Alle Publikationen
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2018
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(2018): The knowledge level in cognitive architectures. Current limitations and possible developments. In: COGNITIVE SYSTEMS RESEARCH 48, S. 39-55. DOI: 10.1016/j.cogsys.2017.05.001
Abstract: In this paper we identify and characterize an analysis of two problematic aspects affecting the representational level of cognitive architectures (CAs), namely: the limited size and the homogeneous typology of the encoded and processed knowledge. We argue that such aspects may constitute not only a technological problem that, in our opinion, should be addressed in order to build artificial agents able to exhibit intelligent behaviors in general scenarios, but also an epistemological one, since they limit the plausibility of the comparison of the CAs' knowledge representation and processing mechanisms with those executed by humans in their everyday activities. In the final part of the paper further directions of research will be explored, trying to address current limitations and future challenges. (C) 2017 Elsevier B.V. All rights reserved.
Keywords: Computerwissenschaft, Disziplin, Favoriten, formale Sprache, Formalisierung, Intellektualtechnik, Kogn. Architektur, Kognitionswissenschaft/Social Sciences/Humanities, kognitive Architekturen, Künstliche Intelligenz, Mensch-Technik-Relationen (MTR), natürliche Sprache, Ontologie, Philosophie, Realtechnik, Sprachverarbeitung, Technik, Technikphilosophie, Überblick, Weltwissen -
(2018): Virtual Character Facial Expressions Influence Human Brain and Facial EMG Activity in a Decision-Making Game. In: IEEE Transactions on Affective Computing 9 (2), S. 285-298. DOI: 10.1109/TAFFC.2016.2601101
Abstract: We examined the effects of the emotional facial expressions of a virtual character (VC) on human frontal electroencephalographic (EEG) asymmetry (putatively indexing approach/withdrawal motivation), facial electromyographic (EMG) activity (emotional expressions), and social decision making (cooperation/defection). In a within-subjects design, the participants played the Iterated Prisoner's Dilemma game with VCs with different dynamic facial expressions (predefined or dependent on the participant's electrodermal and facial EMG activity). In general, VC facial expressions elicited congruent facial muscle activity. However, both frontal EEG asymmetry and facial EMG activity elicited by an angry VC facial expression varied as a function of preceding interactional events (human collaboration/defection). Pre-decision inner emotional-motivational processes and emotional facial expressions were dissociated, suggesting that human goals influence pre-decision frontal asymmetry, whereas display rules may affect (pre-decision) emotional expressions in human-VC interaction. An angry VC facial expression, high pre-decision corrugator EMG activity, and relatively greater left frontal activation predicted the participant's decision to defect. Both post-decision frontal asymmetry and facial EMG activity were related to reciprocal cooperation. The results suggest that the justifiability of VC emotional expressions and the perceived fairness of VC actions influence human emotional responses.
2017
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(2017) : Strategies and mechanisms to enable dialogue agents to respond appropriately to indirect speech acts In: IEEE Ro-Man: Human-robot collaboration and human assistance for an improved quality of life: IEEE RO-MAN 2017 : 26th IEEE International Symposium on Robot and Human Ineractive Communication : August 28-September 1, 2017, Lisbon, Portugal: Piscataway, NJ: IEEE, S. 323-328
Abstract: Humans often use indirect speech acts (ISAs) when issuing directives. Much of the work in handling ISAs in computational dialogue architectures has focused on correctly identifying and handling the underlying non-literal meaning. There has been less attention devoted to how linguistic responses to ISAs might differ from those given to literal directives and how to enable different response forms in these computational dialogue systems. In this paper, we present ongoing work toward developing dialogue mechanisms within a cognitive, robotic architecture that enables a richer set of response strategies to non-literal directives.
