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Emphatic agents to reduce user frustration: The effects of varying agent characteristics
There is now growing interest in the development of computer systems which respond to usersâ emotion and affect. We report three small scale studies (with a total of 42 participants) which investigate the extent to which affective agents, using strategies derived from human-human interaction, can reduce user frustration within human-computer interaction. The results confirm the previous findings of Klein et al (2002) that such interventions can be effective. We also obtained results that suggest that embodied agents can be more effective at reducing frustration than non-embodied agents, and that female embodied agents may be more effective than male embodied agents. These results are discussed in light of the existing research literature
Emerging Linguistic Functions in Early Infancy
This paper presents results from experimental
studies on early language acquisition in infants and
attempts to interpret the experimental results within
the framework of the Ecological Theory of
Language Acquisition (ETLA) recently proposed
by (Lacerda et al., 2004a). From this perspective,
the infantâs first steps in the acquisition of the
ambient language are seen as a consequence of the
infantâs general capacity to represent sensory input
and the infantâs interaction with other actors in its
immediate ecological environment. On the basis of
available experimental evidence, it will be argued
that ETLA offers a productive alternative to
traditional descriptive views of the language
acquisition process by presenting an operative
model of how early linguistic function may emerge
through interaction
Controlling the Gaze of Conversational Agents
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
Experimenting with the Gaze of a Conversational Agent
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
An analysis of Space Shuttle countdown activities: Preliminaries to a computational model of the NASA Test Director
Before all systems are go just prior to the launch of a space shuttle, thousands of operations and tests have been performed to ensure that all shuttle and support subsystems are operational and ready for launch. These steps, which range from activating the orbiter's flight computers to removing the launch pad from the itinerary of the NASA tour buses, are carried out by launch team members at various locations and with highly specialized fields of expertise. The liability for coordinating these diverse activities rests with the NASA Test Director (NTD) at NASA-Kennedy. The behavior is being studied of the NTD with the goal of building a detailed computational model of that behavior; the results of that analysis to date are given. The NTD's performance is described in detail, as a team member who must coordinate a complex task through efficient audio communication, as well as an individual taking notes and consulting manuals. A model of the routine cognitive skill used by the NTD to follow the launch countdown procedure manual was implemented using the Soar cognitive architecture. Several examples are given of how such a model could aid in evaluating proposed computer support systems
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