25 research outputs found
Can empathy affect the attribution of mental states to robots?
This paper presents an experimental study showing that the humanoid robot
NAO, in a condition already validated with regards to its capacity to trigger
situational empathy in humans, is able to stimulate the attribution of mental
states towards itself. Indeed, results show that participants not only
experienced empathy towards NAO, when the robot was afraid of losing its memory
due to a malfunction, but they also attributed higher scores to the robot
emotional intelligence in the Attribution of Mental State Questionnaire, in
comparison with the users in the control condition. This result suggests a
possible correlation between empathy toward the robot and humans' attribution
of mental states to it
Affective reactions towards socially interactive agents and their computational modeling
Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen Veränderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten geführt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinäre Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen Einführung in das Thema gibt diese Arbeit daher, erstens, einen Überblick über das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden Schamgefühle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenüber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen ähnlich gehorchen. Darüber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur Bewältigung von emotional herausfordernden sozialen Situationen vermitteln kann. Fünftens wird MARSSI, ein computergestütztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter Berücksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt für eine tiefer gehende computergestützte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr ähnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf
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Human-Centered Technologies for Inclusive Collection and Analysis of Public-Generated Data
The meteoric rise in the popularity of public engagement platforms such as social media, customer review websites, and public input solicitation efforts strives for establishing an inclusive environment for the public to share their thoughts, ideas, opinions, and experiences. Many decisions made at a personal, local, or national scale are often fueled by data generated by the public. As such, inclusive collection, analysis, sensemaking, and utilization of pubic-generated data are crucial to support the exercise of successful decision-making processes. However, people often struggle to engage, participate, and share their opinions due to inaccessibility, the rigidity of traditional public engagement methods, and the lack of options to provide opinions while avoiding potential confrontations. Concurrently, data analysts and decision-makers grapple with the challenges of analyzing, sensemaking, and making informed decisions based on public-generated data, which includes high dimensionality, ambiguity present in human language, and a lack of tools and techniques catered to their needs. Novel technological interventions are therefore necessary to enable the public to share their input without barriers and allow decision-makers to capture, forage, peruse, and sublimate public-generated data into concrete and actionable insights.
The goal of this dissertation is to demonstrate how human-centered approaches involve the stakeholders in the design, development, and evaluation of tools and techniques that can lead to inclusive, effective, and efficient approaches to public-generated data collection and analysis to support informed decision-making. To that end, in this dissertation, I first addressed the challenges of empowering the public to share their opinions by exploring two major opinion-sharing avenues --- social media and public consultation. To learn more about people\u27s social media experiences and challenges, I built two technology probes and conducted a qualitative exploratory study with 16 participants. This study is followed up by exploring the challenges of inclusive participation during public consultations such as town halls. Based on a formative study with 66 participants and 20 organizers, I designed and developed CommunityClick to enable reticent share their opinions silently and anonymously during town halls. Equipped with the knowledge and experiences from these works, I designed, developed, and evaluated technologies and methods to facilitate and accelerate informed data-driven decision-making based on increased public-generated data. Based on interviews with 14 analysts and decision-makers in the civic domain, I built a visual analytics system CommunityClick that can facilitate public input analysis by surfacing hidden insights, people\u27s reflections, and priorities. Leveraging the lessons learned during this work, I created a visual text analytics system that supports serendipitous discovery and balanced analysis of textual data to help make informed decisions.
