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It's How You Say It: Identifying Appropriate Register for Chatbot Language Design 这是你怎么说的:识别聊天机器人语言设计的适当寄存器
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351901
A. Chaves, E. Doerry, Jesse Egbert, M. Gerosa
Designing chatbots that produce language that is natural and appropriate to a given context is critical in satisfying user expectations. Currently, little is known about how a chatbot's linguistic choices should be designed to conform with the language humans produce in similar contexts. In this paper, we draw on existing sociolinguistic theory to adapt a technique calledregister analysis to (a) characterize the linguistic register used by humans in a specific conversational context; and (b) drive chatbot language design. Our exploratory study investigates the application of register analysis for tourist assistants chatbots and shows how the results could be used to develop them to adopt the appropriate register.
设计能够产生自然且适合给定上下文的语言的聊天机器人对于满足用户期望至关重要。目前,关于如何设计聊天机器人的语言选择以符合人类在类似环境中产生的语言,人们知之甚少。在本文中,我们借鉴现有的社会语言学理论,采用一种称为语域分析的技术来(a)表征人类在特定会话环境中使用的语言语域;(b)驱动聊天机器人语言设计。我们的探索性研究调查了旅游助理聊天机器人注册分析的应用,并展示了如何使用结果来开发它们以采用适当的注册。
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引用次数: 20
Acting as if Being Aware of Visitors' Attention Strengthens a Robotic Salesperson's Social Presence 表现得好像意识到来访者的注意力可以增强机器人销售人员的社会存在感
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351893
Masaya Iwasaki, Jian Zhou, M. Ikeda, Yuya Onishi, T. Kawamura, Hideyuki Nakanishi
Robotic salespersons have been adopted by many shops. However, due to the weakness of their social presence, they are easily ignored by visitors. Thus, we focused on such robots' behaviors that can strengthen their social presence in a real-world shop. In this research, our goal is to develop a model that can obtain visitors' replies to the robot's utterances. For this reason, we conducted a laboratory experiment and two field experiments. In the laboratory experiment, we found that the robot's ability to express that it can understand the degree of visitors' attention to the robot is important for improving its social presence. Afterward, we developed an engagement estimation model (EEM) based on the findings obtained from the laboratory experiment. We defined visitors' engagement as the probability that the visitors will reply to the robot's utterances. The EEM estimates the engagement from the visitors' real-time nonverbal data. In a laboratory experiment, the situation of being in the laboratory can make the interaction between the participants and the robot unnatural. Therefore, we developed a model based on data of visitors' nonverbal cues in the field experiment and examined whether the model works effectively in the real-world environment. As a result, the automatic greeting mode based on the EEM facilitated the participant's reply to the robot. Thus, we considered that this is because the automatic greeting mode could make a decision of the robot's next behavior precisely. It can be considered that the visitors may feel as if the robot could understand their degree of attention to the robot when the robot greets the visitors based on the automatic greeting mode. Therefore, the automatic greeting mode based on the EEM worked effectively in a real-world environment and could strengthen its social presence.
许多商店已采用了机器人售货员。然而,由于他们的社会存在的弱点,他们很容易被游客忽视。因此,我们专注于这些机器人的行为,这些行为可以增强它们在现实世界商店中的社交存在感。在这项研究中,我们的目标是开发一个模型,可以获得游客对机器人话语的回答。为此,我们进行了一次室内实验和两次现场实验。在实验室实验中,我们发现机器人的表达能力,即它能够理解访问者对机器人的关注程度,对于提高它的社交存在感很重要。随后,基于实验室实验结果,我们开发了一个敬业度估计模型(EEM)。我们将访问者的参与度定义为访问者对机器人的话语做出回应的概率。EEM从访客的实时非语言数据中估计参与度。在实验室实验中,身处实验室的情境会使参与者与机器人之间的互动变得不自然。因此,我们在现场实验中建立了一个基于游客非语言线索数据的模型,并检验了该模型在现实环境中是否有效。因此,基于EEM的自动问候语模式为参与者回复机器人提供了便利。因此,我们认为这是因为自动问候模式可以精确地决定机器人的下一步行为。可以认为,当机器人基于自动问候模式向参观者打招呼时,参观者会觉得机器人似乎能够理解他们对机器人的关注程度。因此,基于EEM的自动问候模式在现实环境中可以有效地工作,并可以增强其社会存在感。
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引用次数: 6
Analysis of the Influence of Mothers' Traits and Behaviors on Children's Conversational Play with an Utterance-Output Device 用话语输出装置分析母亲特质和行为对儿童会话游戏的影响
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352789
Kazuhiro Mitsukuni, Jun Ichikawa, Yukari Hori, Y. Ikeno, Leblanc Alexandre, T. Kawamoto, N. Oka, Yukiko Nishizaki
Authors have conducted an observation experiment mainly on conversational play for creating the basic findings of childcare support by smart speakers. Our previous study analyzed children's attitudes and behaviors toward an utterance-output device during conversational play. In this experiment, the mother was beside her child, and the influence of the mother on the conversational play seemed to be great, but we have not been analyzed it yet. In this study, we analyzed the relationships between traits and behaviors of mothers, and children's conversational play. The results suggest that the more epistemic curiosity mothers are, the more children follow the instruction of an utterance-output device as third person, and that the more mothers prompt the conversational play toward their children, the less they react to phrases of the utterance-output device.
