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  • 2019

  • 2017

  • Alam, Mehwish (2017): Event-based knowledge reconciliation using frame embeddings and frame similarity. In: KNOWLEDGE-BASED SYSTEMS 13, S. 192-203

    Abstract: This paper proposes an evolution over MERGILO, a tool for reconciling knowledge graphs extracted from text, using graph alignment and word similarity. The reconciled knowledge graphs are typically used for multi-document summarization, or to detect knowledge evolution across document series. The main point of improvement focuses on event reconciliation i.e., reconciling knowledge graphs generated by text about two similar events described differently. In order to gather a complete semantic representation of events, we use FRED semantic web machine reader, jointly with Framester, a linguistic linked data hub represented using a novel formal semantics for frames. Framester is used to enhance the extracted event knowledge with semantic frames. We extend MERGILO with similarities based on the graph structure of semantic frames and the subsumption hierarchy of semantic roles as defined in Framester. With an effective evaluation strategy similarly as used for MERGILO, we show the improvement of the new approach (MERGILO plus semantic frame/role similarities) over the baseline.

  • 2016

  • Cockshott, Paul; Renaud, Karen (2016): Humans, robots and values. In: Technology in Society 45, S. 19-28. DOI: 10.1016/j.techsoc.2016.01.002

    DOI: https://doi.org/10.1016/j.techsoc.2016.01.002 

    Abstract: From the 1950s onwards the threat automation posed to human labour became a persistent theme in popular science fiction [26,1]. Authors explored what it meant to be human, by contrasting us with hypothetical robots. Such robots were generally seen as coming into existence centuries into the future. In the last decade the rate of progress in robotics has accelerated way beyond popular expectation. The timescales of Asimov and Dick look generous, whereas the dystopian near future of 'Player Piano' [71] seems grimly real. This anxiety is not limited to novelists. Even Stephen Hawkins told the BBC:. "The development of full artificial intelligence could spell the end of the human race." [11].Robotics is made possible by advances in mechanical engineering but, above all, by informatics. In this essay we look at how ideas derived from informatics allow us a more precise view of what differentiates us from robots and, on the other hand, how information science can give us a deeper insight into the nature of human labour. Having gained this understanding, we can go on to examine what sort of threat robots really pose to us, as humans.

  • 2007

  • Vilhjalmsson, H.; Johnson, W. L.; Wu, P.; Miller, C.; Funk, H. (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.

  • 2006

  • Johnson, W. L.; Miller, C.; Wu, P.; Funk, H.; Wilson, P. (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.

  • 2004

  • Miller, Christopher A. (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."

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