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Correction to: A gaze-based interactive system to explore artwork imagery 更正:一个基于凝视的互动系统,用于探索艺术品图像
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-05-31 DOI: 10.1007/s12193-021-00374-y
Piercarlo Dondi, Marco Porta, Angelo Donvito, Giovanni Volpe

A Correction to this paper has been published: https://doi.org/10.1007/s12193-021-00373-z

本文的更正已发表:https://doi.org/10.1007/s12193-021-00373-z
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引用次数: 0
A gaze-based interactive system to explore artwork imagery 一个基于凝视的交互式系统,用于探索艺术品图像
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-05-21 DOI: 10.1007/s12193-021-00373-z
Piercarlo Dondi, Marco Porta, Angelo Donvito, Giovanni Volpe

Interactive and immersive technologies can significantly enhance the fruition of museums and exhibits. Several studies have proved that multimedia installations can attract visitors, presenting cultural and scientific information in an appealing way. In this article, we present our workflow for achieving a gaze-based interaction with artwork imagery. We designed both a tool for creating interactive “gaze-aware” images and an eye tracking application conceived to interact with those images with the gaze. Users can display different pictures, perform pan and zoom operations, and search for regions of interest with associated multimedia content (text, image, audio, or video). Besides being an assistive technology for motor impaired people (like most gaze-based interaction applications), our solution can also be a valid alternative to the common touch screen panels present in museums, in accordance with the new safety guidelines imposed by the COVID-19 pandemic. Experiments carried out with a panel of volunteer testers have shown that the tool is usable, effective, and easy to learn.

交互式和沉浸式技术可以显著提高博物馆和展览的成果。几项研究证明,多媒体装置可以吸引游客,以一种吸引人的方式展示文化和科学信息。在本文中,我们介绍了实现与艺术品图像的基于凝视的交互的工作流程。我们设计了一个创建交互式“凝视感知”图像的工具,以及一个眼球追踪应用程序,该应用程序旨在与这些图像进行交互。用户可以显示不同的图片,执行平移和缩放操作,并使用相关的多媒体内容(文本、图像、音频或视频)搜索感兴趣的区域。除了作为运动障碍人士的辅助技术(就像大多数基于凝视的交互应用程序一样)之外,我们的解决方案还可以作为博物馆中常见触摸屏面板的有效替代品,符合2019冠状病毒病大流行实施的新安全指南。由一组志愿者测试人员进行的实验表明,该工具是可用的、有效的,并且易于学习。
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引用次数: 9
Grounding behaviours with conversational interfaces: effects of embodiment and failures 会话接口的接地行为:体现和失败的影响
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-03-24 DOI: 10.1007/s12193-021-00366-y
Dimosthenis Kontogiorgos, Andre Pereira, Joakim Gustafson

Conversational interfaces that interact with humans need to continuously establish, maintain and repair common ground in task-oriented dialogues. Uncertainty, repairs and acknowledgements are expressed in user behaviour in the continuous efforts of the conversational partners to maintain mutual understanding. Users change their behaviour when interacting with systems in different forms of embodiment, which affects the abilities of these interfaces to observe users’ recurrent social signals. Additionally, humans are intellectually biased towards social activity when facing anthropomorphic agents or when presented with subtle social cues. Two studies are presented in this paper examining how humans interact in a referential communication task with wizarded interfaces in different forms of embodiment. In study 1 (N = 30), we test whether humans respond the same way to agents, in different forms of embodiment and social behaviour. In study 2 (N = 44), we replicate the same task and agents but introduce conversational failures disrupting the process of grounding. Findings indicate that it is not always favourable for agents to be anthropomorphised or to communicate with non-verbal cues, as human grounding behaviours change when embodiment and failures are manipulated.

与人类交互的会话界面需要在面向任务的对话中不断建立、维护和修复共同点。不确定性、修复和确认在会话伙伴为保持相互理解而不断努力的过程中表现为用户行为。用户在与不同形式的系统交互时会改变他们的行为,这影响了这些接口观察用户反复出现的社会信号的能力。此外,当面对拟人化的代理人或面对微妙的社交暗示时,人类在智力上倾向于社交活动。本文提出了两项研究,研究了人类如何在不同形式的体现的向导界面的参考通信任务中进行交互。在研究1 (N = 30)中,我们测试了人类是否以不同形式的体现和社会行为对代理人做出相同的反应。在研究2 (N = 44)中,我们复制了相同的任务和代理,但引入了干扰接地过程的会话失败。研究结果表明,拟人化或使用非语言线索进行交流并不总是有利的,因为当具体化和失败被操纵时,人类的接地行为会发生变化。
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引用次数: 7
RFID-based tangible and touch tabletop for dual reality in crisis management context 危机管理环境中基于射频识别的有形和触摸桌面双重现实
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-03-19 DOI: 10.1007/s12193-021-00370-2
Walid Merrad, A. Héloir, C. Kolski, Antonio Krüger
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引用次数: 7
Behavior and usability analysis for multimodal user interfaces 多模态用户界面的行为和可用性分析
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-03-16 DOI: 10.1007/s12193-021-00372-0
Hamdi Dibeklioğlu, Elif Surer, A. A. Salah, T. Dutoit
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引用次数: 2
Identifying and evaluating conceptual representations for auditory-enhanced interactive physics simulations 识别和评估听觉增强的交互式物理模拟的概念表示
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-03-15 DOI: 10.1007/s12193-021-00365-z
Brianna J. Tomlinson, B. Walker, Emily B. Moore
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引用次数: 2
Non-native speaker perception of Intelligent Virtual Agents in two languages: the impact of amount and type of grammatical mistakes 非母语人士对两种语言智能虚拟代理的感知:语法错误数量和类型的影响
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-03-07 DOI: 10.1007/s12193-021-00369-9
David Obremski, Jean-Luc Lugrin, Philipp Schaper, Birgit Lugrin
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引用次数: 10
Training public speaking with virtual social interactions: effectiveness of real-time feedback and delayed feedback 用虚拟社会互动训练公开演讲:实时反馈和延迟反馈的有效性
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-03-06 DOI: 10.1007/s12193-021-00371-1
Mathieu Chollet, Stacy Marsella, Stefan Scherer

