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1.
Front Psychol ; 14: 1266186, 2023.
Article in English | MEDLINE | ID: mdl-38106384

ABSTRACT

Conversational Agents (CAs) are characterized by their roles within a narrative and the communication style they adopt during conversations. Within computer games, users' evaluation of the narrative is influenced by their estimation of CAs' intelligence and believability. However, the impact of CAs' roles and communication styles on users' experience remains unclear. This research investigates such influence of CAs' roles and communication styles through a crime-solving textual game. Four different CAs were developed and each of them was assigned to a role of either witness or suspect and to a communication style than can be either aggressive or cooperative. Communication styles were simulated through a Wizard of Oz method. Users' task was to interact, through real-time written exchanges, with the four CAs and then to identify the culprit, assess the certainty of their judgments, and rank the CAs based on their conversational preferences. In addition, users' experience was evaluated using perceptual measures (perceived intelligence and believability scales) and behavioral measures (including analysis of users' input length, input delay, and conversation length). The results revealed that users' evaluation of CAs' intelligence and believability was primarily influenced by CAs' roles. On the other hand, users' conversational behaviors were mainly influenced by CAs' communication styles. CAs' communication styles also significantly determined users' choice of the culprit and conversational preferences.

2.
Front Artif Intell ; 6: 1142997, 2023.
Article in English | MEDLINE | ID: mdl-37377638

ABSTRACT

Modeling virtual agents with behavior style is one factor for personalizing human-agent interaction. We propose an efficient yet effective machine learning approach to synthesize gestures driven by prosodic features and text in the style of different speakers including those unseen during training. Our model performs zero-shot multimodal style transfer driven by multimodal data from the PATS database containing videos of various speakers. We view style as being pervasive; while speaking, it colors the communicative behaviors expressivity while speech content is carried by multimodal signals and text. This disentanglement scheme of content and style allows us to directly infer the style embedding even of a speaker whose data are not part of the training phase, without requiring any further training or fine-tuning. The first goal of our model is to generate the gestures of a source speaker based on the content of two input modalities-Mel spectrogram and text semantics. The second goal is to condition the source speaker's predicted gestures on the multimodal behavior style embedding of a target speaker. The third goal is to allow zero-shot style transfer of speakers unseen during training without re-training the model. Our system consists of two main components: (1) a speaker style encoder network that learns to generate a fixed-dimensional speaker embedding style from a target speaker multimodal data (mel-spectrogram, pose, and text) and (2) a sequence-to-sequence synthesis network that synthesizes gestures based on the content of the input modalities-text and mel-spectrogram-of a source speaker and conditioned on the speaker style embedding. We evaluate that our model is able to synthesize gestures of a source speaker given the two input modalities and transfer the knowledge of target speaker style variability learned by the speaker style encoder to the gesture generation task in a zero-shot setup, indicating that the model has learned a high-quality speaker representation. We conduct objective and subjective evaluations to validate our approach and compare it with baselines.

3.
Front Artif Intell ; 5: 1029340, 2022.
Article in English | MEDLINE | ID: mdl-36388398

ABSTRACT

In this work, we focus on human-agent interaction where the role of the socially interactive agent is to optimize the amount of information to give to a user. In particular, we developed a dialog manager able to adapt the agent's conversational strategies to the preferences of the user it is interacting with to maximize the user's engagement during the interaction. For this purpose, we train an agent in interaction with a user using the reinforcement learning approach. The engagement of the user is measured using their non-verbal behaviors and turn-taking status. This measured engagement is used in the reward function, which balances the task of the agent (giving information) and its social goal (maintaining the user highly engaged). Agent's dialog acts may have different impact on the user's engagement depending on several factors, such as their personality, interest in the discussion topic, and attitude toward the agent. A subjective study was conducted with 120 participants to measure how third-party observers can perceive the adaptation of our dialog model. The results show that adapting the agent's conversational strategies has an influence on the participants' perception.

