Alle Publikationen
2018
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(2018): Artificial unintelligence. How computers misunderstand the world. Cambridge, Massachusetts: The MIT Press
Abstract: A guide to understanding the inner workings and outer limits of technology and why we should never assume that computers always get it right. In Artificial Unintelligence, Meredith Broussard argues that our collective enthusiasm for applying computer technology to every aspect of life has resulted in a tremendous amount of poorly designed systems. We are so eager to do everything digitally—hiring, driving, paying bills, even choosing romantic partners—that we have stopped demanding that our technology actually work. Broussard, a software developer and journalist, reminds us that there are fundamental limits to what we can (and should) do with technology. With this book, she offers a guide to understanding the inner workings and outer limits of technology—and issues a warning that we should never assume that computers always get things right. Making a case against technochauvinism—the belief that technology is always the solution—Broussard argues that it's just not true that social problems would inevitably retreat before a digitally enabled Utopia. To prove her point, she undertakes a series of adventures in computer programming. She goes for an alarming ride in a driverless car, concluding “the cyborg future is not coming any time soon”; uses artificial intelligence to investigate why students can't pass standardized tests; deploys machine learning to predict which passengers survived the Titanic disaster; and attempts to repair the U.S. campaign finance system by building AI software. If we understand the limits of what we can do with technology, Broussard tells us, we can make better choices about what we should do with it to make the world better for everyone.
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(2018): SEAI. Social Emotional Artificial Intelligence Based on Damasio’s Theory of Mind. In: Frontiers in Robotics and AI 5. DOI: 10.3389/frobt.2018.00006
Abstract: A socially intelligent robot must be capable to extract meaningful information in real time from the social environment and react accordingly with coherent human-like behavior. Moreover, it should be able to internalize this information, to reason on it at a higher level, build its own opinions independently, and then automatically bias the decision-making according to its unique experience. In the last decades, neuroscience research highlighted the link between the evolution of such complex behavior and the evolution of a certain level of consciousness, which cannot leave out of a body that feels emotions as discriminants and prompters. In order to develop cognitive systems for social robotics with greater human-likeliness, we used an “understanding by building” approach to model and implement a well-known theory of mind in the form of an artificial intelligence, and we tested it on a sophisticated robotic platform. The name of the presented system is SEAI (Social Emotional Artificial Intelligence), a cognitive system specifically conceived for social and emotional robots. It is designed as a bio-inspired, highly modular, hybrid system with emotion modeling and high-level reasoning capabilities. It follows the deliberative/reactive paradigm where a knowledge-based expert system is aimed at dealing with the high-level symbolic reasoning, while a more conventional reactive paradigm is deputed to the low-level processing and control. The SEAI system is also enriched by a model that simulates the Damasio’s theory of consciousness and the theory of Somatic Markers. After a review of similar bio-inspired cognitive systems, we present the scientific foundations and their computational formalization at the basis of the SEAI framework. Then, a deeper technical description of the architecture is disclosed underlining the numerous parallelisms with the human cognitive system. Finally, the influence of artificial emotions and feelings, and their link with the robot’s beliefs and decisions have been tested in a physical humanoid involved in Human–Robot Interaction (HRI).
Keywords: Abstraktionsfähigkeit, Bewusstsein, Damasio's theory of consciousness, emotion, Fähigkeit, sich eine eigene Meinung zu bilden, Intelligenz, Interaktionspartner, Mensch oder Maschine, Menschsein als Voraussetznug für soziale Angemessenheit?, Schnelligkeit der Informationsverarbeitung (real time), theory of mind, Theory of Somatic Markers 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 -
(2017): Artificial Communication?. The Production of Contingency by Algorithms. In: Zeitschrift für Soziologie 46 (4), S. 249-265
Abstract: Discourse about smart algorithms and digital social agents still refers primarily to the construction of artificial intelligence that reproduces the faculties of individuals. Recent developments, however, show that algorithms are more efficient when they abandon this goal and try instead to reproduce the ability to communicate. Algorithms that do not “think” like people can affect the ability to obtain and process information in society. Referring to the concept of communication in Niklas Luhmann’s theory of social systems, this paper critically reconstructs the debate on the computational turn of big data as the artificial reproduction not of intelligence but of communication. Self-learning algorithms parasitically take advantage – be it consciously or unaware – of the contribution of web users to a “virtual double contingency.” This provides society with information that is not part of the thoughts of anyone, but, nevertheless, enters the communication circuit and raises its complexity. The concept of communication should be reconsidered to take account of these developments, including (or not) the possibility of communicating with algorithms.