In this work, I contribute an understanding of how people collect and analyze public-generated data to fuel their decisions when they have increased exposure to alternative avenues for opinion-sharing. Through a series of human-centered studies, I highlight the challenges that inhibit inclusivity in opinion sharing and shortcomings of existing methods that prevent decision-makers to account for comprehensive public input that includes marginalized or unpopular opinions. To address these challenges, I designed, developed, and evaluated a collection of interactive systems including CommunityClick, CommunityPulse, and Serendyze. Through a rigorous set of evaluation strategies which include creativity sessions, controlled lab studies, in-the-wild deployment, and field experiments, I involved stakeholders to assess the effectiveness and utility of the built systems. Through the empirical evidence from these studies, I demonstrate how alternative designs for social media could enhance people\u27s social media experiences and enable them to make new connections with others to share opinions. In addition, I show how CommunityClick can be utilized to enable reticent attendees during public consultation to share their opinions while avoiding unwanted confrontation and allowing organizers to capture and account for silent feedback. I highlight how CommunityPulse allowed analysts and decision-makers to examine public input from multiple angles for an accelerated analysis and more informed decision-making. Furthermore, I demonstrate how supporting serendipitous discovery and balanced analysis using Serendyze can lead to more informed data-driven decision-making. I conclude the dissertation with a discussion on future avenues to expand this research including the facilitation of multi-user collaborative analysis, integration of multi-modal signals in the analysis of public-generated data, and potential adoption strategies for decision-support systems designed for inclusive collection and analysis of public-generated data
Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles
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)
Investigating the influence of situations and expectations on user behavior : empirical analyses in human-robot interaction
Lohse M. Investigating the influence of situations and expectations on user behavior : empirical analyses in human-robot interaction. Bielefeld (Germany): Bielefeld University; 2010.Social sciences are becoming increasingly important for robotics research as work goes on to enable service robots to interact with inexperienced users. This endeavor can only be successful if the robots learn to interpret the users' behavior reliably and, in turn, provide feedback for the users, which enables them to understand the robot.
In order to achieve this goal, the thesis introduces an approach to describe the interaction situation as a dynamic construct with different levels of specificity. The situation concept is the starting point for a model which aims to explain the users' behavior. The second important component of the model is the expectations of the users with respect to the robot. Both the situation and the expectations are shown to be the main determinants of the users' behaviors.
With this theoretical background in mind, the thesis examines interactions from a home tour scenario in which a human teaches a robot about rooms and objects within them. To analyze the human expectations and behaviors in this situation, two main novel methods have been developed. In particular, a quantitative method for the analysis of the users' behavior repertoires (speech, gesture, eye gaze, body orientation, etc.) is introduced. The approach focuses on the interaction level, which describes the interplay between the robot and the user. In the second novel method, also the system level is taken into account, which includes the robot components and their interplay. This method serves for a detailed task analysis and helps to identify problems that occur in the interaction.
By applying these methods, the thesis contributes to the identification of underlying expectations that allow future behavior of the users to be predicted in particular situations. Knowledge about the users' behavior repertoires serves as a cue for the robot about the state of the interaction and the task the users aim to accomplish. Therefore, it enables robot developers to adapt the interaction models of the components to the situation, actual user expectations, and behaviors. The work provides a deeper understanding of the role of expectations in human-robot interaction and contributes to the interaction and system design of interactive robots
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Clients or Patients?: A Study of Boundary Crossing in a State Psychiatric Center
An increasing number of clients are seeking admission to state mental hospitals to satisfy non-psychiatric needs. The study describes this phenomenon, its possible causes and its consequences. The study draws profiles of these clients' characteristics, problems, needs, and level of functioning. Clients' expectations from the state hospital and differences between them and the hospital inpatient population are explored.
The study was conducted on a time sample of 100 clients who sought admission to a New York State psychiatric center. The client sample were found not in need of inpatient treatment and were referred to an emergency housing program. Data were gathered through structured and unstructured questionnaires, interviews with clients, staff, center officials, and the center's statistical and patients' records. Chi-Square Test and Spearman Correlation were used to test relationships between variables.
Study data indicated that: (1) The majority of clients were young, white, single, males, unemployed, educated below high school level, and were living with a relative or a friend at the time they appeared for admission. (2) Client's self assessment and staff assessment of clients' needs suggested that housing and financial aid were significant to more clients than psychiatric treatment. (3) Client's self assessment and staff assessments of individual client's level of functioning indicated that the majority of clients were able and willing to live independently in community settings. (4) The majority of clients sought admission to the psychiatric center expecting help with housing, financial and emotional problems in that order. (5) Client sample and patients admitted to the center during the same period did not differ significantly with regard to age, sex, race, religion and marital status. The two populations differed in admission status, educational level, employment status, and sources of referral to the Center.
