Perspectives of Social Computing life-like characters as social actors

51
Perspectives of Social Computing life-like characters as social actors Helmut Prendinger and Mitsuru Ishizuka Dept. of Information and Communication Eng. Graduate School of Information Science and Technology University of Tokyo

description

Perspectives of Social Computing life-like characters as social actors. Helmut Prendinger and Mitsuru Ishizuka Dept. of Information and Communication Eng. Graduate School of Information Science and Technology University of Tokyo. Social Computing objective. Social Computing aims to support - PowerPoint PPT Presentation

Transcript of Perspectives of Social Computing life-like characters as social actors

Page 1: Perspectives of Social Computing life-like characters as social actors

Perspectives of Social Computing

life-like characters as social actors

Helmut Prendinger and Mitsuru IshizukaDept. of Information and Communication Eng.

Graduate School of Information Science and TechnologyUniversity of Tokyo

Page 2: Perspectives of Social Computing life-like characters as social actors

Social Computingobjective

Social Computing aims to support the tendency of humans to interact with

computers as social actors.Technology that reinforces the bias towardssocial interaction by appropriate response

may improve communication betweenhumans and computational devices.

Page 3: Perspectives of Social Computing life-like characters as social actors

Social Computing (cont.)realization

Most naturally, social computing can be realized

by using life-like characters.

Page 4: Perspectives of Social Computing life-like characters as social actors

Life-like Charactersrequirements for their believability

• Synthetic bodies• 2D or 3D animations

[realism not required]

• Affective voice• Emotional display• Gestures • Posture

Embodiment

Features of life-like Characters

Artificial Mind

• Emotional response• Personality• Context and situation

dependent response [social role awareness]

• Adaptive behavior [social intelligence]

Terms

Life-likeness:providing“illusion of life”

Believability:allowing“suspension of disbelief”

Page 5: Perspectives of Social Computing life-like characters as social actors

Scope of Applicationssome examples

Page 6: Perspectives of Social Computing life-like characters as social actors

Outlinesocial computing

• Background– The Media Equation, Affective Computing, the Persona

Effect

• Artificial mind– An architecture for emotion-based agents

• Embodied behavior– Gestures, affective speech

• Implementation– Coffee shop demo, Casino demo

• Emotion recognition (sketch only)– Stereotypes, biosensors

• Environments with narrative intelligence (sketch only)– Character and story

Page 7: Perspectives of Social Computing life-like characters as social actors

Backgroundcomputers as social actors• Psychological studies show that

people are strongly biased to treat computers as social actors– For a series of classical tests of

human-human social interaction, results still hold if “human” is replaced by “computer”

– Computers with language output (human-sounding voice) and a role (companion, opponent,…)

– Tendency to be nicer in “face-to-face” interactions, ...

• We hypothesize that life-like characters support human tendency of natural social interactions with computers

Ref.: B. Reeves and C. Nass, 1998. The Media Equation. Cambridge University Press, Cambridge.

Page 8: Perspectives of Social Computing life-like characters as social actors

Background (cont.)computers that express and recognize emotions• Affective Computing (R. Picard)

– “[…] computing that relates to, arises from, or deliberately influences emotions.”

– “[…] if we want computers to be genuinely intelligent, to adapt to us, and to interact naturally with us, then they will need to recognize and express emotions […]”

• We hypothesize that life-like characters constitute an effective technology to realize affect-based interactions with humans

Ref.: R. Picard, 1997. Affective Computing. The MIT Press.

Page 9: Perspectives of Social Computing life-like characters as social actors

Background (cont.)the persona effect

• Experiment by J. Lester et al. on the `persona effect’– [...] which is that the

presence of a lifelike character in an interactive learning environment - even one that is not expressive - can have a strong positive effect on student’s perception of their learning experience.

