355 research outputs found

    Rich Socio-Cognitive Agents for Immersive Training Environments: Case of NonKin Village

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    Demand is on the rise for scientifically based human-behavior models that can be quickly customized and inserted into immersive training environments to recreate a given society or culture. At the same time, there are no readily available science model-driven environments for this purpose (see survey in Sect. 2). In researching how to overcome this obstacle, we have created rich (complex) socio-cognitive agents that include a large number of social science models (cognitive, sociologic, economic, political, etc) needed to enhance the realism of immersive, artificial agent societies. We describe current efforts to apply model-driven development concepts and how to permit other models to be plugged in should a developer prefer them instead. The current, default library of behavioral models is a metamodel, or authoring language, capable of generating immersive social worlds. Section 3 explores the specific metamodels currently in this library (cognitive, socio-political, economic, conversational, etc.) and Sect. 4 illustrates them with an implementation that results in a virtual Afghan village as a platform-independent model. This is instantiated into a server that then works across a bridge to control the agents in an immersive, platform-specific 3D gameworld (client). Section 4 also provides examples of interacting in the resulting gameworld and some of the training a player receives. We end with lessons learned and next steps for improving both the process and the gameworld. The seeming paradox of this research is that as agent complexity increases, the easier it becomes for the agents to explain their world, their dilemmas, and their social networks to a player or trainee

    SID 04, Social Intelligence Design:Proceedings Third Workshop on Social Intelligence Design

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    Revisiting Milgram’s cyranoid method: experimenting with hybrid human agents

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    In two studies based on Stanley Milgram’s original pilots, we present the first systematic examination of cyranoids as social psychological research tools. A cyranoid is created by cooperatively joining in real-time the body of one person with speech generated by another via covert speech shadowing. The resulting hybrid persona can subsequently interact with third parties face-to-face. We show that naïve interlocutors perceive a cyranoid to be a unified, autonomously communicating person, evidence for a phenomenon Milgram termed the “cyranic illusion.” We also show that creating cyranoids composed of contrasting identities (a child speaking adult-generated words and vice versa) can be used to study how stereotyping and person perception are mediated by inner (dispositional) vs. outer (physical) identity. Our results establish the cyranoid method as a unique means of obtaining experimental control over inner and outer identities within social interactions rich in mundane realism

    Interactive Virtual Training: Implementation for Early Career Teachers to Practice Classroom Behavior Management

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    Teachers that are equipped with the skills to manage and prevent disruptive behaviors increase the potential for their students to achieve academically and socially. Student success increases when prevention strategies and effective classroom behavior management (CBM) are implemented in the classroom. However, teachers with less than 5 years of experience, early career teachers (ECTs), are ill equipped to handle disruptive students. ECTs describe disruptive behaviors as a major factor for stress given their limited training in CBM. As a result, disruptive behaviors are reported by ECTs as one of the main reasons for leaving the field. Virtual training environments (VTEs) combined with advances in virtual social agents can support the training of CBM. Although VTEs for teachers already exist, requirements to guide future research and development of similar training systems have not been defined. We propose a set of six requirements for VTEs for teachers. Our requirements were established from a survey of the literature and from iterative lifecycle activities to build our own VTE for teachers. We present different evaluations of our VTE using methodologies and metrics we developed to assess whether all requirements were met. Our VTE simulates interactions with virtual animated students based on real classroom situations to help ECTs practice their CBM. We enhanced our classroom simulator to further explore two aspects of our requirements: interaction devices and emotional virtual agents. Interactions devices were explored by comparing the effect of immersive technologies on users\u27 experience (UX) such as presence, co-presence, engagement and believability. We adapted our VTE originally built for desktop computer, to be compatible with two immersive VR platforms. Results show that our VTE generates high levels of UX across all VR platforms. Furthermore, we enhanced our virtual students to display emotions using facial expressions as current studies do not address whether emotional virtual agents provide the same level of UX across different VR platforms. We assessed the effects of VR platforms and display of emotions on UX. Our analysis shows that facial expressions have greater impact when using a desktop computer. We propose future work on immersive VTEs using emotional virtual agents

    Developing the cyranoid method of mediated interpersonal communication in a social psychological context: applications in person perception, human-computer interaction, and first-person research

