49,484 research outputs found

    Experimenting with the Gaze of a Conversational Agent

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    We have carried out a pilot experiment to investigate the effects of different eye gaze behaviors of a cartoon-like talking face on the quality of human-agent dialogues. We compared a version of the talking face that roughly implements some patterns of humanlike behavior with two other versions. We called this the optimal version. In one of the other versions the shifts in gaze were kept minimal and in the other version the shifts would occur randomly. The talking face has a number of restrictions. There is no speech recognition, so questions and replies have to\ud be typed in by the users of the systems. Despite this restriction we found that participants that conversed with the optimal agent appreciated the agent more than participants that conversed with the other agents. Conversations with the optimal version proceeded more efficiently. Participants needed less time to complete their task

    Controlling the Gaze of Conversational Agents

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    We report on a pilot experiment that investigated the effects of different eye gaze behaviours of a cartoon-like talking face on the quality of human-agent dialogues. We compared a version of the talking face that roughly implements some patterns of human-like behaviour with\ud two other versions. In one of the other versions the shifts in gaze were kept minimal and in the other version the shifts would occur randomly. The talking face has a number of restrictions. There is no speech recognition, so questions and replies have to be typed in by the users\ud of the systems. Despite this restriction we found that participants that conversed with the agent that behaved according to the human-like patterns appreciated the agent better than participants that conversed with the other agents. Conversations with the optimal version also\ud proceeded more efficiently. Participants needed less time to complete their task

    “Show me, how does it look now”: Remote Help-giving in Collaborative Design

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    This paper examines the role of visual information in a remote help-giving situation involving the collaborative physical task of designing a prototype remote control. We analyze a set of video recordings captured within an experimental setting. Our analysis shows that using gestures and relevant artefacts and by projecting activities on the camera, participants were able to discuss several design-related issues. The results indicate that with a limited camera view (mainly faces and shoulders), participants’ conversations were centered at the physical prototype that they were designing. The socially organized use of our experimental setting provides some key implications for designing future remote collaborative systems

    New literacies and future educational culture

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    The paper draws attention to three developments that are crucial to online education. First, the new literacy required by group discussion in writing, i.e. by computer‐mediated communication ('e‐talk') is discussed Educators are urged to delimit and structure their courses so that online conversations in writing are successfully framed for effective discourse. Second, new literacy arising from the merging of multimedia with text is considered It is maintained that this will enhance communication, not debase it. Third, the way that increasing ease of information retrieval is eroding boundaries between traditional disciplines is discussed It is argued that this may create new difficulties in education. The paper recommends various ways of overcoming the problems that arise from the three developments

    The Performance of Knowledge: Pointing and Knowledge in Powerpoint Presentations

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    Dieser Beitrag ist mit Zustimmung des Rechteinhabers aufgrund einer (DFG gefÜrderten) Allianz- bzw. Nationallizenz frei zugänglich.This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively.Powerpoint and similar technologies have contributed to a profound transformation of lecturing and presenting information. In focusing on pointing in powerpoint presentations, the article addresses aspects of this transformation of speech into 'presentations'. As opposed to popular attacks against powerpoint, the analysis of a large number of audio-visually recorded presentations (mainly in German) demonstrates the creativity of these 'performances', based on the interplay of slides (and other aspects of this technology), speech, pointing and body formations. Pointing seems to be a particular feature of this kind of presentation, allowing knowledge to be located in space. Considering powerpoint as one of the typical technologies of so-called 'knowledge societies', this aspect provides some indication as to the social understanding of knowledge. Instead of 'representing' reality, knowledge is defined by the circularity of speaking and showing, thus becoming presented knowledge rather than representing knowledge

    Informal, desktop, audio-video communication

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    Audio-Video systems have been developed to support many aspects and modes of human communication, but there has been little support for the informal, ongoing nature of communication that occurs often in real life. Most existing systems implement a call metaphor. This presents a barrier to initiating conversation that has a consequent effect on the formality of the resulting conversation. By contrast, with informal communication the channel is never explicitly opened or closed. This paper examines the range of previous systems and seeks to build on these to develop plans for supporting informal communication, in a desktop environment

    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

    Modelling Participant Affect in Meetings with Turn-Taking Features

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    This paper explores the relationship between turn-taking and meeting affect. To investigate this, we model post-meeting ratings of satisfaction, cohesion and leadership from participants of AMI corpus meetings using group and individual turn-taking features. The results indicate that participants gave higher satisfaction and cohesiveness ratings to meetings with greater group turn-taking freedom and individual very short utterance rates, while lower ratings were associated with more silence and speaker overlap. Besides broad applicability to satisfaction ratings, turn-taking freedom was found to be a better predictor than equality of speaking time when considering whether participants felt that everyone they had a chance to contribute. If we include dialogue act information, we see that substantive feedback type turns like assessments are more predictive of meeting affect than information giving acts or backchannels. This work highlights the importance of feedback turns and modelling group level activity in multiparty dialogue for understanding the social aspects of speech

    Practical Strategies for Integrating a Conversation Analyst in an Iterative Design Process

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    We present a case study of an iterative design process that includes a conversation analyst. We discuss potential benefits of conversation analysis for design, and we describe our strategies for integrating the conversation analyst in the design process. Since the analyst on our team had no previous exposure to design or engineering, and none of the other members of our team had any experience with conversation analysis, we needed to build a foundation for our interaction. One of our key strategies was to pair the conversation analyst with a designer in a highly interactive collaboration. Our tactics have been effective on our project, leading to valuable results that we believe we could not have obtained using another method. We hope that this paper can serve as a practical guide to those interested in establishing a productive and efficient working relationship between a conversation analyst and the other members of a design team.Comment: 11 page
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