– Dimensions: motivation, entertainment, helpfulness, …

Ref.: J. Lester et al., 1997. The Persona effect: Affective impact of animated pedagogical agents. Proc. of CHI’97, 359-366.J. Lester et al., 1999. Animated agents and problem-solving effectiveness: A large-scale empirical evaluation . Artificial Intelligence in Education, 23-30.

Herman the Bug watches as a student chooses roots for a plant in an Alpine Meadow

Page 10: Perspectives of Social Computing life-like characters as social actors

Life-like Charactersdesigning their mind

• Architecture for emotion-based behavior– Affect processing – Personality– Awareness of social and contextual factors– Adaptive to interlocutor’s emotional responses

• SCREAM: SCRipting Emotion-based Agent Minds– Scripting tool to specify character behavior– Encodes affect-related processes– Allows author to define character profile for agent

Page 11: Perspectives of Social Computing life-like characters as social actors

SCREAM System ArchitectureSCRipting Emotion-based Agent Minds

Ref.: H. Prendinger, S. Descamps, M. Ishizuka, 2002. Scripting affective communication with life-like characters. Artificial Intelligence Journal. To appear.H. Prendinger, M. Ishizuka, 2002. SCREAM: SCRipting Emotion-based Agent Minds. Proceedings 1st International Joint Conference on Autonomous Agents and Multi-Agent Systems (AAMAS’01). To appear.

Page 12: Perspectives of Social Computing life-like characters as social actors

Emotion Generation Componentelicitation and management of emotions• Appraisal Module

– Process that qualitatively evaluates events according to their emotional significance for the character

– Outputs emotion types: joy, distress, angry at, happy for, resent, Schadenfreude, …

• Resolution Module– Given a multitude of

emotions are active at a time, the most dominant emotion must be extracted

• Maintenance Module– Emotions are short-lived,

they decay

Page 13: Perspectives of Social Computing life-like characters as social actors

Appraisal Modulethe cognitive structure of emotions

Ref.: A. Ortony, G. Glore, A. Collins, 1988. The Cognitive Structure of Emotions. Cambridge UniversityPress, Cambridge.

Page 14: Perspectives of Social Computing life-like characters as social actors

Appraisal Rulesexamples

joy(L,F,I,S) if % emotion type wants(L,F,Des,S) and % goal holds(F,S) and % belief I = Des. % intensity

happy-for(L1,L2,F,I,S) if % emotion type likes(L1,L2,App,S) and % attitude joy(L2,L1,F,Des,S) and % belief (hypothesized emotion of L2) log-combination(App,Des,I). % intensity

Page 15: Perspectives of Social Computing life-like characters as social actors

Appraisal Rules (cont.)examples

angry-at(L1,L2,A,I,S) if % emotion type holds(did(A,L2),S) and % belief causes(A,F,S0) and % belief precedes(S0,S) and % formal condition blameworthy(A,Praise,L1) and % standard wants(L1,Non-F,Des,S) and % goal log-combination(Praise,Des,I). % intensity

Page 16: Perspectives of Social Computing life-like characters as social actors

Emotion Resolution/Maintenanceemotion dynamics

happy for (5) happy for (5)

bad mood (4)

hope (4)

angry at (3)

happy for (3)

active emotions (valence positive or negative)

distress (2)

distress (3) distress (1)

hope (4) distress (2) happy for (1) distress (0)

angry at (3) hope (0) distress (1) happy for (-1)

0

1

2

3

winning state

Example of disagreeable character[agreeableness dimension of personality decides decay rate of pos./neg. emotions]

Page 17: Perspectives of Social Computing life-like characters as social actors

Emotion Regulation Componentinterface between emotional state and expression• “Display rules”

– Ekman and Friesen (’69): expression and intensity of emotions is governed by social and cultural norms

• Linguistic style variations– Brown and Levinson (’87):

linguistic style is determined by assessment of seriousness of Face Threatening Acts (FTAs)

– Social variables (universal): distance, power, imposition of speech acts

• Emotion regulation studies – J. Gross in psychology– De Carolis, de Rosis in HCI

Page 18: Perspectives of Social Computing life-like characters as social actors

Social Filter Moduleemotion expression modulating factors

Ref.: H. Prendinger, M. Ishizuka, 2001. Social role awareness in animated agents. Proceedings 5th International Conference on Autonomous Agents (Agents’01), 270-277.