Keywords: Mensch oder Maschine -
(2017): The Influence of Politeness Behavior on User Compliance with Social Robots in a Healthcare Service Setting. In: International Journal of Social Robotics 9 (5), S. 727-743. DOI: 10.1007/s12369-017-0420-0
Abstract: Particularly in the healthcare service domain, social robots are expected to be good assistants, advisers, or practitioners. To increase the effectiveness of healthcare services provided by social robots, patients must comply with their requests. Research is plentiful on what makes patients comply with healthcare advice. In this paper, which is based on Bulgurcu's study of rationality-based beliefs, command-compliance theory, and social exchange theory, we propose a research model of compliance during interaction with social robots, examining beliefs about and overall assessments of the consequences of complying with robot requests and extending the findings of previous studies to the setting of healthcare services. We specifically investigate the perceived level of politeness in robots' speech and gestures as a determinant of compliance intention. Using a social robot, NAO, as a provider of healthcare services, we conducted an experiment. The results suggest that the aforementioned theories are useful in understanding user behaviors toward social robots in a healthcare service setting. Interestingly, and unlike in other settings, the perceived level of politeness of a social robot in a healthcare service setting negatively affects the perceived benefit of compliance, and, hence, intention to comply. A lower politeness level is closer to a command or strong recommendation than a suggestion or causal recommendation, which is common in shopping, tourism, or convention settings. The findings of this study imply that polite behavior from a social robot is an important factor in the compliance of healthcare service users. Direct speech with polite gestures is the most effective way to increase patient compliance in with healthcare advice provided by social robots in healthcare settings. However, higher levels of politeness do not always increase patients' intention to comply.
Keywords: Assistenztechnik, Befehle/eindringliche Empfehlung als Marker für Unhöflichkeit, Compliance, Disziplin, doppelter Treffer, Höflichkeit, Höflichkeitsforschung, human-robot interaction, Ingenieurswissenschaft, Interaktionspartner, Medizin, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), polite social interaction, Politeness, Politeness Theory, Realtechnik, Robotics, Serviceroboter, Social exchange theory, Social robot, Soziale Angemessenheit, Soziale Robotik, Technik, Technikbezug -
(2017): Design and Evaluation of a Unique Social Perception System for Human–Robot Interaction. In: IEEE Transactions on Cognitive and Developmental Systems 9 (4), S. 341-355. DOI: 10.1109/TCDS.2016.2598423
Abstract: Robot's perception is essential for performing high-level tasks such as understanding, learning, and in general, human-robot interaction (HRI). For this reason, different perception systems have been proposed for different robotic platforms in order to detect high-level features such as facial expressions and body gestures. However, due to the variety of robotics software architectures and hardware platforms, these highly customized solutions are hardly interchangeable and adaptable to different HRI contexts. In addition, most of the developed systems have one issue in common: they detect features without awareness of the real-world contexts (e.g., detection of environmental sound assuming that it belongs to a person who is speaking, or treating a face printed on a sheet of paper as belonging to a real subject). This paper presents a novel social perception system (SPS) that has been designed to address the previous issues. SPS is an out-ofthe- box system that can be integrated into different robotic platforms irrespective of hardware and software specifications. SPS detects, tracks, and delivers in real-time to robots, a wide range of human-and environment-relevant features with the awareness of their real-world contexts. We tested SPS in a typical scenario of HRI for the following purposes: to demonstrate the system capability in detecting several high-level perceptual features as well as to test the system capability to be integrated into different robotics platforms. Results show the promising capability of the system in perceiving real world in different social robotics platforms, as tested in two humanoid robots, i.e., FACE and ZENO.
