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

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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
Tunable tension for gesture animation 可调的张力手势动画
Michael Neff
Variation in muscular tension has important expressive impacts on agent motion; however, it is difficult to tune simulations to achieve particular effects. With a focus on gesture animation, we introduce mass trackers, a lightweight approach that employs proportional derivative control to track point masses that define the position of each wrist. The restriction to point masses allows the derivation of response functions that support straightforward tuning of system behavior. Using the point mass as an end-effector for an inverse kinematics rig allows easy control of both loose and high tension arm motion. Examples illustrate the expressive variation that can be achieved with this tension modulation. Two perceptual studies confirm that these changes impact the overall level of tension perceived in the motion of a gesturing character and further explore the parameter space. Practical guidelines on tuning are discussed.
肌肉张力的变化对代理运动有重要的表达影响;然而,很难调整模拟以达到特定的效果。以手势动画为重点,我们引入了质量跟踪器,这是一种轻量级的方法,采用比例导数控制来跟踪定义每个手腕位置的点质量。对点质量的限制允许推导支持系统行为直接调整的响应函数。使用点质量作为一个反向运动学钻机的末端执行器,可以轻松控制松散和高张力的手臂运动。举例说明了这种张力调节可以实现的表达变化。两项知觉研究证实,这些变化影响了手势角色运动中感知到的整体张力水平,并进一步探索了参数空间。讨论了调优的实用指南。
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引用次数: 0
Adapting conversational strategies to co-optimize agent's task performance and user's engagement 调整会话策略,共同优化代理的任务性能和用户参与度
L. Galland, C. Pelachaud, Florian Pecune
In this work, we present a socially interactive agent able to adapt its conversational strategies to maximize user's engagement during the interaction. For this purpose, we train our agent with simulated users using deep reinforcement learning. First, the agent estimates the simulated user's engagement depending on the latter's nonverbal behaviors and turn-taking status. This measured engagement is then used as a reward to balance the task of the agent (giving information) and its social goal (maintaining the user highly engaged). Agent's dialog acts may have different impact on the user's engagement depending on the latter's conversational preferences.
在这项工作中,我们提出了一个能够适应其会话策略的社会交互代理,以最大限度地提高用户在交互过程中的参与度。为此,我们使用深度强化学习对模拟用户进行智能体训练。首先,代理根据模拟用户的非语言行为和轮询状态来估计其参与程度。这种可测量的粘性被用作平衡代理任务(提供信息)和社交目标(保持用户高度粘性)的奖励。根据用户的会话偏好,Agent的对话行为可能会对用户的参与产生不同的影响。
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引用次数: 2
A virtual human interaction using scaffolded ping-pong feedback for healthcare learners to practice empathy skills 一个虚拟的人际互动,使用支架乒乓球反馈,为医疗保健学习者练习移情技能
Heng Yao, A. G. D. Siqueira, Anokhi Bafna, Devon Peterkin, Jenelle A. Richards, Megan L. Rogers, A. Foster, I. Galynker, Benjamin C. Lok
Virtual human interactions are increasingly used for empathy skills training in healthcare by providing feedback during or after the interaction. The post-interview feedback consists of evaluation results of users' empathic responses and can be provided once without interfering with the interaction. However, this type of feedback is insufficient to engage trainees in obtaining a deeper understanding and insights into their learning. The scaffolded ping-pong feedback consists of a multi-round of descriptions explaining how to formulate desired empathic responses to induce users to explore an understanding of how to respond empathically. To increase the training effectiveness to enhance users' expressed empathy, we studied how to apply scaffolded ping-pong feedback in virtual human interactions to train users' empathy skills. In this paper, we studied how different forms of feedback impact users learning how to express empathy to screen-based virtual humans. To evaluate the training effectiveness, we collected 638 empathic responses from 27 clinician participants in the interaction with two virtual patients integrated with scaffolded ping-pong feedback. We compared them with 809 empathic responses from 25 clinician participants in the post-interview condition. The result shows that the scaffolded ping-pong feedback helped clinician participants to provide a higher percentage of medium-empathy level and a lower percentage of low-empathy level empathic responses than the post-interview feedback. The scaffolded ping-pong feedback was perceived as more difficult to use but did not affect the overall interaction experience with virtual patients. This work demonstrates the applicability of integrating ping-pong feedback to strengthen the training effectiveness of virtual human education interventions.
