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

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Building the dream team: children's reactions to virtual agents that model collaborative talk 建立梦之队:儿童对模拟合作谈话的虚拟代理人的反应
Joseph B. Wiggins, Toni V. Earle-Randell, Dolly Bounajim, Yingbo Ma, Julián Ruiz, Ruohan Liu, M. Celepkolu, Maya Israel, E. Wiebe, Collin Lynch, K. Boyer
Intelligent virtual agents have tremendous potential for facilitating collaborative learning by modeling and reinforcing desirable collaborative practices. Despite recent work in this area, the extent to which intelligent virtual agents can facilitate improvements in the collaborative behavior of children is largely unknown. This study employed a wizard-of-oz study design and investigated elementary children's collaborative behavior after interacting with virtual agents. These agents model exploratory talk for upper elementary school dyads, such as asking higher-order questions and listening to their partners. The findings uncover associations between elementary learner dyads' positive changes in collaboration after agent interventions, the dyads' affective reactions to interventions, and their attentiveness to the agents. Our results also reveal associations between positive changes in collaboration and the timing of interventions: for example, earlier interventions had a higher occurrence of positive changes, and positive changes in collaboration typically happened within five seconds of interventions. The results suggest ways in which intelligent virtual agents may be used to promote effective collaborative learning practices for children.
智能虚拟代理通过建模和强化理想的协作实践,在促进协作学习方面具有巨大的潜力。尽管最近在这一领域进行了研究,但智能虚拟代理在多大程度上能够促进儿童合作行为的改善,在很大程度上是未知的。本研究采用wizard-of-oz研究设计,调查小学生与虚拟代理人互动后的合作行为。这些智能体为小学高年级的二人组模拟探索性谈话,比如问更高阶的问题和倾听他们的伙伴。研究结果揭示了在代理人干预后,初级学习者对合作的积极变化、对干预的情感反应和对代理人的关注之间的关联。我们的研究结果还揭示了合作中的积极变化与干预时间之间的关联:例如,早期干预有更高的积极变化发生,而合作中的积极变化通常发生在干预后的5秒钟内。研究结果表明,智能虚拟代理可以用来促进儿童有效的协作学习实践。
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引用次数: 0
Determining most suitable listener backchannel type for speaker's utterance 确定最适合说话人话语的听者反向通道类型
Akira Morikawa, Ryo Ishii, H. Noto, A. Fukayama, Takao Nakamura
A major hurdle in achieving a dialogue system that enables smooth dialogue is to determine how to generate an appropriate response to a user's utterance. Previous research has focused mainly on estimating whether to make an utterance backchannel in response to the user's utterance. We go one step further by examining, for the first time, the relationship between the type of utterance backchannel to be used and intent and type of the speaker's utterance, known as a dialogue act (DA). Specifically, we propose a new method for classifying utterance backchannels into nine types. We also created a corpus consisting of the DAs of speaker utterances and the backchannel types of listener utterances then used it to analyze the relationship between a speaker's and listener's utterances. Our findings clarify that the occurrence frequencies of a listener's backchannel types significantly depend on the DAs of the speaker's utterances. Since the goal of our research is to construct a dialogue system that generates a more natural backchannel, this classification method, which determines certain types of aids from the speaker's DA, will be beneficial to such a system.
实现对话系统使对话顺畅的一个主要障碍是确定如何对用户的话语产生适当的响应。以往的研究主要集中在判断是否对用户的话语做出回应来进行话语反向通道。我们更进一步,第一次研究了将要使用的话语反向通道类型与说话人的意图和话语类型之间的关系,称为对话行为(DA)。具体来说,我们提出了一种新的方法将话语背道分为九种类型。我们还创建了一个由说话者话语的DAs和听者话语的backchannel类型组成的语料库,并使用它来分析说话者和听者话语之间的关系。我们的研究结果表明,听者的反向通道类型的出现频率显著依赖于说话者话语的DAs。由于我们的研究目标是构建一个产生更自然的反向通道的对话系统,因此这种从说话人的DA中确定某些类型的辅助的分类方法将有利于这样的系统。
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引用次数: 0
Can we talk about bruno?: exploring virtual human counselors' spoken accents and their impact on users' conversations 我们能谈谈布鲁诺吗?:探索虚拟人类辅导员的口语口音及其对用户对话的影响
Pedro Guillermo Feijóo García, Mohan S Zalake, Heng Yao, A. G. D. Siqueira, Benjamin C. Lok
Counseling requires intimacy between a counselor and a patient to reach healing and growth. However, building rapport between virtual human counselors and computing college students is a complex problem. It requires understanding students' experiences and goals, as also the effects the characteristics of a virtual human counselor, like the spoken accent, have in the interaction with a patient in regards to messenger credibility and self-disclosure. This paper reports findings of how virtual human counselors' spoken accents impact computing undergraduate students' mental wellness conversations in regard to students' self-reported multilingual skills: monolingual or multilingual. We developed two English-speaking rapport-building virtual humans, each with a different spoken English accent-American or German, to interview 62 North American undergraduate computing students from a North American campus. Our findings suggest that virtual humans' spoken accents impacted students' perceptions of the virtual humans' speaking skills. Additionally, we found a similarity-attraction effect between monolingual English speakers and the American-English-accented virtual human counselor concerning participants' engagement and perceptions of the virtual human's speaking skills.