Keywords: Design, Disziplin, Fähigkeit, das Gesicht eines Menschen von einem Poster im Hintergrund zu unterscheiden, Fähigkeit, Hintergrundgeräusche von einer Stimme zu unterscheiden, Fähigkeit, menschliche Anwesenheit zu erkennen, Fähigkeit, Relevantes von Irrelevantem zu unterscheiden, Favoriten, Ingenieurswissenschaft, Intelligenz, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Realtechnik, Social Perception System (SPS), Sozial Intelligente Agenten, Soziale Robotik, Soziosensitive Systeme, Technik, Technische Modelle/Frameworks/Algorithmen 2016
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(2016): Beyond Technological Mediation. In: Techné: Research in Philosophy and Technology 20 (3), S. 177-197. DOI: 10.5840/techne201671949
Abstract: Several philosophers of technology have argued that technology mediates human actions. For example, in the branch of post-phenomenology, authors such as Don Ihde and Peter-Paul Verbeek have described the mediating aspects of technology in terms of morality of technology (more prominent in Verbeek) as well as in the sense that technology changes our perception of ourselves and the world (more prominent in Ihde). In this article, different existing types of mediation are presented, critiqued, and enriched. The four types are illustrated by referring to military high-tech environments with a focus on visual data and imaging technologies. These technologies can mediate actions (1) by inviting certain behavior, (2) through amplification and reduction, (3) through built-in norms, and (4) through interpretation. The four types of mediation mainly focus on the technology or technological artifact itself. What these approaches fail to grasp, however, is the specific user practices in which most technologies function. In this article, it is argued that to understand the mediating aspects of technology more fully, attention should be paid to the specific user context in which the technology functions. Therefore, an enriched understanding of the four types of mediation of technology is proposed by taking the lens of normative practices and analyzing the different types of mediation through this lens. The Kunduz airstrike incident, which took place in 2009 in Afghanistan, is a case in which a visual data sharing device called Rover played a prominent role. This case is used in this article to illustrate how technology mediates human actions in military practice.
Keywords: Bürger vs. Staat, Disziplin, Grundlagenreflexion, Im (wissenschaftlichen) Diskurs, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Militär, Philosophie, Reflexionen über MTR, Sozialer Raum / Kultureller Kontext, Spezifischer Nutzer-Kontext beim Benutzer der Maschine, Technikphilosophie, (Theory of) technological mediation, Verbeek, Zeitschrift: techne -
(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): Socializing robots. Constructing robotic sociality in the design and use of the assistive robot PARO. In: AI & Society 31 (4), S. 537-551. DOI: 10.1007/s00146-015-0636-1
Abstract: The goal of introducing robots into everyday use has led to their reconceptualization as social technologies, for which interacting with people is a fundamental and necessary function. Robot sociality in this context is generally defined as a set of individual properties of the artifact, such as a human-like appearance or the ability to read social cues. In this paper, we propose an alternative view of robot sociality as an emergent relational property of the interactions between the robot and its social context, actively constructed by designers, users, and other actors affected by robots. We illustrate this perspective through the example of the robot PARO, a commercial social robot commonly used in eldercare, which we analyzed in a series of observational studies of the social processes of its design in the laboratory and its use in an eldercare facility. Our analysis shows how the robot as a social technology is constructed through the actions and sense making of various actors and the situated dynamics of interaction in particular institutional contexts. We first describe the social factors and rationale that influenced PARO's design in the laboratory, and then discuss how the robot is scaffolded by users in a nursing home in the midwestern United States. Our studies go beyond the typical focus on one-on-one interaction between people and robots as the unit of analysis of human-robot interaction, to incorporate the broader social context as a necessary component of the successful design and implementation of social robots in society.
