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Proceedings of the 21st ACM International Conference on Intelligent Virtual Agents最新文献

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Task Allocation in Multi-Agent Systems with Grammar-Based Evolution 基于语法进化的多智能体系统任务分配
Dilini Samarasinghe, M. Barlow, E. Lakshika, Kathryn E. Kasmarik
This paper presents a grammar-based evolutionary model to facilitate autonomous emergence of task allocation for intelligent multi-agent systems. The approach adopts a context-free grammar to determine the behaviour rule syntax. This allows for flexibility in evolving task allocation under multiple and dynamic constraints without manual rule design and parameter tuning. Experimental evaluations conducted with a target discovery simulation illustrate that the grammar-based model performs successfully in both dynamic and non-dynamic conditions. A statistically significant performance improvement is shown compared to an algorithm developed with the broadcast of local eligibility mechanism and a genetic programming mechanism. Grammatical evolution can achieve near-optimal solutions under restrictions applied on the number of agents, targets and the time allowed. Further, analysis of the evolved rule structures shows that grammatical evolution can identify less complex rule structures for behaviours while maintaining the expected level of performance. The results infer that the proposed model is a promising alternative for dynamic task allocation with human interactions in complex real-world domains.
本文提出了一种基于语法的进化模型,以促进智能多智能体系统任务分配的自主出现。该方法采用与上下文无关的语法来确定行为规则语法。这允许在多个动态约束下灵活地发展任务分配,而无需手动设计规则和参数调优。通过目标发现仿真进行的实验评估表明,基于语法的模型在动态和非动态条件下都能成功地运行。与采用广播本地资格机制和遗传规划机制开发的算法相比,统计上有显著的性能改进。语法进化可以在限定代理、目标的数量和允许的时间的情况下获得接近最优的解决方案。此外,对进化规则结构的分析表明,语法进化可以识别出不太复杂的行为规则结构,同时保持预期的表现水平。结果表明,该模型对于复杂的现实领域中具有人机交互的动态任务分配是一种有希望的替代方案。
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引用次数: 3
Someone or Something to Play With?: An Empirical Study on how Parents Evaluate the Social Appropriateness of Interactions Between Children and Differently Embodied Artificial Interaction Partners 有人或有东西可以玩?:父母评价儿童与不同具身人工互动伙伴互动社会适宜性的实证研究
Jessica M. Szczuka, Hatice S. Güzelbey, N. Krämer
Children are raised with technologies that are able to respond to them in natural language. This not only makes it easy to communicate but also to connect with them socially. While communication abilities might have benefits (e.g., for learning), it might also raise concerns among parents as the technologies are not necessarily designed to facilitate the children's social, emotional, and cognitive developments and serve as a model for the construction of a social world among humans. First technologies children can talk to differ in their embodiment (e.g., robots and voice assistants), which could affect central variables, such as social presence, trust, and privacy concerns. The present study aimed to investigate how parents conceptualize socially appropriate interactions between children and technologies. The results underline the parents' emphasis on embodiment and privacy protection. The study underlines the importance of incorporating the parental perspective to meet the expectations of responsible interactions between children and technologies.
孩子们是在能够用自然语言回应他们的技术环境中长大的。这不仅让你更容易沟通,也让你更容易与他们建立社交联系。虽然沟通能力可能有好处(例如,对学习),但它也可能引起父母的担忧,因为这些技术不一定是为了促进孩子的社交、情感和认知发展而设计的,也不一定是作为人类社会世界建设的典范。首先,孩子们可以与之交谈的技术在具体体现上有所不同(例如,机器人和语音助手),这可能会影响中心变量,如社交存在、信任和隐私问题。本研究旨在探讨父母如何概念化儿童与技术之间的社会适当互动。这一结果凸显了家长对体现和隐私保护的重视。这项研究强调了将父母的观点纳入其中的重要性,以满足儿童与技术之间负责任的互动的期望。
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引用次数: 2
Towards Understanding How Virtual Human's Verbal Persuasion Strategies Influence User Intentions To Perform Health Behavior 了解虚拟人的言语说服策略如何影响用户执行健康行为的意图
Mohan S Zalake, K. Vaddiparti, Pavlo D. Antonenko, Benjamin C. Lok
This paper investigates how a virtual human's persuasion attempts influence the user's intentions to perform the recommended behaviors using the Theory of Planned Behavior. The Theory of Planned Behavior suggests that users' attitudes towards the behavior, subjective norms, and perceived behavior control determine user intentions to perform behaviors. Using the Theory of Planned Behavior, we identify the underlying mechanisms of how users' attitudes, subjective norms, and perceived behavior control influence the effectiveness of virtual human's persuasive attempts on user's intentions to perform the behavior. To identify the underlying mechanisms, we conducted an online study with 202 college students. In a between-subjects study, a virtual human persuaded students to use a mental health coping skill using six different persuasion strategies. We present evidence that persuasion strategies influenced the students' perceived behavior control, which further influenced the user intentions to perform the behavior. Additionally, the paper also shows that user personality influenced the effect of persuasion strategies on students' perceived behavior control. This knowledge of underlying mechanisms of how virtual human's persuasion attempts to influence users' intentions to perform the recommended behavior can help in designing effective intelligent virtual humans for persuasion.