Linear combinationof parameters

Page 19: Perspectives of Social Computing life-like characters as social actors

Social Filter Module (cont.)alternative combination using decision network

Page 20: Perspectives of Social Computing life-like characters as social actors

Agent Model Componentaffective state management

• Character Profile– Static and dynamic

features– Values of dynamic

features are initialized

• Static features– personality traits,

standards

• Dynamic features– goals, beliefs: updated by

surface consistency check– Attitude, social distance:

simple update mechanisms

Page 21: Perspectives of Social Computing life-like characters as social actors

Affect Dynamicsattitude and familiarity change• Attitudes (liking, disliking)

– Attitudes are an important source of emotions• Decisive for `happy for’–resent, `sorry for’–gloat

– On the other hand … an agent’s attitude changes as result of `affective interaction history’ (elicited emotions) with interlocutor

– Implementation of Signed Summary Record (Ortony ‘91)

• Familiarity (social distance)– Source for some emotions

• attraction, aversion

– Positive emotions elicited with interlocutor improves social relationship, possibly increases familiarity

– Simplified implementation of Social Perlocutions (Pautler and Quilici ‘98)

– [More sophisticated model implemented by Cassell and Bickmore ’01, variety of topics and depth of topics considered]

Page 22: Perspectives of Social Computing life-like characters as social actors

Signed Summary Recordcomputing attitude

joy (2)

distress (1)

distress (3)

angry at (2)

hope (2)

good mood (1)

gloat (1)

happy for (2)

winning emotionalstates

time

positive emotions

negativeemotions

joy (2)

hope (2)

good mood (1)

happy for (2)

distress (1)

distress (3)

angry at (2)

gloat (1)

+ Liking if positiveDisliking if negative

Attitudesummaryvalue

Ref.: A. Ortony, 1991. Value and emotion. In: W. Kessen, A. Ortony, and F. Craik (eds.), Memories,Thoughts, and emotions: Essays in the honor of George Mandler. Hillsdale, NJ: Erlbaum, 337-353.

=

Page 23: Perspectives of Social Computing life-like characters as social actors

Updating Attitudeweighted update rule• What if a high-intensity emotion of opposite sign

occurs? (a liked agent makes the character very angry)– Character ignores `inconsistent’ new information– Character updates summary value by giving greater weight to

`inconsistent’ information (primacy of recency, Anderson ‘65)

• Consequence for future interaction with interlocutor– Momentary disliking: new value is active for current situation– Essential disliking: new value replaces summary record

3 0.25 5 0.75 = 3liking h-weight angry r-weight disliking

Page 24: Perspectives of Social Computing life-like characters as social actors

Input and Output Componentsreceiving utterances and expressing emotions• Input are formulas encoding

– speaker, hearer – conveyed information– modalities (facial display,

linguistic style) – hypothesized interlocutor

goals, attitudes,…

• Output – 2D animation sequences

displaying character– Synthesized speech

Page 25: Perspectives of Social Computing life-like characters as social actors

Embodimentcharacters that act and speak

• Realization of embodiment– 2D animation sequences visually display the character– Synthetic speech

• Technology– Microsoft Agent package (installed client-side)– JavaScript based interface in Internet Explorer

• Microsoft Agent package– Controls to trigger character actions and speech– Text-to-Speech (TTS) Engine– Voice recognition

• Multi-modal Presentation Markup Language (MPML)– Easy-to-use XML-style authoring tool– Supports multiple character synchronization, simple

synchronization of action and speech– Interface with SCREAM system

Page 26: Perspectives of Social Computing life-like characters as social actors

Gesturesnon-verbal behaviors supporting speech

• Propositional gestures I

“there is a small difference” “there is a big difference”

Ref.: J. Cassell, 2000. Nudge nudge wink wink: Elements of face-to-face conversation for embodied conversational agents. In: J. Cassell, S. Prevost, J. Sullivan, and E. Churchill. Embodied ConversationalAgents. The MIT Press, 1-27.

