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Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual Environment 在共享虚拟环境中为协作玩法合成游戏关卡
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-08-23 DOI: 10.1145/3558773
Huimin Liu, Minsoo Choi, Dominic Kao, Christos Mousas
We developed a method to synthesize game levels that accounts for the degree of collaboration required by two players to finish a given game level. We first asked a game level designer to create playable game level chunks. Then, two artificial intelligence (AI) virtual agents driven by behavior trees played each game level chunk. We recorded the degree of collaboration required to accomplish each game level chunk by the AI virtual agents and used it to characterize each game level chunk. To synthesize a game level, we assigned to the total cost function cost terms that encode both the degree of collaboration and game level design decisions. Then, we used a Markov-chain Monte Carlo optimization method, called simulated annealing, to solve the total cost function and proposed a design for a game level. We synthesized three game levels (low, medium, and high degrees of collaboration game levels) to evaluate our implementation. We then recruited groups of participants to play the game levels to explore whether they would experience a certain degree of collaboration and validate whether the AI virtual agents provided sufficient data that described the collaborative behavior of players in each game level chunk. By collecting both in-game objective measurements and self-reported subjective ratings, we found that the three game levels indeed impacted the collaboration gameplay behavior of our participants. Moreover, by analyzing our collected data, we found moderate and strong correlations between the participants and the AI virtual agents. These results show that game developers can consider AI virtual agents as an alternative method for evaluating the degree of collaboration required to finish a game level.
我们开发了一种综合游戏关卡的方法,该方法考虑了两名玩家完成特定游戏关卡所需的合作程度。我们首先要求游戏关卡设计师创造可玩的游戏关卡块。然后,由行为树驱动的两个人工智能(AI)虚拟代理玩每个游戏关卡块。我们记录了AI虚拟代理完成每个游戏关卡块所需的协作程度,并用它来描述每个游戏关卡块。为了合成一个游戏关卡,我们将总成本函数分配给包含协作程度和游戏关卡设计决策的成本项。然后,我们使用马尔可夫链蒙特卡罗优化方法,称为模拟退火,来求解总成本函数,并提出了一个游戏关卡的设计。我们综合了三个游戏关卡(低、中、高合作游戏关卡)来评估我们的执行情况。然后,我们招募了一组参与者来玩游戏关卡,以探索他们是否会体验到一定程度的协作,并验证AI虚拟代理是否提供了足够的数据来描述玩家在每个游戏关卡块中的协作行为。通过收集游戏中的客观测量值和自我报告的主观评分,我们发现这三个游戏关卡确实影响了参与者的合作玩法行为。此外,通过分析我们收集的数据,我们发现参与者与人工智能虚拟代理之间存在适度而强烈的相关性。这些结果表明,游戏开发者可以考虑将人工智能虚拟代理作为评估完成游戏关卡所需的协作程度的替代方法。
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引用次数: 2
Improving Office Workers’ Workspace Using a Self-adjusting Computer Screen 利用自动调节的电脑屏幕改善办公环境
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-08-16 DOI: https://dl.acm.org/doi/10.1145/3545993
Rotem Kronenberg, Tsvi Kuflik, Ilan Shimshoni

With the rapid evolution of technology, computers and their users’ workspaces have become an essential part of our life in general. Today, many people use computers both for work and for personal needs, spending long hours sitting at a desk in front of a computer screen, changing their pose slightly from time to time. This phenomenon impacts people’s health negatively, adversely affecting their musculoskeletal and ocular systems. To mitigate these risks, several different ergonomic solutions have been suggested. This study proposes, demonstrates, and evaluates a technological solution that automatically adjusts the computer screen position and orientation to its user’s current pose, using a simple RGB camera and robotic arm. The automatic adjustment will reduce the physical load on users and better fit their changing poses. The user’s pose is extracted from images continuously acquired by the system’s camera. The most suitable screen position is calculated according to the user’s pose and ergonomic guidelines. Thereafter, the robotic arm adjusts the screen accordingly. The evaluation was done through a user study with 35 users who rated both the idea and the prototype system itself highly.

