36 research outputs found

    HEMVIP: Human Evaluation of Multiple Videos in Parallel

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    In many research areas, for example motion and gesture generation, objective measures alone do not provide an accurate impression of key stimulus traits such as perceived quality or appropriateness. The gold standard is instead to evaluate these aspects through user studies, especially subjective evaluations of video stimuli. Common evaluation paradigms either present individual stimuli to be scored on Likert-type scales, or ask users to compare and rate videos in a pairwise fashion. However, the time and resources required for such evaluations scale poorly as the number of conditions to be compared increases. Building on standards used for evaluating the quality of multimedia codecs, this paper instead introduces a framework for granular rating of multiple comparable videos in parallel. This methodology essentially analyses all condition pairs at once. Our contributions are 1) a proposed framework, called HEMVIP, for parallel and granular evaluation of multiple video stimuli and 2) a validation study confirming that results obtained using the tool are in close agreement with results of prior studies using conventional multiple pairwise comparisons.Comment: 8 pages, 2 figure

    Can we trust online crowdworkers? Comparing online and offline participants in a preference test of virtual agents

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    Conducting user studies is a crucial component in many scientific fields. While some studies require participants to be physically present, other studies can be conducted both physically (e.g. in-lab) and online (e.g. via crowdsourcing). Inviting participants to the lab can be a time-consuming and logistically difficult endeavor, not to mention that sometimes research groups might not be able to run in-lab experiments, because of, for example, a pandemic. Crowdsourcing platforms such as Amazon Mechanical Turk (AMT) or Prolific can therefore be a suitable alternative to run certain experiments, such as evaluating virtual agents. Although previous studies investigated the use of crowdsourcing platforms for running experiments, there is still uncertainty as to whether the results are reliable for perceptual studies. Here we replicate a previous experiment where participants evaluated a gesture generation model for virtual agents. The experiment is conducted across three participant pools -- in-lab, Prolific, and AMT -- having similar demographics across the in-lab participants and the Prolific platform. Our results show no difference between the three participant pools in regards to their evaluations of the gesture generation models and their reliability scores. The results indicate that online platforms can successfully be used for perceptual evaluations of this kind.Comment: Accepted to IVA 2020. Patrik Jonell and Taras Kucherenko contributed equally to this wor

    Commentary: comparing efficiency in aquatic and terrestrial animal production systems

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    First paragraph: Aquaculture is receiving increased attention from a variety of stakeholders. This is largely due to its current role in the global food system of supplying more than half of the seafood consumed, and also because the industry continues to steadily expand (UN Food and Agriculture Organization 2018). A recent article in Environmental Research Letters, 'Feed conversion efficiency in aquaculture: do we measure it correctly?', by Fry et al (2018a) found that measuring feed conversion efficiency of selected aquatic and terrestrial farmed animals using protein and calorie retention resulted in species comparisons (least to most efficient) and overlap among species dissimilar from comparisons based on widely used weight-based feed conversion ratio (FCR) values. The study prompted spirited discussions among researchers, industry representatives, and others. A group assembled to write a standard rebuttal, but during this process, decided it was best to engage the study's original authors to join the discourse. Through this collaboration, we provide the resultant additional context relevant to the study in order to advance conversations and research on the use of efficiency measures in aquatic and terrestrial animal production systems

    Reframing the sustainable seafood narrative

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    The dominant sustainable seafood narrative is one where developed world markets catalyze practice improvements by fisheries and aquaculture producers that enhance ocean health. The narrow framing of seafood sustainability in terms of aquaculture or fisheries management and ocean health has contributed to the omission of these important food production systems from the discussion on global food system sustainability. This omission is problematic. Seafood makes critical contributions to food and nutrition security, particularly in low income countries, and is often a more sustainable and nutrient rich source of animal sourced-food than terrestrial meat production. We argue that to maximize the positive contributions that seafood can make to sustainable food systems, the conventional narratives that prioritize seafood's role in promoting ‘ocean health’ need to be reframed and cover a broader set of environmental and social dimensions of sustainability. The focus of the narrative also needs to move from a producer-centric to a ‘whole chain’ perspective that includes greater inclusion of the later stages with a focus on food waste, by-product utilization and consumption. Moreover, seafood should not be treated as a single aggregated item in sustainability assessments. Rather, it should be recognized as a highly diverse set of foods, with variable environmental impacts, edible yield rates and nutritional profiles. Clarifying discussions around seafood will help to deepen the integration of fisheries and aquaculture into the global agenda on sustainable food production, trade and consumption, and assist governments, private sector actors, NGOs and academics alike in identifying where improvements can be made.Until 15 December 2019, this article can be freely accessed online at: https://authors.elsevier.com/c/1ZyqC3Q8oP-AK

