10,627 research outputs found

    No Grice: Computers that Lie, Deceive and Conceal

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    In the future our daily life interactions with other people, with computers, robots and smart environments will be recorded and interpreted by computers or embedded intelligence in environments, furniture, robots, displays, and wearables. These sensors record our activities, our behavior, and our interactions. Fusion of such information and reasoning about such information makes it possible, using computational models of human behavior and activities, to provide context- and person-aware interpretations of human behavior and activities, including determination of attitudes, moods, and emotions. Sensors include cameras, microphones, eye trackers, position and proximity sensors, tactile or smell sensors, et cetera. Sensors can be embedded in an environment, but they can also move around, for example, if they are part of a mobile social robot or if they are part of devices we carry around or are embedded in our clothes or body. \ud \ud Our daily life behavior and daily life interactions are recorded and interpreted. How can we use such environments and how can such environments use us? Do we always want to cooperate with these environments; do these environments always want to cooperate with us? In this paper we argue that there are many reasons that users or rather human partners of these environments do want to keep information about their intentions and their emotions hidden from these smart environments. On the other hand, their artificial interaction partner may have similar reasons to not give away all information they have or to treat their human partner as an opponent rather than someone that has to be supported by smart technology.\ud \ud This will be elaborated in this paper. We will survey examples of human-computer interactions where there is not necessarily a goal to be explicit about intentions and feelings. In subsequent sections we will look at (1) the computer as a conversational partner, (2) the computer as a butler or diary companion, (3) the computer as a teacher or a trainer, acting in a virtual training environment (a serious game), (4) sports applications (that are not necessarily different from serious game or education environments), and games and entertainment applications

    Robust Modeling of Epistemic Mental States

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    This work identifies and advances some research challenges in the analysis of facial features and their temporal dynamics with epistemic mental states in dyadic conversations. Epistemic states are: Agreement, Concentration, Thoughtful, Certain, and Interest. In this paper, we perform a number of statistical analyses and simulations to identify the relationship between facial features and epistemic states. Non-linear relations are found to be more prevalent, while temporal features derived from original facial features have demonstrated a strong correlation with intensity changes. Then, we propose a novel prediction framework that takes facial features and their nonlinear relation scores as input and predict different epistemic states in videos. The prediction of epistemic states is boosted when the classification of emotion changing regions such as rising, falling, or steady-state are incorporated with the temporal features. The proposed predictive models can predict the epistemic states with significantly improved accuracy: correlation coefficient (CoERR) for Agreement is 0.827, for Concentration 0.901, for Thoughtful 0.794, for Certain 0.854, and for Interest 0.913.Comment: Accepted for Publication in Multimedia Tools and Application, Special Issue: Socio-Affective Technologie

    Determining what people feel and think when interacting with humans and machines

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    Any interactive software program must interpret the users’ actions and come up with an appropriate response that is intelligable and meaningful to the user. In most situations, the options of the user are determined by the software and hardware and the actions that can be carried out are unambiguous. The machine knows what it should do when the user carries out an action. In most cases, the user knows what he has to do by relying on conventions which he may have learned by having had a look at the instruction manual, having them seen performed by somebody else, or which he learned by modifying a previously learned convention. Some, or most, of the times he just finds out by trial and error. In user-friendly interfaces, the user knows, without having to read extensive manuals, what is expected from him and how he can get the machine to do what he wants. An intelligent interface is so-called, because it does not assume the same kind of programming of the user by the machine, but the machine itself can figure out what the user wants and how he wants it without the user having to take all the trouble of telling it to the machine in the way the machine dictates but being able to do it in his own words. Or perhaps by not using any words at all, as the machine is able to read off the intentions of the user by observing his actions and expressions. Ideally, the machine should be able to determine what the user wants, what he expects, what he hopes will happen, and how he feels

    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

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    Towards responsive Sensitive Artificial Listeners

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    This paper describes work in the recently started project SEMAINE, which aims to build a set of Sensitive Artificial Listeners – conversational agents designed to sustain an interaction with a human user despite limited verbal skills, through robust recognition and generation of non-verbal behaviour in real-time, both when the agent is speaking and listening. We report on data collection and on the design of a system architecture in view of real-time responsiveness
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