81 research outputs found

    Micro-timing of backchannels in human-robot interaction

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    Inden B, Malisz Z, Wagner P, Wachsmuth I. Micro-timing of backchannels in human-robot interaction. Presented at the Timing in Human-Robot Interaction: Workshop in Conjunction with the 9th ACM/IEEE International Conference on Human-Robot Interaction (HRI2014), Bielefeld, Germany

    MultiMediate '22: Backchannel Detection and Agreement Estimation in Group Interactions

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    Backchannels, i.e. short interjections of the listener, serve important meta-conversational purposes like signifying attention or indicating agreement. Despite their key role, automatic analysis of backchannels in group interactions has been largely neglected so far. The MultiMediate challenge addresses, for the first time, the tasks of backchannel detection and agreement estimation from backchannels in group conversations. This paper describes the MultiMediate challenge and presents a novel set of annotations consisting of 7234 backchannel instances for the MPIIGroupInteraction dataset. Each backchannel was additionally annotated with the extent by which it expresses agreement towards the current speaker. In addition to a an analysis of the collected annotations, we present baseline results for both challenge tasks.Comment: ACM Multimedia 202

    Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters

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    "Wow this is so cool!" This is what I most probably yelled, back in the 90s, when my first computer program on our MSX computer turned out to do exactly what I wanted it to do. The program contained the following instruction: COLOR 10(1.1) After hitting enter, it would change the screen color from light blue to dark yellow. A few years after that experience, Microsoft Windows was introduced. Windows came with an intuitive graphical user interface that was designed to allow all people, so also those who would not consider themselves to be experienced computer addicts, to interact with the computer. This was a major step forward in human-computer interaction, as from that point forward no complex programming skills were required anymore to perform such actions as adapting the screen color. Changing the background was just a matter of pointing the mouse to the desired color on a color palette. "Wow this is so cool!". This is what I shouted, again, 20 years later. This time my new smartphone successfully skipped to the next song on Spotify because I literally told my smartphone, with my voice, to do so. Being able to operate your smartphone with natural language through voice-control can be extremely handy, for instance when listening to music while showering. Again, the option to handle a computer with voice instructions turned out to be a significant optimization in human-computer interaction. From now on, computers could be instructed without the use of a screen, mouse or keyboard, and instead could operate successfully simply by telling the machine what to do. In other words, I have personally witnessed how, within only a few decades, the way people interact with computers has changed drastically, starting as a rather technical and abstract enterprise to becoming something that was both natural and intuitive, and did not require any advanced computer background. Accordingly, while computers used to be machines that could only be operated by technically-oriented individuals, they had gradually changed into devices that are part of many people’s household, just as much as a television, a vacuum cleaner or a microwave oven. The introduction of voice control is a significant feature of the newer generation of interfaces in the sense that these have become more "antropomorphic" and try to mimic the way people interact in daily life, where indeed the voice is a universally used device that humans exploit in their exchanges with others. The question then arises whether it would be possible to go even one step further, where people, like in science-fiction movies, interact with avatars or humanoid robots, whereby users can have a proper conversation with a computer-simulated human that is indistinguishable from a real human. An interaction with a human-like representation of a computer that behaves, talks and reacts like a real person would imply that the computer is able to not only produce and understand messages transmitted auditorily through the voice, but also could rely on the perception and generation of different forms of body language, such as facial expressions, gestures or body posture. At the time of writing, developments of this next step in human-computer interaction are in full swing, but the type of such interactions is still rather constrained when compared to the way humans have their exchanges with other humans. It is interesting to reflect on how such future humanmachine interactions may look like. When we consider other products that have been created in history, it sometimes is striking to see that some of these have been inspired by things that can be observed in our environment, yet at the same do not have to be exact copies of those phenomena. For instance, an airplane has wings just as birds, yet the wings of an airplane do not make those typical movements a bird would produce to fly. Moreover, an airplane has wheels, whereas a bird has legs. At the same time, an airplane has made it possible for a humans to cover long distances in a fast and smooth manner in a way that was unthinkable before it was invented. The example of the airplane shows how new technologies can have "unnatural" properties, but can nonetheless be very beneficial and impactful for human beings. This dissertation centers on this practical question of how virtual humans can be programmed to act more human-like. The four studies presented in this dissertation all have the equivalent underlying question of how parts of human behavior can be captured, such that computers can use it to become more human-like. Each study differs in method, perspective and specific questions, but they are all aimed to gain insights and directions that would help further push the computer developments of human-like behavior and investigate (the simulation of) human conversational behavior. The rest of this introductory chapter gives a general overview of virtual humans (also known as embodied conversational agents), their potential uses and the engineering challenges, followed by an overview of the four studies

    Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters

    Get PDF
    "Wow this is so cool!" This is what I most probably yelled, back in the 90s, when my first computer program on our MSX computer turned out to do exactly what I wanted it to do. The program contained the following instruction: COLOR 10(1.1) After hitting enter, it would change the screen color from light blue to dark yellow. A few years after that experience, Microsoft Windows was introduced. Windows came with an intuitive graphical user interface that was designed to allow all people, so also those who would not consider themselves to be experienced computer addicts, to interact with the computer. This was a major step forward in human-computer interaction, as from that point forward no complex programming skills were required anymore to perform such actions as adapting the screen color. Changing the background was just a matter of pointing the mouse to the desired color on a color palette. "Wow this is so cool!". This is what I shouted, again, 20 years later. This time my new smartphone successfully skipped to the next song on Spotify because I literally told my smartphone, with my voice, to do so. Being able to operate your smartphone with natural language through voice-control can be extremely handy, for instance when listening to music while showering. Again, the option to handle a computer with voice instructions turned out to be a significant optimization in human-computer interaction. From now on, computers could be instructed without the use of a screen, mouse or keyboard, and instead could operate successfully simply by telling the machine what to do. In other words, I have personally witnessed how, within only a few decades, the way people interact with computers has changed drastically, starting as a rather technical and abstract enterprise to becoming something that was both natural and intuitive, and did not require any advanced computer background. Accordingly, while computers used to be machines that could only be operated by technically-oriented individuals, they had gradually changed into devices that are part of many people’s household, just as much as a television, a vacuum cleaner or a microwave oven. The introduction of voice control is a significant feature of the newer generation of interfaces in the sense that these have become more "antropomorphic" and try to mimic the way people interact in daily life, where indeed the voice is a universally used device that humans exploit in their exchanges with others. The question then arises whether it would be possible to go even one step further, where people, like in science-fiction movies, interact with avatars or humanoid robots, whereby users can have a proper conversation with a computer-simulated human that is indistinguishable from a real human. An interaction with a human-like representation of a computer that behaves, talks and reacts like a real person would imply that the computer is able to not only produce and understand messages transmitted auditorily through the voice, but also could rely on the perception and generation of different forms of body language, such as facial expressions, gestures or body posture. At the time of writing, developments of this next step in human-computer interaction are in full swing, but the type of such interactions is still rather constrained when compared to the way humans have their exchanges with other humans. It is interesting to reflect on how such future humanmachine interactions may look like. When we consider other products that have been created in history, it sometimes is striking to see that some of these have been inspired by things that can be observed in our environment, yet at the same do not have to be exact copies of those phenomena. For instance, an airplane has wings just as birds, yet the wings of an airplane do not make those typical movements a bird would produce to fly. Moreover, an airplane has wheels, whereas a bird has legs. At the same time, an airplane has made it possible for a humans to cover long distances in a fast and smooth manner in a way that was unthinkable before it was invented. The example of the airplane shows how new technologies can have "unnatural" properties, but can nonetheless be very beneficial and impactful for human beings. This dissertation centers on this practical question of how virtual humans can be programmed to act more human-like. The four studies presented in this dissertation all have the equivalent underlying question of how parts of human behavior can be captured, such that computers can use it to become more human-like. Each study differs in method, perspective and specific questions, but they are all aimed to gain insights and directions that would help further push the computer developments of human-like behavior and investigate (the simulation of) human conversational behavior. The rest of this introductory chapter gives a general overview of virtual humans (also known as embodied conversational agents), their potential uses and the engineering challenges, followed by an overview of the four studies

