15,551 research outputs found
Explorations in engagement for humans and robots
This paper explores the concept of engagement, the process by which
individuals in an interaction start, maintain and end their perceived
connection to one another. The paper reports on one aspect of engagement among
human interactors--the effect of tracking faces during an interaction. It also
describes the architecture of a robot that can participate in conversational,
collaborative interactions with engagement gestures. Finally, the paper reports
on findings of experiments with human participants who interacted with a robot
when it either performed or did not perform engagement gestures. Results of the
human-robot studies indicate that people become engaged with robots: they
direct their attention to the robot more often in interactions where engagement
gestures are present, and they find interactions more appropriate when
engagement gestures are present than when they are not.Comment: 31 pages, 5 figures, 3 table
A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons
We present the design of an online social skills development interface for
teenagers with autism spectrum disorder (ASD). The interface is intended to
enable private conversation practice anywhere, anytime using a web-browser.
Users converse informally with a virtual agent, receiving feedback on nonverbal
cues in real-time, and summary feedback. The prototype was developed in
consultation with an expert UX designer, two psychologists, and a pediatrician.
Using the data from 47 individuals, feedback and dialogue generation were
automated using a hidden Markov model and a schema-driven dialogue manager
capable of handling multi-topic conversations. We conducted a study with nine
high-functioning ASD teenagers. Through a thematic analysis of post-experiment
interviews, identified several key design considerations, notably: 1) Users
should be fully briefed at the outset about the purpose and limitations of the
system, to avoid unrealistic expectations. 2) An interface should incorporate
positive acknowledgment of behavior change. 3) Realistic appearance of a
virtual agent and responsiveness are important in engaging users. 4)
Conversation personalization, for instance in prompting laconic users for more
input and reciprocal questions, would help the teenagers engage for longer
terms and increase the system's utility
Reading the Source Code of Social Ties
Though online social network research has exploded during the past years, not
much thought has been given to the exploration of the nature of social links.
Online interactions have been interpreted as indicative of one social process
or another (e.g., status exchange or trust), often with little systematic
justification regarding the relation between observed data and theoretical
concept. Our research aims to breach this gap in computational social science
by proposing an unsupervised, parameter-free method to discover, with high
accuracy, the fundamental domains of interaction occurring in social networks.
By applying this method on two online datasets different by scope and type of
interaction (aNobii and Flickr) we observe the spontaneous emergence of three
domains of interaction representing the exchange of status, knowledge and
social support. By finding significant relations between the domains of
interaction and classic social network analysis issues (e.g., tie strength,
dyadic interaction over time) we show how the network of interactions induced
by the extracted domains can be used as a starting point for more nuanced
analysis of online social data that may one day incorporate the normative
grammar of social interaction. Our methods finds applications in online social
media services ranging from recommendation to visual link summarization.Comment: 10 pages, 8 figures, Proceedings of the 2014 ACM conference on Web
(WebSci'14
Graph-based Features for Automatic Online Abuse Detection
While online communities have become increasingly important over the years,
the moderation of user-generated content is still performed mostly manually.
Automating this task is an important step in reducing the financial cost
associated with moderation, but the majority of automated approaches strictly
based on message content are highly vulnerable to intentional obfuscation. In
this paper, we discuss methods for extracting conversational networks based on
raw multi-participant chat logs, and we study the contribution of graph
features to a classification system that aims to determine if a given message
is abusive. The conversational graph-based system yields unexpectedly high
performance , with results comparable to those previously obtained with a
content-based approach
Chasing the Chatbots: Directions for Interaction and Design Research
Big tech-players have been successful in pushing the chatbots forward. Investments in the technology are growing fast, as well as the number of users and applications available. Instead of driving investments towards a successful diffusion of the technology, user-centred studies are currently chasing the popularity of chatbots. A literature analysis evidences how recent this research topic is, and the predominance of technical challenges rather than understanding usersā perceptions, expectations and contexts of use. Looking for answers to interaction and design questions raised in 2007, when the presence of clever computers in everyday life had been predicted for the year 2020, this paper presents a panorama of the recent literature, revealing gaps and pointing directions for further user-centred research
Meetings and Meeting Modeling in Smart Environments
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
Survey on Evaluation Methods for Dialogue Systems
In this paper we survey the methods and concepts developed for the evaluation
of dialogue systems. Evaluation is a crucial part during the development
process. Often, dialogue systems are evaluated by means of human evaluations
and questionnaires. However, this tends to be very cost and time intensive.
Thus, much work has been put into finding methods, which allow to reduce the
involvement of human labour. In this survey, we present the main concepts and
methods. For this, we differentiate between the various classes of dialogue
systems (task-oriented dialogue systems, conversational dialogue systems, and
question-answering dialogue systems). We cover each class by introducing the
main technologies developed for the dialogue systems and then by presenting the
evaluation methods regarding this class
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