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    This thesis revisits Stanley Milgram’s “cyranoid method” of interactive social psychological experimentation (Milgram, 2010a) and explores the technique’s empirical potential in several domains. The central component of the method is speech shadowing, a procedure that involves a person (the shadower) repeating in real-time words they receive through an innerear monitor by-way-of radio-relay from a remote source. Speech shadowing effectively creates a hybrid agent (a “cyranoid”) composed of the body of one individual (the shadower) and the “mind” (or more precisely, the words) of another (the source). Interactants naïve to this manipulation perceive speech shadowers as autonomous communicators, and this perceptual bias (the “cyranic illusion”) affords researchers the ability to inspect the effects of separately altering the physical (outer) and dispositional (inner) elements of an interlocutor’s identity in contexts involving spontaneous and unscripted face-to-face dialog. Four articles and two additional chapters have been developed for this thesis. Chapter 1, “Introducing and situating the cyranoid method” presents an overview of the cyranoid method alongside an analysis of documents pertaining to the method contained in the Stanley Milgram Papers archive at Yale University and situates the method in the context of the demise of the classical paradigm, or “golden age,” of social psychology. Chapter 2 (Article 1), “Replicating Milgram” (published in the Journal of Social Psychology under the title “Revisiting Milgram’s cyranoid method: Experimenting with hybrid human agents”), examines the cyranic illusion through replications of two of Milgram’s original pilot studies and discusses the method’s potential as a means of conducting person perception. Chapter 3 (Article 2), “Echoborgs: Cyranoids with computer program sources” (published in Frontiers in Psychology under the title “A truly human interface: Interacting face-to-face with someone whose words are determined by a computer program”), expands upon the traditional cyranoid method by exploring situations wherein a conversational agent (a computer program designed to mimic a human interlocutor) sources for a human shadower, thereby producing a special type of cyranoid known as an “echoborg”; the article places the echoborg within the context of android science, a field that uses humanlike machines as stimuli in social psychological research in order to explore various aspects of human interaction (Ishiguro & Nishio, 2007). Chapter 4 (Article 3), “Using echoborgs to assess intersubjective effort in human-agent dialog” (accepted for publication pending minor revisions in Computers in Human Behavior), combines conversation analysis techniques (e.g., Schegloff, 1992, 1993) with the echoborg method to investigate factors that influence how people repair misunderstandings that arise during dialog with conversational agents. Chapter 5 (Article 4), “Cyranoids in first-person, self-experimental research” (published in Integrative Psychological and Behavioral Science under the title “The researcher as experimental subject: Using self-experimentation to access experiences, understand social phenomena, and stimulate reflexivity”), explores the history of researcher-as-subject self-experimentation in social psychology and illustrates how the cyranoid method can be used as a first-person means of directly experiencing the consequences of a transformed social identity through systematic self-experimentation. Finally, Chapter 6, “Cyranoid ethics,” discusses the various ethical concerns involved in cyranoid research, outlines how they were mitigated in the current thesis, and offers suggestions for ensuring positive research participant experience. As Milgram died before publishing any work on the cyranoid method, and as speech shadowing has seen relatively little application in social psychological experimentation, this thesis attempts to provide the initial basis for future iterations and variants of the method

    Empathic voice assistants: Enhancing consumer responses in voice commerce

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    Artificial intelligence (AI)-enabled voice assistants (VAs) are transforming firm-customer interactions but often come across as lacking empathy. This challenge may cause business managers to question the overall effectiveness of VAs in shopping contexts. Recognizing empathy as a core design element in the next generation of VAs and the limits of scenario-based studies in voice commerce, this article investigates how empathy exhibited by an existing AI agent (Alexa) may alter consumer shopping responses. AI empathy moderates the original structural model bridging functional, relational, and social-emotional dimensions. Findings of an individual-session online experiment show higher intentions to delegate tasks, seek decision assistance, and trust recommendations from AI agents perceived as empathic. In contrast to individual shoppers, families respond better to functional VA attributes such as ease of use when AI empathy is present. The results contribute to the literature on AI empathy and conversational commerce while informing managerial AI design decisions
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