随着科技的快速发展,计算机及其用户的工作空间已成为我们生活中不可或缺的一部分。如今,许多人使用电脑既用于工作,也用于个人需要,他们长时间坐在电脑屏幕前的桌子前,时不时地稍微改变一下姿势。这种现象对人们的健康产生负面影响,对他们的肌肉骨骼和眼部系统产生不利影响。为了降低这些风险,人们提出了几种不同的人体工程学解决方案。本研究提出、演示并评估了一种技术解决方案,该解决方案使用简单的RGB相机和机械臂,自动调整计算机屏幕的位置和方向以适应用户当前的姿势。自动调整将减少用户的身体负荷,更好地适应他们不断变化的姿势。用户的姿势是从系统相机连续获取的图像中提取出来的。最合适的屏幕位置是根据用户的姿势和人体工程学指南计算出来的。然后,机械臂相应地调整屏幕。评估是通过对35名用户的用户研究完成的,他们对这个想法和原型系统本身都给予了很高的评价。
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引用次数: 0
An Agile New Research Framework for Hybrid Human-AI Teaming: Trust, Transparency, and Transferability 混合人工智能团队的敏捷新研究框架:信任、透明度和可转移性
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3514257
Sabrina Caldwell, Penny Sweetser, Nicholas O’Donnell, Matthew J. Knight, Matthew Aitchison, Tom Gedeon, Daniel Johnson, Margot Brereton, Marcus Gallagher, David Conroy

We propose a new research framework by which the nascent discipline of human-AI teaming can be explored within experimental environments in preparation for transferal to real-world contexts. We examine the existing literature and unanswered research questions through the lens of an Agile approach to construct our proposed framework. Our framework aims to provide a structure for understanding the macro features of this research landscape, supporting holistic research into the acceptability of human-AI teaming to human team members and the affordances of AI team members. The framework has the potential to enhance decision-making and performance of hybrid human-AI teams. Further, our framework proposes the application of Agile methodology for research management and knowledge discovery. We propose a transferability pathway for hybrid teaming to be initially tested in a safe environment, such as a real-time strategy video game, with elements of lessons learned that can be transferred to real-world situations.

我们提出了一个新的研究框架,通过该框架,可以在实验环境中探索人类-人工智能团队的新兴学科,为转移到现实环境做准备。我们通过敏捷方法的视角来研究现有的文献和未解决的研究问题,以构建我们提出的框架。我们的框架旨在为理解这一研究领域的宏观特征提供一个结构,支持对人类团队成员和人工智能团队成员的可接受性进行整体研究。该框架有可能提高人类-人工智能混合团队的决策和绩效。此外,我们的框架建议将敏捷方法应用于研究管理和知识发现。我们提出了一种混合团队的可转移性途径,首先在安全的环境中进行测试,例如实时战略视频游戏,其中的经验教训元素可以转移到现实世界的情况中。
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引用次数: 0
Expressive Latent Feature Modelling for Explainable Matrix Factorisation-based Recommender Systems 基于可解释矩阵分解推荐系统的表达性潜在特征建模
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3530299
Abdullah Alhejaili, Shaheen Fatima

The traditional matrix factorisation (MF)-based recommender system methods, despite their success in making the recommendation, lack explainable recommendations as the produced latent features are meaningless and cannot explain the recommendation. This article introduces an MF-based explainable recommender system framework that utilises the user-item rating data and the available item information to model meaningful user and item latent features. These features are exploited to enhance the rating prediction accuracy and the recommendation explainability. Our proposed feature-based explainable recommender system framework utilises these meaningful user and item latent features to explain the recommendation without relying on private or outer data. The recommendations are explained to the user using text message and bar chart. Our proposed model has been evaluated in terms of the rating prediction accuracy and the reasonableness of the explanation using six real-world benchmark datasets for movies, books, video games, and fashion recommendation systems. The results show that the proposed model can produce accurate explainable recommendations.

