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

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A realistic, multimodal virtual agent for the healthcare domain 用于医疗保健领域的现实的多模态虚拟代理
Guido M. Linders, Julija Vaitonyte, M. Alimardani, Kiril O. Mitev, M. Louwerse
We introduce an interactive embodied conversational agent for deployment in the healthcare sector. The agent is operated by a software architecture that integrates speech recognition, dialog management, and speech synthesis, and is embodied by a virtual human face developed using photogrammetry techniques. These features together allow for real-time, face-to-face interactions with human users. Although the developed software architecture is domain-independent and highly customizable, the virtual agent will initially be applied to healtcare domain. Here we give an overview of the different components of the architecture.
我们介绍了用于在医疗保健部门部署的交互式具体化会话代理。该代理由集成语音识别、对话管理和语音合成的软件架构操作,并通过使用摄影测量技术开发的虚拟人脸来体现。这些功能结合在一起,可以与人类用户进行实时、面对面的交互。尽管所开发的软件体系结构与领域无关且可高度定制,但虚拟代理最初将应用于医疗保健领域。在这里,我们概述了该体系结构的不同组件。
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引用次数: 0
Assessing artificial trust in human-agent teams: a conceptual model 评估人类代理团队中的人工信任:一个概念模型
Carolina Centeio Jorge, M. Tielman, C. Jonker
As intelligent agents are becoming human's teammates, not only do humans need to trust intelligent agents, but an intelligent agent should also be able to form artificial trust, i.e. a belief regarding human's trustworthiness. We see artificial trust as the beliefs of competence and willingness, and we study which internal factors (krypta) of the human may play a role when assessing artificial trust. Furthermore, we investigate which observable measures (manifesta) an agent may take into account as cues for the human teammate's krypta. This paper proposes a conceptual model of artificial trust for a specific task during human-agent teamwork. Our model proposes observable measures related to human trustworthiness (ability, benevolence, integrity) and strategy (perceived cost and benefit) as predictors for willingness and competence, based on literature and a preliminary user study.
随着智能体逐渐成为人类的队友,人类不仅需要信任智能体,智能体也应该能够形成人工信任,即对人类可信赖性的信念。我们将人工信任视为对能力和意愿的信念,并研究在评估人工信任时,人类的哪些内部因素(krypta)可能发挥作用。此外,我们研究了哪些可观察的措施(宣言)可以作为人类队友氪星的线索。提出了一种针对特定任务的人工信任概念模型。我们的模型基于文献和初步的用户研究,提出了与人类可信度(能力、仁慈、正直)和战略(感知成本和收益)相关的可观察指标,作为意愿和能力的预测因子。
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引用次数: 1
Towards a comprehensive repair framework for human-chatbot interaction: the case of rephrasing 面向人-聊天机器人交互的综合修复框架:以措辞改写为例
Alina Asisof
Chatbots are becoming a regular part of service offerings. However, failures in human-chatbot interactions are common and mitigating them with appropriate strategies is an integral part of the dialogue. For instance, chatbots can be designed to prompt a rephrase, although, due to the complexity of user reactions, this is not always successful. Research has called for taxonomies to categorize user reactions to compute meaningful responses that encourage dialogue continuation. We suggest a framework of strategies based on prior research and test its validity, focusing on how users rephrase across dialogue turns. We find that users rephrase problems formally (49%), by changing the number of words, altering syntax, or using synonyms and to a lesser extent by altering informational value (25%). We suggest training chatbots along this behavior and designing better prompts that guide users' next actions.