Social signal processing and virtual social interaction technologies have allowed the creation of social skills training applications, and initial studies have shown that such solutions can lead to positive training outcomes and could complement traditional teaching methods by providing cheap, accessible, safe tools for training social skills. However, these studies evaluated social skills training systems as a whole and it is unclear to what extent which components contributed to positive outcomes. In this paper, we describe an experimental study where we compared the relative efficacy of real-time interactive feedback and after-action feedback in the context of a public speaking training application. We observed that both components provide benefits to the overall training: the real-time interactive feedback made the experience more immersive and improved participants’ motivation in using the system, while the after-action feedback led to positive training outcomes when it contained personalized feedback elements. Taken in combination, these results confirm that both social signal processing technologies and virtual social interactions are both contributing to social skills training systems’ efficiency. Additionally, we observed that several individual factors, here the subjects’ initial level of public speaking anxiety, personality and tendency to immersion significantly influenced the training experience. This finding suggests that social skills training systems could benefit from being tailored to participants’ particular individual circumstances.

社会信号处理和虚拟社会互动技术使社交技能培训应用程序的创建成为可能,初步研究表明,这些解决方案可以产生积极的培训结果,并可以通过提供廉价、方便、安全的社交技能培训工具来补充传统的教学方法。然而,这些研究将社会技能培训系统作为一个整体进行评估,并且不清楚哪些组成部分在多大程度上促成了积极的结果。在本文中,我们描述了一项实验研究,我们比较了实时互动反馈和事后反馈在公共演讲培训应用程序中的相对效果。我们观察到,这两个组成部分对整体培训都有好处:实时交互式反馈使体验更加沉浸,提高了参与者使用系统的动机,而行动后反馈则在包含个性化反馈元素时导致了积极的培训结果。综上所述,这些结果证实了社交信号处理技术和虚拟社交互动都有助于提高社交技能培训系统的效率。此外,我们还观察到几个个体因素,即被试的公共演讲焦虑的初始水平、个性和沉浸倾向对训练体验有显著影响。这一发现表明,社交技能培训系统可以根据参与者的特定个人情况量身定制。
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引用次数: 7
An expert-model and machine learning hybrid approach to predicting human-agent negotiation outcomes in varied data 一种专家模型和机器学习混合方法在不同数据中预测人类代理谈判结果
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-03-03 DOI: 10.1007/s12193-021-00368-w
Johnathan Mell, Markus Beissinger, Jonathan Gratch

We present the results of a machine-learning approach to the analysis of several human-agent negotiation studies. By combining expert knowledge of negotiating behavior compiled over a series of empirical studies with neural networks, we show that a hybrid approach to parameter selection yields promise for designing more effective and socially intelligent agents. Specifically, we show that a deep feedforward neural network using a theory-driven three-parameter model can be effective in predicting negotiation outcomes. Furthermore, it outperforms other expert-designed models that use more parameters, as well as those using other techniques (such as linear regression models or boosted decision trees). In a follow-up study, we show that the most successful models change as the dataset size increases and the prediction targets change, and show that boosted decision trees may not be suitable for the negotiation domain. We anticipate these results will have impact for those seeking to combine extensive domain knowledge with more automated approaches in human-computer negotiation. Further, we show that this approach can be a stepping stone from purely exploratory research to targeted human-behavioral experimentation. Through our approach, areas of social artificial intelligence that have historically benefited from expert knowledge and traditional AI approaches can be combined with more recent proven-effective machine learning algorithms.

我们提出了一种机器学习方法来分析几个人类代理谈判研究的结果。通过将协商行为的专家知识与神经网络的一系列经验研究相结合,我们表明,参数选择的混合方法有望设计出更有效和社会智能的代理。具体来说,我们证明了使用理论驱动的三参数模型的深度前馈神经网络可以有效地预测谈判结果。此外,它优于其他使用更多参数的专家设计的模型,以及使用其他技术(如线性回归模型或增强决策树)的模型。在后续的研究中,我们发现最成功的模型随着数据集大小的增加和预测目标的变化而变化,并且表明增强的决策树可能不适合协商领域。我们预计这些结果将对那些寻求将广泛的领域知识与人机谈判中更自动化的方法相结合的人产生影响。此外,我们表明这种方法可以从纯粹的探索性研究到有针对性的人类行为实验的垫脚石。通过我们的方法,历史上受益于专家知识和传统人工智能方法的社交人工智能领域可以与最近被证明有效的机器学习算法相结合。
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引用次数: 2
MUMBAI: multi-person, multimodal board game affect and interaction analysis dataset 多人、多模式棋盘游戏影响和互动分析数据集
IF 2.9 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2021-02-22 DOI: 10.1007/s12193-021-00364-0
Metehan Doyran, Arjan Schimmel, P. Baki, Kübra Ergin, Batikan Türkmen, A. A. Salah, S. Bakkes, Heysem Kaya, R. Poppe, A. A. Salah
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引用次数: 19
期刊
Journal on Multimodal User Interfaces
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