Gordon, A., Hobbs, J. & Cox, M.
AAAI Workshop on Metareasoning: Thinking about thinking.
(Chicago, IL, July 13-14, 2008)
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Representations of an AI agent’s mental states and processes are necessary to enable metareasoning, i.e., thinking about thinking. However, the formulation of suitable representations remains an outstanding AI research challenge, with no clear consensus on how to proceed. This paper outlines an approach involving the formulation of anthropomorphic self-models, where the representations that are used for metareasoning are based on formalizations of commonsense psychology. We describe two research activities that support this approach, the formalization of broad-coverage commonsense psychology theories and use of representations in the monitoring and control of object level reasoning. We focus specifically on metareasoning about memory, but argue that anthropomorphic self-models support the development of integrated, reusable, broadcoverage representations for use in metareasoning systems.
Hobbs, J. & Gordon, A.
Workshop on Sentiment Analysis: Emotion, Metaphor, Ontology and Terminology (EMOT-08), 6th International Conference on Language Resources and Evaluation (LREC-08)
(Marrakech, Morocco, May 27, 2008)
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We understand discourse so well because we know so much. If we are to have natural language understanding systems that are able to deal with texts with emotional content, we must encode knowledge of human emotions for use in the systems. In particular, we must equip the system with a formal version of people’s implicit theory of how emotions mediate between what they experience and what they do, and rules that link the theory with words and phrases in the emotional lexicon. The effort we describe here is part of a larger project in knowledge-based natural language understanding to construct a collection of abstract and concrete core formal theories of fundamental phenomena, geared to language, and to define or at least characterize the most common words in English in terms of these theories (Hobbs, 2008). One collection of theories we have put a considerable amount of work into is a commonsense theory of human cognition, or how people think they think (Hobbs and Gordon, 2005). A formal theory of emotions is an important piece of this. In this paper we describe this theory and our efforts to define a number of the most common words about emotions in terms of this and other theories. Vocabulary related to emotions has been studied extensively within the field of linguistics, with particular attention to cross-cultural differences (Athanasiadou and Tabakowska, 1998; Harkins and Wierzbicka, 2001; Wierzbicka, 1999). Within computational linguistics, there has been recent interest in creating large-scale text corpora where expressions of emotion and other private states are annotated (Wiebe et al., 2005). In Section 2 we describe Core WordNet and our categorization of it to determine the most frequent words about cognition and emotion. In Section 3 we describe an effort to flesh out the emotional lexicon by searching a large corpus for emotional terms, so we can have some assurance of high coverage in both the core theory and the lexical items linked to it. In Section 4 we sketch the principal facets of some of the core theories. In Section 5 we describe the theory of Emotion with several examples of words characterized in terms of the theories.
Solomon, S., van Lent, M., Core, M., Carpenter, P., & Rosenberg, M.
Proceedings of the 17th Conference on Behavior Representation in Modeling and Simulation (BRIMS 2008),
(Providence, RI, April 2008)
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Increasingly, the military has requirements for teaching cultural awareness, which demands flexible representations of cultural knowledge. The Culturally-Affected Behavior project seeks to define a language for encoding ethnographic data in order to capture cultural knowledge and use that knowledge to affect human behavior models. Having anthropologists encode ethnographic data will validate the language and will result in a library of culture models for immersive training.
Manshadi M., Swanson, R., Gordon, A.
Twenty-first International Conference of the Florida AI Society, Applied Natural Language Processing track
(Coconut Grove, FL, May 15-17, 2008)
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One of the central problems in building broad-coverage
story understanding systems is generating expectations
about event sequences, i.e. predicting what happens next
given some arbitrary narrative context. In this paper, we
describe how a large corpus of stories extracted from
Internet weblogs was used to learn a probabilistic model of
event sequences using statistical language modeling
techniques. Our approach was to encode weblog stories as
sequences of events, one per sentence in the story, where
each event was represented as a pair of descriptive key
words extracted from the sentence. We then applied
statistical language modeling techniques to each of the event
sequences in the corpus. We evaluated the utility of the
resulting model for the tasks of narrative event ordering and
event prediction.
Gordon, A., Swanson, R.