5.
Front Robot AI ; 7: 92, 2020.
Article in English | MEDLINE | ID: mdl-33501259

ABSTRACT

Engagement is a concept of the utmost importance in human-computer interaction, not only for informing the design and implementation of interfaces, but also for enabling more sophisticated interfaces capable of adapting to users. While the notion of engagement is actively being studied in a diverse set of domains, the term has been used to refer to a number of related, but different concepts. In fact it has been referred to across different disciplines under different names and with different connotations in mind. Therefore, it can be quite difficult to understand what the meaning of engagement is and how one study relates to another one accordingly. Engagement has been studied not only in human-human, but also in human-agent interactions i.e., interactions with physical robots and embodied virtual agents. In this overview article we focus on different factors involved in engagement studies, distinguishing especially between those studies that address task and social engagement, involve children and adults, are conducted in a lab or aimed for long term interaction. We also present models for detecting engagement and for generating multimodal behaviors to show engagement.

6.
Front Robot AI ; 6: 93, 2019.
Article in English | MEDLINE | ID: mdl-33501108

ABSTRACT

In this paper we present a computational model for managing the impressions of warmth and competence (the two fundamental dimensions of social cognition) of an Embodied Conversational Agent (ECA) while interacting with a human. The ECA can choose among four different self-presentational strategies eliciting different impressions of warmth and/or competence in the user, through its verbal and non-verbal behavior. The choice of the non-verbal behaviors displayed by the ECA relies on our previous studies. In our first study, we annotated videos of human-human natural interactions of an expert on a given topic talking to a novice, in order to find associations between the warmth and competence elicited by the expert's non-verbal behaviors (such as type of gestures, arms rest poses, smiling). In a second study, we investigated whether the most relevant non-verbal cues found in the previous study were perceived in the same way when displayed by an ECA. The computational learning model presented in this paper aims to learn in real-time the best strategy (i.e., the degree of warmth and/or competence to display) for the ECA, that is, the one which maximizes user's engagement during the interaction. We also present an evaluation study, aiming to investigate our model in a real context. In the experimental scenario, the ECA plays the role of a museum guide introducing an exposition about video games. We collected data from 75 visitors of a science museum. The ECA was displayed in human dimension on a big screen in front of the participant, with a Kinect on the top. During the interaction, the ECA could adopt one of 4 self-presentational strategies during the whole interaction, or it could select one strategy randomly for each speaking turn, or it could use a reinforcement learning algorithm to choose the strategy having the highest reward (i.e., user's engagement) after each speaking turn.

7.
Front Psychol ; 9: 1144, 2018.
Article in English | MEDLINE | ID: mdl-30038593

ABSTRACT

In this paper we highlight the different challenges in modeling communicative gestures for Embodied Conversational Agents (ECAs). We describe models whose aim is to capture and understand the specific characteristics of communicative gestures in order to envision how an automatic communicative gesture production mechanism could be built. The work is inspired by research on how human gesture characteristics (e.g., shape of the hand, movement, orientation and timing with respect to the speech) convey meaning. We present approaches to computing where to place a gesture, which shape the gesture takes and how gesture shapes evolve through time. We focus on a particular model based on theoretical frameworks on metaphors and embodied cognition that argue that people can represent, reason about and convey abstract concepts using physical representations and processes, which can be conveyed through physical gestures.

8.
Front Psychol ; 9: 2678, 2018.
Article in English | MEDLINE | ID: mdl-30713515

ABSTRACT

Researchers have theoretically proposed that humans decode other individuals' emotions or elementary cognitive appraisals from particular sets of facial action units (AUs). However, only a few empirical studies have systematically tested the relationships between the decoding of emotions/appraisals and sets of AUs, and the results are mixed. Furthermore, the previous studies relied on facial expressions of actors and no study used spontaneous and dynamic facial expressions in naturalistic settings. We investigated this issue using video recordings of facial expressions filmed unobtrusively in a real-life emotional situation, specifically loss of luggage at an airport. The AUs observed in the videos were annotated using the Facial Action Coding System. Male participants (n = 98) were asked to decode emotions (e.g., anger) and appraisals (e.g., suddenness) from facial expressions. We explored the relationships between the emotion/appraisal decoding and AUs using stepwise multiple regression analyses. The results revealed that all the rated emotions and appraisals were associated with sets of AUs. The profiles of regression equations showed AUs both consistent and inconsistent with those in theoretical proposals. The results suggest that (1) the decoding of emotions and appraisals in facial expressions is implemented by the perception of set of AUs, and (2) the profiles of such AU sets could be different from previous theories.