Keywords: Antworten im Rahmen einer Konversation, Computerwissenschaft, indirect speech acts, Indirektheit, Informations- & Kommunikationstechnik, Interaktionspartner, Konversationsanalyse, Korrespondenz, Künstliche Intelligenz, Linguistik, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), nicht wörtlich, non-literal meaning, Realtechnik, Semantik, Soziale Robotik, Sprachgebrauch, Sprachroboter, Sprachverarbeitung, Sprechakt, Technik, Unterschiedliche Antworten je nach Direktheit/Indirektheit des vorherigen Sprechaktes -
Burgoon, Judee K.; Magnenat-Thalmann, Nadia; Pantic, Maja (Hg.) (2017): Social signal processing. Cambridge: Cambridge University Press
Abstract: Social Signal Processing is the first book to cover all aspects of the modeling, automated detection, analysis, and synthesis of nonverbal behavior in human-human and human-machine interactions. Authoritative surveys address conceptual foundations, machine analysis and synthesis of social signal processing, and applications. Foundational topics include affect perception and interpersonal coordination in communication; later chapters cover technologies for automatic detection and understanding such as computational paralinguistics and facial expression analysis and for the generation of artificial social signals such as social robots and artificial agents. The final section covers a broad spectrum of applications based on social signal processing in healthcare, deception detection, and digital cities, including detection of developmental diseases and analysis of small groups. Each chapter offers a basic introduction to its topic, accessible to students and other newcomers, and then outlines challenges and future perspectives for the benefit of experienced researchers and practitioners in the field.
Keywords: Computer vision, Computerwissenschaft, Disziplin, doppelter Treffer, Favoriten, Human behaviour analysis', Interaktion, Mensch-Technik-Relationen (MTR), Modelle/Theorien, Realtechnik, Sammelband, Signal, Signale, Signaling social preferences/ Social signal processing, Social interactions, social signal processing, Social Signal Processing (SSP), social signalling, Social signals, Soziale Angemessenheit, soziale Kognition, Soziosensitive Systeme, speech processing, Technik -
(2017): From Intelligence to Rationality of Minds and Machines in Contemporary Society. The Sciences of Design and the Role of Information. In: Minds and Machines 27 (3), S. 397-424. DOI: 10.1007/s11023-017-9439-0
Abstract: The presence of intelligence and rationality in Artificial Intelligence (AI) and the Internet requires a new context of analysis in which Herbert Simon's approach to the sciences of the artificial is surpassed in order to grasp the role of information in our contemporary setting. This new framework requires taking into account some relevant aspects. (i) In the historical endeavor of building up AI and the Internet, minds and machines have interacted over the years and in many ways through the interrelation between scientific creativity and technological innovation. (ii) Philosophically, minds and machines can have epistemological, methodological and ontological differences, which are based on the distinct configuration of human intelligence and artificial intelligence. Their comparison with rationality and its various forms is particularly relevant. (iii) Scientifically, AI and the Internet belong to the sciences of the artificial, because they work on designs that search for specific aims, following selected processes in order to achieve expected results. (iv) Technologically, AI and the Internet require the support of information and communication technologies (ICT). These have an instrumental role regarding the existence of AI and the Internet. Also ICT shape their diverse forms of configuration over the years. Within this framework, this paper offers a new context of analysis that goes beyond Simon's and follows four main steps: (i) the interaction between scientific creativity and technological innovation as the philosophico-methodological setting for Artificial Intelligence and the Internet; (ii) artificial intelligence and human intelligence as epistemological basis for machines and minds, where the differences between artificial intelligence and human intelligence are made explicit (under the consideration of "computational intelligence'') and the analysis of minds and machines is made from the perspective of rationality ("symbolic rationality'' and "adaptive rationality''); (iii) intention and its difference with design of machine learning are considered to distinguish human intelligence from artificial intelligence; and (iv) the internal and external aspects of artificial designs in contemporary society are considered through the perspective of rationality, which leads to the transition from intelligence to rationality in the Internet as well as to the historicity of information (how aims, processes, and results can be based on conceptual revolutions).
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(2017): Real-time gesture translation in intercultural communication. In: AI & Society 32 (1), S. 25-35. DOI: 10.1007/s00146-014-0573-4
Abstract: Nonverbal behavior plays a crucial role in human communication and often leads to misunderstandings between people from different cultures, even if they speak the same language fluently. While translation systems are available for verbal communication, translators for nonverbal communication do not exist yet. We present the conceptual design and an early prototype of a real-time gesture translator using body tracking and gesture recognition in avatar-mediated intercultural interactions. It contributes to the ambitious goal of bridging between cultures by translating culture-specific gestures to enhance mutual understanding. Possible applications of the gesture translator are discussed as a facilitating tool for global business meetings and as a means of technology-enhanced conflict resolution and prevention.