    Analyzing Nonverbal Listener Responses using Parallel Recordings of Multiple Listeners

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    In this paper we study nonverbal listener responses on a corpus with multiple parallel recorded listeners. These listeners were meant to believe that they were the sole listener, while in fact there were three persons listening to the same speaker. The speaker could only see one of the listeners. We analyze the impact of the particular setup of the corpus on the behavior and perception of the two types of listeners; the listeners that could be seen by the speaker and the listeners that could not be seen. Furthermore we compare the nonverbal listening behaviors of these three listeners to each other with regard to timing and form. We correlate these behaviors with behaviors of the speaker, like pauses and whether the speaker is looking at the listeners or not

    Speakers Raise their Hands and Head during Self-Repairs in Dyadic Conversations

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    People often encounter difficulties in building shared understanding during everyday conversation. The most common symptom of these difficulties are self-repairs, when a speaker restarts, edits or amends their utterances mid-turn. Previous work has focused on the verbal signals of self-repair, i.e. speech disfluences (filled pauses, truncated words and phrases, word substitutions or reformulations), and computational tools now exist that can automatically detect these verbal phenomena. However, face-to-face conversation also exploits rich non-verbal resources and previous research suggests that self-repairs are associated with distinct hand movement patterns. This paper extends those results by exploring head and hand movements of both speakers and listeners using two motion parameters: height (vertical position) and 3D velocity. The results show that speech sequences containing self-repairs are distinguishable from fluent ones: speakers raise their hands and head more (and move more rapidly) during self-repairs. We obtain these results by analysing data from a corpus of 13 unscripted dialogues, and we discuss how these findings could support the creation of improved cognitive artificial systems for natural human-machine and human-robot interaction

    Measuring, analysing and artificially generating head nodding signals in dyadic social interaction

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    Social interaction involves rich and complex behaviours where verbal and non-verbal signals are exchanged in dynamic patterns. The aim of this thesis is to explore new ways of measuring and analysing interpersonal coordination as it naturally occurs in social interactions. Specifically, we want to understand what different types of head nods mean in different social contexts, how they are used during face-to-face dyadic conversation, and if they relate to memory and learning. Many current methods are limited by time-consuming and low-resolution data, which cannot capture the full richness of a dyadic social interaction. This thesis explores ways to demonstrate how high-resolution data in this area can give new insights into the study of social interaction. Furthermore, we also want to demonstrate the benefit of using virtual reality to artificially generate interpersonal coordination to test our hypotheses about the meaning of head nodding as a communicative signal. The first study aims to capture two patterns of head nodding signals – fast nods and slow nods – and determine what they mean and how they are used across different conversational contexts. We find that fast nodding signals receiving new information and has a different meaning than slow nods. The second study aims to investigate a link between memory and head nodding behaviour. This exploratory study provided initial hints that there might be a relationship, though further analyses were less clear. In the third study, we aim to test if interactive head nodding in virtual agents can be used to measure how much we like the virtual agent, and whether we learn better from virtual agents that we like. We find no causal link between memory performance and interactivity. In the fourth study, we perform a cross-experimental analysis of how the level of interactivity in different contexts (i.e., real, virtual, and video), impacts on memory and find clear differences between them

    Multicriteria Decision Analysis and Conversational Agents for children with autism

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    Conversational agents has emerged as a new means of communication and social skills training for children with autism spectrum disorders (ASD), encouraging academia, industry, and therapeutic centres to investigate it further. This paper aims to develop a methodological framework based on Multicriteria Decision Analysis (MCDA) to identify the best , i.e. the most effective, conversational agent for this target group. To our knowledge, it is the first time the MCDA is applied to this specific domain. Our contribution is twofold: i) our method is an extension of traditional MCDA and we exemplify how to apply it to decision making process related to CA for person with autism: a methodological result that would be adopted for a broader range of technologies for person with impairments similar to ASD; ii) our results, based on the above mentioned method, suggest that Embodied Conversational Agent is most appropriate conversational technology to interact with children with ASD
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