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Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents最新文献

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The need for a female perspective in designing agent-based negotiation support 在设计基于代理的谈判支持时,女性视角的必要性
Katja Bouman, I. Lefter, L. Rook, Catherine Oertel, C. Jonker, Frances M. T. Brazier
This study investigates whether an agent-based Negotiation Training System (NTS) can teach women Strategic Empathy - a recently introduced negotiation strategy based on perspective taking - and whether this can improve their negotiation performance. Developed and tested through an interaction-based real-time experiment was a NTS that integrated instructions on how to utilize Strategic Empathy. Women in the experimental group showed significantly higher levels of perspective-taking compared to the control group, and their understanding and use of Strategic Empathy increased over time. Also, a significant positive effect was found of Strategic Empathy on women's self-efficacy. No significant positive effect was found of Strategic Empathy on persistence. The high cognitive load of the experiment and a lack of intrinsic motivation may have caused this finding. Overall, this work demonstrates the applicability of using NTS to teach Strategic Empathy, and its effectiveness for enhancing women's self-efficacy in salary negotiations.
本研究调查了基于代理的谈判培训系统(NTS)是否可以教授女性战略同理心——一种最近引入的基于视角的谈判策略——以及这是否可以提高她们的谈判表现。通过一项基于互动的实时实验,开发并测试了一个整合了如何利用策略共情的指导的NTS。实验组女性的换位思考能力明显高于对照组,她们对策略共情的理解和使用也随着时间的推移而增加。策略共情对女性自我效能感有显著的正向影响。策略共情对持久性没有显著的正向影响。实验的高认知负荷和缺乏内在动机可能导致了这一发现。综上所述,本研究证明了运用NTS教学策略共情的适用性,以及其对提高女性薪酬谈判自我效能感的有效性。
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引用次数: 0
Boiling the frog: ethical and behavioral impacts of technological exposure and availability 煮青蛙:技术暴露和可用性对伦理和行为的影响
Noah Ari, Nusrat Jahan, Johnathan Mell
Emotion detection is a rapidly advancing method of quantifying the human experience. Past literature shows emotional data is highly sensitive and private. It also shows habituation effects (previous exposure to a concept) can result in more lenient ethical evaluation of actions. To build effective virtual agents, emotional data must be used in a way that is ethical and inoffensive to humans. Agents which are designed to interact with humans in virtually any capacity should strive to better understand them to be more competitive, more understanding, and generally more effective. We must understand the impact that agents using such data will have on people. To explore these points, we have conducted a 168-participant 2x2 experimental design with an additional user-choice factor to examine effects of pre-exposure to emotion detection on the participant's evaluation of its ethicality. We hypothesize that habituation affects participants' ethical evaluation of the technology presented to them. We found these effects and behavioral impacts when participants played an economic game. We show that the agent's presence on human perception and behavior is significant; proper agent design requires attention to these factors.
情感检测是一种快速发展的量化人类经验的方法。过去的文献表明,情感数据是高度敏感和隐私的。它还表明,习惯效应(以前对一个概念的接触)可能导致对行为的更宽松的道德评估。为了建立有效的虚拟代理,情感数据必须以一种合乎道德且对人类无害的方式使用。被设计成以任何方式与人类互动的代理应该努力更好地理解人类,从而更有竞争力,更理解人类,通常也更有效。我们必须了解代理人使用这些数据将对人们产生的影响。为了探讨这些问题,我们进行了一项168名参与者的2x2实验设计,并添加了一个额外的用户选择因素,以检验预暴露于情绪检测对参与者评估其伦理性的影响。我们假设,习惯会影响参与者对呈现给他们的技术的道德评价。当参与者玩经济游戏时,我们发现了这些效应和行为影响。我们证明了代理对人类感知和行为的存在是显著的;适当的代理设计需要注意这些因素。
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引用次数: 0
Errare humanum est?: a pilot study to evaluate the human-likeness of a AI othello playing agent 错误的人类est?一项初步研究,以评估人工智能奥赛罗的人类相似性
Enrico Lauletta, Béatrice Biancardi, Antonio Norelli, M. Mancini, A. Panconesi
Olivaw is an AI Othello playing agent which autonomously learns how to improve its gameplay by playing against itself. Some top-notch players (including former World Champions) reported that they had the impression that Olivaw's gameplay was human-like. To better investigate the processes related to these impressions, we conducted a pilot study using the Othello Game Evaluation App, a computer application we developed to evaluate pre-recorded Othello games in a controlled setting while assuring an adequate user experience. An exploratory analysis of the results shows that the participants mostly evaluated Olivaw as a human. When asked for a motivation for their choice, some of them reported that they evaluate poor game moves (and, consequently, losing the game) as an indication of the human-likeness of the player.