Keywords: Design, Disziplin, Favoriten, Ingenieurswissenschaft, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Modelle/Theorien, Realtechnik, robot sociality depending on the robots social context, Serviceroboter, Soziale Angemessenheit, Soziale Robotik, Technik, Wahrnehmung des Roboters im gesamten sozialen Umfeld -
(2016): Design and Evaluation of a Touch-Centered Calming Interaction with a Social Robot. In: IEEE Transactions on Affective Computing 7 (2), S. 108-121. DOI: 10.1109/TAFFC.2015.2457893
Abstract: With advances in sensor and actuator design, intelligent computing techniques and personal care robotics, today's robots hold promise as fully interactive, therapeutic human companions. To achieve this ambitious goal, key interaction components must be identified and then systematically designed and evaluated. Based on successes of human-animal therapy, we propose affective touch as one such component. Delivering this adjunct in a controllable robot form allows us to examine its efficacy for therapeutic applications such as anxiety management. With an approach grounded in social cognitive theories for human-animal relations, we deployed a social robot, the Haptic Creature, in an interaction designed to be calming: participants held the robot on their laps and stroked it as it was breathing. As a result, their heart and respiration rates significantly decreased relative to stroking a non-breathing robot. They also reported themselves as calmer and happier.
2015
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(2015) : Social Driving in Connected Car Environment In: VDE: Proceedings of European Wireless 2015; 21th European Wireless Conference: Frankfurt am Main, Germany: VDE, S. 1-6. Online verfügbar unter https://ieeexplore.ieee.org/document/7147682/
Abstract: Considering how the number of smartphones have increased and also how social networks became part of our daily life, it is predictable that social network driven services are about to dominate the near future. It is also noticeable that more and more external devices are involved in different type of IT solutions. These are smart watches, smarthome devices and even transportation devices. Furthermore, different smart city concepts are also becoming more and more popular. In this paper, we propose a mobile application based smart transportation solution, called Social Driving that combines the smart city concept with green transportation. Social Driving is based on our VehicleICT framework that is also introduced in this report. The base idea is that drivers can monitor different parameters of their cars and driving style, such as fuel consumption and CO2 emission, furthermore, they can compare these values with other drivers using similar cars and similar engine types. The solution creates different statistics and as a rewarding system motivates people to use their cars more efficiently. We describe architecture of the social driving concept, show and elaborate different measurement results derived from test drives and discuss the effectiveness of the system.
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(2015): Designing Robot Embodiments for Social Interaction. Affordances Topple Realism and Aesthetics. In: International Journal of Social Robotics 7 (5), S. 697-708. DOI: 10.1007/s12369-015-0301-3
Abstract: In the near future, human-like social robots will become indispensable for providing support in various social tasks, in particular for healthcare (e.g., assistance, coaching). The perception of realism, in particular human-like features, can help facilitate mediated social interaction. The current study investigated the effects of form realism on engagement with and use intentions of social robot embodiments. We have defined (perceived) form realism as the result of the appraisal of features that are perceived as realistic contrasted with those appraised as unrealistic. To test the effects of form realism, we applied the model of interactively perceiving and experiencing fictional characters (I-PEFiC). I-PEFiC explains how users respond to interactive, fictional, humanoid characters, on social robots. In a within-subjects design, participants (N = 29; M-age = 28.8 years, age range 18-56 years) interacted with three different robots built from LEGO Mindstorms, which differed in their degree of designed form realism. Each robot presented itself as a physiotherapy assistant and requested the participant to do several exercises. Results of a structured questionnaire indicated that form realism only played a modest role in the perception of electro-mechanical robots. Instead, the perception of affordances appeared to be crucial for determining engagement and intentions to use social robots.