Keywords: body tracking, Computerwissenschaft, Cultural interaction, culture specific, Disziplin, Gestik, Gestik/Mimik, gesture, Interaktion, Kommunikation, kulturspezifisch, Kulturtheorie, Mensch-Technik-Relationen (MTR), Nonverbal behaviour, Nonverbales Verhalten, Personenerkennung, Realtechnik, real-time gesture translation, Sozial Intelligente Agenten, Status / biologische Marker, Technik, translators for nonverbal communication -
(2017): Engineering the emergence of norms. A review. In: The Knowledge Engineering Review 32. DOI: 10.1017/S0269888917000169
Abstract: Complex systems often exhibit emergent behaviour, unexpected macro-level behaviour caused by the interaction of micro-level components. In multiagent systems, these micro-level components may be autonomous agents and the emergent behaviour may be expressed as norms-patterns of behaviour that arise among the agents in response to their environment and each other. These emergent norms may be beneficial (e.g. by encouraging cooperative behaviour), or detrimental, but in either case it is useful to recognize these norms as they emerge and either encourage or discourage their establishment. We term this process engineering the emergence of norms and have identified three steps: the identification of a possible norm, evaluation of its benefit and its encouragement (or discouragement). This paper is an attempt to provide a survey of existing research related to these steps. We also provide an analysis of the approaches based upon their suitability for a variety of normative systems: we examine the requirements for agents to have autonomy over their choice of norms, the degree of observability required in the system, and the norm enforcement methods. The paper concludes with an discussion of open issues.
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(2017): Undesirable Consequences and Social Contexts of Technology Use. A Micro-analysis of Embodied User Interaction. In: Interacting with Computers 29 (4), S. 481-493. DOI: 10.1093/iwc/iwx002Keywords: analytics, Computerwissenschaft, Disziplin, empirical studies in collaborative and social computing, fortgeschrittene interaktive Geräte, Im (wissenschaftlichen) Diskurs, interference of social interaction, Mensch-Technik-Relationen (MTR), novel interaction devices, Philosophie, Realtechnik, Reflexionen über MTR, social interaction, Technik, Technik-Nutzer Interaktion, Techniknutzung, Technikphilosophie, technological innovation, Technological innovations, Technologie und Soziales, techno-social framework, undesirable consequences, Volltreffer
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(2017): Detecting deceptive engagement in social media by temporal pattern analysis of user behaviors. A survey. In: Wiley Interdisciplinary Reviews: Data Mining and Knowledge Discovery 7 (5). DOI: 10.1002/widm.1210
Abstract: Deceptive engagement in social media, such as spamming, commenting, or rating with automatic scripts, spreading fabricated facts, seriously affects users' trust on online services. Given the large volumes of information generated by users, effectively spotting users involved such deceptive engagement has become a challenging problem. Recent research has shown that techniques for analyzing temporal behavioral patterns are critical to address such problem. In this study, we survey recent advances in these techniques. We first summarize three approaches to model temporal information. Then, by using representative application examples, we discuss recent approaches with respect to their applications to real-world large-scale social media. With a focus on the temporal perspective, we then discuss advantages and challenges of each approach. (C) 2017 John Wiley & Sons, Ltd
2016
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(2016): Norm-based mechanism design. In: Artificial Intelligence 239, S. 97-142. DOI: 10.1016/j.artint.2016.07.001