传统的基于矩阵分解(matrix factorization, MF)的推荐系统方法虽然在推荐方面取得了成功,但由于产生的潜在特征没有意义,无法解释推荐,因此缺乏可解释的推荐。本文介绍了一个基于mf的可解释推荐系统框架,该框架利用用户-物品评级数据和可用的物品信息来建模有意义的用户和物品潜在特征。利用这些特征来提高评级预测的准确性和推荐的可解释性。我们提出的基于特征的可解释推荐系统框架利用这些有意义的用户和项目潜在特征来解释推荐,而不依赖于私人或外部数据。这些建议是通过文本信息和条形图向用户解释的。我们提出的模型已经使用电影、书籍、视频游戏和时尚推荐系统的六个真实世界基准数据集,在评级预测准确性和解释的合理性方面进行了评估。结果表明,该模型能够产生准确的可解释推荐。
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引用次数: 0
Toward Involving End-users in Interactive Human-in-the-loop AI Fairness 让终端用户参与到人机交互的AI公平中
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3514258
Yuri Nakao, Simone Stumpf, Subeida Ahmed, Aisha Naseer, Lorenzo Strappelli

Ensuring fairness in artificial intelligence (AI) is important to counteract bias and discrimination in far-reaching applications. Recent work has started to investigate how humans judge fairness and how to support machine learning experts in making their AI models fairer. Drawing inspiration from an Explainable AI approach called explanatory debugging used in interactive machine learning, our work explores designing interpretable and interactive human-in-the-loop interfaces that allow ordinary end-users without any technical or domain background to identify potential fairness issues and possibly fix them in the context of loan decisions. Through workshops with end-users, we co-designed and implemented a prototype system that allowed end-users to see why predictions were made, and then to change weights on features to “debug” fairness issues. We evaluated the use of this prototype system through an online study. To investigate the implications of diverse human values about fairness around the globe, we also explored how cultural dimensions might play a role in using this prototype. Our results contribute to the design of interfaces to allow end-users to be involved in judging and addressing AI fairness through a human-in-the-loop approach.

确保人工智能(AI)的公平性对于在影响深远的应用中消除偏见和歧视至关重要。最近的工作已经开始研究人类如何判断公平,以及如何支持机器学习专家使他们的人工智能模型更公平。从交互式机器学习中使用的可解释的人工智能方法(称为解释性调试)中获得灵感,我们的工作探索了设计可解释和交互式的人在循环界面,允许没有任何技术或领域背景的普通最终用户识别潜在的公平问题,并可能在贷款决策的背景下修复它们。通过与最终用户的研讨会,我们共同设计并实现了一个原型系统,该系统允许最终用户看到为什么做出预测,然后更改特性的权重以“调试”公平性问题。我们通过在线研究评估了这个原型系统的使用情况。为了研究全球不同人类价值观对公平的影响,我们还探讨了文化维度在使用这一原型时可能发挥的作用。我们的研究结果有助于界面的设计,允许最终用户通过人在循环的方法参与判断和解决人工智能的公平性。
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引用次数: 0
SketchMaker: Sketch Extraction and Reuse for Interactive Scene Sketch Composition SketchMaker:素描提取和重用交互式场景素描组成
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3543956
Fang Liu, Xiaoming Deng, Jiancheng Song, Yu-Kun Lai, Yong-Jin Liu, Hao Wang, Cuixia Ma, Shengfeng Qin, Hongan Wang

Sketching is an intuitive and simple way to depict sciences with various object form and appearance characteristics. In the past few years, widely available touchscreen devices have increasingly made sketch-based human-AI co-creation applications popular. One key issue of sketch-oriented interaction is to prepare input sketches efficiently by non-professionals because it is usually difficult and time-consuming to draw an ideal sketch with appropriate outlines and rich details, especially for novice users with no sketching skills. Thus, sketching brings great obstacles for sketch applications in daily life. On the other hand, hand-drawn sketches are scarce and hard to collect. Given the fact that there are several large-scale sketch datasets providing sketch data resources, but they usually have a limited number of objects and categories in sketch, and do not support users to collect new sketch materials according to their personal preferences. In addition, few sketch-related applications support the reuse of existing sketch elements. Thus, knowing how to extract sketches from existing drawings and effectively re-use them in interactive scene sketch composition will provide an elegant way for sketch-based image retrieval (SBIR) applications, which are widely used in various touch screen devices. In this study, we first conduct a study on current SBIR to better understand the main requirements and challenges in sketch-oriented applications. Then we develop the SketchMaker as an interactive sketch extraction and composition system to help users generate scene sketches via reusing object sketches in existing scene sketches with minimal manual intervention. Moreover, we demonstrate how SBIR improves from composited scene sketches to verify the performance of our interactive sketch processing system. We also include a sketch-based video localization task as an alternative application of our sketch composition scheme. Our pilot study shows that our system is effective and efficient, and provides a way to promote practical applications of sketches.