International Conference on Weblogs and Social Media
(3/31/2008)
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The phenomenal rise of Internet weblogging has created
new opportunities for people to tell personal stories of their
life experience, and the potential to share these stories with
those who can most benefit from reading them. One barrier
to this new mode of storytelling is the lack of accessibility;
existing Internet search tools are not tailored to the unique
characteristics of this textual genre. In this paper we
describe our efforts to develop a search engine specifically
for the stories that appear in Internet weblogs, called
StoryUpgrade. This application utilizes statistical text
classification technologies to separate story content from
other text in weblog entries, and facilitates searches for
stories that are related to particular activities of interest.
Swanson, R., Chew, E., Gordon, A.
AAAI Spring Symposium Series
(Stanford University, March 26-28, 2008)
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Music and language are two human activities that fit well with a traditional notion of creativity and are particularly suited to computational exploration. In this paper we will argue for the necessity of syntactic processing in musical applications. Unsupervised methods offer uniquely interesting approaches to supporting creativity. We will demonstrate using the Constituent Context Model that syntactic structure of musical melodies can be learned automatically without annotated training data. Using a corpus built from the Well Tempered Clavier by Bach we describe a simple classification experiment that shows the relative quality of the induced parse trees for musical melodies.
Lane, H., Core, M., Gomboc, D., Karnavat, A., Rosenberg, M.
I/ITSEC
(Orlando, Florida, November 2007)
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We describe some key issues involved in building an intelligent tutoring system for the ill-defined domain of interpersonal and intercultural skill acquisition. We discuss the consideration of mixed-result actions (actions with pros and cons), categories of actions (e.g. required steps vs. rules of thumb), the role of narrative, and reflective tutoring, among other topics. We present these ideas in the context of our work on an intelligent tutor for ELECT BiLAT, a game-based system to teach cultural awareness and negotiation skills for bilateral engagements. The tutor provides guidance in two forms: (1) as a coach that gives hints and feedback during an engagement with a virtual character, and (2) during an after-action review to help the learner reflect on their choices. Learner activities are mapped to learning objectives, which include whether the actions represent positive or negative evidence of learning. These underlie an expert model, student model, and models of coaching and reflective tutoring that support the learner. We describe several other cultural and interpersonal training systems that situate learners in goal based social contexts that include interaction with virtual characters and automated guidance. Finally, our future work includes evaluations of learning, expansion of the coach and reflective tutoring strategies, and integration of deeper knowledge-based resources that capture more nuanced cultural aspects of interaction.
Gordon, A., Cao, Q., Swanson, R.
Proceedings of the Fourth International Conference on Knowledge Capture
(Whistler, BC, October 28-31, 2007)
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Among the most interesting ways that people share knowledge is through the telling of stories, i.e. first-person narratives about real life experiences. Millions of these stories appear in Internet weblogs, offering a potentially valuable resource for future knowledge management and training applications. In this paper we describe efforts to automatically capture stories from Internet weblogs by extracting them using statistical text classification techniques. We evaluate the precision and recall performance of competing approaches. We describe the large-scale application of story extraction technology to Internet weblogs, producing a corpus of stories with over a billion words.
Peers, P., Tamura, N., Matusik, W., Debevec, P.
ACM Transactions on Graphics (Proceedings of SIGGRAPH 2007)
(San Diego, CA, August 2007)
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We propose a novel post-production facial performance relighting system for human actors. Our system uses just a dataset of view-dependent facial appearances with a neutral expression, captured for a static subject using a Light Stage apparatus. For the actual performance, however, a potentially different actor is captured under known, but static, illumination. During post-production, the reflectance field of the reference dataset actor is transferred onto the dynamic performance, enabling image-based relighting of the entire sequence. Our approach makes post-production relighting more practical and could easily be incorporated in a traditional production pipeline since it does not require additional hardware during principal photography. Additionally, we show that our system is suitable for real-time post-production illumination editing.
Ma, W., Hawkins, T., Peers, P., Chabert, C., Weiss, M., Debevec, P.
