9 research outputs found

    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

    Relational agents : effecting change through human-computer relationships

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.Includes bibliographical references (p. 205-219).What kinds of social relationships can people have with computers? Are there activities that computers can engage in that actively draw people into relationships with them? What are the potential benefits to the people who participate in these human-computer relationships? To address these questions this work introduces a theory of Relational Agents, which are computational artifacts designed to build and maintain long-term, social-emotional relationships with their users. These can be purely software humanoid animated agents--as developed in this work--but they can also be non-humanoid or embodied in various physical forms, from robots, to pets, to jewelry, clothing, hand-helds, and other interactive devices. Central to the notion of relationship is that it is a persistent construct, spanning multiple interactions; thus, Relational Agents are explicitly designed to remember past history and manage future expectations in their interactions with users. Finally, relationships are fundamentally social and emotional, and detailed knowledge of human social psychology--with a particular emphasis on the role of affect--must be incorporated into these agents if they are to effectively leverage the mechanisms of human social cognition in order to build relationships in the most natural manner possible. People build relationships primarily through the use of language, and primarily within the context of face-to-face conversation. Embodied Conversational Agents--anthropomorphic computer characters that emulate the experience of face-to-face conversation--thus provide the substrate for this work, and so the relational activities provided by the theory will primarily be specific types of verbal and nonverbal conversational behaviors used by people to negotiate and maintain relationships.(cont.) This work also provides an analysis of the types of applications in which having a human-computer relationship is advantageous to the human participant. In addition to applications in which the relationship is an end in itself (e.g., in entertainment systems), human-computer relationships are important in tasks in which the human is attempting to undergo some change in behavior or cognitive or emotional state. One such application is explored here: a system for assisting the user through a month-long health behavior change program in the area of exercise adoption. This application involves the research, design and implementation of relational agents as well as empirical evaluation of their ability to build relationships and effect change over a series of interactions with users.by Timothy Wallace Bickmore.Ph.D

    Towards an Emotionally Intelligent Interaction Strategy for Multimodal Embodied Conversational Agents acting as Companions

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    Existing Human Computer Interaction (HCI) strategies are seriously limited by current technologies. These are neither sensitive nor accurate enough to respond to users’ emotional states, the fundamental basis for effective communication in real time. This offered the challenge of investigating factors that would impact on the designing of effective and more emotionally intelligent interaction strategies for Companions. These were applied to a conceptual tool, the Affective Channel (AC), to endow Companions with emotional capabilities. This was implemented in the Wizard of Oz (WoZ) platform to evaluate Companions in real time. The WoZ is an experimental setup where existing immature technologies and a human operator combine to simulate Companion interaction with end users. In these aspects of my work is my original contribution to the HCI knowledge base.Experiments, focus groups and face to face interviews were carried out to ascertain users’ perception and expectations of virtual agents. ‘Descriptors’ thus identified formed the bases for the designing of user friendly Companions. Verbal and facial expressions data and other affective elements of effective human-companion interactionwere collected for use in the AC and the WoZ as stated above.Companion evaluations yielded the subsidiary contribution that Companions are perceived as empathetic, useful and trustworthy entities. Further, that they arouse positive emotions in children and also that they promote their learning improvement.These findings were the result of two experiments, one within subjects and one between subjects, conducted with thirty grade four pupils in a rural school in the poor Oaxaca region of Mexico