速写是一种直观、简单的方式来描绘具有各种物体形式和外观特征的科学。在过去的几年里,广泛使用的触摸屏设备越来越多地使基于草图的人类-人工智能共同创造应用程序流行起来。面向草图的交互的一个关键问题是非专业人员有效地准备输入草图,因为绘制具有适当轮廓和丰富细节的理想草图通常是困难和耗时的,特别是对于没有草图技能的新手用户。因此,素描给素描在日常生活中的应用带来了很大的障碍。另一方面,手绘草图是稀缺的,很难收集。鉴于目前有几个大规模的草图数据集提供草图数据资源,但它们通常在草图中的对象和类别数量有限,并且不支持用户根据个人喜好收集新的草图资料。此外,很少有草图相关的应用程序支持现有草图元素的重用。因此,了解如何从现有图纸中提取草图并有效地在交互式场景草图构图中重用它们,将为基于草图的图像检索(SBIR)应用提供一种优雅的方式,这些应用广泛应用于各种触摸屏设备。在本研究中,我们首先对当前的SBIR进行了研究,以更好地了解面向草图的应用中的主要需求和挑战。然后我们开发了SketchMaker作为一个交互式草图提取和构图系统,以帮助用户通过重用现有场景草图中的对象草图来生成场景草图,并减少人工干预。此外,我们演示了如何从合成场景草图改进SBIR,以验证我们的交互式草图处理系统的性能。我们还包括一个基于草图的视频定位任务,作为我们的草图组合方案的另一个应用。初步研究表明,该系统是有效的、高效的,为促进草图的实际应用提供了一条途径。
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引用次数: 0
Evaluation of a Multi-agent “Human-in-the-loop” Game Design System 多智能体“人在循环”游戏设计系统的评估
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3531009
Jan Kruse, Andy M. Connor, Stefan Marks

Designing games is a complicated and time-consuming process, where developing new levels for existing games can take weeks. Procedural content generation offers the potential to shorten this timeframe, however, automated design tools are not adopted widely in the game industry. This article presents an expert evaluation of a human-in-the-loop generative design approach for commercial game maps that incorporates multiple computational agents. The evaluation aims to gauge the extent to which such an approach could support and be accepted by human game designers and to determine whether the computational agents improve the overall design. To evaluate the approach, 11 game designers utilized the approach to design game levels with the computational agents both active and inactive. Eye-tracking, observational, and think-aloud data was collected to determine whether designers favored levels suggested by the computational agents. This data was triangulated with qualitative data from semi-structured interviews that were used to gather overall opinions of the approach. The eye-tracking data indicates that the participating game level designers showed a clear preference for levels suggested by the computational agents, however, expert designers in particular appeared to reject the idea that the computational agents are helpful. The perception of computational tools not being useful needs to be addressed if procedural content generation approaches are to fulfill their potential for the game industry.

设计游戏是一个复杂且耗时的过程,为现有游戏开发新关卡可能需要数周时间。程序化内容生成提供了缩短这一时间框架的潜力,然而,自动化设计工具并未在游戏产业中得到广泛采用。这篇文章提出了一个专家评估的人在循环生成设计方法的商业游戏地图,包括多个计算代理。评估的目的是衡量这种方法在多大程度上能够被人类游戏设计师所支持和接受,并确定计算代理是否能够改善整体设计。为了评估这一方法,11名游戏设计师利用这一方法设计了带有活跃和不活跃计算代理的游戏关卡。他们收集了眼球追踪、观察和有声思考的数据,以确定设计师是否喜欢由计算代理提出的关卡。这些数据与来自半结构化访谈的定性数据进行了三角测量,这些访谈用于收集对该方法的总体意见。眼动追踪数据表明,参与的游戏关卡设计师对计算代理提出的关卡表现出明显的偏好,然而,专家级设计师似乎特别拒绝计算代理有帮助的想法。如果程序内容生成方法想要发挥其在游戏产业中的潜力,就必须解决计算工具没有用处的问题。
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引用次数: 0
Adaptive Driving Assistant Model (ADAM) for Advising Drivers of Autonomous Vehicles 自适应驾驶辅助模型(ADAM)用于自动驾驶车辆的驾驶员建议
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3545994
Sheng-Jen Hsieh, Andy R. Wang, Anna Madison, Chad Tossell, Ewart de Visser

