13,947 research outputs found

    Alternating gaze in multi-party storytelling

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    We present a single case study on gaze alternation’ in three-party storytelling. The study makes use of the XML method, a ‘combinatorial approach’ (Haugh & Musgrave 2019) involving multimodal CA transcription converted into the XML syntax. We approach gaze alternation via (i) the addressee-status hypothesis, (ii) the texturing hypothesis, and (iii) the acceleration hypothesis. Hypothesis (i) proposes that the storyteller alternatingly looks at the recipients not only when their addressee status is symmetrical but also when their addressee status is asymmetrical. Hypothesis (ii) predicts that gaze alternation ‘textures’ the telling by occurring when the storytelling progresses from one segment to another. Hypothesis (iii) states that gaze alternation accelerates toward Climax and decelerates in Post-completion sequences. The analyses support the hypotheses. They suggest that alternating gaze works against the danger of exclusion caused by the dyadic structure of conversation. It further partakes in story organization as it occurs at points of transition from one story section to another section. Finally, accelerated gaze alternation constitutes an indexical process drawing the recipients’ attention to the immediate relevance of stance display (Stivers 2008). We conclude that the three hypotheses warrant further investigation to determine their generalizability across speakers and speech situations

    Collaborative storytelling with a person with aphasia

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    INTRODUCTION: This study explores practices employed by a person with aphasia (PWA) and his wife to organize collaborative storytelling in a multiparty interaction. We identify practices that further the PWA’s agency – his impact on action – while he is telling a story together with his wife. METHOD: Using conversation analysis (CA), we carried out a case study of a successful storytelling sequence involving a 39-year-old man with anomic aphasia during a conversation with friends. ANALYSIS: The PWA contributed to the storytelling by initiating the story sequence and by producing short but significant utterances in which he provided essential information and displayed epistemic authority. The spouse aligned with the PWA’s initiated actions and supported his agency by giving him room to speak, for example, by gaze retraction. DISCUSSION: The analysis offers insight into practices that allowed this PWA to achieve agency. Our findings show that communication partner training could benefit from implementing activities such as collaborative storytelling

    Detecting Low Rapport During Natural Interactions in Small Groups from Non-Verbal Behaviour

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    Rapport, the close and harmonious relationship in which interaction partners are "in sync" with each other, was shown to result in smoother social interactions, improved collaboration, and improved interpersonal outcomes. In this work, we are first to investigate automatic prediction of low rapport during natural interactions within small groups. This task is challenging given that rapport only manifests in subtle non-verbal signals that are, in addition, subject to influences of group dynamics as well as inter-personal idiosyncrasies. We record videos of unscripted discussions of three to four people using a multi-view camera system and microphones. We analyse a rich set of non-verbal signals for rapport detection, namely facial expressions, hand motion, gaze, speaker turns, and speech prosody. Using facial features, we can detect low rapport with an average precision of 0.7 (chance level at 0.25), while incorporating prior knowledge of participants' personalities can even achieve early prediction without a drop in performance. We further provide a detailed analysis of different feature sets and the amount of information contained in different temporal segments of the interactions.Comment: 12 pages, 6 figure

    Guidance in storytelling tables supports emotional development in kindergartners

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    Promoting the social-emotional development of kindergartners is of special relevance as will lay the foundations for emotion regulation in later childhood and adulthood stages. Considering that tangible storytelling tables are already used for language and literacy skills in kindergarten, we addressed the problem of designing a storytelling intervention aimed at social-emotional development suitable in such a context by using an emotional laden story as content and embedding a guidance method that can be implemented with either a human or robot guide to enhance the learning setting. The study considered two guided storytelling activities (one traditional guided by the teacher, and one in which guidance was provided by a robot) and a control condition without additional guidance. The three conditions were compared in terms of kindergartners’ enactment process, an emotion recognition test and a story recall test. The results show that the guidance method properly supported emotion naming, children involvement and goal completion during the storytelling activity whereas the intervention supported the learning gain on emotion recognition. The study revealed that both robot and human guidance did not differ significantly in the performance tests but did outperform the control. In view of the results, this research is helpful for researchers and teachers to create in an informed way a range of environments in the kindergarten class based on storytelling tables, either with or without guidance, and with or without robot support. Future work may further investigate how specific interaction issues concerning robot embodiment (e.g., voice and behavioral cues to direct children’s attention) might enhance or not the children’s performanceOpen Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This work has partially been funded by the Spanish Ministry of Science, Innovation and Universities under Juan de la Cierva programme (IJC2018–037522-I). The writing of this work has received financial support from the Consellería de Educación, Universidade e Formación Profesional (accreditation 2019–2022 ED431G-2019/04, reference ED431C2022/19) and the European Regional Development Fund (ERDF)S

    Caregivers’ strategies for eliciting storytelling from toddlers in Japanese caregiver–child picture book reading activities

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    Although storytelling is a central practice in everyday interaction, it is not an easy task for young children, because it requires extended turns-at-talk. To tell a story successfully, a child requires considerable support from the recipient. In this article, we examine how storytelling is facilitated in Japanese caregiver–child interactions, focusing on the strategies employed by caregivers to elicit storytelling from 2- to 3-year-old children during picture book reading activities. Our analysis indicates that caregivers employ various multimodal strategies in encouraging children to launch, develop, and end a story, and that these strategies are themselves effectively implemented through the application of several grammatical features, conventional expressions, and formulaic words. Hence, storytelling functions as a valuable device in orchestrating attention, affect, and morality in caregiver–child interactions

    Acoustic Features of Different Types of Laughter in North Sami Conversational Speech

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    An Examination of Gaming Environments in Dungeons and Dragons Groups

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    Tabletop Role-Playing Games (TRPG) like Dungeons & Dragons are unique phenomena within the topics of game-based learning and gamification of leadership development. Games in general are used for both game-based learning (learning from playing games) and as sources of inspiration for gamification: the application of game design elements in non-game contexts like business or education. Many potential benefits of playing TRPGs have been observed including transformative experiences linked to collective creativity. Knowing more about the transformative potential of TRPGs can inform facilitation of creative learning environments and guide the use of TRPGs for leadership development. The concept of a holding environment frames play and creativity as activities that promote personal growth embedded in a psychological or group environment. Drawing from a developmental environment framework, a gaming environment can be considered as the psychological group environment present while playing a TRPG. Applying this developmental environment framework to TRPG groups builds on previous research that reports transformative growth in TRPG experiences by providing a group level of analysis. This research explored gaming environments in TRPGs, specifically Dungeons & Dragons 5th Edition (D&D 5e). This qualitative study employed content analysis, group observations, and interviews for data collection and analysis. A group of participants was solicited to play D&D 5e specifically for this research. Thematic analysis was used to identify group interaction patterns by observing the group playing D&D 5e over the course of several sessions. Then, semi-structured interviews with the participants were conducted to investigate individual perspectives of specific observations from the group sessions. Interview topics included descriptions of the group of players, defining events in the group, and factors influencing the play experience. Recordings of gaming sessions and transcripts of individual interviews were subjected to continued analysis. Findings indicated that the gaming environment was a psychologically layered container which depended on the use of authority in leader-member relationships and utilized framing and storytelling processes for containing emotions. These findings can be used to inform the design of TRPGs for leadership development and expand how we construct knowledge about group environments in creative contexts
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