2014
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(2014): Improving the modeling of dog-owner interactions for the design of social robots. In: Interaction Studies 15 (2), S. 180-183. DOI: 10.1075/is.15.2.03nic
Abstract: The paper presents an ethological perspective on designing robot behaviors for successful social interactions with humans. In particular, the types of behaviors that occur in interactions between dogs and their owners are analyzed to provide insights into how robot behaviors should be created.
2013
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(2013): Design of a Parametric Model of Personal Space for Robotic Social Navigation. In: International Journal of Social Robotics 5 (3), S. 357-365. DOI: 10.1007/s12369-013-0188-9
Abstract: The design of socially acceptable behaviours is becoming one major issue for the development of robots that are able to interact with humans in unconstrained environments. In particular, social behaviours such as gazing, mutual positioning or gesturing allow robots to initiate and maintain an information exchange with humans. This paper focuses on (1) the study of mutual positioning between a small humanoid robot and a person through two psychometric experiments and (2) the design of a parametric model of the personal space based on the results of the two experiments. Results suggest that human-human interpersonal distances are shorter than human-robot interpersonal distances during a communication exchange, at least for the small humanoid robot used in our experiments. We also found that participants evaluate different directions of approach in a significantly different way.
Keywords: Design, Disziplin, doppelter Treffer, Favoriten, Ingenieurswissenschaft, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Physische Größe eines Roboters (im Vergleich zum Menschen), Proxemik, Realtechnik, Serviceroboter, Soziale Angemessenheit, Soziale Robotik, Technik, Volltreffer 2012
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(2012): Natural interaction with culturally adaptive virtual characters. In: Journal on Multimodal User Interfaces 6 (1-2), S. 39-47. DOI: 10.1007/s12193-011-0087-z
Abstract: Recently, the verbal and non-verbal behavior of virtual characters has become more and more sophisticated due to advances in behavior planning and rendering. Nevertheless, the appearance and behavior of these characters is in most cases based on the cultural background of their designers. Especially in combination with new natural interaction interfaces, there is the risk that characters developed for a particular culture might not find acceptance when being presented to another culture. A few attempts have been made to create characters that reflect a particular cultural background. However, interaction with these characters still remains an awkward experience in particular when it comes to non-verbal interaction. In many cases, human users either have to choose actions from a menu their avatar has to execute or they have to struggle with obtrusive interaction devices. In contrast, our paper combines an approach to the generation of culture-specific behaviors with full body avatar control based on the Kinect sensor. A first study revealed that users are able to easily control an avatar through their body movements and immediately adapt its behavior to the cultural background of the agents they interact with.
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(2012): Effects of etiquette strategy on human–robot interaction in a simulated medicine delivery task. In: Intelligent Service Robotics 5 (3), S. 199-210. DOI: 10.1007/s11370-012-0113-3
Abstract: The objective of this study was to examine the extent to which a model of linguistic etiquette in human–human interaction could be applied to human–robot interaction (HRI) domain, and how different etiquette strategies proposed through the model might influence performance of humans and robots as mediated by manipulations of robot physical features, in a simulated medicine delivery task. A “wizard of Oz” experiment was conducted in which either a humanoid robot or a mechanical-looking robot was used to present medicine reminding utterances (following different etiquette strategies) to participants, who were engaged in a primary cognitive task (a Sudoku puzzle). Results revealed the etiquette model to partially extend to the HRI domain. Participants were not sensitive to positive language from robots (e.g., appreciation of human values/wants) and such a strategy did not succeed in supporting or enhancing the “positive face” of human users. Both “bald” (no linguistic courtesy) and mixed strategies (positive and “negative face” (minimizing user imposition) saving) resulted in moderate user perceived etiquette scores (PE). However, individual differences suggested such robot linguistic strategies should be applied with caution. Opposite to this, a negative face saving strategy (supporting user freedom of choice) promoted user task and robot performance (in terms of user response time to robot requests), and resulted in the highest PE score. There was also evidence that humanoid robot features provide additional social cues that may be used by patients and support human and robot performance, but not PE. These results provide a basis for determining appropriate etiquette strategies and robot appearance to promote better collaborative task performances for future health care delivery applications of service robots.