聊天机器人正在成为服务产品的常规组成部分。然而,在人与聊天机器人的互动中,失败是很常见的,用适当的策略来减轻它们是对话的一个组成部分。例如,聊天机器人可以被设计成提示重新措辞,尽管由于用户反应的复杂性,这并不总是成功的。研究呼吁使用分类法对用户的反应进行分类,以计算有意义的反应,从而鼓励对话的继续。我们提出了一个基于先前研究的策略框架,并测试了其有效性,重点关注用户如何在对话回合中重新措辞。我们发现,用户通过改变单词数量、改变语法或使用同义词正式地重新表述问题(49%),在较小程度上通过改变信息值(25%)。我们建议按照这种行为训练聊天机器人,并设计更好的提示来指导用户的下一步行动。
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引用次数: 0
Reusable virtual coach for smoking cessation and physical activity coaching 用于戒烟和体育活动指导的可重复使用的虚拟教练
Walter Baccinelli, S. A. van der Burg, Robin Richardson, Djura Smits, Cunliang Geng, Lars Ridder, Bouke L. Scheltinga, Nele Albers, Willem-Paul Brinkman, E. Meijer, J. Reenalda
Smoking tobacco and physical inactivity are key preventable behavioural risk factors of cardiovascular disease (CVD). Computerised coaching systems can help individuals to modify risky behaviours, thereby preventing CVD. However, most reported eHealth or computerized coaching systems are hard to reuse in slightly different settings. To provide an open-source, reusable computer coaching system, we developed Perfect Fit. The reusability is manifested by building around the open-source text- and voice-based contextual assistant framework Rasa. Rasa provides a simple, standard interface to many popular messaging and voice channels, and custom connectors are easily implemented. A set of algorithms have been developed and connected to Rasa to drive and personalize the conversation flow and the coaching process. Such algorithms make use of data stored in a devoted database. Furthermore, Perfect Fit adheres to best practices and standards in software engineering. The modular design of Perfect Fit will allow researchers to connect the virtual coach to any messaging or voice channel with only modest modification. Perfect Fit is available under open-source license in GitHub and is currently in prototype-phase. Concluding, Perfect Fit will deliver a virtual coach that can easily be adapted and reused in different settings. The coach helps individuals to achieve and maintain abstinence from smoking and sufficient physical activity (PA).
吸烟和缺乏身体活动是心血管疾病(CVD)的主要可预防行为风险因素。计算机化的指导系统可以帮助个人改变危险行为,从而预防心血管疾病。然而,大多数报告的电子健康或计算机指导系统很难在略有不同的环境中重复使用。为了提供一个开源的、可重复使用的计算机训练系统,我们开发了完美健身。可重用性体现在围绕开源的基于文本和语音的上下文助手框架Rasa进行构建。Rasa为许多流行的消息传递和语音通道提供了一个简单的标准接口,并且很容易实现自定义连接器。一套算法已经开发出来,并与Rasa相连接,以驱动和个性化对话流程和指导过程。这种算法利用存储在专用数据库中的数据。此外,Perfect Fit坚持软件工程的最佳实践和标准。Perfect Fit的模块化设计将允许研究人员将虚拟教练连接到任何消息或语音频道,只需稍加修改。Perfect Fit在GitHub的开源许可下可用,目前处于原型阶段。最后,Perfect Fit将提供一个虚拟教练,可以很容易地在不同的环境中进行调整和重复使用。教练帮助个人实现并保持戒烟和充分的身体活动(PA)。
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引用次数: 0
Increasing resilience and preventing suicide: training and interventions with a distressed virtual human in virtual reality 增强复原力和预防自杀:在虚拟现实中训练和干预一个痛苦的虚拟人
Talya Nakash, Tom Haller, Maya Shekel, D. Pollak, Moti Lewenchuse, A. Klomek, D. Friedman
Virtual agents have been used as virtual patients for medical training, as well as for mental health training. When the training takes place inside VR the experience is more immersive, which allows for illusions of presence: the illusion that you are co-present with the virtual agent in the same space, and the illusion that the virtual agent is a real human. We have developed 'Daniel', a VR framework, based on a semi-automated virtual agent, which can be used for training for increasing resilience and for suicide prevention, and has the potential of being used as an intervention. Here we report on two different studies aimed at evaluating the framework and the psychological protocols involved. In the first study we trained participants from the general population to develop a resilience plan intervention (RPI) with a distressed virtual agent, and in the second study we trained therapists to use the safety plan intervention (SPI) with a suicidal virtual agent. In both cases we compare the VR sessions with role-playing by human actors. We report that all interventions resulted in an increase in participant self-efficacy in helping others, and we also report results on the possible importance of presence and social presence.