咨询需要咨询师和病人之间的亲密关系来达到治愈和成长。然而,在虚拟辅导员和计算机大学生之间建立融洽的关系是一个复杂的问题。它需要了解学生的经历和目标,以及虚拟真人咨询师的特点(如口语口音)在与患者互动时对信使可信度和自我披露的影响。本文报告了虚拟人类辅导员的口语口音如何影响计算机本科生的心理健康对话,涉及学生自我报告的多语言技能:单语或多语。我们开发了两个说英语的虚拟人,每个人都有不同的英语口音——美国口音或德国口音,来采访62名来自北美校园的计算机专业本科生。我们的研究结果表明,虚拟人的口语口音影响了学生对虚拟人口语技能的看法。此外,我们发现单语英语使用者和美国英语口音的虚拟人辅导员之间存在相似-吸引效应,涉及参与者的参与度和对虚拟人口语技能的看法。
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引用次数: 0
Examining the impact of emotion and agency on negotiator behavior 考察情绪和代理对谈判者行为的影响
Eugene Lee, Zachary McNulty, Alex Gentle, Prerak Tusharkumar Pradhan, J. Gratch
Virtual human expressions can shape user behavior [1, 2, 3], yet in negotiation, findings have been underwhelming. For example, human negotiators can use anger to claim value (i.e., extract concessions) [4], but anger has no effect when exhibited by a virtual human [5]. Other psychological work suggests that emotions can create value (e.g., happy negotiators can better discover tradeoffs across issues that "grow the pie"), but little research has examined how virtual human expressions shape value creation. Here we present an agent architecture and pilot study that examines differences between how the emotional expressions of human and virtual-human opponents shape value claiming and value creation. We replicate the finding that virtual human anger fails to influence value claiming but discover counter-intuitive findings on value creation. We argue these findings highlight the potential for intelligent virtual humans to yield insight into human psychology.
虚拟人类表情可以塑造用户行为[1,2,3],但在谈判中,研究结果并不令人印象深刻。例如,人类谈判者可以用愤怒来要求价值(即要求让步),但当愤怒被虚拟人类展示时,愤怒就没有效果了。其他心理学研究表明,情绪可以创造价值(例如,快乐的谈判者可以更好地发现在“做大蛋糕”的问题之间的权衡),但很少有研究考察虚拟的人类表情如何塑造价值创造。在这里,我们提出了一个代理架构和试点研究,研究人类和虚拟人类对手的情感表达如何塑造价值主张和价值创造之间的差异。我们重复了这一发现,即虚拟的人类愤怒无法影响价值主张,但发现了与价值创造相反的发现。我们认为,这些发现突出了智能虚拟人洞察人类心理的潜力。
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引用次数: 0
Motivating health behavior change with a storytelling virtual agent 用讲故事的虚拟代理激励健康行为改变
Hye Sun Yun, Matias Volonte, T. Bickmore
We developed a virtual agent that motivates church-going users to change their health behavior by telling existing cultural narratives that have high relevance with the counseling topic in an engaging way. We evaluated this agent in a between-subjects experiment where participants interacted with an agent that counseled them on nutrition either without a story, with a story but told in a neutral speech style, or with a story using dramatic delivery inspired by church sermons. We found that interaction with either one of the storytelling agents leads to a significantly greater change in confidence to engage in the target behavior of healthy eating than interacting with a non-storytelling agent, demonstrating the efficacy of stories in health counseling by virtual agents.