本文利用计划行为理论研究了虚拟人的说服尝试如何影响用户执行推荐行为的意图。计划行为理论认为,用户对行为的态度、主观规范和感知行为控制决定了用户执行行为的意图。利用计划行为理论,我们确定了用户的态度、主观规范和感知行为控制如何影响虚拟人对用户执行行为意图的说服尝试的有效性的潜在机制。为了确定潜在的机制,我们对202名大学生进行了一项在线研究。在一项受试者之间的研究中,一个虚拟人通过六种不同的说服策略说服学生使用一种心理健康应对技巧。我们发现,说服策略影响学生的行为控制知觉,进而影响用户执行行为的意向。此外,本文还发现,用户人格影响说服策略对学生感知行为控制的影响。这种关于虚拟人的说服如何试图影响用户执行推荐行为的意图的潜在机制的知识有助于设计有效的智能说服虚拟人。
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引用次数: 3
Speech2Properties2Gestures: Gesture-Property Prediction as a Tool for Generating Representational Gestures from Speech 手势属性预测作为从语音中生成代表性手势的工具
Taras Kucherenko, Rajmund Nagy, Patrik Jonell, Michael Neff, Hedvig Kjellstrom, G. Henter
We propose a new framework for gesture generation, aiming to allow data-driven approaches to produce more semantically rich gestures. Our approach first predicts whether to gesture, followed by a prediction of the gesture properties. Those properties are then used as conditioning for a modern probabilistic gesture-generation model capable of high-quality output. This empowers the approach to generate gestures that are both diverse and representational. Follow-ups and more information can be found on the project page: https://svito-zar.github.io/speech2properties2gestures/
我们提出了一个新的手势生成框架,旨在允许数据驱动的方法产生更多语义丰富的手势。我们的方法首先预测是否要做手势,然后预测手势的属性。然后将这些属性用作能够产生高质量输出的现代概率手势生成模型的条件。这使得该方法能够生成既多样又具有代表性的手势。后续信息和更多信息可以在项目页面上找到:https://svito-zar.github.io/speech2properties2gestures/
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引用次数: 11
Learning Speech-driven 3D Conversational Gestures from Video 从视频中学习语音驱动的3D会话手势
I. Habibie, Weipeng Xu, Dushyant Mehta, Lingjie Liu, H. Seidel, Gerard Pons-Moll, Mohamed A. Elgharib, C. Theobalt
We propose the first approach to synthesize the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN architecture that leverages the inherent correlation between facial expression and hand gestures. Synthesis of conversational body gestures is a multi-modal problem since many similar gestures can plausibly accompany the same input speech. To synthesize plausible body gestures in this setting, we train a Generative Adversarial Network (GAN) based model that measures the plausibility of the generated sequences of 3D body motion when paired with the input audio features. We also contribute a new corpus that contains more than 33 hours of annotated data from in-the-wild videos of talking people. To this end, we apply state-of-the-art monocular approaches for 3D body and hand pose estimation as well as 3D face performance capture to the video corpus. In this way, we can train on orders of magnitude more data than previous algorithms that resort to complex in-studio motion capture solutions, and thereby train more expressive synthesis algorithms. Our experiments and user study show the state-of-the-art quality of our speech-synthesized full 3D character animations.
我们提出了第一种方法,从语音输入合成虚拟角色的同步3D会话身体和手势,以及3D面部和头部动画。我们的算法使用CNN架构,利用面部表情和手势之间的内在相关性。会话肢体手势的合成是一个多模态问题,因为许多相似的手势可能伴随着相同的输入语音。为了在这种情况下合成合理的身体手势,我们训练了一个基于生成对抗网络(GAN)的模型,该模型在与输入音频特征配对时测量生成的3D身体运动序列的合理性。我们还提供了一个新的语料库,其中包含超过33小时的注释数据,这些数据来自于说话的人的野外视频。为此,我们将最先进的单眼方法应用于3D身体和手部姿势估计以及3D面部表现捕获视频语料库。通过这种方式,我们可以训练比以前的算法更多的数量级数据,这些算法诉诸于复杂的工作室内动作捕捉解决方案,从而训练更具表现力的合成算法。我们的实验和用户研究表明,我们的语音合成全3D角色动画的质量是最先进的。
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引用次数: 53
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Proceedings of the 21st ACM International Conference on Intelligent Virtual Agents
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