Alle Publikationen
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2012
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(2012) : A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training In: Society for Computer Simulation International: Proceedings of the 2007 Summer Computer Simulation Conference on Behavior Representation in Modeling and Simulation: San Diego, CA: Society for Computer Simulation International, S. 809-846
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2011
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(2011) : Etiquette In Motivational Agents: Engaging Users And Developing Relationships In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 205-230
Abstract: Micro-analysis of face-to-face interaction among humans can tell us a great deal about how to design etiquette into our human-machine interfaces in order to make them more intuitive, robust, and easy to use. Human protocols for conversational turn-taking, indicating understanding, marking emphasis, and displaying presumed relationship status, are but a few of the myriad verbal and nonverbal cues that can be observed in face-to-face interaction and incorporated into our systems. However, one of the most interesting-and challenging aspects of human interaction for both analysis and emulation is that the “rules of engagement”—that is, etiquette-expectations change frequently and ªuidly during a single encounter. A person must know if their interlocutor is engaging in serious talk, social chat, play, storytelling, or joke-telling to know how to interpret their behavior and to respond appropriately. In addition, these rules can also slowly evolve as a pair of interlocutors develops a relationship over time. is chapter will discuss these phenomena in human social interactions and their rami¤cations for developing human-like machine interfaces such as the animated health counselor shown in Figure 9.1. is work focuses on a particular type of application as a motivating example-the use of computerized animated counselors for long-term health behavior change interventions-and why at least some of the interaction styles that are e¢ective in this domain comprise rules of etiquette that would not be considered “nice” by Emily Post.
Keywords: Agent, Antworten im Rahmen einer Konversation, Art der Beziehung zum Interaktionspartner, Betonung, doppelter Treffer, Ernsthaftigkeit einer Situation, Erzählweise, Etikette, Etiquette as rules of expectation, Favoriten, Für spezifische Situationen festgelegte Verhaltensregeln, humor, Konversationskonventionen als Etikette-Erwartungen, Korrespondenz, Mensch oder Maschine, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle, narrative, Plauderei, Prosody, Realtechnik, Signalisieren von Verstehen, Situationsbedingter Kontext, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Distanz, Soziale Robotik, Soziosensitive Systeme, Spiel, Sprachgebrauch, Sprechmelodie, Technik, Theorien, Turn-taking innerhalb der Konsersation, User, Volltreffer, Witze -
(2011) : Anthropomorphism And Social Robots: Setting Etiquette Expectations In: Hayes, Caroline C.; Miller, Christopher Allan (Hg.): Human-computer etiquette: Cultural expectations and the design implications they place on computers and technology: Boca Raton, Fla.: CRC Press, S. 231-262
Abstract: [-]
Keywords: Anthropomorphisierung, doppelter Treffer, Emotionen, Erwartungen, Etikette, Etiquette as rules of expectation, Favoriten, frames, Gestik/Mimik, Konversationskonventionen als Etikette-Erwartungen, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Ohne Abstract oder Text, Realtechnik, Roboter, Rollen, Situationsbedingter Kontext, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Sozialer Raum / Kultureller Kontext, Soziosensitive Systeme, Status / biologische Marker, Technik 2007
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(2007): A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training. In: Proceedings of the 2007 Conference on Behavior Representation In Modeling and Simulation
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2006
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(2006): A Computational Approach to Etiquette and Politeness: Initial Test Cases. In: Proceedings of 2006 BRIMS Conference
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer -
(2006) : A Computational Approach to Etiquette and Politeness: Initial Test Cases: Proceedings of 2006 BRIMS Conference, Baltimore, MD
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2004
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(2004): Introduction. Special Issue: Human-computer etiquette: Managing expectations with intentional agents. In: Communications of the ACM 47 (4), S. 30-34. DOI: 10.1145/975817.975840
Abstract: When I hit my thumb with a hammer, I get mad at myself, at the person making me do the work, and at the cruel and malignant universe, but I don’t get mad at the hammer. By contrast, when my computer crashes, or fails to give me a file that I know is there, or tells me that I failed to shut it down properly when it was the one that crashed, I get mad at it. True, if I stop to think about it, I may get mad at the people who designed, programmed, or last updated it, but my immediate reaction is more personal. Even my language, as I write this, is illustrative: I hit myself with the hammer, while my computer does things to me. The computer is, at some level, just a hunk of silicon and plastic- every bit as inert as the hammer. Somewhere between the hammer and the computer lies a threshold of complexity and capacity for autonomous action that, when surpasses, tempts us to ascribe agent-like qualities such as awareness and intent. We interact with agents on a social level and increasingly so with increases in the complexity of behavior and of interaction which the agent affords. Since we cant predict or understand all of an agent's actions, should behave in various roles and contexts. These codes enable us to infer what specific behavior mean, in terms of the agent's intentions and beliefs. Not surprisingly, we have evolved a wealth of such expectations for interactions with the most complex and unpredictable agents with whom we regularly work and live - other humans. Some of these codes are quite explicit- such as the communication protocols in which pilots and air traffic controllers are trained, or the rituals of a religious service- but others subtle and largely implicit. These patterns or rules of expectation are what we call "etiquette."
Keywords: doppelter Treffer, Etikette, Etiquette, Etiquette as rules of expectation, Favoriten, Human-Computer Etikette, Human-Computer Etiquette, Komplexität der Maschine, Konversationskonventionen als Etikette-Erwartungen, Mensch oder Maschine, Mensch-Technik-Relationen, Mensch-Technische Systeme, Modelle/Theorien, Rolle (Beruf), Soziale Angemessenheit, special issue, Technik, Volltreffer
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