionen. Es trĂ€gt durch FĂ€higkeiten wie gemischter Initiative, offenen Fragen, Subdialogen sowie adaptierbaren Formulierungen von SystemĂ€ußerungen zu natĂŒrlicheren Dialogen bei und erhöht so die Nutzbarkeit von Dialogsystemen. Linguistische Datentypen, abstrakte Fragebeschreibungen in Verbindung mit Antworttypen sowie Sprachgenerierungsverfahren vereinfachen die Definition solcher Dialoge dabei enorm. Die Trennung zwischen Dialogmodell und Dialogengine ermöglicht die Wiederverwendbarkeit von BasisfunktionalitĂ€ten und verhindert die Vermischung von AusfĂŒhrungslogik und Dialogwissen. Die Engine beinhaltet Dialogakte zur Klassifizierung von Nutzeraussagen und zur Vermeidung von AmbiguitĂ€ten, Module zum Sprachverstehen und leitet außerdem den nĂ€chsten Dialogschritt anhand der Definition des Dialogverhaltens ab. Durch die Implementierung des Natural Dialogue System (NADIA), welches als Dialogengine das XML-basierte Modell ausfĂŒhrt, wird abschließend die FunktionsfĂ€higkeit nachgewiesen

    Mechanical Empathy Seems Too Risky. Will Policymakers Transcend Inertia and Choose for Robot Care? The World Needs It

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    An ageing population, increasing longevity and below-replacement fertility increase the care burden worldwide. This comes with age-related diseases such as Alzheimer disease and other dementias, cardiovascular disorders, cancer and—hardly noticed—pandemic loneliness. The burden, both emotionally and economically, starts to become astronomical and cannot be carried by those few who need to combine care with work and family. Social solidarity programmes are part of the answer, but they do not relieve the human helper. Yet, many hands are needed where but a few are available. Capacity issues can be solved by the introduction of care robots. Research shows that state-of-the-art technology is such that care robots can become nonthreatening social entities and be accepted and appreciated by the lonesome. Massive employment of such devices is impeded, however, sufficient governmental support of R&D is lacking—financially and regulatorily. This is where policymakers should step in and get over their moral prejudices and those of their voters and stop being afraid of losing political backing. They will regain it in the long run

    Prosiding ISOL IV

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    Proceeding ISOL 4

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    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)
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