Conference Proceeding
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We estimate surface normal maps of an object from either its diffuse or specular reflectance using four spherical gradient illumination patterns. In contrast to traditional photometric stereo, the spherical patterns allow normals to be estimated simultaneously from any number of viewpoints. We present two polarized lighting techniques that allow the diffuse and specular normal maps of an object to be measured independently. For scattering materials, we show that the specular normal maps yield the best record of detailed surface shape while the diffuse normals deviate from the true surface normal due to subsurface scattering, and that this effect is dependent on wavelength. We show several applications of this acquisition technique. First, we capture normal maps of a facial performance simultaneously from several viewing positions using time-multiplexed illumination. Second, we show that highresolution normal maps based on the specular component can be used with structured light 3D scanning to quickly acquire high-resolution facial surface geometry using off-the-shelf digital still cameras. Finally, we present a realtime shading model that uses independently estimated normal maps for the specular and diffuse color channels to reproduce some of the perceptually important effects of subsurface scattering.
Paek, T., Gandhe, S., Chickering, D., Ju, Y.
Proceedings of ACL 2007 Speechgram Workshop: Grammar-based approaches to Spoken Language Processing
(Prague, June 2007)
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In command and control (C&C) speech interaction, users interact by speaking commands or asking questions typically specified in a context-free grammar (CFG). Unfortunately, users often produce out-of-grammar (OOG) command, which can result in misunderstanding or non-understanding. We explore a simple approach to handling OOG commands that involves generating a backoff grammar from any CFG using filler models, and utilizing that grammar for recognition whenever the CFG fails. Working within the memory footprint requirements of a mobile C&C product, applying th approach yielded a 35% relative reduction in semantic error rate for OOG commands. It also improve partial recognitions for enabling clarification dialogue.
Jan, D., Traum, D.
Proceedings of ACL 2007 workshop on Embodied Language Processing
(Prague, Czech Republic, June 2007)
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For embodied agents to engage in realistic multiparty conversation, they must stand in appropriate places with respect to other agents and the environment. When these factors change, for example when an agent joins a conversation, the agents must dynamically move to a new location and/or orientation to accommodate. This paper presents an algorithm for simulating the movement of agents based on observed human behavior using techniques developed for pedestrian movement in crowd simulations. We extend a previous group conversation simulation to include an agent motion algorithm. We examine several test cases and show how the simulation generates results that mirror real-life conversation settings.
Gordon, A., Swanson, R.
Proceedings of the 2007 meeting of the Association for Computational Linguistics (ACL-07)
(Prague, Czech Republic, June 2007)
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Large corpora of parsed sentences with semantic role labels (e.g. PropBank) provide training data for use in the creation of high-performance automatic semantic role labeling systems. Despite the size of these corpora, individual verbs (or role-sets) often have only a handful of instances in these corpora, and only a fraction of English verbs have even a single annotation. In this paper, we describe an approach for dealing with this sparse data problem, enabling accurate semantic role labeling for novel verbs (rolesets) with only a single training example. Our approach involves the identification of syntactically similar verbs found in PropBank, the alignment of arguments in their corresponding rolesets, and the use of their corresponding annotations in PropBank as surrogate training data.
Lane, H.
Conference Proceeding
(Marina Del Rey, CA, July 2007)
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We argue that metacognition is a critical component in the development of intercultural competence by highlighting the importance of supporting a learner’s self-assessment, self-monitoring, predictive, planning and reflection skills. We also survey several modern immersive cultural learning environments and discuss the role intelligent tutoring and experience management techniques can play to support these metacognitive demands. Techniques for adapting the behaviors of virtual humans to promote cultural learning are discussed, as well as explicit approaches to feedback. We conclude with several suggestions for future research, including the use of existing intercultural development metrics for evaluating learning in immersive environments and to conduct more studies of the use of implicit and explicit feedback to guide learning and establish optimal conditions for acquiring intercultural competence.
Tortell, R., Luigi, D., Dozois, A., Bouchard, S., Morie, J., Ilan, D.
