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Young and Elderly Users' Emotion Recognition of Dynamically Formed Expressions Made by a Non-Human Virtual Agent 青年和老年用户对非人类虚拟代理动态表情的情感识别
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352783
Takashi Numata, Yasuhiro Asa, T. Kitagaki, T. Hashimoto, K. Karasawa
The development of non-human robots and virtual agents is focused on encouraging affective communication between humans and agents while supporting the daily life of individuals. For an agent to achieve affective communication with a wide range of users, understanding emotion recognition of an agent's expression is important. In previous studies, age has had an obvious effect on emotion recognition. However, the effect of age on emotion recognition in the context of non-human agents is not yet well understood. In this study, we investigated emotion recognition of young and elderly users when confronted with a non-human agent's expressions. A questionnaire with a seven-emotion alternative forced choice task was used to analyze emotion recognition in 62 young and 39 elderly users. Dynamically formed virtual agent expressions were used to analyze the effect of non-human expressions on emotion recognition. The elderly users had a higher variability of emotion recognition compared with the young users. Studying the individual characteristics of emotion recognition should be prioritized would allow for more affective communication between elderly users and non-human agents.
非人类机器人和虚拟代理的发展重点是鼓励人与代理之间的情感交流,同时支持个人的日常生活。为了使智能体与广泛的用户实现情感交流,理解智能体表达的情感识别是非常重要的。在以往的研究中,年龄对情绪识别有明显的影响。然而,年龄对非人类代理情境下情绪识别的影响尚未得到很好的理解。在这项研究中,我们调查了年轻和老年用户在面对非人类代理的表情时的情绪识别。采用包含7种情绪的强迫选择问卷,对62名年轻用户和39名老年用户的情绪识别能力进行了分析。采用动态生成的虚拟代理表情,分析非人类表情对情感识别的影响。与年轻用户相比,老年用户具有更高的情绪识别变异性。应该优先研究情感识别的个体特征,这将允许老年用户和非人类代理之间进行更有情感的交流。
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引用次数: 4
A Speech Promotion System by Using Embodied Entrainment Objects of Spoken Words and a Listener Character for Joint Attention 利用话语的具身蕴涵对象和听者共同注意的语音促进系统
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352803
Masakatsu Kubota, Tomio Watanabe, Yutaka Ishii
We have developed a speech promotion system that presents images retrieved based on spoken words on a display and shows the auto-generated nodding reaction of the search images with a listener character. The online image search function can respond to various utterances of the user. In this research, in order to speed up the time to present images, we prepare not only the online image search function but also the pre-stored image call function. Moreover, the listener character in the system moves to look at the image at the same time that it appears. This character's motion prompts the user to observe the image by joint attention guidance. Thus, the system promotes user's speech by the auto-generated nodding reaction of the listener character and images related to spoken words.
我们开发了一个语音提升系统,该系统可以在显示器上显示基于语音单词检索到的图像,并显示带有听众角色的搜索图像自动生成的点头反应。在线图像搜索功能可以响应用户的各种话语。在本研究中,为了加快图像呈现的时间,我们不仅准备了在线图像搜索功能,还准备了预先存储的图像调用功能。此外,系统中的听者角色会在图像出现的同时移动来查看图像。这个角色的动作提示用户通过联合注意引导来观察图像。因此,系统通过自动生成听者角色的点头反应和与所讲单词相关的图像来促进用户的语音。
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引用次数: 1
Switch off a Robot, Switch off a Mind? 关掉机器人,关掉大脑?
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351897
Nicolas Spatola
A future world populated by robots is a projection that has long inspired and still inspires science-fiction stories. How to consider these artificial agents is a tremendous question for human society as it highlights an eternal issue "What defines human?" More precisely, "What defines the human mind?" In these two studies, we investigate how individuals' representation of mind may define attitudes towards robots and pro/antisocial behaviours towards them. Also, we evaluate the role of human-robot interaction as a moderator of the above-mentioned process. Our study's results demonstrate that the conceptualization of mind as a function results in more positive attitudes towards robots, and a lesser likelihood of acting negatively toward them. The opposite is true for participants who consider the mind as a human essence. Finally, we show that interaction with a robot seems to level out these differences. These results are discussed in terms of attitudes towards robots measured and implications for future human-robot interaction (HRI).