Keywords: Anerkennung von Werten/Bedürfnissen, appropriate social interaction, Disziplin, doppelter Treffer, Etikette, Face, Face-Saving, Favoriten, Höflichkeit, Höflichkeitsforschung, Human-robot etiquette, Ingenieurswissenschaft, Interaktionspartner, Linguistik, Medicine delivery, Medizin, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Negative face saving, Patient compliance, Patient-robot interaction, Realtechnik, Serviceroboter, Soziale Angemessenheit, Soziale Robotik, Technik, Technikbezug, Volltreffer, Wahlfreiheit (eines Nutzers/Interaktionspartners), Wertendes Sprachverhalten 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) : Etiquette In Distributed Game-Based Training: Communication, Trust, Cohesion 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. 181-204
Abstract: In this chapter we will explore the use of etiquette in training systems derived from commercial video games. e system that will be used as an example is a training and debrie¤ng tool that allows distributed participants to train together in a virtual game environment, and to conduct After Action Review (AAR) sessions in that same environment. In AAR sessions, participants discuss the events that unfolded during training, and how to improve performance in the future. However, we will ¤rst present a concise history of humancomputer etiquette, followed by a description of the unique etiquette requirements that game systems demand. We will then describe how game systems can be used for team training in complex tasks, and the etiquette requirements that must drive that application. An important consideration we address along the way is the analogy between human-computer and human-human etiquette.
Keywords: Analogy btwn human-computer and human-human etiquette, Computers, doppelter Treffer, Etikette, Game-based, Human-Computer Etiquette, Informations- & Kommunikationstechnik, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Realtechnik, Situationsbedingter Kontext, Soziale Angemessenheit, Spiel, Technik -
(2011): Planning Small Talk behavior with cultural influences for multiagent systems. In: Computer Speech & Language 25 (2), S. 158-174. DOI: 10.1016/j.csl.2010.04.001
Abstract: There are several factors that influence communicative behavior, such as gender, personality or culture. As virtual agents interact in a more and more human-like manner, their behavior should be dependent on social factors as well. Culture is a phenomenon that affects one's behavior without one realizing it. Behavior is thus sometimes perceived as inappropriate because there is no awareness of the cultural gap. Thus, we think cultural background should also influence the communication behavior of virtual agents. Behavioral differences are sometimes easy to recognize by humans but still hard to describe formally, to enable integration into a system that automatically generates culture-specific behavior. In our work, we focus on culture-related differences in the domain of casual Small Talk. Our model of culture-related differences in Small Talk behavior is based on findings described in the literature as well as on a video corpus that was recorded in Germany and Japan. In a validation study, we provide initial evidence that our simulation of culture-specific Small Talk with virtual agents is perceived differently by human observers. We thus implemented a system that automatically generates culture-specific Small Talk dialogs for virtual agents. (C) 2010 Elsevier Ltd. All rights reserved.
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(2011) : Politechnology: Manners Maketh Machine 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. 351-362
Abstract: There is an old English saying that "Manners maketh man." The original quotation is attributed to William of Wykeham and is a simple aphorism that acknowledges the tacit assumption that for human beings to live and thrive collectively, there must be a degree of formalization about their social intercourse. Although the bedrock of such mutual behavior would seem to be the law, our actual sharing of common assumptions goes much deeper. For we must all learn the social conventions first through the mediation of perception, the beginnings of language, and subsequently complex conventions and naming processes. These capabilities are assimilated at our parents' feet. They are the very stuff of maturation, and although the precise conventions are highly culturally bound, the learning process itself cuts across all human experience. Now, into our diverse human cultures come potentially intelligent machines. And in respect of their growth and maturation, we can ask two critical questions. First, to what degree do these nascent centers of intentionality and potential consciousness need to adhere to the principles of human social intercourse? Second, and equally as important, do these machine have a collective of their own which now bestrides all human cultures? If they do, to what degree do they act on us as agents of convergent human cultural evolution? In asking these questions we also have to face the logical antithesis to all human-centered technological approaches, viz, should machines necessarily be made to behave according to human-centered rules? Is this their best mode of organization? Although the latter query might be antithetical heresy to those imbued with the spirit of human factors, it is a proposition we should always be obliged to consider. Overall, this a rather daunting set of issues to face, and so let us decompose the challenges they present so that we can consider them in their various component parts.