通过在交互期间或之后提供反馈,虚拟人类交互越来越多地用于医疗保健领域的移情技能培训。访谈后反馈由用户共情反应的评价结果组成,可以在不干扰交互的情况下提供一次。然而,这种类型的反馈不足以使受训者对他们的学习有更深的理解和见解。乒乓反馈由多轮描述组成,解释如何制定期望的共情反应,以诱导用户探索如何进行共情反应的理解。为了提高训练效果,增强用户的共情表达,我们研究了如何在虚拟人际互动中应用支架乒乓反馈来训练用户的共情技能。在本文中,我们研究了不同形式的反馈如何影响用户学习如何对基于屏幕的虚拟人表达同情。为了评估训练的有效性,我们收集了来自27名临床医生的638个共情反应,这些共情反应与两个虚拟患者进行了互动,并结合了支架乒乓球反馈。我们将他们与25名临床参与者在访谈后的809次共情反应进行了比较。结果表明,与访谈后反馈相比,支架乒乓反馈有助于临床医生参与者提供更高比例的中等共情水平和更低比例的低共情水平共情反应。搭建的乒乓反馈被认为更难使用,但并不影响与虚拟病人的整体互动体验。本研究证明了将乒乓反馈整合到虚拟人教育干预训练中的适用性。
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引用次数: 1
Training lay counselors with virtual agents to promote vaccination 用虚拟代理人培训非专业顾问以促进疫苗接种
Prasanth Murali, Farnaz Nouraei, M. Fallah, A. Kearns, Keith Rebello, Teresa K. O'Leary, R. Perkins, N. Joseph, J. Dedier, M. Paasche-Orlow, T. Bickmore
Training laypeople to promote vaccination among their friends and family may be an effective way to boost the reach of vaccination interventions. We describe a virtual agent system that teaches laypeople communication and counseling skills using a combination of a pedagogical agent as well as a role-playing agent that takes on the persona of someone resistant to vaccination. We conducted a preliminary evaluation of the prototype, in which trainees first interacted with the prototype and then had a recorded conversation with a second person who was unvaccinated. Firstly, we found that trainees were mostly adherent to the skills taught by the agent. Secondly, there was a positive correlation of change in unvaccinated individuals' intent to get vaccinated with objective scores of display of empathy by the trainee during their conversation. Thirdly, unvaccinated partners rated the trainees high on relationship quality and use of empathic listening skills.
培训非专业人员在他们的朋友和家人中促进疫苗接种可能是扩大疫苗接种干预范围的有效方法。我们描述了一个虚拟代理系统,该系统使用教学代理和角色扮演代理的组合来教授外行人沟通和咨询技能,该代理承担了对疫苗接种有抵抗力的人的角色。我们对原型进行了初步评估,受训人员首先与原型进行互动,然后与另一个未接种疫苗的人进行录音对话。首先,我们发现受训者大多遵循代理教授的技能。其次,未接种疫苗个体的接种意愿变化与受训者在谈话中表现出的共情客观得分呈正相关。第三,未接种疫苗的伴侣对受训人员的关系质量和移情倾听技巧的使用给予了很高的评价。
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引用次数: 0
Re-architecting the virtual human toolkit: towards an interoperable platform for embodied conversational agent research and development 重新构建虚拟人工具包:面向具身会话代理研究和开发的可互操作平台
Arno Hartholt, Edward Fast, Zong-yong Li, Kevin Kim, Andrew Leeds, S. Mozgai
The research and development (R&D) of intelligent virtual agents (IVAs) is inherently complex. We aim to manage this complexity by combining the best aspects of academic and commercial approaches into a principled R&D platform that emphasizes interoperability, ex-tendability, re-use, and support for multiple hardware targets. This IVA platform, the Virtual Human Toolkit 2.0, is a re-architecture of our earlier work and combines a modular message passing architecture with that of a microservices architecture. This paper discusses our approach, design decisions, lessons learned, and current status of this ongoing effort. We illustrate the strengths of the architecture, how best to use commodity AI cloud services in one's own work, and how to port legacy stand-alone software to a web service.
智能虚拟代理(IVAs)的研究与开发本身就是一个复杂的过程。我们的目标是通过将学术和商业方法的最佳方面结合到一个原则性的研发平台中来管理这种复杂性,该平台强调互操作性、可扩展性、重用性和对多个硬件目标的支持。这个IVA平台(Virtual Human Toolkit 2.0)是我们早期工作的重新架构,并将模块化消息传递架构与微服务架构相结合。本文讨论了我们的方法、设计决策、经验教训以及正在进行的工作的当前状态。我们将说明架构的优势,如何在自己的工作中最好地使用商品AI云服务,以及如何将遗留的独立软件移植到web服务。
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引用次数: 0
Towards a sentiment-aware conversational agent 走向感知情感的对话代理
Isabel Dias, Ricardo Rei, Patrícia Pereira, Luísa Coheur
We propose an end-to-end sentiment-aware conversational agent based on two models: a reply sentiment prediction model and a text generation model, conditioned on the predicted sentiment and the context of the dialogue. Additionally, we propose to use a sentiment classification model to evaluate the sentiment expressed by the agent during the development of the model. Results show that explicitly guiding the text generation model with a pre-defined set of sentiment sentences leads to clear improvements, regarding the expressed sentiment and the quality of the generated text.
我们提出了基于两个模型的端到端情感感知会话代理:回复情感预测模型和文本生成模型,以预测的情感和对话上下文为条件。此外,我们建议使用情感分类模型来评估智能体在模型开发过程中表达的情感。结果表明,用一组预定义的情感句明确地指导文本生成模型,在表达的情感和生成的文本质量方面都有明显的改进。
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引用次数: 1
Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents 第22届ACM智能虚拟代理国际会议论文集
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引用次数: 0
期刊
Proceedings of the 22nd ACM International Conference on Intelligent Virtual Agents
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