虚拟代理已被用作医疗培训和心理健康培训的虚拟病人。当训练在VR中进行时,体验更加身临其境,这允许存在的错觉:你与虚拟代理在同一空间共同存在的错觉,以及虚拟代理是真实人类的错觉。我们开发了“丹尼尔”,这是一个基于半自动虚拟代理的VR框架,可用于增强复原力和预防自杀的培训,并有可能被用作干预手段。在这里,我们报告了两项不同的研究,旨在评估框架和涉及的心理协议。在第一项研究中,我们训练来自普通人群的参与者与一个痛苦的虚拟代理一起制定弹性计划干预(RPI),在第二项研究中,我们训练治疗师与一个自杀虚拟代理一起使用安全计划干预(SPI)。在这两种情况下,我们将VR会话与人类演员的角色扮演进行比较。我们报告说,所有的干预措施都增加了参与者在帮助他人方面的自我效能感,我们也报告了在场和社会在场可能的重要性的结果。
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引用次数: 2
The artificial-social-agent questionnaire: establishing the long and short questionnaire versions 人工-社会-代理人问卷:建立长问卷和短问卷
S. Fitrianie, Merijn Bruijnes, Fengxiang Li, Amal Abdulrahman, Willem-Paul Brinkman
We present the ASA Questionnaire, an instrument for evaluating human interaction with an artificial social agent (ASA), resulting from multi-year efforts involving more than 100 Intelligent Virtual Agent (IVA) researchers worldwide. It has 19 measurement constructs constituted by 90 items, which capture more than 80% of the constructs identified in empirical studies published in the IVA conference 2013--2018. This paper reports on construct validity analysis, specifically convergent and discriminant validity of initial 131 instrument items that involved 532 crowd-workers who were asked to rate human interaction with 14 different ASAs. The analysis included several factor analysis models and resulted in the selection of 90 items for inclusion in the long version of the ASA questionnaire. In addition, a representative item of each construct or dimension was selected to create a 24-item short version of the ASA questionnaire. Whereas the long version is suitable for a comprehensive evaluation of human-ASA interaction, the short version allows quick analysis and description of the interaction with the ASA. To support reporting ASA questionnaire results, we also put forward an ASA chart. The chart provides a quick overview of the agent profile.
我们提出了ASA问卷,这是一种评估人类与人工社会代理(ASA)互动的工具,是全球100多名智能虚拟代理(IVA)研究人员多年努力的结果。它有由90个项目组成的19个测量结构,这些结构捕获了2013- 2018年IVA会议上发表的实证研究中确定的80%以上的结构。本文报告了结构效度分析,特别是涉及532名人群工作者的最初131个工具项目的收敛效度和判别效度,他们被要求对14种不同的asa进行人类互动评价。分析包括几个因素分析模型,结果选择了90个项目纳入ASA长版问卷。此外,在每个构式或维度中选择一个具有代表性的项目,创建一个24项的ASA问卷的简短版本。而长版本适合于一个全面的评估人与ASA的相互作用,短版本允许快速分析和描述与ASA的相互作用。为了支持ASA问卷结果的报告,我们还提出了ASA图表。该图表提供了代理配置文件的快速概述。
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引用次数: 2
Negotiation game to introduce non-linear utility 引入非线性效用的谈判博弈
James H. Hale, Harshit Jalan, Nidhi Saini, Shao Ling Tan, Junhyuck Woo, J. Gratch
Much prior work in automated negotiation makes the simplifying assumption of linear utility functions. As such, we propose a framework for multilateral repeated negotiations in a complex game setting---to introduce non-linearities---where negotiators can choose with whom they negotiate in subsequent games. This game setting not only creates non-linear utility functions, but also motivates the negotiation.
许多先前的自动协商工作都简化了线性效用函数的假设。因此,我们提出了一个复杂博弈环境下多边重复谈判的框架——引入非线性——谈判者可以在随后的博弈中选择与谁谈判。这种游戏设置不仅创造了非线性效用函数,而且还激发了谈判。
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引用次数: 0
Shaping unbalanced multi-party interactions through adaptive robot backchannels 通过自适应机器人反向通道塑造不平衡多方交互
Ronald Cumbal, Daniel Alexander Kazzi, Vincent Winberg, Olov Engwall
Non-verbal cues used in human communication have shown to be efficient in shaping speaking interactions. When applied to virtual agents or social robots, results imply that a similar effect is expected in dyad settings. In this study, we explore how encouraging, vocal and non-vocal, backchannels can stimulate speaking participation in a game-based multi-party interaction, where unbalanced contribution is expected. We design the study using a social robot, taking part in a language game with native speakers and language learners, to evaluate how an adaptive generation of backchannels, that targets the least speaking participant to encourage more speaking contribution, affects the group and individual participant's behavior. We report results from experiments with 30 subjects divided in pairs assigned to the adaptive (encouraging) and (neutral) control condition. Our results show that the speaking participation of the least active speaker increases significantly when the robot uses an adaptive backchanneling strategy. At the same time, the participation of the more active speaker slightly decreases, which causes the combined speaking time of both participants to be similar between the Control and Experimental conditions. The adaptive strategy further leads to a 50% decrease in the difference in speaker shares between the two participants (indicating a more balanced participation) compared to the Control condition. However, this distribution between speaker ratios is not significantly different from the Control.