Keywords: doppelter Treffer, Etikette, Etiquette, Favoriten, Höflichkeit, Interaktionspartner, Konventionen, Mensch oder Maschine, Mensch-Maschine-Kommunikation, Mensch-Technik-Interaktion, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Politeness, Potential independence of machine rules of behavior from human rules of behavior, Realtechnik, Sozial Intelligente Agenten, Soziale Robotik, Soziosensitive Systeme, Technik, Umgangsformen, Volltreffer, Voraussetzungen für sozial angemessenes Verhalten -
(2011): Towards Social Robots. Designing an Emotion-Based Architecture. In: International Journal of Social Robotics 3 (3), S. 273-290. DOI: 10.1007/s12369-010-0087-2
Abstract: Service and assistant robots operating in "real world" become more and more important for everyday life. Requirements like social intelligence, social interaction, and social behavior are of enormous importance. Researchers agree that the realization of emotions for a robot is one of the most important steps on the way towards social robots. Still, an open question in robotics is how to model emotion in a way that all its functions are realized. In this paper an emotion-based architecture is presented. The architecture supports the implementation of the five functions of emotion, namely: regulative function, selective function, expressive function, motivational function, and rating function. Scalability, perceptibility, and parameterability are also considered as design features. As basis for the proposed architecture, psychological emotion and motivation theories are used. The derived control architecture is implemented using a behavior-based approach, in order to realize a modular extensible system design. The developed architecture is tested on the humanoid robot ROMAN.
Keywords: Angepasstheit der Maschine an Nutzerbedürfnisse, Design, emotion, Emotionserkennung, expressive function, Favoriten, Five functions of emotion model, functions of emotion, Ingenieurswissenschaft, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), motivational function, parameterability, perceptibility, rating function, Realtechnik, regulative function, scalability, selective function, Serviceroboter, Soziale Robotik, Technik -
(2011): Towards an Effective Design of Social Robots. In: International Journal of Social Robotics 3 (4), S. 333-335. DOI: 10.1007/s12369-011-0121-z
Abstract: In the past decade, we have witnessed an intensive progress of technology spurred on by community initiatives. The guest editors had its first meeting in 2010 to find that it was timely for the community to collectively document the recent advances in social robotics through a special issue in the International Journal of Social Robotics. This special issue presents various designs for social robots in order to make them more effective and natural for human-robot interactions. Social robots are autonomous robots that are able to interact and communicate among themselves, with humans, and with the environment and are designed to operate according to the established social and cultural norms. The main requirement for such robots is intelligence, which forms the basis of human-robot interaction. Many design requirements should be considered for social robots. Among these are the abilities to: 1. recognize the presence of a human through its senses such as vision, touch and sound; 2. engage in physical acknowledgment such as holding or touching; 3. use physical motions and gestures; 4. express and/or perceive emotions and 5. engage in a conversation. This special issue addresses various challenges in the design of social robots, which can be used in a variety of applications, such as research platforms, toys and games, educational tools, and therapeutic aids.
