Toward Better Understanding of Engagement in Multiparty Spoken Interaction with Children

S. Moubayed, J. Lehman
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引用次数: 16

Abstract

A system's ability to understand and model a human's engagement during an interactive task is important for both adapting its behavior to the moment and achieving a coherent interaction over time. Standard practice for creating such a capability requires uncovering and modeling the multimodal cues that predict engagement in a given task environment. The first step in this methodology is to have human coders produce "gold standard" judgments of sample behavior. In this paper we report results from applying this first step to the complex and varied behavior of children playing a fast-paced, speech-controlled, side-scrolling game called Mole Madness. We introduce a concrete metric for engagement-willingness to continue the interaction--that leads to better inter-coder judgments for children playing in pairs, explore how coders perceive the relative contribution of audio and visual cues, and describe engagement trends and patterns in our population. We also examine how the measures change when the same children play Mole Madness with a robot instead of a peer. We conclude by discussing the implications of the differences within and across play conditions for the automatic estimation of engagement and the extension of our autonomous robot player into a "buddy" that can individualize interaction for each player and game.
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更好地理解参与与儿童的多方口头互动
在交互任务中,系统理解和模拟人类参与的能力对于使其行为适应当前情况和随着时间的推移实现连贯的交互都很重要。创建这种能力的标准实践需要揭示和建模在给定任务环境中预测参与的多模态线索。这种方法的第一步是让人类编码员对样本行为产生“黄金标准”判断。在本文中,我们报告了将这第一步应用于儿童玩一款名为《鼹鼠疯狂》的快节奏、语音控制、横向卷轴游戏的复杂多样行为的结果。我们引入了一个具体的参与度指标——继续互动的意愿——这可以让编码员更好地判断成对玩的孩子,探索编码员如何感知音频和视觉线索的相对贡献,并描述我们人群中的参与度趋势和模式。我们还研究了当同样的孩子与机器人而不是同伴玩《鼹鼠疯狂》时,测量结果是如何变化的。最后,我们讨论了游戏条件内部和游戏条件之间的差异对自动评估用户粘性的影响,并将自主机器人玩家扩展为能够为每个玩家和游戏个性化互动的“伙伴”。
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