Virtual Reality
(London, 2007)
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Scent has been well documented as having significant effects on emotion (Alaoui-Ismaili in Physiol Behav 62(4):713?720, 1997; Herz et al. in Motiv Emot 28(4):363?383, 2004), learning (Smith et al. in Percept Mot Skills 74(2):339?343, 1992; Morgan in Percept Mot Skills 83(3)(2):1227?1234, 1996), memory (Herz in Am J Psychol 110(4):489?505, 1997) and task performance (Barker et al. in Percept Mot Skills 97(3)(1):1007?1010, 2003). This paper describes an experiment in which environmentally appropriate scent was presented as an additional sensory modality consistent with other aspects of a virtual environment called DarkCon. Subjects? game play habits were recorded as an additional factor for analysis. Subjects were randomly assigned to receive scent during the VE, and/or afterward during a task of recall of the environment. It was hypothesized that scent presentation during the VE would significantly improve recall, and that subjects who were presented with scent during the recall task, in addition to experiencing the scented VE, would perform the best on the recall task. Skin-conductance was a significant predictor of recall, over and above experimental groups. Finally, it was hypothesized that subjects? game play habits would affect both their behavior in and recall of the environment. Results are encouraging to the use of scent in virtual environments, and directions for future research are discussed.
Elson, D., Riedl, M.
Conference Proceeding
(Palo Alto, CA, June 2007)
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Machinima is a low-cost alternative to full production filmmaking. However, creating quality cinematic visualizations with existing machinima techniques still requires a high degree of talent and effort. We introduce a lightweight artificial intelligence system, Cambot, that canbe used to assist in machinima production. Cambot takes a script as input and produces a cinematic visualization. Unlike other virtual cinematography systems, Cambot favors an offline algorithm coupled with an extensible library of specific modular and reusable facets of cinematicknowledge. One of the advantages of this approach tovirtual cinematography is a tight coordination between the positions and movements of the camera and the actors.
Exploiting User-State Data for Adaptive Training Systems
Technical Report
(ICT Technical Report, 12/2006)
Core, M., Traum, D., Lane, H., Swartout, W., Gratch, J., van Lent, M., Marsella, S.
SIMULATION
(November 2006)
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Although the representation of physical environments and behaviors will continue to play an important role in simulation-based training, an emerging challenge is the representation of virtual humans with rich mental models (e.g., including emotions, trust) that interact through conversational as well as physical behaviors. The motivation for such simulations is training soft skills such as leadership, cultural awareness, and negotiation, where the majority of actions are conversational, and the problem solving involves consideration of the emotions, attitudes, and desires of others.The educational power of such simulations can be enhanced by the integration of an intelligent tutoring system to support learners? understanding of the effect of their actions on virtual humans and how they might improve their performance. In this paper, we discuss our efforts to build such virtual humans, along with an accompanying intelligent tutor, for the domain of negotiation and cultural awareness.
Treskunov, A., Pair, J.
Conference Proceeding
(Orlando, FL, November 2006)
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Real time computer graphics are limited in that they can only be displayed on projection screens and monitors. Monitors and projection screens cannot be used in live fire training or scenarios in which the displays could be physically damaged by trainees. To address this issue, we have developed projection systems using computer vision based color correction and image processing to project onto non-ideal surfaces such as painted walls, cinder blocks, and concrete floors. These projector-camera systems effectively paint the real world with digital light. Any surface can become an interactive projection screen allowing unprepared spaces to be transformed into an immersive environment. Virtual bullet holes, charring, and cracks can be added to real doors, walls, tables, chairs, cabinets, and windows. Distortion correction algorithms allow positioning of projection devices out of the field of view of trainees and their weapons. This paper describes our motivation and approach for implementing projector-camera systems for use within the FlatWorld wide area mixed reality system.
Hill, R., Belanich, J., Lane, H., Core, M., Dixon, M., Forbell, E., Kim, J., Hart, J.
Conference Proceeding
(Orlando, FL, November 2006)
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ELECT BiLAT is a prototype game-based simulation for Soldiers to practice conducting bilateral engagements in a cultural context. The prototype provides students with the experience of preparing for a meeting including familiarization with the cultural context, gathering intelligence, conducting a meeting and negotiating when possible, and following up on meeting agreements as appropriate. The ELECT BiLAT architecture is based on a commercial game engine that is integrated with research technologies to enable the use of virtual human characters, scenario customization, as well as coaching, feedback and tutoring.
Because the prototype application is intended to be a learning environment, pedagogy has been central throughout development. The project followed a five-phase process: (1) analyze the training domain; (2) develop a story board prototype; (3) implement a computer version of the training prototype; (4) refine training objectives and link their conditions and standards to game activities; and (5) develop training support content for students, instructors, and training developers. The goal is an authorable game-based environment that uses the pedagogy of guided discovery for training Soldiers in the conduct of bilateral engagements within a specific cultural context.