    Environmental performance of blue foods

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    Fish and other aquatic foods (blue foods) present an opportunity for more sustainable diets1,2. Yet comprehensive comparison has been limited due to sparse inclusion of blue foods in environmental impact studies3,4 relative to the vast diversity of production5. Here we provide standardized estimates of greenhouse gas, nitrogen, phosphorus, freshwater and land stressors for species groups covering nearly three quarters of global production. We find that across all blue foods, farmed bivalves and seaweeds generate the lowest stressors. Capture fisheries predominantly generate greenhouse gas emissions, with small pelagic fishes generating lower emissions than all fed aquaculture, but flatfish and crustaceans generating the highest. Among farmed finfish and crustaceans, silver and bighead carps have the lowest greenhouse gas, nitrogen and phosphorus emissions, but highest water use, while farmed salmon and trout use the least land and water. Finally, we model intervention scenarios and find improving feed conversion ratios reduces stressors across all fed groups, increasing fish yield reduces land and water use by up to half, and optimizing gears reduces capture fishery emissions by more than half for some groups. Collectively, our analysis identifies high-performing blue foods, highlights opportunities to improve environmental performance, advances data-poor environmental assessments, and informs sustainable diets

    Scalable Methods for Developing Interlocutor-aware Embodied Conversational Agents : Data Collection, Behavior Modeling, and Evaluation Methods

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    This work presents several methods, tools, and experiments that contribute to the development of interlocutor-aware Embodied Conversational Agents (ECAs). Interlocutor-aware ECAs take the interlocutor's behavior into consideration when generating their own non-verbal behaviors. This thesis targets the development of such adaptive ECAs by identifying and contributing to three important and related topics: 1) Data collection methods are presented, both for large scale crowdsourced data collection and in-lab data collection with a large number of sensors in a clinical setting. Experiments show that experts deemed dialog data collected using a crowdsourcing method to be better for dialog generation purposes than dialog data from other commonly used sources. 2) Methods for behavior modeling are presented, where machine learning models are used to generate facial gestures for ECAs. Both methods for single speaker and interlocutor-aware generation are presented. 3) Evaluation methods are explored and both third-party evaluation of generated gestures and interaction experiments of interlocutor-aware gestures generation are being discussed. For example, an experiment is carried out investigating the social influence of a mimicking social robot. Furthermore, a method for more efficient perceptual experiments is presented. This method is validated by replicating a previously conducted perceptual experiment on virtual agents, and shows that the results obtained using this new method provide similar insights (in fact, it provided more insights) into the data, simultaneously being more efficient in terms of time evaluators needed to spend participating in the experiment. A second study compared the difference between performing subjective evaluations of generated gestures in the lab vs. using crowdsourcing, and showed no difference between the two settings. A special focus in this thesis is given to using scalable methods, which allows for being able to efficiently and rapidly collect interaction data from a broad range of people and efficiently evaluate results produced by the machine learning methods. This in turn allows for fast iteration when developing interlocutor-aware ECAs behaviors.Det hÀr arbetet presenterar ett flertal metoder, verktyg och experiment som alla bidrar till utvecklingen av motparts-medvetna förkloppsligade konversationella agenter, dvs agenter som kommunicerar med sprÄk, har en kroppslig representation (avatar eller robot) och tar motpartens beteenden i beaktande nÀr de genererar sina egna icke-verbala beteenden. Den hÀr avhandlingen Àmnar till att bidra till utvecklingen av sÄdana agenter genom att identifiera och bidra till tre viktiga omrÄden: Datainstamlingsmetoder  bÄde för storskalig datainsamling med hjÀlp av sÄ kallade "crowdworkers" (en stor mÀngd personer pÄ internet som anvÀnds för att lösa ett problem) men Àven i laboratoriemiljö med ett stort antal sensorer. Experiment presenteras som visar att t.ex. dialogdata som samlats in med hjÀlp av crowdworkers Àr bedömda som bÀttre ur dialoggenereringspersiktiv av en grupp experter Àn andra vanligt anvÀnda datamÀngder som anvÀnds inom dialoggenerering. 2) Metoder för beteendemodellering, dÀr maskininlÀrningsmodeller anvÀnds för att generera ansiktsgester. SÄvÀl metoder för att generera ansiktsgester för en ensam agent och för motparts-medvetna agenter presenteras, tillsammans med experiment som validerar deras funktionalitet. Vidare presenteras Àven ett experiment som undersöker en agents sociala pÄverkan pÄ sin motpart dÄ den imiterar ansiktsgester hos motparten medan de samtalar. 3) Evalueringsmetoder Àr utforskade och en metod för mer effektiva perceptuella experiment presenteras. Metoden Àr utvÀrderad genom att Äterskapa ett tidigare genomfört experiment med virtuella agenter, och visar att resultaten som fÄs med denna nya metod ger liknande insikter (den ger faktiskt fler insikter), samtidigt som den Àr effektivare nÀr det kommer till hur mycket tid utvÀrderarna behövde spendera. En andra studie studerar skillnaden mellan att utföra subjektiva utvÀrderingar av genererade gester i en laboratoriemiljö jÀmfört med att anvÀnda crowdworkers, och visade att ingen skillnad kunde uppmÀtas. Ett speciellt fokus ligger pÄ att anvÀnda skalbara metoder, dÄ detta möjliggör effektiv och snabb insamling av mÄngfasetterad interaktionsdata frÄn mÄnga olika mÀnniskor samt evaluaring av de beteenden som genereras frÄn maskininlÀrningsmodellerna, vilket i sin tur möjliggör snabb iterering i utvecklingen.QC 20220307</p