Page 27: Perspectives of Social Computing life-like characters as social actors

Gestures (cont.)non-verbal behaviors supporting speech• Propositional gestures II

“do you mean [this]”

“or do you mean [that]”

Page 28: Perspectives of Social Computing life-like characters as social actors

Gestures (cont.)non-verbal behaviors supporting speech

• Gestures and posture for emotion expression

“happy”

“sad”

Page 29: Perspectives of Social Computing life-like characters as social actors

Gestures (cont.)non-verbal behaviors supporting speech

• Communicative Behavior I

“greet”

“wantturn”

Communicativefunction

Page 30: Perspectives of Social Computing life-like characters as social actors

Gestures (cont.)non-verbal behaviors supporting speech

• Communicative Behavior II

“taketurn”

“givefeedback”

Communicativefunction

Page 31: Perspectives of Social Computing life-like characters as social actors

Affective Speechvocal effects associated with five emotions

Emotion Fear Anger Sadness Happiness

Disgust

Speech rate

much faster

slightly faster

slightly slower

faster or slower

very much slower

Pitch average

very much higher

very much higher

slightly lower

much higher

very much lower

Pitch range

much wider

much wider

slightly narrower

much wider

slightly wider

Intensity normal higher lower higher lower

Pitch changes

normal abrupt on stressed syllables

downward inflections

smooth upward inflections

wide downward terminal inflections

Ref.: I. R. Murray, J. L. Arnott, 1995. Implementation and testing of a system for producingemotion-by-rule in synthetic speech. Speech Communication (16), 369-390.

Page 32: Perspectives of Social Computing life-like characters as social actors

Implementation

Page 33: Perspectives of Social Computing life-like characters as social actors

Implementation (cont.)simple MPML script

<!--Example MPML script --><mpml>… <scene id=“introduction” agents=“james,al,spaceboy”> <seq> <speak agent=“james”>Do you guys want to play Black Jack?</speak> <speak agent=“al”>Sure.</speak> <speak agent=“spaceboy”>I will join too.</speak> <par> <speak agent=“al”>Ready? You got enough coupons? </speak> <act agent=“spaceboy” act=“applause”/> </par> </seq> </scene>…</mpml>

Page 34: Perspectives of Social Computing life-like characters as social actors

Implementation (cont.)interface between MPML and SCREAM

<!--MPML script illustrating interface with SCREAM --><mpml>… <consult target=”[…].jamesApplet.askResponseComAct(‘james,’al’,’5’)”> <test value=“response25”> <act agent=“james” act=“pleased”/> <speak agent=“james”>I am so happy to hear that.</speak> </test> <test value=“response26”> <act agent=“james” act=“decline”/> <speak agent=“james”>We can talk about that another time.</speak> </test> … </consult>… </mpml>

Page 35: Perspectives of Social Computing life-like characters as social actors

Life-like Characters in Inter-Actionthree demonstrationsCoffee Shop

ScenarioJapanese Comics

Scenario

CasinoScenario

Animated agents with personality and social role

awareness

Life-like characters that

change their attitude during

interaction

Animated comics actors engaging in developing

social relationships

Page 36: Perspectives of Social Computing life-like characters as social actors

Coffee Shop Scenariolife-like characters with social role awareness• User in the role of customer• Animated waiter features

– Emotion, personality– Social role awareness:

respecting conventional practices depending on interlocutor

• Aim of implementation– Entertaining environment for

language conversation training

• Aim of study– Does social role awareness

have an effect on the character’s believability?