一个由机器人组成的未来世界一直是科幻小说的灵感来源。如何看待这些人工智能是人类社会面临的一个巨大问题,因为它突出了一个永恒的问题:“什么定义了人类?”更准确地说,“是什么定义了人类的思维?”在这两项研究中,我们调查了个体的思维表征如何定义对机器人的态度以及对机器人的亲/反社会行为。此外,我们评估了人机交互作为上述过程的调节器的作用。我们的研究结果表明,将思维概念化作为一种功能,会导致人们对机器人持更积极的态度,而对机器人采取消极行动的可能性更小。对于那些认为心灵是人类本质的参与者来说,情况正好相反。最后,我们表明,与机器人的互动似乎消除了这些差异。这些结果在对机器人的态度和未来人机交互(HRI)的影响方面进行了讨论。
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引用次数: 5
Tentative Formalization of Human-Agent Interaction for Model-Based Interaction Design 基于模型的交互设计中人机交互的初步形式化
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352806
Takafumi Sakamoto, Yugo Takeuchi
To construct a general theory in human-agent interaction (HAI), it is essential to discuss how to generalize from models within the research area. In this study, we propose a formulation of HAI for the establishment of axiom systems. The environment for agents, behavior as a time change in the environment, and the internal state as an evaluation of the environment are identified as basic variables. The relations of these variables are expressed by functions. Ideally, HAIs should be explained in one axiomatic system to discuss the similarities and differences among human-human interaction, human-animal interaction, and human-robot interaction. For this purpose, we need to verify the model theoretically in a future study.
为了构建人-智能体交互(HAI)的一般理论,必须讨论如何从研究领域内的模型中进行推广。在本研究中,我们提出了建立公理系统的HAI公式。agent的环境,作为环境时间变化的行为,以及作为环境评价的内部状态被确定为基本变量。这些变量之间的关系用函数表示。理想情况下,人机交互应该用一个公理系统来解释,以讨论人与人之间的交互、人与动物之间的交互和人与机器人之间的交互的异同。为此,我们需要在未来的研究中对模型进行理论验证。
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引用次数: 0
The Design Method of the Virtual Teacher 虚拟教师的设计方法
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351906
T. Matsui, S. Yamada
Using robots and virtual agents as teachers in education is one of the most important fields in HAI. Many pieces of work have been published; however, little has been reported on the relationship between the subject on which a virtual teacher (VT) gives a lesson and the appearance of the VT. For example, are robot-like agents usually effective regardless of the subject being taught? In this paper, we hypothesized that the subject and the appearance of the VT affect students' level of understanding through the interaction of the two. To verify this, we conducted an experiment with two factors: subject and VT appearance. Under all conditions, the participants watched movies in which VTs gave a lesson, and they took a short test on the lesson and provided a subjective evaluation on the VTs. As a result, the subject and appearance affected the short-test scores through the interaction of the two. This result suggests a novel design method that can be used to construct a VT.
在教育中使用机器人和虚拟代理作为教师是人工智能研究的重要领域之一。已发表多篇作品;然而,关于虚拟教师(VT)授课的主题与虚拟教师的外观之间的关系的报道很少。例如,无论教授的主题是什么,机器人代理通常都有效吗?在本文中,我们假设主语和视频的出现通过两者的相互作用影响学生的理解水平。为了验证这一点,我们进行了两个因素的实验:受试者和VT外观。在所有条件下,参与者都观看了视频教师授课的电影,并就该课程进行了简短的测试,并对视频教师进行了主观评价。结果表明,受试者和外表通过两者的相互作用对短测成绩产生影响。这一结果提出了一种新的设计方法,可用于构建虚拟室。
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引用次数: 6
Tangible Communication of Emotions with a Digital Companion for Managing Stress: An Exploratory Co-Design Study 情绪的有形沟通与数字伴侣管理压力:一项探索性共同设计研究
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351907
Monika Jingar, H. Lindgren
The purpose of this research is to explore how an intelligent digital companion (agent) can support persons (human) with stress-related exhaustion to manage daily activities. In this paper, we explore in particular how information about a person's emotions can be communicated to the agent with means of non-verbal communication through tangible interfaces. The purpose is to explore how different individuals approach the task of designing their own tangible interfaces for communicating emotions with a digital companion, and the range of different preferences and expectations. Six participants were interviewed and created tangible prototypes during a co-creation workshop. The data was analysed using theories about human emotions and activity, and translated into a generic user model, an architecture for a multiagent system and interface design proposals. The results include increased understanding of how different individuals would like to express their emotions with tangible interfaces, and informed the design of the information models regarding representing emotions. The study illuminated the importance of personalisation of functionality and interface design to address the diversity among individuals, as well as the design of the adaptive behaviour of a digital companion. Future work includes further studies involving additional participants, the development of the stress management application and conducting user studies where prototypes are used in daily activities.