Robinson, S., Roque, A., Vaswani, A., Traum, D., Hernandez, C., Millspaugh, B.
Conference Proceeding
(Orlando, FL, November 2006)
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We present an evaluation of a spoken dialogue system that engages in dialogues with soldiers training in an immersive Call for Fire (CFF) simulation. We briefly describe aspects of the Joint Fires and Effects Trainer System, and the Radiobot-CFF dialogue system, which can engage in voice communications with a trainee in call for fire dialogues. An experiment is described to judge performance of the Radiobot CFF system compared with human radio operators. Results show that while the current version of the system is not quite at human-performance levels, it is already viable for training interaction and as an operator-controller aid.
Social Software in Education: Backchannel and other Disruptive Technologies
Richmond, T.
40th Hawaii International Conference on Systems Science
(January, 2007)
Placement of Continuous Media in Ad-Hoc Networks of Devices
Ghandeharizadeh, S., Helmy, A., Krishnamacahri, B., Bar, F., Richmond, T.
Encyclopedia of Multimedia, Furht, Borko (Ed.), Springer 2006, XXVIII, 989, ISBN: 0-387- 24395-X
Data Discovery, Routing and Traffic Patterns
Ghandeharizadeh, S., Helmy, A., Krishnamacahri, B., Bar, F., Richmond, T.
Encyclopedia of Multimedia, Furht, Borko (Ed.), Springer 2006, XXVIII, 989, ISBN: 0-387- 24395-X
Data Management Techniques for Continuous Media In Ad-Hoc Networks of Wireless Devices
Ghandeharizadeh, S., Helmy, A., Krishnamacahri, B., Bar, F., Richmond, T.
Encyclopedia of Multimedia, Furht, Borko (Ed.), Springer 2006, XXVIII, 989, ISBN: 0-387- 24395-X
Leuski, A., Lavrecko, V.
2006 Conference on Information and Knowledge Management
(Arlington, VA November 6th-11th, 2006)
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We are interested in the problem of understanding the connections between human activities and the content of textual information generated in regard to those activities. Massive online collaborative environments, specifically online virtual worlds, where people meet, exchange messages, and perform actions can be a rich source for such an analysis. In this paper we study one of such virtual worlds and the activities of its inhabitants. We explore the existing dependencies between the activities and the content of the chat messages the world?s inhabitants exchange with each other. We outline three experimental tasks and show how language modeling and text clustering techniques allow us to explore those dependencies successfully
Gordon, A.
Proceedings of the Fourteenth Annual ACM International Conference on Multimedia (MM 2006)
(Santa Barbara, CA., October 23-27)
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In this paper, we describe Fourth Frame Forums, an application that combines traditional four-frame comic strips with online web-based discussion forums. In this application, users are presented with a four-frame comic strip where the last dialogue balloon of the fourth frame is left blank. By typing a statement into this dialogue balloon, the user creates a new discussion thread in the forum, where the user?s dialogue choice can be critiqued and discussed by other users of the forum. We argue that Fourth Frame Forums provide an elegant and cost-effective solution for online education and training environments for communities of learners. We provide examples from the domain of US Army leadership development, and compare Fourth Frame Forums to alternative methods of story-directed simulation and training.
Integrating logical inference into statistical text classification applications
Gordon, A., Swanson, R.
Proceedings of the AAAI Fall Symposium on Integrating Logical Reasoning into Everyday Applications
(Washington, D.C., October 13-15, 2006)
Open Education Resources: Coherent Anarchy?
Richmond, T.
DIY Media Conference
(USC Annenberg Center for Communication, October 2006)
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Assessment of spatial neglect with a virtual wheelchair navigation task
Buxbaum, L.J., Palermo, M., Mastrogiovanni, D., Schmidt, M., Rosenberg-Pitonyak, E., Rizzo, A.
Proceedings of the 5th Annual International Workshop on Virtual Rehabilitation
(New York, NY, August, 2006)
Tortell, R., Morie, J.
Conference Proceeding
(TBD)
Assessment of Spatial Neglect with a Virtual Wheelchair Navigation task
Buxbaum, L., Palermo, M., Mastrogiovanni, D., Schmidt, M., Rosenberg-Pitonyak, E., Rizzo, A.