Olivaw是一个AI奥赛罗游戏代理,它可以自主学习如何通过与自己对抗来提高游戏玩法。一些顶级玩家(包括前世界冠军)表示,他们觉得《Olivaw》的玩法和人类很像。为了更好地调查与这些印象相关的过程,我们使用奥赛罗游戏评估应用程序进行了一项试点研究,这是我们开发的一款计算机应用程序,用于在受控环境下评估预先录制的奥赛罗游戏,同时确保充分的用户体验。对结果的探索性分析表明,参与者大多将奥利瓦视为人类。当被问及做出选择的动机时,有些人表示他们会将糟糕的游戏移动(并因此输掉游戏)视为玩家与人类相似的迹象。
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引用次数: 0
"I have an idea!": enhancing children's verbal creativity through repeated interactions with a virtual robot “我有个主意!”:通过与虚拟机器人的反复互动,增强儿童的语言创造力
Natalia Calvo-Barajas, Ginevra Castellano
In the context of child development, practice is recognised as one of the essential activities to stimulate creativity. Here we aimed to explore whether repeated interactions with a virtual social robot could help build up children's creative performance over time. To this end, we developed an interactive storytelling game with the virtual robot Furhat. Twenty-five children between 9- and 12- years old played the online game two times with seven days of zero exposure in between. Our results revealed that repeated encounters have mixed effects on verbal creativity: while children were more creative in terms of flexibility, fluency, and elaboration in the second interaction, the level of originality remained stagnant. Moreover, the second encounter positively affected children's collaboration with and social behaviour toward the virtual robot. These results provide valuable evidence supporting the potential of multiple interactions with artificial agents to foster children's creativity over time. This paper, thus, provides readers with (1) a novel approach to stimulating verbal creativity through practice with artificial agents, (2) an assessment of the creative process in repeated interactions, and (3) evidence of how the behaviour of the robot influences children's creativity and their behaviour over time.