作者进行了一项以会话游戏为主的观察实验,以获得智能音箱育儿支持的基本发现。我们之前的研究分析了儿童在会话游戏中对话语输出设备的态度和行为。在这个实验中,母亲在她的孩子身边,母亲对会话游戏的影响似乎很大,但我们还没有分析过。在本研究中,我们分析了母亲特质和行为与儿童对话游戏的关系。结果表明,母亲的认知好奇心越强,孩子就越能以第三人称的身份遵循话语输出装置的指令;母亲越是鼓励孩子进行对话游戏,孩子对话语输出装置的短语的反应就越少。
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引用次数: 0
Construction of a Behavioral Model Based on Cognitive Apprenticeship Theory with an Educational Support Robot 基于认知学徒理论的教育支持机器人行为模型构建
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352781
Ryo Yoshizawa, Felix Jimenez, K. Murakami
In recent years, there has been a focus on educational support robots. In previous studies, robots providing educational support, based on cognitive apprenticeship theory, were reportedly effective in collaborative learning with learners. However, the robots were remote controlled. So no behavioral model was constructed of robots operating autonomously to provide educational support. Therefore, in this paper, we construct a behavioral model in which robots autonomously provide educational support based on the cognitive apprenticeship theory. In addition, through a comparative experiment with a behavioral model providing educational support in accordance with leaner requests, which is a conventional technique, we verify the effects of this behavioral model on university students.
近年来,人们一直关注教育辅助机器人。在先前的研究中,基于认知学徒理论,机器人提供教育支持,据报道在与学习者的协作学习中是有效的。然而,这些机器人是远程控制的。因此,没有构建机器人自主操作的行为模型来提供教育支持。因此,本文基于认知学徒理论构建了机器人自主提供教育支持的行为模型。此外,我们还通过与传统的基于学习者要求提供教育支持的行为模型进行对比实验,验证了该行为模型对大学生的影响。
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引用次数: 1
Mako-no-te: Investigating Intersubjectivity with Side-by-Side Walking Robot Mako-no-te:研究肩并肩行走机器人的主体间性
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352770
Komei Hasegawa, M. Okada
How do we interact with mechanical systems such as PC, smartphone and so on? Users command something to the system, and the system always accepts and reacts it. That kind of relationship can be named "leader-follower" relationship. On the other hand, thinking about a scene that you have a walk in a park with your partner, there are neither a definite leader nor a follower. You and your partner co-adjust the walking direction and pace by considering each other's intention and feeling from implicit cues. Such relationship has "intersubjectivity" that people share their feeling and intention with others. This study is motivated to build "intersubjective relationship" between human and robot. In this paper, we propose the concept of a side-by-side walking robot "Mako-no-te".