在人类交流中使用的非语言提示在塑造言语互动方面是有效的。当应用于虚拟代理或社交机器人时,结果表明在二元设置中也会有类似的效果。在本研究中,我们探讨了鼓励、发声和非发声的反向渠道如何在基于游戏的多方互动中刺激言语参与,在这种互动中,预期的贡献是不平衡的。我们使用社交机器人设计了这项研究,与母语者和语言学习者一起参加语言游戏,以评估适应性反向渠道的产生是如何影响群体和个体参与者的行为的。反向渠道以最少说话的参与者为目标,鼓励更多的说话贡献。我们报告了30名受试者的实验结果,他们被分成两组,分别被分配到适应性(鼓励)和中性(中性)控制条件。我们的研究结果表明,当机器人使用自适应反向通道策略时,最不活跃的说话者的发言参与显著增加。同时,更积极的说话者的参与度略有下降,这使得两名参与者的综合说话时间在控制条件和实验条件下相似。与控制条件相比,自适应策略进一步导致两个参与者之间的发言者份额差异减少50%(表明更平衡的参与)。然而,扬声器比例之间的分布与对照没有显著差异。
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引用次数: 1
More than buttons on controllers: engaging social interactions in narrative VR games through social attitudes detection 不只是控制器上的按键:通过社交态度检测来参与叙事VR游戏中的社交互动
Georgiana Cristina Dobre, M. Gillies, David C. Ranyard, Russell J. Harding, Xueni Pan
People can understand how human interaction unfolds and can pinpoint social attitudes such as showing interest or social engagement with a conversational partner. However, summarising this with a set of rules is difficult, as our judgement is sometimes subtle and subconscious. Hence, it is challenging to program agents or non-player characters (NPCs) to react towards social signals appropriately, which is important for immersive narrative games in Virtual Reality (VR). We present a collaborative work between two game studios (Maze Theory and Dream Reality Interactive) and academia to develop an immersive machine learning (ML) pipeline for detecting social engagement. Here we introduce the motivation and the methodology of the immersive ML pipeline, then we cover the motivation for the industry-academia collaboration, how it progressed, the implications of joined work on the industry and reflective insights on the collaboration. Overall, we highlight the industry-academia collaborative work on an immersive ML pipeline for detecting social engagement. We demonstrate how creatives could use ML and VR to expand their ability to design more engaging commercial games.
人们可以理解人类互动是如何展开的,并可以精确地指出社会态度,比如与对话伙伴表现出兴趣或社会参与。然而,用一套规则来总结这一点是很困难的,因为我们的判断有时是微妙的和潜意识的。因此,编程代理或非玩家角色(npc)对社交信号做出适当反应是一项挑战,这对于虚拟现实(VR)中的沉浸式叙事游戏非常重要。我们展示了两个游戏工作室(迷宫理论和梦境现实互动)和学术界之间的合作工作,以开发用于检测社交参与的沉浸式机器学习(ML)管道。在这里,我们介绍了沉浸式机器学习管道的动机和方法,然后我们介绍了产学研合作的动机,它是如何进展的,联合工作对行业的影响以及对合作的反思。总的来说,我们强调了用于检测社交参与的沉浸式机器学习管道的产学研合作工作。我们展示了创意人员如何使用ML和VR来扩展他们设计更具吸引力的商业游戏的能力。
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引用次数: 0
Impact of adaptive multimodal empathic behavior on the user interaction 适应性多模态共情行为对用户交互的影响
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 relationships, improves engagement, and reduces stress and anxiety. Despite the importance of empathic communication and social relationship in healthcare, effects of empathic behavior of embodied virtual agents that interact with patients in a multimodal and adaptive way have not been widely explored. In this article, we propose an empathic model which endows a therapeutic embodied virtual agent with multi-modal adaptive empathic behavior during interaction with a user. This model relies on the 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. An experimental study in the context of empathic interaction with students during the COVID-19 pandemic is presented to evaluate the effects of adaptive empathic behavior of an agent on the quality of user interaction. Compared to an agent that relies on low-level affect matching and backchannels, results show that our agent is perceived as more empathic and improves user engagement during the interaction.
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讨。在本文中,我们提出了一种共情模型,该模型赋予治疗性具身虚拟代理在与用户交互时具有多模态自适应共情行为。该模型以用户-代理交互关系为基础,重点关注(1)使用多模态输入对用户行为的解释,(2)交互过程中多模态共情行为的产生。在新冠肺炎大流行期间与学生共情互动的实验研究中,评估agent的适应性共情行为对用户交互质量的影响。与依赖低级情感匹配和反向通道的代理相比,结果表明,我们的代理被认为更有同理心,并在交互过程中提高了用户参与度。
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引用次数: 1
期刊
Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents
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