    Avatar augmented online conversation

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.Includes bibliographical references (p. 167-175).One of the most important roles played by technology is connecting people and mediating their communication with one another. Building technology that mediates conversation presents a number of challenging research and design questions. Apart from the fundamental issue of what exactly gets mediated, two of the more crucial questions are how the person being mediated interacts with the mediating layer and how the receiving person experiences the mediation. This thesis is concerned with both of these questions and proposes a theoretical framework of mediated conversation by means of automated avatars. This new approach relies on a model of face-to-face conversation, and derives an architecture for implementing these features through automation. First the thesis describes the process of face-to-face conversation and what nonverbal behaviors contribute to its success. It then presents a theoretical framework that explains how a text message can be automatically analyzed in terms of its communicative function based on discourse context, and how behaviors, shown to support those same functions in face-to-face conversation, can then be automatically performed by a graphical avatar in synchrony with the message delivery. An architecture, Spark, built on this framework demonstrates the approach in an actual system design that introduces the concept of a message transformation pipeline, abstracting function from behavior, and the concept of an avatar agent, responsible for coordinated delivery and continuous maintenance of the communication channel. A derived application, MapChat, is an online collaboration system where users represented by avatars in a shared virtual environment can chat and manipulate an interactive map while their avatars generate face-to-face behaviors.(cont.) A study evaluating the strength of the approach compares groups collaborating on a route-planning task using MapChat with and without the animated avatars. The results show that while task outcome was equally good for both groups, the group using these avatars felt that the task was significantly less difficult, and the feeling of efficiency and consensus were significantly stronger. An analysis of the conversation transcripts shows a significant improvement of the overall conversational process and significantly fewer messages spent on channel maintenance in the avatar groups. The avatars also significantly improved the users' perception of each others' effort. Finally, MapChat with avatars was found to be significantly more personal, enjoyable, and easier to use. The ramifications of these findings with respect to mediating conversation are discussed.by Hannes Högni. Vilhjålmsson.Ph.D

    Affective Brain-Computer Interfaces

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    Gesture and Speech in Interaction - 4th edition (GESPIN 4)

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    International audienceThe fourth edition of Gesture and Speech in Interaction (GESPIN) was held in Nantes, France. With more than 40 papers, these proceedings show just what a flourishing field of enquiry gesture studies continues to be. The keynote speeches of the conference addressed three different aspects of multimodal interaction:gesture and grammar, gesture acquisition, and gesture and social interaction. In a talk entitled Qualitiesof event construal in speech and gesture: Aspect and tense, Alan Cienki presented an ongoing researchproject on narratives in French, German and Russian, a project that focuses especially on the verbal andgestural expression of grammatical tense and aspect in narratives in the three languages. Jean-MarcColletta's talk, entitled Gesture and Language Development: towards a unified theoretical framework,described the joint acquisition and development of speech and early conventional and representationalgestures. In Grammar, deixis, and multimodality between code-manifestation and code-integration or whyKendon's Continuum should be transformed into a gestural circle, Ellen Fricke proposed a revisitedgrammar of noun phrases that integrates gestures as part of the semiotic and typological codes of individuallanguages. From a pragmatic and cognitive perspective, Judith Holler explored the use ofgaze and hand gestures as means of organizing turns at talk as well as establishing common ground in apresentation entitled On the pragmatics of multi-modal face-to-face communication: Gesture, speech andgaze in the coordination of mental states and social interaction.Among the talks and posters presented at the conference, the vast majority of topics related, quitenaturally, to gesture and speech in interaction - understood both in terms of mapping of units in differentsemiotic modes and of the use of gesture and speech in social interaction. Several presentations explored the effects of impairments(such as diseases or the natural ageing process) on gesture and speech. The communicative relevance ofgesture and speech and audience-design in natural interactions, as well as in more controlled settings liketelevision debates and reports, was another topic addressed during the conference. Some participantsalso presented research on first and second language learning, while others discussed the relationshipbetween gesture and intonation. While most participants presented research on gesture and speech froman observer's perspective, be it in semiotics or pragmatics, some nevertheless focused on another importantaspect: the cognitive processes involved in language production and perception. Last but not least,participants also presented talks and posters on the computational analysis of gestures, whether involvingexternal devices (e.g. mocap, kinect) or concerning the use of specially-designed computer software forthe post-treatment of gestural data. Importantly, new links were made between semiotics and mocap data
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