Fully autonomous driving is on the horizon; vehicles with advanced driver assistance systems (ADAS) such as Tesla's Autopilot are already available to consumers. However, all currently available ADAS applications require a human driver to be alert and ready to take control if needed. Partially automated driving introduces new complexities to human interactions with cars and can even increase collision risk. A better understanding of drivers’ trust in automation may help reduce these complexities. Much of the existing research on trust in ADAS has relied on use of surveys and physiological measures to assess trust and has been conducted using driving simulators. There have been relatively few studies that use telemetry data from real automated vehicles to assess trust in ADAS. In addition, although some ADAS technologies provide alerts when, for example, drivers’ hands are not on the steering wheel, these systems are not personalized to individual drivers. Needed are adaptive technologies that can help drivers of autonomous vehicles avoid crashes based on multiple real-time data streams. In this paper, we propose an architecture for adaptive autonomous driving assistance. Two layers of multiple sensory fusion models are developed to provide appropriate voice reminders to increase driving safety based on predicted driving status. Results suggest that human trust in automation can be quantified and predicted with 80% accuracy based on vehicle data, and that adaptive speech-based advice can be provided to drivers with 90 to 95% accuracy. With more data, these models can be used to evaluate trust in driving assistance tools, which can ultimately lead to safer and appropriate use of these features.

完全自动驾驶即将到来;配备先进驾驶辅助系统(ADAS)的汽车,如特斯拉的自动驾驶仪(Autopilot),已经向消费者开放。然而,目前所有可用的ADAS应用程序都要求人类驾驶员保持警惕,并准备在需要时接管控制。部分自动驾驶给人与汽车的互动带来了新的复杂性,甚至可能增加碰撞风险。更好地了解司机对自动化的信任可能有助于减少这些复杂性。现有的许多关于ADAS中信任的研究都依赖于使用调查和生理测量来评估信任,并使用驾驶模拟器进行。使用真实自动驾驶车辆的遥测数据来评估对ADAS的信任的研究相对较少。此外,尽管一些ADAS技术在驾驶员的手不在方向盘上时提供警报,但这些系统并不是针对个别驾驶员的个性化系统。我们需要的是一种自适应技术,能够帮助自动驾驶汽车的驾驶员基于多个实时数据流避免碰撞。在本文中,我们提出了一种自适应自动驾驶辅助体系结构。开发了两层多感官融合模型,根据预测的驾驶状态提供适当的语音提醒,以提高驾驶安全性。结果表明,基于车辆数据,人类对自动化的信任可以量化和预测,准确率为80%,而基于自适应语音的建议可以为驾驶员提供90%至95%的准确率。有了更多的数据,这些模型可以用来评估对驾驶辅助工具的信任,最终可以更安全、更合理地使用这些功能。
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引用次数: 0
ClioQuery: Interactive Query-oriented Text Analytics for Comprehensive Investigation of Historical News Archives ClioQuery:面向交互式查询的历史新闻档案综合调查文本分析
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3524025
Abram Handler, Narges Mahyar, Brendan O’Connor

Historians and archivists often find and analyze the occurrences of query words in newspaper archives to help answer fundamental questions about society. But much work in text analytics focuses on helping people investigate other textual units, such as events, clusters, ranked documents, entity relationships, or thematic hierarchies. Informed by a study into the needs of historians and archivists, we thus propose ClioQuery, a text analytics system uniquely organized around the analysis of query words in context. ClioQuery applies text simplification techniques from natural language processing to help historians quickly and comprehensively gather and analyze all occurrences of a query word across an archive. It also pairs these new NLP methods with more traditional features like linked views and in-text highlighting to help engender trust in summarization techniques. We evaluate ClioQuery with two separate user studies, in which historians explain how ClioQuery’s novel text simplification features can help facilitate historical research. We also evaluate with a separate quantitative comparison study, which shows that ClioQuery helps crowdworkers find and remember historical information. Such results suggest possible new directions for text analytics in other query-oriented settings.