在儿童发展的背景下,实践被认为是激发创造力的基本活动之一。在这里,我们的目的是探索与虚拟社交机器人的反复互动是否有助于随着时间的推移建立儿童的创造性表现。为此,我们与虚拟机器人Furhat一起开发了一款互动故事游戏。25名年龄在9到12岁之间的孩子玩了两次在线游戏,中间7天不接触。我们的研究结果显示,反复接触对语言创造力的影响是混合的:虽然在第二次互动中,孩子们在灵活性、流利性和阐述性方面更有创造力,但原创性水平仍然停滞不前。此外,第二次相遇对儿童与虚拟机器人的合作和社会行为有积极影响。这些结果提供了有价值的证据,支持与人工代理的多种互动可能随着时间的推移培养儿童的创造力。因此,本文为读者提供了(1)一种通过人工智能体的实践来激发语言创造力的新方法,(2)对重复互动中的创造过程的评估,以及(3)机器人的行为如何随着时间的推移影响儿童的创造力和行为的证据。
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引用次数: 0
Don't walk between us: adherence to social conventions when joining a small conversational group of agents 不要走在我们中间:当加入一个小的对话小组时,要遵守社会习俗
Alessandro Iop, S. Zojaji, Christopher E. Peters
When modeling life-like Embodied Conversational Agents (ECAs), conveying politeness through verbal and nonverbal behaviors with persuasive intents is a significant challenge, as it underlies the conventional set of behavioral rules that govern human communication. In the present study, we explore the adherence to such rules in the context of joining a small, freestanding conversational group of agents in VR. In particular, we focus on the behavior adopted by participants while walking towards the agents, and on whether ECAs were treated in the same way human agents normally are. 45 test subjects were invited by an ECA to walk towards the group by applying one of six possible politeness strategies; after freely joining the group, they were asked to rate the agent's politeness according to four distinct aspects (Clarity, Face loss, Positive face, and Negative face). Across all strategies, in 48% of the trials participants were successfully persuaded to join the group at an inconvenient location. Out of those trials, participants adhered to social conventions by not crossing the convex empty space between the group members (o-space) in 75% of them on average. Additionally, analysis of verbal and nonverbal behaviors in ECAs shows that direct request strategies are more effective than indirect ones, although in some cases they may be perceived as less polite.
当模拟逼真的具身会话代理(eca)时,通过具有说服意图的语言和非语言行为传达礼貌是一个重大挑战,因为它是控制人类交流的传统行为规则的基础。在本研究中,我们探讨了在VR中加入一个小的、独立的代理会话组的背景下对这些规则的遵守。特别是,我们关注参与者在走向代理时所采取的行为,以及eca是否以与人类代理通常相同的方式被对待。一名ECA邀请45名测试对象通过六种可能的礼貌策略中的一种走向人群;在自由加入小组后,他们被要求根据四个不同的方面(清晰、面无表情、积极的脸和消极的脸)来评价代理人的礼貌。在所有策略中,48%的试验参与者被成功说服在一个不方便的地点加入小组。在这些试验中,平均75%的参与者遵守了社会习俗,没有越过小组成员之间的凸空(0空间)。此外,对eca中言语和非言语行为的分析表明,直接请求策略比间接请求策略更有效,尽管在某些情况下,直接请求策略可能被认为不那么礼貌。
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引用次数: 1
Evaluating data-driven co-speech gestures of embodied conversational agents through real-time interaction 通过实时交互评估嵌入会话代理的数据驱动的协同语音手势
Yuan he, André Pereira, Taras Kucherenko
Embodied Conversational Agents (ECAs) that make use of co-speech gestures can enhance human-machine interactions in many ways. In recent years, data-driven gesture generation approaches for ECAs have attracted considerable research attention, and related methods have continuously improved. Real-time interaction is typically used when researchers evaluate ECA systems that generate rule-based gestures. However, when evaluating the performance of ECAs based on data-driven methods, participants are often required only to watch pre-recorded videos, which cannot provide adequate information about what a person perceives during the interaction. To address this limitation, we explored use of real-time interaction to assess data-driven gesturing ECAs. We provided a testbed framework, and investigated whether gestures could affect human perception of ECAs in the dimensions of human-likeness, animacy, perceived intelligence, and focused attention. Our user study required participants to interact with two ECAs - one with and one without hand gestures. We collected subjective data from the participants' self-report questionnaires and objective data from a gaze tracker. To our knowledge, the current study represents the first attempt to evaluate data-driven gesturing ECAs through real-time interaction and the first experiment using gaze-tracking to examine the effect of ECAs' gestures.