本研究的目的是探索智能数字伴侣(agent)如何支持压力相关疲惫的人(人类)管理日常活动。在本文中,我们特别探讨了一个人的情绪信息如何通过有形的界面通过非语言交流的方式传达给代理人。目的是探索不同的个体如何处理设计他们自己的有形界面的任务,以便与数字伴侣交流情感,以及不同的偏好和期望范围。在共同创造研讨会上,六名参与者接受了采访,并创建了有形的原型。使用有关人类情感和活动的理论对数据进行分析,并将其转化为通用用户模型、多智能体系统架构和界面设计建议。结果包括增加了对不同个体如何用有形界面表达情感的理解,并为表达情感的信息模型的设计提供了信息。该研究阐明了个性化功能和界面设计的重要性,以解决个体之间的多样性,以及设计数字伴侣的自适应行为。未来的工作包括涉及更多参与者的进一步研究,压力管理应用程序的开发以及在日常活动中使用原型的用户研究。
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引用次数: 6
Factors Influencing Empathic Behaviors for Virtual Agents: -Examining about the Effect of Embodiment- 虚拟代理共情行为的影响因素:-化身效应的检验
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352777
Yuna Kano, J. Morita
Empathy is important for smooth interaction. In this research, we focused on EQ (Empathy Quotient), which is an index to measure individuals' empathic ability, and analyzed behavior related to EQ, particularly the effect of participants' embodiment on empathic behavior. In the experiment, participants played a ball-tossing game with two agents. The experimental task was created by adapting the Cyberball game that has been used in studies of social psychology. We conducted the experiment under two conditions: an equitable scenario where the two agents toss evenly to participants and other agents; and an inequitable scenario where only one agent tosses only to participants. Then we compared the number of tosses performed by each participants. As a result, we found that the participants with high EQ tended to exclude the agent who did not receive tosses from the other agent, but that this exclusion was alleviated by embodiment.
同理心对于顺利的互动很重要。本研究以衡量个体共情能力的指标EQ (Empathy Quotient)为研究对象,分析了与EQ相关的行为,特别是参与者的化身对共情行为的影响。在实验中,参与者和两个代理人一起玩投球游戏。这个实验任务是根据社会心理学研究中使用的赛博球游戏改编而成的。我们在两种情况下进行了实验:一种是公平的情况,即两个代理向参与者和其他代理平均投掷硬币;在一个不公平的情况下,只有一个代理只向参与者投掷硬币。然后我们比较了每个参与者投掷硬币的次数。结果,我们发现高情商的参与者倾向于排斥没有从另一个代理人那里得到投掷的代理人,但这种排斥被具体化减轻了。
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引用次数: 3
Notification Timing of Agent with Vection and Character for Semi-Automatic Wheelchair Operation 半自动轮椅操作中具有矢量和特征的Agent通知时间
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351900
Kouichi Enami, Kohei Okuoka, Shohei Akita, M. Imai
Automatic driving systems not only for cars, but also for wheelchairs are being developed. Improving the operability and safety of electric wheelchairs is an important issue. For example, if a driving system changes the speed of the vehicle without a driver's operation, it makes the driver uneasy. We developed a system to address this uneasiness. Our system, called the MIZUSAKI system, notifies drivers of a change in the speed gain, which is controlled by the system, before the change. This system uses 4 in-screen effects, which are intended to be seen in the peripheral vision and do not inhibit drivers' attention to driving. In developing this system, we have always considered the notification timing to be a key factor. We tested this system to find the best notification timing and found that if the anticipatory timing is 3 seconds before the speed gain changes or later.
