3,027 research outputs found
Tailoring persuasive health games to gamer type
Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior
Long-Horizon Dialogue Understanding for Role Identification in the Game of Avalon with Large Language Models
Deception and persuasion play a critical role in long-horizon dialogues
between multiple parties, especially when the interests, goals, and motivations
of the participants are not aligned. Such complex tasks pose challenges for
current Large Language Models (LLM) as deception and persuasion can easily
mislead them, especially in long-horizon multi-party dialogues. To this end, we
explore the game of Avalon: The Resistance, a social deduction game in which
players must determine each other's hidden identities to complete their team's
objective. We introduce an online testbed and a dataset containing 20 carefully
collected and labeled games among human players that exhibit long-horizon
deception in a cooperative-competitive setting. We discuss the capabilities of
LLMs to utilize deceptive long-horizon conversations between six human players
to determine each player's goal and motivation. Particularly, we discuss the
multimodal integration of the chat between the players and the game's state
that grounds the conversation, providing further insights into the true player
identities. We find that even current state-of-the-art LLMs do not reach human
performance, making our dataset a compelling benchmark to investigate the
decision-making and language-processing capabilities of LLMs. Our dataset and
online testbed can be found at our project website:
https://sstepput.github.io/Avalon-NLU/Comment: Accepted to the 2023 Conference on Empirical Methods in Natural
Language Processing (EMNLP, Findings of the Association for Computational
Linguistics
Actual persuasiveness : Impact of personality, age and gender on message type susceptibility
The authors would like to acknowledge and thank all the volunteers who participated in the experiment and provided helpful comments. The first author is funded by an EPSRC doctoral training grant.Postprin
Survivance Among Social Impact Games
Studying social impact games can result in many outcomes, such as awareness or action around a social issue. Research can help inform best practices for the design process, strategies for reaching players, game mechanics for aligning with social impact outcomes, and methods for identifying the impact of the game on players and the wider community. One such research project is Survivance (http://www.survivance.org)—a social impact game that addresses healing from intergenerational historical trauma experienced by Indigenous communities. Survivance was designed collaboratively with Indigenous game designer/researcher Elizabeth LaPensée and the non-profit organization Wisdom of the Elders, Inc. This paper seeks to contextualize the area of social impact games within the Games for Change movement, compare perspectives on social impact games, and create connections and comparisons with Survivance
Kindness is contagious : Exploring engagement in a gamified persuasive intervention for wellbeing
The authors would like to acknowledge and thank all the volunteers who participated in this pilot study and provided helpful comments. The first author is funded by an EPSRC doctoral training grant.Peer reviewedPublisher PD
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Dialogue Systems Specialized in Social Influence: Systems, Methods, and Ethics
This thesis concerns the task of how to develop dialogue systems specialized in social influence and problems around deploying such systems. Dialogue systems have become widely adopted in our daily life. Most dialogue systems are primarily focused on information-seeking tasks or social companionship. However, they cannot apply strategies in complex and critical social influence tasks, such as healthy habit promotion, emotional support, etc. In this work, we formally define social influence dialogue systems to be systems that influence users’ behaviors, feelings, thoughts, or opinions through natural conversations. We also present methods to make such systems intelligible, privacy-preserving, and thus deployable in real life. Finally, we acknowledge potential ethical issues around social influence systems and propose solutions to mitigate them in Chapter 6.
Social influence dialogues span various domains, such as persuasion, negotiation, and recommendation. We first propose a donation persuasion task, PERSUASIONFORGOOD, and ground our study on this persuasion task for social good. We then build a persuasive dialogue system, by refining the dialogue model for intelligibility and imitating human experts for persuasiveness, and a negotiation agent that can play the game of Diplomacy by decoupling the planning engine and the dialogue generation module to improve controllability of social influence systems. To deploy such a system in the wild, our work examines how humans perceive the AI agent’s identity, and how their perceptions impact the social influence outcome. Moreover, dialogue models are trained on conversations, where people could share personal information. This creates privacy concerns for deployment as the models may memorize private information.