历史学家和档案保管员经常在报纸档案中发现并分析查询词的出现情况,以帮助回答有关社会的基本问题。但是,文本分析中的许多工作侧重于帮助人们调查其他文本单元,例如事件、集群、排序文档、实体关系或主题层次结构。通过对历史学家和档案管理员需求的研究,我们提出了ClioQuery,这是一个围绕上下文查询词分析的文本分析系统。ClioQuery应用自然语言处理中的文本简化技术,帮助历史学家快速、全面地收集和分析档案中查询词的所有出现情况。它还将这些新的NLP方法与更传统的功能(如链接视图和文本内高亮显示)相结合,以帮助生成对摘要技术的信任。我们用两个独立的用户研究来评估ClioQuery,其中历史学家解释了ClioQuery新颖的文本简化功能如何有助于促进历史研究。我们还通过一项单独的定量比较研究进行了评估,该研究表明ClioQuery可以帮助众包工作者找到并记住历史信息。这些结果为其他面向查询的设置中的文本分析提供了可能的新方向。
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引用次数: 0
Discourse Behavior of Older Adults Interacting with a Dialogue Agent Competent in Multiple Topics 老年人与多话题对话代理互动的话语行为
IF 3.4 4区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2022-07-23 DOI: https://dl.acm.org/doi/10.1145/3484510
S. Zahra Razavi, Lenhart K. Schubert, Kimberly van Orden, Mohammad Rafayet Ali, Benjamin Kane, Ehsan Hoque

We present a conversational agent designed to provide realistic conversational practice to older adults at risk of isolation or social anxiety, and show the results of a content analysis on a corpus of data collected from experiments with elderly patients interacting with our system. The conversational agent, represented by a virtual avatar, is designed to hold multiple sessions of casual conversation with older adults. Throughout each interaction, the system analyzes the prosodic and nonverbal behavior of users and provides feedback to the user in the form of periodic comments and suggestions on how to improve. Our avatar is unique in its ability to hold natural dialogues on a wide range of everyday topics—27 topics in three groups, developed in collaboration with a team of gerontologists. The three groups vary in “degrees of intimacy,” and as such in degrees of cognitive difficulty for the user. After collecting data from nine participants who interacted with the avatar for seven to nine sessions over a period of 3 to 4 weeks, we present results concerning dialogue behavior and inferred sentiment of the users. Analysis of the dialogues reveals correlations such as greater elaborateness for more difficult topics, increasing elaborateness with successive sessions, stronger sentiments in topics concerned with life goals rather than routine activities, and stronger self-disclosure for more intimate topics. In addition to their intrinsic interest, these results also reflect positively on the sophistication and practical applicability of our dialogue system.

我们提出了一个会话代理,旨在为面临孤立或社交焦虑风险的老年人提供现实的会话练习,并展示了对老年患者与我们的系统交互实验收集的数据语料库的内容分析结果。会话代理由虚拟化身代表,设计用于与老年人进行多次随意对话。在每次交互过程中,系统分析用户的韵律和非语言行为,并以定期评论和改进建议的形式向用户提供反馈。我们的虚拟化身的独特之处在于它能够就广泛的日常话题进行自然对话——三组27个话题,是与老年医学专家团队合作开发的。这三个群体的“亲密程度”不同,因此用户的认知难度也不同。在收集了9名参与者的数据后,他们在3到4周的时间里与虚拟形象进行了7到9次互动,我们展示了关于对话行为和推断用户情绪的结果。对对话的分析揭示了相关性,如对更困难的话题进行更详细的阐述,在连续的会话中增加详细阐述,在与生活目标有关的话题中更强烈的情感而不是日常活动,以及在更亲密的话题中更强烈的自我表露。这些结果除了具有内在意义外,还积极反映了我们对话体系的复杂性和实用性。
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引用次数: 0
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ACM Transactions on Interactive Intelligent Systems
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