嵌入会话代理(eca)利用协同语音手势可以在许多方面增强人机交互。近年来,数据驱动的eca手势生成方法引起了广泛的研究关注,相关方法也在不断完善。实时交互通常用于研究人员评估产生基于规则的手势的ECA系统。然而,当基于数据驱动的方法评估eca的性能时,参与者通常只需要观看预先录制的视频,这些视频无法提供关于一个人在交互过程中所感知到的足够信息。为了解决这一限制,我们探索了使用实时交互来评估数据驱动的手势eca。我们提供了一个测试平台框架,并研究了手势是否会影响人类对eca的感知,包括人类的相似性、动物性、感知智力和集中注意力。我们的用户研究要求参与者与两个eca互动——一个有手势,一个没有手势。我们从参与者的自我报告问卷中收集主观数据,从凝视追踪器中收集客观数据。据我们所知,目前的研究是第一次尝试通过实时交互来评估数据驱动的手势eca,也是第一次使用视线跟踪来检查eca手势效果的实验。
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引用次数: 4
Exploring humanlikeness and the uncanny valley with furhat 用furhat探索人类的相似性和恐怖谷
Isabella Ågren, Annika Silvervarg
In this paper we explore gender, perceived humanlikeness, animacy, intelligence and likeability of a female and male Furhat robot, and test for uncanny valley effects. We found no gender differences for neither user nor Furhats in perceived humanlikness or likeability, but female users rated the Furhats higher on animacy and intelligence. The study showed a tendency to an uncanny valley effect, but somewhat surprisingly the Furhat robots were overall not perceived as humanlike.
在本文中,我们探讨性别,感知人类的相似性,animacy,智力和喜爱的女性和男性Furhat机器人,并测试恐怖谷效应。我们发现,无论是用户还是Furhats,在人性和受欢迎程度上都没有性别差异,但女性用户对Furhats的活跃度和智力评价更高。这项研究显示出一种恐怖谷效应的趋势,但令人惊讶的是,Furhat机器人总体上并不被认为像人类。
{"title":"Exploring humanlikeness and the uncanny valley with furhat","authors":"Isabella Ågren, Annika Silvervarg","doi":"10.1145/3514197.3549685","DOIUrl":"https://doi.org/10.1145/3514197.3549685","url":null,"abstract":"In this paper we explore gender, perceived humanlikeness, animacy, intelligence and likeability of a female and male Furhat robot, and test for uncanny valley effects. We found no gender differences for neither user nor Furhats in perceived humanlikness or likeability, but female users rated the Furhats higher on animacy and intelligence. The study showed a tendency to an uncanny valley effect, but somewhat surprisingly the Furhat robots were overall not perceived as humanlike.","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124367988","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Preference interdependencies in a multi-issue salary negotiation 多议题薪资谈判中的偏好相互依赖关系
James Hale, Peter Kim, J. Gratch
Negotiation is an important potential application domain for intelligent virtual agents but, unlike research on agent-agent negotiations, agents that negotiate with people often adopt unrealistic simplifying assumptions. These assumptions not only limit the generality of these agents, but call into question scientific findings about how people negotiate with agents. Here we relax two common assumptions: the use of assigned rather than elicited user preferences, and the use of linear utility functions. Using a simulated salary negotiation, we find that relaxing these assumptions helps reveal interesting individual differences in how people negotiate their salary and allows algorithms to find better win-win solutions.
协商是智能虚拟代理的一个重要潜在应用领域,但与agent-agent协商研究不同,与人协商的agent往往采用不切实际的简化假设。这些假设不仅限制了这些代理人的普遍性,而且对人们如何与代理人谈判的科学发现提出了质疑。在这里,我们放松了两个常见的假设:使用指定的而不是引出的用户偏好,以及使用线性效用函数。通过模拟薪资谈判,我们发现放宽这些假设有助于揭示人们在薪资谈判中有趣的个体差异,并允许算法找到更好的双赢解决方案。
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引用次数: 0
Personality analysis of face swaps: can they be used as avatars? 人脸交换的个性分析:可以用作虚拟化身吗?