我们开发了一个虚拟代理,通过以一种引人入胜的方式讲述与咨询主题高度相关的现有文化叙事,激励去教堂的用户改变他们的健康行为。我们在一个受试者之间的实验中评估了这个代理,参与者与一个代理进行互动,代理在营养方面向他们提供建议,其中有一个故事,但以中性的演讲方式讲述,或者是一个受教堂布道启发的戏剧性的故事。我们发现,与任何一个讲故事的代理互动,都会导致参与健康饮食目标行为的信心发生显著更大的变化,而不是与非讲故事的代理互动,这证明了虚拟代理在健康咨询中的功效。
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引用次数: 2
A cautionary tale of side-by-side evaluations while developing emotional expression for intelligent virtual agents 这是一个警示性的故事,在为智能虚拟代理开发情感表达的同时,进行并排评估
R. Rodrigues, Ricardo Silva, Ricardo Pereira, C. Martinho
When designing interactive scenarios that depend on emotion expression, it is imperative to consider the levels of recognition associated with said expressions, to ascertain whether or not an acceptable degree of emotional communication has been achieved. In this work, two experiments were conducted with that aim, one asking participants to compare two different versions of an application side-by-side when conveying a specific emotion, and another asking the participants to recognize the emotion being expressed in each version. We found that, for some emotions, the approach rated higher in terms of emotion expression during the side-by-side comparison would not translate to the approach with a higher emotion recognition in the second experiment. Although this discrepancy is generally consistent with what happens with emotion recognition in humans, it is noteworthy that some higher-rated choices ended up not being as effective in the expression of emotion. We discuss how these discrepancies might have originated from forced-choice and feature dominance, and why context should be taken into account when designing experiments.
在设计依赖于情感表达的互动场景时,必须考虑与所述表达相关的识别水平,以确定是否达到了可接受的情感交流程度。在这项工作中,为此目的进行了两个实验,一个要求参与者在传达特定情感时并排比较应用程序的两个不同版本,另一个要求参与者识别每个版本中所表达的情感。我们发现,对于某些情绪,在并行比较中,在情绪表达方面得分较高的方法不会转化为在第二个实验中具有更高情绪识别的方法。尽管这种差异与人类情感识别的情况大体一致,但值得注意的是,一些评分较高的选择最终在表达情感方面没有那么有效。我们讨论了这些差异是如何从强迫选择和特征支配中产生的,以及为什么在设计实验时应该考虑情境。
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引用次数: 1
Extending the menge crowd simulation framework: visual authoring in unity 扩展人群模拟框架:统一的视觉创作
Michelangelo Diamanti, H. Vilhjálmsson
Crowd simulation is striving to advance the realism of large groups of intelligent virtual agents. There have been several efforts to create common frameworks which can expedite collaboration among researchers. In this paper, we propose three extensions to one such framework called Menge, making it easier to use with Unity 3D.
人群模拟是一种致力于提高大量智能虚拟代理的真实感的方法。已经有几项努力来创建可以加快研究人员之间合作的共同框架。在本文中,我们提出了三个扩展这样一个框架称为Menge,使其更容易与Unity 3D使用。
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引用次数: 0
Virtual backlash: nonverbal expression of dominance leads to less liking of dominant female versus male agents 虚拟反作用:支配地位的非语言表达导致对支配地位的女性比男性更不喜欢
Janet Wessler, T. Schneeberger, Leon Christidis, Patrick Gebhard
Backlash is a form of social penalty occurring when people behave counter-stereotypically. When promoting themselves, dominant females compared to males are typically liked less and paid worse, because dominance is associated with males, and proscribed for females. Such backlash effects have been shown in human-human interactions, but attempts to replicate them in human-agent interactions have not been successful so far [40]. Here, the goal was to show backlash effects for virtual agents with a nonverbal manipulation of dominance. In an online experiment, N = 223 participants watched the video of a female or male virtual agent presenting themselves as a career coach while using either large or small gestures. They rated the agent's dominance, liking, competence, and made a monetary offer of how much they would pay for the coaching. Agents using large gestures were perceived as more dominant than those using small gestures. Moreover, a backlash effect emerged: Dominant female compared to male agents were liked less. Participants were not penalizing the female dominant agent in monetary offers. Overall, participants rated the female agents as less competent than male ones. The results underline the importance of considering effects of the agent's gender in research on human-agent interaction.