我们如何与PC、智能手机等机械系统互动?用户向系统发出指令,系统总是接受并作出反应。这种关系可以称为“领导-跟随者”关系。另一方面,想想一个场景,你和你的伴侣在公园散步,没有一个明确的领导者或追随者。你和你的伴侣通过考虑对方的意图和感受来共同调整行走的方向和速度。这种关系具有“主体间性”,即人们与他人分享自己的感受和意图。本研究旨在建立人与机器人之间的“主体间关系”。在本文中,我们提出了一个并排行走机器人“Mako-no-te”的概念。
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引用次数: 1
Users' Perception of Empathic Expressions by an Advanced Intelligent System 先进智能系统对用户共情表情的感知
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351895
Jacqueline Urakami, B. A. Moore, Sujitra Sutthithatip, Sung Park
The goal of this study was to examine usertextquoteright s perception of expressions of empathy by an autonomous system. In a survey eight different components of empathy identified in literature studies and prior tests (Expressing own feelings, Expressing to know what the other feels, Helping, Showing interest, Taking the others perspective, Displaying regard, Situational understanding, and Agreement) were compared to neutral expressions. Differences in participants evaluations were found across the components of empathy as well as individual differences were revealed. Expressions of cognitive empathy (Showing interest, situational understanding) and expressions of empathy of assistance (helping) were perceived positively by participants. However, expressions of affective empathy (expressing own feelings, expressing to know what the other feels) received mainly negative ratings. Cluster analysis revealed individual differences especially for items relating to affective empathy. Whereas one group of participants identified in the cluster analysis rated expressions of affective empathy negatively, a second group of participants rated these expressions positively. Furthermore, large differences across participants also existed for taking the other's perspective, a component of cognitive empathy. Integrating expressions of empathy in human-machine interaction is a sensitive issue and designers must carefully choose what components of empathy are adequate depending on the situational circumstances and the targeted user group.
本研究的目的是检验自主系统对用户移情表达的感知。在一项调查中,从文献研究和先前的测试中确定的共情的八个不同组成部分(表达自己的感受,表达了解他人的感受,帮助,表示兴趣,考虑他人的观点,表示尊重,情境理解和同意)与中性表达进行了比较。在共情各组成部分中发现了参与者评价的差异,并揭示了个体差异。认知共情(表示兴趣、情境理解)和协助共情(帮助)的表达被参与者积极感知。然而,情感共情(表达自己的感受,表达知道对方的感受)的表达主要是负面的。聚类分析揭示了个体差异,尤其是与情感共情相关的项目。在聚类分析中,一组参与者对情感共情表达的评价是负面的,而另一组参与者对这些表达的评价是积极的。此外,参与者在考虑他人观点方面也存在很大差异,这是认知同理心的一个组成部分。在人机交互中整合共情表达是一个敏感的问题,设计师必须根据情境和目标用户群体仔细选择哪些共情成分是足够的。
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引用次数: 13
Are We Having Fun Yet?: Designing for Fun in Artificial Intelligence That Is Multicultural and Multiplatform 我们玩得开心吗?在多元文化和多平台的人工智能中为乐趣而设计
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352767
Jennifer Zamora
Personality of Artificial Intelligence (A.I) is a vast and complex domain. Traits like trustworthiness and humanness have long been evaluated, but less so for traits like fun. In this study we evaluate fun in four conversational agents with a mix of menial tasks, games, and free play in the US and India on voice and text-based platforms. Our research explores user sentiment of fun in an A.I. personality, implications of fun personality on voice-based and text-based agents, and the perception of a fun A.I. personality in two culturally distinct markets. We used a mixed method approach to evaluate these objectives with 44 participants. Our results end with design principles for creating fun in artificial intelligence: 1) balance fun through conversational humor and goal-oriented actions, 2) create fun experiences through playful interactions, 3) convey fun through platform specific expressions like tone of voice or visual gestures and emojis, and 4) be inclusively fun by being culturally relevant so your conversational agent translates across borders.
人工智能(ai)的人格是一个庞大而复杂的领域。长期以来,人们一直在评估可信度和人性等特征,但对乐趣等特征的评估却很少。在这项研究中,我们在美国和印度基于语音和文本的平台上评估了四个会话代理的乐趣,这些代理包括低级任务、游戏和自由游戏。我们的研究探讨了用户对人工智能个性中的乐趣感,基于语音和基于文本的代理的乐趣个性的含义,以及在两个文化不同的市场中对有趣的人工智能个性的看法。我们采用混合方法对44名参与者进行评估。我们的研究结果最终得出了在人工智能中创造乐趣的设计原则:1)通过会话幽默和目标导向的行动来平衡乐趣,2)通过有趣的互动来创造有趣的体验,3)通过平台特定的表达(如语音语调或视觉手势和表情符号)来传达乐趣,4)通过与文化相关来实现包容性乐趣,这样你的会话代理就可以跨越国界。
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引用次数: 2
Agent's Desire State Expression by Combining Tactile Heartbeat and Visible Behaviors 结合触觉心跳与视觉行为的Agent欲望状态表达
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352773
Naoto Yoshida, Kaede Ueno, Tomoko Yonezawa
In this paper, we verify whether an agent's internal state of desire can be expressed by combining the agent's visible behavior and tactile heartbeat as an involuntary physiological phenomenon. The results of the experiment confirmed that the agent's desires related to food are expressed by both heartbeat and behavior, furthermore, their combination expresses a strong desire. On the other hand, "being interested," the initial state of desire, and "being patient," internal suppression, both appear in the heartbeat but not in visual behaviors.