Abstract: The increasing presence of autonomous (software) systems in open environments in general, and the complex interactions taking place among them in particular, require flexible control and coordination mechanisms to guarantee desirable overall system level properties without limiting the autonomy of the involved systems. In artificial intelligence, and in particular in the multi-agent systems research field, social laws, norms, and sanctions have been widely proposed as flexible means for coordinating the behaviour of autonomous agents in multi-agent settings. Recently, many languages have been proposed to specify and implement norm-based environments where the behaviour of autonomous agents is monitored, evaluated based on norms, and possibly sanctioned if norms are violated. In this paper, we first introduce a formal setting of multi-agent environments based on concurrent game structures which abstracts from concrete specification languages. We extend this formal setting with norms and sanctions, and show how concepts from mechanism design can be used to formally analyse and verify whether a specific behaviour can be enforced (or implemented) if agents follow their subjective preferences. We relate concepts from mechanism design to our setting, where agents' preferences are modelled by linear time temporal logic (LTL) formulae. This proposal bridges the gap between norms and mechanism design allowing us to formally study and analyse the effect of norms and sanctions on the behaviour of rational agents. The proposed machinery can be used to check whether specific norms and sanctions have the designer's expected effect on the rational agents' behaviour or if a set of norms and sanctions that realise the effect exists at all. We investigate the computational complexity of our framework, focusing on its implementation in Nash equilibria and we show that it is located at the second and third level of the polynomial hierarchy. Despite this high complexity, on the positive side, these results are in line with existing complexity results of related problems. Finally, we propose a concrete executable specification language that can be used to implement multi agent environments. We show that the proposed specification language generates specific concurrent game structures and that the abstract multi-agent environment setting can be applied to study and analyse the behaviour of multi-agent programs with and without norms.
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(2016): Making New “New AI” Friends. Designing a Social Robot for Diabetic Children from an Embodied AI Perspective. In: International Journal of Social Robotics 8 (4), S. 523-537. DOI: 10.1007/s12369-016-0364-9
Abstract: Robin is a cognitively and motivationally autonomous affective robot toddler with "robot diabetes" that we have developed to support perceived self-efficacy and emotional wellbeing in children with diabetes. Robin provides children with positive mastery experiences of diabetes management in a playful but realistic and natural interaction context. Underlying the design of Robin is an "Embodied" (formerly also known as "New") Artificial Intelligence (AI) approach to robotics. In this paper we discuss the rationale behind the design of Robin to meet the needs of our intended end users (both children and medical staff), and how "New AI" provides a suitable approach to developing a friendly companion that fulfills the therapeutic and affective requirements of our end users beyond other approaches commonly used in assistive robotics and child-robot interaction. Finally, we discuss how our approach permitted our robot to interact with and provide suitable experiences of diabetes management to children with very different social interaction styles.
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(2016): Behavior Hierarchy-Based Affordance Map for Recognition of Human Intention and Its Application to Human–Robot Interaction. In: IEEE Transactions on Human-Machine Systems 46 (5), S. 708-722. DOI: 10.1109/THMS.2016.2558539
Abstract: To prepare for the anticipated age of human-robot symbiosis, robots should be able to interact and cooperate with humans effectively by understanding the meaning and intention of human behavior. In this paper, we define human intention as "desired behavior of the human using objects." To infer the defined human intention, a robot should learn the object affordance along with a behavior hierarchy structure. Thus, in this paper, we propose a behavior hierarchy-based affordance network (BHAN) and a behavior hierarchy-based affordance map (BHAM) to represent the object affordance, behavior hierarchy structure, and object hierarchy structure, simultaneously. Autonomous and interactive BHAN/BHAM learning algorithms are also proposed to make a robot develop the BHAN and BHAM by itself, as well as by interacting with a human. Based on the newly developed BHANs and BHAM, a robot could infer the human intention from information observed in context and from human behavior. The effectiveness of the proposed method was demonstrated through experiments on human-robot interaction with building blocks using a simulated differential wheel robot and a real human-sized humanoid robot.
