332 research outputs found
A Multimodal Analysis of Vocal and Visual Backchannels in Spontaneous Dialogs
Backchannels (BCs) are short vocal and visual listener responses that signal attention, interest, and understanding to the speaker. Previous studies have investigated BC prediction in telephone-style dialogs from prosodic cues. In contrast, we consider spontaneous face-to-face dialogs. The additional visual modality allows speaker and listener to monitor each other's attention continuously, and we hypothesize that this affects the BC-inviting cues. In this study, we investigate how gaze, in addition to prosody, can cue BCs. Moreover, we focus on the type of BC performed, with the aim to find out whether vocal and visual BCs are invited by similar cues. In contrast to telephone-style dialogs, we do not find rising/falling pitch to be a BC-inviting cue. However, in a face-to-face setting, gaze appears to cue BCs. In addition, we find that mutual gaze occurs significantly more often during visual BCs. Moreover, vocal BCs are more likely to be timed during pauses in the speaker's speech
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Acoustic-Prosodic Entrainment in Human-Human and Human-Computer Dialogue
Entrainment (sometimes called adaptation or alignment) is the tendency of human speakers to adapt to or imitate characteristics of their interlocutors' behavior. This work focuses on entrainment on acoustic-prosodic features. Acoustic-prosodic entrainment has been extensively studied but is not well understood. In particular, it is difficult to compare the results of different studies, since entrainment is usually measured in different ways, reflect- ing disparate conceptualizations of the phenomenon. In the first part of this thesis, we look for evidence of entrainment on a variety of acoustic-prosodic features according to various conceptualizations, and show that human speakers of both Standard American English and Mandarin Chinese entrain to each other globally and locally, in synchrony, and that this entrainment can be constant or convergent. We explore the relationship between entrainment and gender and show that entrainment on some acoustic-prosodic features is related to social behavior and dialogue coordination. In addition, we show that humans entrain in a novel domain, backchannel-inviting cues, and propose and test a novel hypothesis: that entrainment will be stronger in the case of an outlier feature value. In the second part of the thesis, we describe a method for flexibly and dynamically entraining a TTS voice to multiple acoustic-prosodic features of a user's input utterances, and show in an exploratory study that users prefer an entraining avatar to one that does not entrain, are more likely to ask its advice, and choose more positive adjectives to describe its voice.
This work introduces a coherent view of entrainment in both familiar and novel domains. Our results add to the body of knowledge of entrainment in human-human conversations and propose new directions for making use of that knowledge to enhance human-computer interactions
Backchannels: Quantity, Type and Timing Matters
In a perception experiment, we systematically varied the quantity, type and timing of backchannels. Participants viewed stimuli of a real speaker side-by-side with an animated listener and rated how human-like they perceived the latter's backchannel behavior. In addition, we obtained measures of appropriateness and optionality for each backchannel from key strokes. This approach allowed us to analyze the influence of each of the factors on entire fragments and on individual backchannels. The originally performed type and timing of a backchannel appeared to be more human-like, compared to a switched type or random timing. In addition, we found that nods are more often appropriate than vocalizations. For quantity, too few or too many backchannels per minute appeared to reduce the quality of the behavior. These findings are important for the design of algorithms for the automatic generation of backchannel behavior for artificial listeners
Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters
"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
"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
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Turn-Taking and Affirmative Cue Words in Task-Oriented Dialogue
As interactive voice response systems spread at a rapid pace, providing an increasingly more complex functionality, it is becoming clear that the challenges of such systems are not solely associated to their synthesis and recognition capabilities. Rather, issues such as the coordination of turn exchanges between system and user, or the correct generation and understanding of words that may convey multiple meanings, appear to play an important role in system usability. This thesis explores those two issues in the Columbia Games Corpus, a collection of spontaneous task-oriented dialogues in Standard American English. We provide evidence of the existence of seven turn-yielding cues -- prosodic, acoustic and syntactic events strongly associated with conversational turn endings -- and show that the likelihood of a turn-taking attempt from the interlocutor increases linearly with the number of cues conjointly displayed by the speaker. We present similar results related to six backchannel-inviting cues -- events that invite the interlocutor to produce a short utterance conveying continued attention. Additionally, we describe a series of studies of affirmative cue words -- a family of cue words such as 'okay' or 'alright' that speakers use frequently in conversation for several purposes: for acknowledging what the interlocutor has said, or for cueing the start of a new topic, among others. We find differences in the acoustic/prosodic realization of such functions, but observe that contextual information figures prominently in human disambiguation of these words. We also conduct machine learning experiments to explore the automatic classification of affirmative cue words. Finally, we examine a novel measure of speaker entrainment related to the usage of these words, showing its association with task success and dialogue coordination