L. Wöhler, Susana Castillo, M. Magnor
In this paper, we investigate the perceived personalities of face swaps and how they relate to the personalities of the real people used to create the synthetic individuals' appearance and movements. Given that face swaps have become nearly indistinguishable from real humans, they offer a promising direction for the fast creation of realistic avatars. To investigate the usability of face swaps as avatars, we perform an experiment assessing their personality on the Five-Factor Model, their eeriness and appeal, as well as effects due to familiarity with the original individuals. Our results indicate that face swaps are perceived similarly to real humans and are affected by familiarity. Furthermore, we find a stronger influence of the body and movements on the perceived synthetic personality, especially for their extroversion and conscientiousness.
在本文中,我们研究了人脸交换的感知个性,以及它们与用于创建合成个体外观和动作的真实人物的个性之间的关系。鉴于人脸交换已经变得几乎与真人无法区分,它们为快速创建逼真的虚拟形象提供了一个有希望的方向。为了研究换脸化身的可用性,我们进行了一个实验,用五因素模型评估他们的个性,他们的怪异和吸引力,以及由于对原始个体的熟悉而产生的效果。我们的研究结果表明,人脸交换的感知与真人相似,并受到熟悉程度的影响。此外,我们发现身体和动作对感知到的综合人格有更强的影响,特别是对他们的外向性和责任心。
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引用次数: 0
Multimodal adaptive empathic agent architecture 多模态自适应共情主体结构
Mukesh Barange, Sandratra Rasendrasoa, Maël Bouabdelli, Julien Saunier, A. Pauchet
Empathic behavior between humans often has a positive effect, particularly in healthcare, since it facilitates relationship, improves engagement, and reduces stress and anxiety. Despite this importance of empathic communication and social relationship in healthcare, the effects of empathic behavior of embodied virtual agents that interact with patients in a multimodal and adaptive way have not been widely explored. The proposed multimodal adaptive empathic agent architecture (MAEAA) endows a therapeutic embodied virtual agent (EVA) with adaptive empathic behavior during interaction with a user. This architecture relies on user-agent interaction relationship and focuses on (1) the interpretation of user's behavior using multimodal input, and (2) the generation of multimodal empathic behavior during interaction. The solution have been used to develop a user study for the empathic interaction with students in the healthcare context [3].
人与人之间的移情行为通常有积极的影响,特别是在医疗保健领域,因为它促进了关系,提高了参与度,减少了压力和焦虑。尽管移情沟通和社会关系在医疗保健中的重要性,但以多模式和适应性方式与患者互动的具身虚拟代理的移情行为的影响尚未得到广泛探索。提出的多模态自适应共情代理架构(MAEAA)赋予治疗性具身虚拟代理(EVA)在与用户交互时具有自适应共情行为。该架构以用户-代理交互关系为基础,重点关注(1)使用多模态输入解释用户行为,以及(2)交互过程中多模态共情行为的生成。该解决方案已被用于开发一项用户研究,用于在医疗保健环境中与学生进行共情互动[3]。
{"title":"Multimodal adaptive empathic agent architecture","authors":"Mukesh Barange, Sandratra Rasendrasoa, Maël Bouabdelli, Julien Saunier, A. Pauchet","doi":"10.1145/3514197.3551251","DOIUrl":"https://doi.org/10.1145/3514197.3551251","url":null,"abstract":"Empathic behavior between humans often has a positive effect, particularly in healthcare, since it facilitates relationship, improves engagement, and reduces stress and anxiety. Despite this importance of empathic communication and social relationship in healthcare, the effects of empathic behavior of embodied virtual agents that interact with patients in a multimodal and adaptive way have not been widely explored. The proposed multimodal adaptive empathic agent architecture (MAEAA) endows a therapeutic embodied virtual agent (EVA) with adaptive empathic behavior during interaction with a user. This architecture relies on user-agent interaction relationship and focuses on (1) the interpretation of user's behavior using multimodal input, and (2) the generation of multimodal empathic behavior during interaction. The solution have been used to develop a user study for the empathic interaction with students in the healthcare context [3].","PeriodicalId":149593,"journal":{"name":"Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-09-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123079966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents
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