Ref.: H. Prendinger, M. Ishizuka, 2001. Let’s talk! Socially intelligent agents for language conversationtraining. IEEE Transactions of SMC – Part A: Systems and Humans, 31(5), 465-471.

Page 37: Perspectives of Social Computing life-like characters as social actors

Experimental Studyuser-agent and agent-agent interaction

Unfriendly Waiter Version (C1)

Friendly Waiter Version (C2)

Description James responds rude to user (ignores practices) Changes behavior to polite with his manager and Al

James displays polite behavior to customer Disobeys the manager’s order and turns down Al (ignores practices)

Hypotheses James’ behavior is unnatural towards user but natural to other agents

James’ behavior is natural towards user but unnatural to other agents

James (waiter)

Genie (manager)

Al (waiter’s friend)

Cast

Page 38: Perspectives of Social Computing life-like characters as social actors

Example Conversationunfriendly waiter version (excerpt only)Speaker

Utterance Annotation

Customer I would like a beer. User selects drink.

Waiter No way, this is a coffee shop.

Waiter considers it as blameworthy to be asked for alcohol and shows his anger. Waiter ignores conventional practices toward customer.

Manager Hello James! The manager of the coffee shop appears.

Waiter Good afternoon. May I take a day off tomorrow?

Performs welcome gesture. Being aware of the social threat from his manager, the waiter uses polite linguistic style.

Manager It will be a busy day. Manager implies that the waiter should not take a day off.

Waiter Ok, I will be there. Considers it as blameworthy to be denied a vacation and is angry. As the waiter is aware of the threat from his manger he suppresses his angry emotion.

Page 39: Perspectives of Social Computing life-like characters as social actors

Resultssocial role awareness and believability

• Support for effect of social role awareness– Behavior more

natural to user in C2 [respects role]

– Behavior more agreeable in C2 [friendly behavior even though low threat from user]

• Unexpected results– James’ behavior

slightly more natural to others in C2

– Personality and mood rated differently (despite of short interaction time)

Question Unfriendly Waiter (C1)

Friendly Waiter (C2)

James natural to user 3.00 6.00

James natural to others

4.88 5.50

James in real life, movie

5.00 4.63

James has good mood 2.25 2.25

James is agreeable 2.38 4.75

James likes his job 1.63 2.63Mean scores for participants’ attitudes (8 subjects for each version)Ratings range from 1 (disagreement) to 7 (agreement)

Page 40: Perspectives of Social Computing life-like characters as social actors

Casino Scenariolife-like characters with changing attitude• User in the role of player

of Black Jack game• Animated advisor features

– Emotion, personality– Changes attitude

dependent on interaction history with user

• Advisor’s agent profile– Agreeable, extrovert,

initially slightly likes the user

– Wants user to follow his advice (high intensity)

– Wants user to win (low intensity) Implemented with MPML and

SCREAM

Page 41: Perspectives of Social Computing life-like characters as social actors

Casino Demo

Produced in cooperation with Sylvain Descamps

Page 42: Perspectives of Social Computing life-like characters as social actors

Emotional Arcadvisor’s winning emotions depending on attitude

• Fig. shows the agent’s internal intensity values for dominant emotions– Highly abstract description (personality, context,… influences are left out)

• Values of expressed emotions differ depending on agent’s personality and contextual features– Since character’s personality is agreeable, e.g., negative emotions are de-

intensified

sorry for (4)distress (4)

Game 1user rejects

advicelooses game

Game 2rejects advicelooses game

Game 3rejects advicelooses game

Game 4follows advicelooses game

Game 5rejects advice

wins game

Pos.

att

itude

Neg.

att

itude

gloat (5)

sorry for (5) good mood (5)

Page 43: Perspectives of Social Computing life-like characters as social actors

Japanese Comics ScenarioJapanese Manga for children “Little Akko’s Got a Secret”