在本文中,我们将agent的可见行为和触觉心跳作为一种无意识的生理现象结合起来,验证agent的内部欲望状态是否可以表达。实验结果证实了agent对食物的欲望是通过心跳和行为两种方式来表达的,并且它们的结合表达了一种强烈的欲望。另一方面,“感兴趣”是欲望的初始状态,“耐心”是内在的压抑,它们都出现在心跳中,而不是在视觉行为中。
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引用次数: 1
Criticality-based Collision Avoidance Prioritization for Crowd Navigation 基于临界的人群导航避碰优先化
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3351887
Himangshu Saikia, Fangkai Yang, Christopher E. Peters
Goal directed agent navigation in crowd simulations involves a complex decision making process. An agent must avoid all collisions with static or dynamic obstacles (such as other agents) and keep a trajectory faithful to its target at the same time. This seemingly global optimization problem can be broken down into smaller local optimization problems by looking at a concept of criticality. Our method resolves critical agents - agents that are likely to come within collision range of each other - in order of priority using a Particle Swarm Optimization scheme. The resolution involves altering the velocities of agents to avoid criticality. Results from our method show that the navigation problem can be solved in several important test cases with minimal number of collisions and minimal deviation to the target direction. We prove the efficiency and correctness of our method by comparing it to four other well-known algorithms, and performing evaluations on them based on various quality measures.
人群模拟中目标导向智能体导航涉及一个复杂的决策过程。智能体必须避免与静态或动态障碍物(如其他智能体)的所有碰撞,并同时保持对目标的轨迹忠实。通过观察临界性的概念,这个看似全局的优化问题可以分解成更小的局部优化问题。我们的方法使用粒子群优化方案按优先级顺序解决关键代理-可能在彼此碰撞范围内的代理。解决方案包括改变试剂的速度以避免临界。结果表明,该方法可以在几个重要的测试用例中以最小的碰撞次数和最小的目标方向偏差解决导航问题。通过将该方法与其他四种知名算法进行比较,并基于各种质量度量对其进行评估,证明了该方法的有效性和正确性。
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引用次数: 1
Designing a Data Corpus of Collaborative Group Tasks with the Members from Unbalanced Cultural Backgrounds 基于非平衡文化背景的协同小组任务数据库设计
Pub Date : 2019-09-25 DOI: 10.1145/3349537.3352807
Kai-Yuan Ding, Hung-Hsuan Huang, Nicolas Berberich, Mineya Kaseda, K. Kuwabara, T. Nishida
According to current estimates, the population of Japan will continuously decrease to be less than 100 million from currently 126.4 million by 2053 [1]. In order to supplement the decreasing labor force, the Japanese government has stated to relax the regulations on introducing foreignworkers. Thus, an increase of foreignerworkers in Japanese society can be expected in the near future. In such a situation, foreigner workers are the minority and have to collaboratively work with Japanese colleagues who are the majority. Our project is aiming at developing an environment for both foreigner and Japanese people to practice collaborative work in an unbalanced situation, that is, Japanese people are the majority and the task itself is Japanese favored. This paper describes our design of an experiment to acquire multimodal sensory data in collaborative tasks with unbalanced composition of cultural backgrounds. These data are supposed to be used for developing foreigner / Japanese behavior generation / detection models in a training environment with virtual agents. From our knowledge, there is no such dataset available and we believe the data collected can provide valuable resources for developing tools in supporting unbalanced groups.
根据目前的估计,到2053年,日本人口将从目前的1.264亿持续减少到不足1亿[1]。日本政府表示,为了补充日益减少的劳动力,将放宽引进外国工人的限制。因此,可以预见,在不久的将来,日本社会的外籍工人将会增加。在这种情况下,外籍员工是少数,必须与占多数的日本同事合作。我们的项目旨在创造一个外国人和日本人在不平衡的情况下进行协同工作的环境,即日本人占多数,任务本身是日本人喜欢的。本文描述了我们设计的一个实验,以获取多模态的感官数据在协作任务与不平衡的文化背景组成。这些数据应该用于在虚拟代理的训练环境中开发外国人/日本人的行为生成/检测模型。据我们所知,目前还没有这样的数据集,我们相信收集到的数据可以为开发支持不平衡群体的工具提供宝贵的资源。
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引用次数: 0
期刊
Proceedings of the 7th International Conference on Human-Agent Interaction
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