45,597 research outputs found

    No Grice: Computers that Lie, Deceive and Conceal

    Get PDF
    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

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

    Get PDF
    In this paper, an overview of human-robot interactive communication is presented, covering verbal as well as non-verbal aspects of human-robot interaction. Following a historical introduction, and motivation towards fluid human-robot communication, ten desiderata are proposed, which provide an organizational axis both of recent as well as of future research on human-robot communication. Then, the ten desiderata are examined in detail, culminating to a unifying discussion, and a forward-looking conclusion

    Incremental interpretation and prediction of utterance meaning for interactive dialogue

    Get PDF
                                                                                                                    We present techniques for the incremental interpretation and prediction of utterance meaning in dialogue systems. These techniques open possibilities for systems to initiate responsive overlap behaviors during user speech, such as interrupting, acknowledging, or completing a user's utterance while it is still in progress. In an implemented system, we show that relatively high accuracy can be achieved in understanding of spontaneous utterances before utterances are completed. Further, we present a method for determining when a system has reached a point of maximal understanding of an ongoing user utterance, and show that this determination can be made with high precision. Finally, we discuss a prototype implementation that shows how systems can use these abilities to strategically initiate system completions of user utterances. More broadly, this framework facilitates the implementation of a range of overlap behaviors that are common in human dialogue, but have been largely absent in dialogue systems
    • 

    corecore