不仅是汽车的自动驾驶系统,还包括轮椅的自动驾驶系统。提高电动轮椅的可操作性和安全性是一个重要的问题。例如,如果驾驶系统在没有驾驶员操作的情况下改变车辆的速度,就会使驾驶员感到不安。我们开发了一个系统来解决这种不安。我们的系统,被称为MIZUSAKI系统,通知司机在速度增益的变化,这是由系统控制的,在变化之前。该系统使用了4种屏幕内效果,目的是在周边视觉中看到,并且不会影响驾驶员的注意力。在开发该系统时,我们一直认为通知时间是一个关键因素。我们对该系统进行了测试,以找到最佳通知时间,并发现如果预期时间是在速度增益变化前3秒或更晚。
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引用次数: 1
Agent-based Completion for Collecting Medical Note Parameters 基于代理的医疗记录参数收集完成
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352780
Lukman Heryawan, P. Khotimah, Goshiro Yamamoto, Osamu Sugiyama, S. Hiragi, K. Okamoto, T. Kuroda
In this paper, we present an agent-based completion that cooperates with a physician to optimize parameter-text pairs collection from a medical note. Currently, in hospitals, there is a medical coding process, which collects certain parameter-text pairs from the medical note's narrative text. The process starts with categorizing the text into certain parameter-text pairs. Then, the collected pairs are studied by the coders to produce correct medical codes. However, since the physicians may not aware of the coders' requirements, the medical coding process is quite problematic, such as lack of parameter-text pairs. To address this problem, we propose an agent-based completion, which represents the coder's view to categorize the text into certain parameter-text pairs and recommend the parameters to be filled. This paper shows a basic design of the agent and the background technologies to support the completion system.
在本文中,我们提出了一个基于代理的补全,它与医生合作来优化从医疗记录中收集的参数文本对。目前,在医院中,有一个医疗编码过程,它从医疗记录的叙述文本中收集某些参数文本对。该过程首先将文本分类为某些参数-文本对。然后,编码人员对收集到的对进行研究,生成正确的医学密码。然而,由于医生可能不知道编码人员的要求,因此医疗编码过程存在很大问题,例如缺乏参数文本对。为了解决这个问题,我们提出了一个基于代理的补全,它代表编码器的视图,将文本分类为某些参数-文本对,并推荐要填充的参数。本文给出了agent的基本设计和支持完井系统的后台技术。
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引用次数: 0
Virtual Humans in Augmented Reality: A First Step towards Real-World Embedded Virtual Roleplayers 增强现实中的虚拟人:迈向现实世界嵌入式虚拟角色扮演的第一步
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352766
Arno Hartholt, S. Mozgai, Edward Fast, Matt Liewer, Adam Reilly, W. Whitcup, Albert A. Rizzo
We present one of the first applications of virtual humans in Augmented Reality (AR), which allows young adults with Autism Spectrum Disorder (ASD) the opportunity to practice job interviews. It uses the Magic Leap's AR hardware sensors to provide users with immediate feedback on six different metrics, including eye gaze, blink rate and head orientation. The system provides two characters, with three conversational modes each. Ported from an existing desktop application, the main development lessons learned were: 1) provide users with navigation instructions in the user interface, 2) avoid dark colors as they are rendered transparently, 3) use dynamic gaze so characters maintain eye contact with the user, 4) use hardware sensors like eye gaze to provide user feedback, and 5) use surface detection to place characters dynamically in the world.
我们介绍了虚拟人在增强现实(AR)中的第一个应用,它允许患有自闭症谱系障碍(ASD)的年轻人有机会练习工作面试。它使用Magic Leap的AR硬件传感器为用户提供六种不同指标的即时反馈,包括眼睛凝视、眨眼频率和头部方向。该系统提供两个字符,每个字符有三种会话模式。从现有的桌面应用中移植过来的主要开发经验是:1)在用户界面中为用户提供导航指示,2)避免暗颜色,因为它们呈现透明,3)使用动态凝视让角色与用户保持目光接触,4)使用像眼睛凝视这样的硬件传感器提供用户反馈,5)使用表面检测来动态地放置角色。
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引用次数: 16
期刊
Proceedings of the 7th International Conference on Human-Agent Interaction
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