反弹是一种社会惩罚,当人们的行为与刻板印象相反时发生。在提升自己时,与男性相比,强势女性通常更不受欢迎,报酬也更低,因为强势与男性有关,而女性则被禁止。这种反冲效应已经在人与人之间的互动中表现出来,但在人与代理人之间的互动中复制这种效应的尝试到目前为止还没有成功。在这里,我们的目标是通过非语言控制来展示虚拟代理的反冲效应。在一项在线实验中,N = 223名参与者观看了一段视频,视频中,一名女性或一名男性虚拟代理人用或大或小的手势展示自己是职业教练。他们对经纪人的优势、喜好、能力进行了评分,并给出了他们愿意为这名教练支付多少钱的报价。使用大手势的人被认为比使用小手势的人更具统治力。此外,还出现了一种反作用:与男性经纪人相比,占主导地位的女性经纪人更不受欢迎。参与者并没有在金钱上惩罚占主导地位的女性代理人。总的来说,参与者认为女性特工的能力不如男性特工。研究结果强调了在研究人-agent交互时考虑agent性别影响的重要性。
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引用次数: 2
Effects of rhetorical strategies and skin tones on agent persuasiveness in assisted decision-making 修辞策略和肤色对辅助决策中主体说服力的影响
Amama Mahmood, Chien-Ming Huang
Appearance and linguistic cues may influence how both people and Intelligent Virtual Agents (IVAs) are perceived and evaluated by others; appearance (e.g., skin tone) has been linked to various implicit biases such as agreeing more with stereotypical attractive faces, while particular linguistic cues may effectively increase persuasiveness. In this paper, we report an online study (N=59) evaluating how strategic linguistic cues (expertise: high vs. low) may shape the implicit disadvantages associated with ethnic stereotypes (skin tone: dark vs. light). We found that a virtual agent with a high level of expertise was considered more persuasive, dominant, intelligent, and likeable regardless of their skin tone, and that participants complied more with IVAs with a darker skin tone. Our results suggest that the design of IVAs requires the deliberate considerations of factors such as appearance and linguistic behaviors in order to achieve intended outcomes.
外观和语言线索可能会影响人们和智能虚拟代理(IVAs)如何被他人感知和评估;外表(如肤色)与各种内隐偏见有关,比如更认同刻板印象中的有吸引力的面孔,而特定的语言线索可能有效地增加说服力。在本文中,我们报告了一项在线研究(N=59),该研究评估了策略性语言线索(专业程度:高vs低)如何塑造与种族刻板印象(肤色:深色vs浅色)相关的隐性劣势。我们发现,无论肤色如何,具有高水平专业知识的虚拟代理都被认为更有说服力、更有统治力、更聪明、更讨人喜欢,而且肤色较深的参与者更遵守IVAs。我们的研究结果表明,IVAs的设计需要慎重考虑外观和语言行为等因素,以达到预期的结果。
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引用次数: 0
Pose augmentation: mirror the right way 姿态增强:以正确的方式镜像
John T. Windle, Sarah Taylor, David Greenwood, Iain Matthews
We demonstrate an effective method of augmenting speech animation data, and show comparable performance to double the quantity of real data. We investigate the effect of lateral mirroring as a means of data augmentation for 3D poses in multi-speaker, speech-to-motion modelling. Our approach uses a bi-directional LSTM to generate 3D joint positions from audio features extracted using problem-agnostic speech encoder (PASE+) [7]. We demonstrate that naive mirroring for augmentation has a detrimental effect on model performance. We show our method of providing a virtual speaker identity embedding improved performance over no augmentation and was competitive with a model trained on an equal number of samples of real data.
我们展示了一种有效的增强语音动画数据的方法,并显示出可将真实数据量增加一倍的相当性能。我们研究了横向镜像作为数据增强的一种手段,在多说话,语音到运动建模的3D姿势的影响。我们的方法使用双向LSTM从使用问题无关语音编码器(PASE+)提取的音频特征中生成3D关节位置[7]。我们证明了用于增强的朴素镜像对模型性能有不利影响。我们展示了我们提供虚拟说话人身份嵌入的方法比没有增强的方法提高了性能,并且与在相同数量的真实数据样本上训练的模型相竞争。
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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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