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(2016): DeeperCut. A Deeper, Stronger, and Faster Multi-Person Pose Estimation Model. Online verfügbar unter http://arxiv.org/pdf/1605.03170v3
Abstract: The goal of this paper is to advance the state-of-the-art of articulated pose estimation in scenes with multiple people. To that end we contribute on three fronts. We propose (1) improved body part detectors that generate effective bottom-up proposals for body parts; (2) novel image-conditioned pairwise terms that allow to assemble the proposals into a variable number of consistent body part configurations; and (3) an incremental optimization strategy that explores the search space more efficiently thus leading both to better performance and significant speed-up factors. Evaluation is done on two single-person and two multi-person pose estimation benchmarks. The proposed approach significantly outperforms best known multi-person pose estimation results while demonstrating competitive performance on the task of single person pose estimation. Models and code available at http://pose.mpi-inf.mpg.de
2015
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(2015): Use of Scripted Role-Play in Evaluation of Multiple-User Multiple-Service Mobile Social and Pervasive Systems. In: International Journal of Mobile Human Computer Interaction 7 (4), S. 35-52. DOI: 10.4018/IJMHCI.2015100103
Abstract: Mobile and social computing is rapidly evolving towards a deeper integration with the physical world due to the proliferation of smart connected objects. It is widely acknowledged that involving end users in the design, development and evaluation of applications that function within the resulting complex socio-technical systems is crucial. However, reliable methods for managing evaluation of medium fidelity prototypes, whose utility is often dependent on rich data sets and/or the presence of multiple users simultaneously engaging in multiple activities, have not yet emerged. The authors report on the use of scripted role-play as an experimental approach applied in a mixed-methods evaluation of early prototypes of a suite of professional networking applications targeting a conference attendance scenario. Their evaluation was significantly constrained by the limited availability of a small cohort of end users for a relatively short period of time, which pose a challenge to define interactions that would ensure these users could experience and understand the novel application features. The authors observed that participatory role-play facilitated deeper user engagement with, exploration of, and discussion about, the mobile social applications than would have been possible with traditional usability approaches given the small user cohort and the time-constrained conditions.
Keywords: Beteiligung von Endnutzern, Communities, Computerwissenschaft, Human Factors, Im (wissenschaftlichen) Diskurs, Mensch-Technik-Relationen (MTR), Participatory Approaches, Pervasive Computing, Realtechnik, Reflexionen über MTR, scripted role-play, Social Computing, sociotechnical systems, Soziosensitive Systeme, Technik, Technikentwicklungsprozess, usability, User Evaluation -
(2015): A framework for constructing cognition ontologies using WordNet, FrameNet, and SUMO. In: COGNITIVE SYSTEMS RESEARCH 33, S. 122-144
Abstract: Psychoinformatics is an emerging discipline that uses tools from the information sciences to organize psychological data. This article supports that objective by proposing a framework for constructing cognition ontologies by using WordNet, FrameNet, and the Suggested Upper Merged Ontology (SUMO). The first section describes the major characteristics of each of these tools. WordNet is a large lexical data base that was begun in the 1980s by George Miller. FrameNet is a database of event schemas based on a theory of frame semantics developed by the linguist Charles Fillmore. SUMO is a formal ontology of concepts expressed in mathematical logic that supports deductive reasoning. The next section discusses the objectives of science ontologies and includes examples for psychoses and for emotion. The article then describes potential applications of cognition ontologies for (1) studying how people organize knowledge, (2) analyzing major theoretical concepts such as abstraction, and (3) formulating premises that can serve as a link between informal taxonomies and formal ontologies. The final section discusses extending cognition ontologies to related domains such as artificial intelligence and cognitive neuroscience.
Keywords: Computerwissenschaft, Disziplin, frame semantics, Intellektualtechnik, Kogn. Architektur, Kognitionswissenschaft/Social Sciences/Humanities, kognitive Architekturen, Kognitive Skills/Social Cognition, Korpus, Künstliche Intelligenz, Mensch-Technik-Relationen (MTR), Postkasten, psychoinformatics, Psychoinformatik, Psychologie, Realtechnik, Technik, Wissensstrukturierung -
(2015): Digital design and social interfaces. A study of the Twitter interface. In: REVISTA MEDIACAO 17 (21)
Abstract: The objective of this study was to identify and characterize a specific type of digital interface, i.e., social interfaces. To this end, we started from a theoretical framework that seeks to place social interfaces as a digital interface subtype, characterized by its proximity to concepts like computer-mediated interaction, Internet-based social networking sites, and social networking sites. After defining and identifying the types and elements of social interfaces, a qualitative exploratory study of transformations over the Twitter social networking site over time was carried out. The results show changes over time in the tool's interface, seeking to meet the different needs of the user's social interaction when using Twitter.