• User controls an avatar (“Kankichi”)– Goal is to elicit Little Akko’s

attraction emotion by guessing her wishes

– Correct guesses increase her liking and familiarity values

• Animated character features– Emotion (joy, distress,

attraction, aversion)

• Aim of game– Develop social relationship– Entertainment

User makes a wrong guess …

Page 44: Perspectives of Social Computing life-like characters as social actors

Emotion Recognitionlimitations of our characters as social actors• Human social actors can recognize interlocutors’ emotions

– Humans recognize frustration (confusion,…) when interacting others and typically react appropriately

– Our characters’ emotion recognition ability is very limited– Characters make assumptions about other agents (incl. the

user) and use emotion generation rules to detect their emotional state

• Stereotypes are used to reason about emotions of others– A typical visitor in a coffee shop wants to be served a certain

beverage and is assumed to be distressed upon failure to receive it (the goal “get a certain beverage” is not satisfied)

– A typical visitor in a casino wants to win, …– The very same appraisal rules are used to reason about the

emotional state of the interlocutor • Emotion recognition via physiological data from user

– We started to use bio-signals to detect users’ emotional state

Page 45: Perspectives of Social Computing life-like characters as social actors

Physiological Data AssessmentProComp+• EMG: Electromyography

• EEG: Electroencephalography

• EKG: Electrocardiography• BVP: Blood Volume Pulse• SC: Skin Conductance• Respiration• Temperature

Page 46: Perspectives of Social Computing life-like characters as social actors

Visualization of Physiological DataBiograph Software

Page 47: Perspectives of Social Computing life-like characters as social actors

Emotion ModelLang’s (95) 2-dimensional model

• Valence: positive or negative dimension of feeling• Arousal: degree of intensity of emotional response

depressed

enraged

sad

relaxed

joyful

excited

Valence

Arousal

Page 48: Perspectives of Social Computing life-like characters as social actors

Educational Gamesrecognizing students’ emotions (C. Conati)

• Computer games have high potential as educational tools– May generate high level of engagement and motivation– Detect students’ emotions to improve learning experience

Prime Climb Gameto teach numberfactorization (UBC)

Page 49: Perspectives of Social Computing life-like characters as social actors

Example Sessionuser’s traits

bodily expressions

reproach shame relief

self-esteem

extraversion

skin conductivity

eyebrows position

agent’s action

pos valence

vision basedrecognizer

EMG

sensors

GSR

ti+1ti

reproach

shame

relief

user’s emotional state at ti

user’s emotionalstate at ti+1

arousal

neg valence

highdown(frowning)

heart rate

HR monitor

high

provide help

do nothing

Page 50: Perspectives of Social Computing life-like characters as social actors

Narrative Intelligence (sketch only)limitations of our characters as social actors• Our characters are embedded in quite simplistic scenarios

– Knowledge gain might be limited even if characters are life-like

• “Knowledge is Stories” (R. Schank ‘95)– Schank argues that knowledge is essentially encoded as stories– This suggests to design `story-like’ interaction scenarios

• Narrative Intelligence (P. Sengers ’00)– Humans have a tendency to interpret events in terms of

narratives– This suggests that characters should be designed to produce

narratively comprehensible behavior, so that humans can easily create narrative explanations of them

• Applications– Learning environments (users as co-constructors of narratives)– Virtual sales agents (story serves rapport building and credibility)– Corporate memory (story-telling to enhance knowledge

exchange in organizations, learning from mistakes,…)

Page 51: Perspectives of Social Computing life-like characters as social actors

Summary (sketch only)

• Social computing – Humans are strongly biased to treat computational

devices as social actors– In order to achieve effective and efficient interaction

between humans and computational devices, social computing aims to support the tendency of humans to communicate with computational devices in an essentially natural way

• Approach– Use of life-like characters as social actors– Model and implement some aspects of the

interaction capability and modalities of humans– Many features of human-human interaction need

further investigation…