    Scalable Methods for Developing Interlocutor-aware Embodied Conversational Agents : Data Collection, Behavior Modeling, and Evaluation Methods

    No full text
    This work presents several methods, tools, and experiments that contribute to the development of interlocutor-aware Embodied Conversational Agents (ECAs). Interlocutor-aware ECAs take the interlocutor's behavior into consideration when generating their own non-verbal behaviors. This thesis targets the development of such adaptive ECAs by identifying and contributing to three important and related topics: 1) Data collection methods are presented, both for large scale crowdsourced data collection and in-lab data collection with a large number of sensors in a clinical setting. Experiments show that experts deemed dialog data collected using a crowdsourcing method to be better for dialog generation purposes than dialog data from other commonly used sources. 2) Methods for behavior modeling are presented, where machine learning models are used to generate facial gestures for ECAs. Both methods for single speaker and interlocutor-aware generation are presented. 3) Evaluation methods are explored and both third-party evaluation of generated gestures and interaction experiments of interlocutor-aware gestures generation are being discussed. For example, an experiment is carried out investigating the social influence of a mimicking social robot. Furthermore, a method for more efficient perceptual experiments is presented. This method is validated by replicating a previously conducted perceptual experiment on virtual agents, and shows that the results obtained using this new method provide similar insights (in fact, it provided more insights) into the data, simultaneously being more efficient in terms of time evaluators needed to spend participating in the experiment. A second study compared the difference between performing subjective evaluations of generated gestures in the lab vs. using crowdsourcing, and showed no difference between the two settings. A special focus in this thesis is given to using scalable methods, which allows for being able to efficiently and rapidly collect interaction data from a broad range of people and efficiently evaluate results produced by the machine learning methods. This in turn allows for fast iteration when developing interlocutor-aware ECAs behaviors.Det hÀr arbetet presenterar ett flertal metoder, verktyg och experiment som alla bidrar till utvecklingen av motparts-medvetna förkloppsligade konversationella agenter, dvs agenter som kommunicerar med sprÄk, har en kroppslig representation (avatar eller robot) och tar motpartens beteenden i beaktande nÀr de genererar sina egna icke-verbala beteenden. Den hÀr avhandlingen Àmnar till att bidra till utvecklingen av sÄdana agenter genom att identifiera och bidra till tre viktiga omrÄden: Datainstamlingsmetoder  bÄde för storskalig datainsamling med hjÀlp av sÄ kallade "crowdworkers" (en stor mÀngd personer pÄ internet som anvÀnds för att lösa ett problem) men Àven i laboratoriemiljö med ett stort antal sensorer. Experiment presenteras som visar att t.ex. dialogdata som samlats in med hjÀlp av crowdworkers Àr bedömda som bÀttre ur dialoggenereringspersiktiv av en grupp experter Àn andra vanligt anvÀnda datamÀngder som anvÀnds inom dialoggenerering. 2) Metoder för beteendemodellering, dÀr maskininlÀrningsmodeller anvÀnds för att generera ansiktsgester. SÄvÀl metoder för att generera ansiktsgester för en ensam agent och för motparts-medvetna agenter presenteras, tillsammans med experiment som validerar deras funktionalitet. Vidare presenteras Àven ett experiment som undersöker en agents sociala pÄverkan pÄ sin motpart dÄ den imiterar ansiktsgester hos motparten medan de samtalar. 3) Evalueringsmetoder Àr utforskade och en metod för mer effektiva perceptuella experiment presenteras. Metoden Àr utvÀrderad genom att Äterskapa ett tidigare genomfört experiment med virtuella agenter, och visar att resultaten som fÄs med denna nya metod ger liknande insikter (den ger faktiskt fler insikter), samtidigt som den Àr effektivare nÀr det kommer till hur mycket tid utvÀrderarna behövde spendera. En andra studie studerar skillnaden mellan att utföra subjektiva utvÀrderingar av genererade gester i en laboratoriemiljö jÀmfört med att anvÀnda crowdworkers, och visade att ingen skillnad kunde uppmÀtas. Ett speciellt fokus ligger pÄ att anvÀnda skalbara metoder, dÄ detta möjliggör effektiv och snabb insamling av mÄngfasetterad interaktionsdata frÄn mÄnga olika mÀnniskor samt evaluaring av de beteenden som genereras frÄn maskininlÀrningsmodellerna, vilket i sin tur möjliggör snabb iterering i utvecklingen.QC 20220307</p
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