2013
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(2013): Creating a model of the dynamics of socio-technical groups. In: User Modeling and User-Adapted Interaction 23 (4), S. 345-379. DOI: 10.1007/s11257-012-9122-3
Abstract: Individuals participating in technologically mediated forms of organization often have difficulty recognizing when groups emerge, and how the groups they take part in evolve. This paper contributes an analytical framework that improves awareness of these virtual group dynamics through analysis of electronic trace data from tasks and interactions carried out by individuals in systems not explicitly designed for context adaptivity, user modeling or user personalization. We discuss two distinct cases to which we have applied our analytical framework. These two cases provide a useful contrast of two prevalent ways for analyzing social relations starting from electronic trace data: either artifact-mediated or direct person-to-person interactions. Our case study integrates electronic trace data analysis with analysis of other, triangulating data specific to each application. We show how our techniques fit in a general model of group informatics, which can serve to construct group context, and be leveraged by future tool development aimed at augmenting context adaptivity with group context and a social dimension. We describe our methods, data management strategies and technical architecture to support the analysis of individual user task context, increased awareness of group membership, and an integrated view of social, information and coordination contexts.
Keywords: Activity awareness, adaptivity, Communities of practice, Computerwissenschaft, Group awareness, Gruppenverhalten / Joint Action, Informations- & Kommunikationstechnik, Mensch-Technik-Relationen (MTR), Networks of practice, Realtechnik, Social Simulation, Task context, Technik, Virtual groups -
(2013): Organizational social structures for software engineering. In: ACM Computing Surveys 46 (1), S. 1-35. DOI: 10.1145/2522968.2522971
Abstract: Software engineering evolved from a rigid process to a dynamic interplay of people (e.g., stakeholders or developers). Organizational and social literature call this interplay an Organizational Social Structure (OSS). Software practitioners still lack a systematic way to select, analyze, and support OSSs best fitting their problems (e.g., software development). We provide the state-of-the-art in OSSs, and discuss mechanisms to support OSS-related decisions in software engineering (e.g., choosing the OSS best fitting development scenarios). Our data supports two conclusions. First, software engineering focused on building software using project teams alone, yet these are one of thirteen OSS flavors from literature. Second, an emerging OSS should be further explored for software development: social networks. This article represents a first glimpse at OSS-aware software engineering, that is, to engineer software using OSSs best fit for the problem.
Keywords: Computerwissenschaft, cultural implications, governance, Human Factors, IMPACT, information trust, KNOWLEDGE COMMUNITIES, knowledge management, Management, model, NETWORKS, organizational decision-making, Organizational social structures, Organizational Social Structures (OSS), QUALITY, social adaptivity, social context, social networks, social structure, software organizations, software practice, user perspective, users, WORKCommunities 2009
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(2009): Automatic nonverbal analysis of social interaction in small groups. A review. In: Image and Vision Computing 27 (12), S. 1775-1787. DOI: 10.1016/j.imavis.2009.01.004
Abstract: An increasing awareness of the scientific and technological value of the automatic understanding of face-to-face social interaction has motivated in the past few years a surge of interest in the devising of computational techniques for conversational analysis. As an alternative to existing linguistic approaches for the automatic analysis of conversations, a relatively recent domain is using findings in social cognition, social psychology, and communication that have established the key role that nonverbal communication plays in the formation, maintenance, and evolution of a number of fundamental social constructs, which emerge from face-to-face interactions in time scales that range from short glimpses all the way to long-term encounters. Small group conversations are a specific case on which much of this work has been conducted. This paper reviews the existing literature on automatic analysis of small group conversations using nonverbal communication, and aims at bridging the current fragmentation of the work in this domain, currently split among half a dozen technical communities. The review is organized around the main themes studied in the literature and discusses, in a comparative fashion, about 100 works addressing problems related to the computational modeling of interaction management, internal states, personality traits, and social relationships in small group conversations, along with pointers to the relevant literature in social science. Some of the many open challenges and opportunities in this domain are also discussed.