To protect user privacy in the training data, our work develops privacy-preserving learning algorithms to ensure deployed models are safe under privacy attacks. Finally, deployed dialogue agents have the potential to integrate human feedback to continuously improve themselves. So we propose JUICER, a framework to make use of both binary and free-form textual human feedback to augment the training data and keep improving dialogue model performance after deployment. Building social influence dialogue systems enables us to research future expert-level AI systems that are accessible via natural languages, accountable with domain knowledge, and privacy-preserving with privacy guarantees
Multimodal Human Group Behavior Analysis
Human behaviors in a group setting involve a complex mixture of multiple modalities: audio, visual, linguistic, and human interactions. With the rapid progress of AI, automatic prediction and understanding of these behaviors is no longer a dream. In a negotiation, discovering human relationships and identifying the dominant person can be useful for decision making. In security settings, detecting nervous behaviors can help law enforcement agents spot suspicious people. In adversarial settings such as national elections and court defense, identifying persuasive speakers is a critical task. It is beneficial to build accurate machine learning (ML) models to predict such human group behaviors. There are two elements for successful prediction of group behaviors. The first is to design domain-specific features for each modality. Social and Psychological studies have uncovered various factors including both individual cues and group interactions, which inspire us to extract relevant features computationally. In particular, the group interaction modality plays an important role, since human behaviors influence each other through interactions in a group. Second, effective multimodal ML models are needed to align and integrate the different modalities for accurate predictions. However, most previous work ignored the group interaction modality. Moreover, they only adopt early fusion or late fusion to combine different modalities, which is not optimal. This thesis presents methods to train models taking multimodal inputs in group interaction videos, and to predict human group behaviors. First, we develop an ML algorithm to automatically predict human interactions from videos, which is the basis to extract interaction features and model group behaviors. Second, we propose a multimodal method to identify dominant people in videos from multiple modalities. Third, we study the nervousness in human behavior by a developing hybrid method: group interaction feature engineering combined with individual facial embedding learning. Last, we introduce a multimodal fusion framework that enables us to predict how persuasive speakers are.
Overall, we develop one algorithm to extract group interactions and build three multimodal models to identify three kinds of human behavior in videos: dominance, nervousness and persuasion. The experiments demonstrate the efficacy of the methods and analyze the modality-wise contributions
ChatGPT and Persuasive Technologies for the Management and Delivery of Personalized Recommendations in Hotel Hospitality
Recommender systems have become indispensable tools in the hotel hospitality
industry, enabling personalized and tailored experiences for guests. Recent
advancements in large language models (LLMs), such as ChatGPT, and persuasive
technologies, have opened new avenues for enhancing the effectiveness of those
systems. This paper explores the potential of integrating ChatGPT and
persuasive technologies for automating and improving hotel hospitality
recommender systems. First, we delve into the capabilities of ChatGPT, which
can understand and generate human-like text, enabling more accurate and
context-aware recommendations. We discuss the integration of ChatGPT into
recommender systems, highlighting the ability to analyze user preferences,
extract valuable insights from online reviews, and generate personalized
recommendations based on guest profiles. Second, we investigate the role of
persuasive technology in influencing user behavior and enhancing the persuasive
impact of hotel recommendations. By incorporating persuasive techniques, such
as social proof, scarcity and personalization, recommender systems can
effectively influence user decision-making and encourage desired actions, such
as booking a specific hotel or upgrading their room. To investigate the
efficacy of ChatGPT and persuasive technologies, we present a pilot experi-ment
with a case study involving a hotel recommender system. We aim to study the
impact of integrating ChatGPT and persua-sive techniques on user engagement,
satisfaction, and conversion rates. The preliminary results demonstrate the
potential of these technologies in enhancing the overall guest experience and
business performance. Overall, this paper contributes to the field of hotel
hospitality by exploring the synergistic relationship between LLMs and
persuasive technology in recommender systems, ultimately influencing guest
satisfaction and hotel revenue.Comment: 17 pages, 12 figure
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