MultiMediate '22: Backchannel Detection and Agreement Estimation in Group Interactions
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
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Turn-Taking and Affirmative Cue Words in Task-Oriented Dialogue
As interactive voice response systems spread at a rapid pace, providing an increasingly more complex functionality, it is becoming clear that the challenges of such systems are not solely associated to their synthesis and recognition capabilities. Rather, issues such as the coordination of turn exchanges between system and user, or the correct generation and understanding of words that may convey multiple meanings, appear to play an important role in system usability. This thesis explores those two issues in the Columbia Games Corpus, a collection of spontaneous task-oriented dialogues in Standard American English. We provide evidence of the existence of seven turn-yielding cues -- prosodic, acoustic and syntactic events strongly associated with conversational turn endings -- and show that the likelihood of a turn-taking attempt from the interlocutor increases linearly with the number of cues conjointly displayed by the speaker. We present similar results related to six backchannel-inviting cues -- events that invite the interlocutor to produce a short utterance conveying continued attention. Additionally, we describe a series of studies of affirmative cue words -- a family of cue words such as 'okay' or 'alright' that speakers use frequently in conversation for several purposes: for acknowledging what the interlocutor has said, or for cueing the start of a new topic, among others. We find differences in the acoustic/prosodic realization of such functions, but observe that contextual information figures prominently in human disambiguation of these words. We also conduct machine learning experiments to explore the automatic classification of affirmative cue words. Finally, we examine a novel measure of speaker entrainment related to the usage of these words, showing its association with task success and dialogue coordination
Whispers in the Classroom
Part of the Volume on Digital Young, Innovation, and the UnexpectedOnline backchannel chat rooms offer the potential to transform classroom learning in unexpected and powerful ways. However, the specific ways in which they can influence teaching pedagogy and learning opportunities are less well understood. Activities in a backchannel may include the dissemination of ideas, knowledge building, asking and answering questions, engaging in critical discourse, and sharing information and resources. This chapter describes a backchannel chat room that has taken place over multiple years in a large university student community. It explores unforeseen and exciting opportunities, as well as possible limitations, for designing teaching and learning practices to leverage this communication medium. With a deeper understanding of the opportunities and limitations of the backchannel, educators and instructional designers could transform the classroom experience from a passive lecture model to one of active, collaborative, and engaged knowledge production
A cross-linguistic analysis of the temporal dynamics of turn-taking cues using machine learning as a descriptive tool
In dialogue, speakers produce and perceive acoustic/prosodic turn-taking cues, which are fundamental for negotiating turn exchanges with their interlocutors. However, little of the temporal dynamics and cross-linguistic validity of these cues is known. In this work, we explore a set of acoustic/prosodic cues preceding three turn-transition types (hold, switch and backchannel) in three different languages (Slovak, American English and Argentine Spanish). For this, we use and refine a set of machine learning techniques that enable a finer-grained temporal analysis of such cues, as well as a comparison of their relative explanatory power. Our results suggest that the three languages, despite belonging to distinct linguistic families, share the general usage of a handful of acoustic/prosodic features to signal turn transitions. We conclude that exploiting features such as speech rate, final-word lengthening, the pitch track over the final 200 ms, the intensity track over the final 1000 ms, and noise-to-harmonics ratio (a voice-quality feature) might prove useful for further improving the accuracy of the turn-taking modules found in modern spoken dialogue systems.Fil: Brusco, Pablo. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Departamento de Computación; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Ciudad Universitaria. Instituto de Investigación en Ciencias de la Computación. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Instituto de Investigación en Ciencias de la Computación; ArgentinaFil: Vidal, Jazmín. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Departamento de Computación; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Ciudad Universitaria. Instituto de Investigación en Ciencias de la Computación. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Instituto de Investigación en Ciencias de la Computación; ArgentinaFil: Beňuš, Štefan. University in Nitra; Eslovaquia. Slovak Academy of Sciences; EslovaquiaFil: Gravano, Agustin. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Ciudad Universitaria. Instituto de Investigación en Ciencias de la Computación. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Instituto de Investigación en Ciencias de la Computación; Argentina. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Departamento de Computación; Argentin
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