9.
Front Comput Neurosci ; 10: 70, 2016.
Article in English | MEDLINE | ID: mdl-27462216

ABSTRACT

Affective brain-computer interfaces (BCI) harness Neuroscience knowledge to develop affective interaction from first principles. In this article, we explore affective engagement with a virtual agent through Neurofeedback (NF). We report an experiment where subjects engage with a virtual agent by expressing positive attitudes towards her under a NF paradigm. We use for affective input the asymmetric activity in the dorsolateral prefrontal cortex (DL-PFC), which has been previously found to be related to the high-level affective-motivational dimension of approach/avoidance. The magnitude of left-asymmetric DL-PFC activity, measured using functional near infrared spectroscopy (fNIRS) and treated as a proxy for approach, is mapped onto a control mechanism for the virtual agent's facial expressions, in which action units (AUs) are activated through a neural network. We carried out an experiment with 18 subjects, which demonstrated that subjects are able to successfully engage with the virtual agent by controlling their mental disposition through NF, and that they perceived the agent's responses as realistic and consistent with their projected mental disposition. This interaction paradigm is particularly relevant in the case of affective BCI as it facilitates the volitional activation of specific areas normally not under conscious control. Overall, our contribution reconciles a model of affect derived from brain metabolic data with an ecologically valid, yet computationally controllable, virtual affective communication environment.

10.
Cogn Process ; 13 Suppl 2: 519-32, 2012 Oct.
Article in English | MEDLINE | ID: mdl-21989611

ABSTRACT

A smile may communicate different communicative intentions depending on subtle characteristics of the facial expression. In this article, we propose an algorithm to determine the morphological and dynamic characteristics of virtual agent's smiles of amusement, politeness, and embarrassment. The algorithm has been defined based on a virtual agent's smiles corpus constructed by users and analyzed with a decision tree classification technique. An evaluation, in different contexts, of the resulting smiles has enabled us to validate the proposed algorithm.


Subject(s)
Facial Expression , Smiling/psychology , Social Perception , User-Computer Interface , Adult , Algorithms , Communication , Female , Humans , Intention , Male
11.
IEEE Comput Graph Appl ; 30(4): 18-9, 2010.
Article in English | MEDLINE | ID: mdl-20672490

ABSTRACT

This special issue presents five articles covering a variety of computer graphics and embodied-conversational-agent applications related to digital human faces.


Subject(s)
Computer Graphics , Emotions/physiology , Face/anatomy & histology , Facial Expression , Image Processing, Computer-Assisted , Computer Simulation , Humans
12.
Philos Trans R Soc Lond B Biol Sci ; 364(1535): 3539-48, 2009 Dec 12.
Article in English | MEDLINE | ID: mdl-19884148

ABSTRACT

Over the past few years we have been developing an expressive embodied conversational agent system. In particular, we have developed a model of multimodal behaviours that includes dynamism and complex facial expressions. The first feature refers to the qualitative execution of behaviours. Our model is based on perceptual studies and encompasses several parameters that modulate multimodal behaviours. The second feature, the model of complex expressions, follows a componential approach where a new expression is obtained by combining facial areas of other expressions. Lately we have been working on adding temporal dynamism to expressions. So far they have been designed statically, typically at their apex. Only full-blown expressions could be modelled. To overcome this limitation, we have defined a representation scheme that describes the temporal evolution of the expression of an emotion. It is no longer represented by a static definition but by a temporally ordered sequence of multimodal signals.


Subject(s)
Emotions/physiology , Facial Expression , Models, Psychological , Computer Simulation , Humans , Social Behavior
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