2005
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(2005): Polite computing. In: Behaviour & Information Technology 24 (5), S. 353-363. DOI: 10.1080/01449290512331333700
Abstract: This paper presents politeness as a key social requirement for computer human interaction (CHI). Politeness is defined, in information terms, as offering the locus of control of a social interaction to another party. Software that creates pop-up windows is not illegal, but is impolite, as it preempts user choice. It is proposed that impolite software drives users away, while polite software attracts them. Specifying politeness suggests four requirements: (1) Respect user choice (2) Disclose yourself (3) Offer useful choices (4) Remember past choices. Software that ignores these rules may fail not by logic error but by social error. "Mr. Clippy" is an example of software that users often disable because it is impolite. Operating systems could support application politeness by providing an application source registry and a general meta-choice console. A future is envisaged where software politeness is a critical software success requirement.
Keywords: Angepasstheit der Maschine an Nutzerbedürfnisse, Computerwissenschaft, Disclose yourself, doppelter Treffer, Etikette, Höflichkeit, Höflichkeitsforschung, Human-Computer Etiquette, Human-computer interaction, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Offer useful choices, polite social interaction, Politeness, Realtechnik, Remember past choices, Respect user choice, Software, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Technik, Technikbezug 2001
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(2001): Let's talk!. Socially intelligent agents for language conversation training. In: IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 31 (5), S. 465-471. DOI: 10.1109/3468.952722
Abstract: This paper promotes socially intelligent animated agents for the pedagogical task of English conversation training for native speakers of Japanese. Since student-agent conversations are realized as role-playing interactions, strong requirements are imposed on the agents' affective and social abilities. As a novel feature, social role awareness is introduced to animated conversational agents, that are by now strong affective reasoners, but otherwise often lack the social competence observed in humans. In particular, humans may easily adjust their behavior depending on their respective role in a social setting, whereas their synthetic pendants tend to be driven mostly by emotions and personality. Our main contribution is the incorporation of a "social filter program" to mental models of animated agents. This program may qualify an agent's expression of its emotional state by the social context, thereby enhancing the agent's believability as a conversational partner. Our implemented system is web-based and demonstrates socially aware animated agents in a virtual coffee shop environment. An experiment with our conversation system shows that users consider socially aware agents as more natural than agents that violate conventional practices.
Keywords: Adaptive Systeme, Agent, Computerwissenschaft, doppelter Treffer, Emotions, emotionssensitiv, Favoriten, Ingenieurswissenschaft, Interaktion, Kommunikation, Künstliche Intelligenz, Linguistik, Mensch-Technik-Relationen (MTR), Modelle/Theorien, Realtechnik, social filter program, social filter program for animated agents, Soziale Angemessenheit, soziale intelligente Agenten, sozialer Kontext, Sozialkompetenz, Soziosensitive Systeme, Spracherwerb, Teaching, Sprachverstehen, Technik, training in social competences, Volltreffer 1996
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(1996): The media equation. How people treat computers, television, and new media like real people and places. s.l.: CSLI Publications
Abstract: According to popular wisdom, humans never relate to a computer or a television program in the same way they relate to another human being. Or do they? The psychological and sociological complexities of the relationship could be greater than you think. In an extraordinary revision of received wisdom, Byron Reeves and Clifford Nass demonstrate convincingly in The Media Equation that interactions with computers, television, and new communication technologies are identical to real social relationships and to the navigation of real physical spaces. Using everyday language, the authors explain their novel ideas in a way that will engage general readers with an interest in cutting-edge research at the intersection of psychology, communication and computer technology. The result is an accessible summary of exciting ideas for modern times. As Bill Gates says, '(they) … have shown us some amazing things'.
Keywords: Auch Neuropsychologie, Beeinflussung, Computerwissenschaft, Disziplin, Grundlegendes und umfassende Theorien, Informations- & Kommunikationstechnik, Interaktion, Klassiker, Kommunikationswissenschaft, Massenmedien, Medien, Mensch-Maschine-Releation, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Philosophie, Psychologie, Publikum, Raum/Ort, Realtechnik, Reflexionen über MTR, Sozialverhalten, Technik, Technikphilosophie, Zwischenmenschliche Beziehungen / Social Interaction
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