Keywords: Ausdrücken und Erkennen von Emotion, Design, Disziplin, Emotionserkennung, Fähigkeit zu physischer Rückmeldung (Berührung etc.), Fähigkeit, eine Konversation zu führen, Fähigkeit, menschliche Anwesenheit zu erkennen, Gestische und mobile Fähigkeiten, Ingenieurswissenschaft, Intelligenz, Interaktionspartner, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Realtechnik, Sozial Intelligente Agenten, Soziale Robotik, Technik -
(2011): The ghosts in the computer. The role of agency and animacy attributions in "ghost controls". In: PLoS one 6 (11). DOI: 10.1371/journal.pone.0026429
DOI: http://www.ncbi.nlm.nih.gov/pubmed/22073165 Abstract: Three studies evaluated the role of 4-year-old children's agency- and animacy-attributions when learning from a computerized ghost control (GC). In GCs, participants observe events occurring without an apparent agent, as if executed by a "ghost" or unobserved causal forces. Using a touch-screen, children in Experiment 1 responded to three pictures in a specific order under three learning conditions: (i) trial-and-error (Baseline), (ii) imitation and (iii) Ghost Control. Before testing in the GC, children were read one of three scripts that determined agency attributions. Post-test assessments confirmed that all children attributed agency to the computer and learned in all GCs. In Experiment 2, children were not trained on the computer prior to testing, and no scripts were used. Three different GCs, varying in number of agency cues, were used. Children failed to learn in these GCs, yet attributed agency and animacy to the computer. Experiment 3 evaluated whether children could learn from a human model in the absence of training under conditions where the information presented by the model and the computer was either consistent or inconsistent. Children evidenced learning in both of these conditions. Overall, learning in social conditions (Exp. 3) was significantly better than learning in GCs (Exp. 2). These results, together with other published research, suggest that children privilege social over non-social sources of information and are generally more adept at learning novel tasks from a human than from a computer or GC.
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(2011) : Computational Models Of Etiquette And Culture 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. 63-90
Abstract: Etiquette is often defined as a shared code of conduct. Social etiquette such as how to greet your new boss from Japan can be seen as a discrete set of rules that define the proper behaviors for specific situational contexts. Those who share the same etiquette model (i.e., the same rules and interpretations of these rules) may also share expectations of appropriate behaviors, and interpretations of unexpected behaviors. When people lack a shared model of etiquette, the result may be confusing, unproductive, or even dangerous interactions. Etiquette is a well studied phenomenon in linguistics and sociology; it is a vital part of communication in virtually all cultures and all types of interactions. However, what is of particular interest in the work reported throughout this volume, is the increasing evidence that people expect their interactions with computers to be very like their interactions with humans. Not only do people readily anthropomorphize technological artifacts, but they relate to them at a social level (Reeves and Nass, 1996). We propose that the concepts of etiquette can be expanded and used to design effective human-computer interactions, and predict human reactions to computer behaviors. In this chapter we present a well studied and influential body of work on politeness in human interactions, discuss its validity in human-computer interactions, present a “believability” metric, and provide examples of empirical experiments quantifying the implementations to show that models of etiquette are not only amendable to quantitative modeling and analysis, but can also predict human behavior in human– computer and computer mediated interactions. We briefly discuss a computational model of etiquette and a series of experiments that empirically validate this model, and conclude by discussing challenges of current models and future work.
Keywords: Computer Science, Computers, doppelter Treffer, Etikette, Favoriten, FTA Face Threatening Acts, Höflichkeit, Kultur, Mensch oder Maschine, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Modell, Modelle/Theorien, Models of Etiquette in HCIs, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Technik, Überblick, Unhöflichkeit, Volltreffer 2010
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(2010): Natural interaction with a virtual guide in a virtual environment. In: Journal on Multimodal User Interfaces 3 (1-2), S. 141-153. DOI: 10.1007/s12193-009-0024-6
Abstract: This paper describes the Virtual Guide, a multimodal dialogue system represented by an embodied conversational agent that can help users to find their way in a virtual environment, while adapting its affective linguistic style to that of the user. We discuss the modular architecture of the system, and describe the entire loop from multimodal input analysis to multimodal output generation. We also describe how the Virtual Guide detects the level of politeness of the user's utterances in real-time during the dialogue and aligns its own language to that of the user, using different politeness strategies. Finally we report on our first user tests, and discuss some potential extensions to improve the system.