The study recommended a clear boundary distinction of psychiatric and non-psychiatric services and that psychiatric admission be based on psychiatric rather than social factors. The study also recommended several policy and planning options in dealing with the problem. A major option was the initiation of local personal social service centers to service clients with non-psychiatric problems
Interacting with Philosophy Through Natural Language Conversation
Ph.DDOCTOR OF PHILOSOPH
Exploring and designing for multisensory interactions with 3D printed food
Experience of food is as varied as it is widespread, part of mundane activities but also embedded in rituals and celebrations. Despite its pervasive richness it has yet to be fully exploited to support embodied and multisensory experiences within Human-Computer Interaction. This thesis addresses this shortcoming, drawing on the unique qualities of food experience in combination with novel technology to design rich, affective, and embodied interactions through food. This work approaches 3D printed food as a material to design emotion- and memory-based experiences with food, and 3D printing of food as a technology for crafting multisensory user experiences in everyday contexts. These perspectives are integrated through the design and evaluation of novel interactions with 3D printed food, following a Research through Design approach combined with material approaches. Through this enquiry, novel research tools for HCI were also created for working with food, flavour, and taste. The thesis comprises seven studies that advance knowledge, based on gaps identified, and novel theoretical framings in a systematic literature review. Through a survey of user perceptions of 3D printed food, opportunities for user experience-based applications were highlighted. An identified opportunity for affective interactions through taste was considered through lab-based studies and interviews with chefs and food designers on using 3D printed food. This was extended through a co-design study with couples in romantic relationships to create flavours of 3D printed food to support emotional expression and coregulation. The use of flavours to cue experience was then explored in relation to self-defining memories with older adults. Through both co-design studies, a multisensory probe kit was built and evaluated to support designing with the senses in HCI and to further explore ideas from the study into food and memory and an app prototype designed for creating personalised flavour-based memory cues. Collectively, these studies support applications of the 3D printing of food for emotional and memory-based applications in HCI, as well as theoretical and methodological contributions to multisensory design and design with food and the body in HCI
Digital life stories: Semi-automatic (auto)biographies within lifelog collections
Our life stories enable us to reflect upon and share our personal histories. Through emerging digital technologies the possibility of collecting life experiences digitally is
increasingly feasible; consequently so is the potential to create a digital counterpart to our personal narratives. In this work, lifelogging tools are used to collect digital
artifacts continuously and passively throughout our day. These include images, documents, emails and webpages accessed; texts messages and mobile activity. This
range of data when brought together is known as a lifelog. Given the complexity, volume and multimodal nature of such collections, it is clear that there are significant challenges to be addressed in order to achieve coherent and meaningful digital narratives of our events from our life histories.
This work investigates the construction of personal digital narratives from lifelog collections. It examines the underlying questions, issues and challenges relating to construction of personal digital narratives from lifelogs. Fundamentally, it addresses how to organize and transform data sampled from an individual’s day-to-day activities
into a coherent narrative account.
This enquiry is enabled by three 20-month long-term lifelogs collected by participants and produces a narrative system which enables the semi-automatic construction of digital stories from lifelog content. Inspired by probative studies conducted into current practices of curation, from which a set of fundamental requirements are established, this solution employs a 2-dimensional spatial framework for storytelling. It delivers integrated support for the structuring of lifelog content and its distillation into storyform through information retrieval approaches. We describe and contribute
flexible algorithmic approaches to achieve both. Finally, this research inquiry yields qualitative and quantitative insights into such digital narratives and their generation,
composition and construction. The opportunities for such personal narrative accounts to enable recollection, reminiscence and reflection with the collection owners are
established and its benefit in sharing past personal experience experiences is outlined. Finally, in a novel investigation with motivated third parties we demonstrate
the opportunities such narrative accounts may have beyond the scope of the collection owner in: personal, societal and cultural explorations, artistic endeavours
and as a generational heirloom