5th Annual International Workshop on Virtual Rehabilitation
(New York, NY, August, 2006)
Read Abstract »
We report data from 9 participants with right hemisphere stroke on a new virtual reality (VR) wheelchair navigation test designed to assess lateralized spatial attention and neglect. The test consists of a virtual winding path along which participants must navigate (or be navigated by an experimenter) as they name objects encountered along the way. There are 4 VR task conditions, obtained by crossing the factors array complexity (Simple, Complex) and Driver (Participant, Experimenter). Participants performed the VR task, a real-life wheelchair navigation task, and a battery of tests assessing arousal, visual attention under secondary task demands, and neglect. The VR test showed sensitivity to both array complexity and driver, with best performance occurring in the Experimenter-Navigated, Simple Array condition. The VR test also showed high correlations with the wheelchair navigation test, and these correlations were in many instances higher than those between traditional clinical neglect tests and the wheelchair navigation task. Moreover, the VR test detected lateralized attention deficits in participants whose performance was within the normal range on other neglect tests. We conclude that the VR task is sensitive to factors likely to affect the severity of neglect in the daily environment, and shows promise as an efficient, easily administered measure of real-life wheelchair navigation.
Gratch, J., Okhmatovskaia, A.
6th International Conference on Intelligent Virtual Agents
(Marina del Rey, CA, August 21-23)
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Effective face-to-face conversations are highly interactive. Participants respond to each other, engaging in nonconscious behavioral mimicry and backchanneling feedback. Such behaviors produce a subjective sense of rapport and are correlated with effective communication, greater liking and trust, and greater influence between participants. Creating rapport requires a tight sense-act loop that has been traditionally lacking in embodied conversational agents. Here we describe a system, based on psycholinguistic theory, designed to create a sense of rapport between a human speaker and virtual human listener. We provide empirical evidence that it increases speaker fluency and engagement.
Wang, N., Marsella, S.
6th International Conference on Intelligent Virtual Agents
(Marina del Rey, CA, August 21-22 2006)
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A dungeon role playing game intended to induce emotions such as boredom, surprise, joy, anger and disappointment is introduced. From the preliminary study, facial expressions indicating boredom and anger were observed. Individual differences were found on appraisal and facial expression of surprise, joy and disappointment
Kopp, S., Krenn, B., Marsella, S., Marshall, A., Pelachaud, C., Pirker, H., Thorisson, K., Vilhjalmsson, H.
?6th International Conference on Intelligent Virtual Agents
(Marina del Rey, CA, August 21-23 2006)
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This paper describes an international effort to unify a multimodal behavior generation framework for Embodied Conversational Agents (ECAs). We propose a three stage model we call SAIBA where the stages represent intent planning, behavior planning and behavior realization. A Function Markup Language (FML), describing intent without referring to physical behavior, mediates between the first two stages and a Behavior Markup Language (BML)describing desired physical realization, mediates between the last two stages. In this paper we will focus on BML. The hope is that this abstraction and modularization will help ECA researchers pool their resources to build more sophisticated virtual humans.
Debevec, P.
Los Alamitos, CA IEEE ComputerMagazine
(August 2006 , (Vol. 39, pp. 57-65))
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Recording how scenes transform incident illumination into radiant light is an active topic in computational photography. Such techniques make it possible to create virtual images of a person or place from new viewpoints and in any form of illumination.
Lee, J., Marsella, S.
6th International Conference on Intelligent Virtual Agents
(Marina del Rey, CA, August 21-22 2006)
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Believable nonverbal behaviors for embodied conversational agents (ECA) can create a more immersive experience for users and improve the effectiveness of communication. This paper describes a nonverbal behavior generator that analyzes the syntactic and semantic structure of the surface text as well as the affective state of the ECA and annotates the surface text with appropriate nonverbal behaviors. A number of video clips of people conversing were analyzed to extract the nonverbal behavior generation rules. The system works in real-time and is user-extensible so that users can easily modify or extend the current behavior generation rules.
Patal, R., Leuski, A., Traum, D.
In Proceedings of the 6th International Conference on Intelligent Virtual Agents (IVA'06)
(August 21-23, 2006, Marina del Rey)
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We consider the problem of designing virtual characters that support speech-based interactions in a limited domain. Previously we have shown that classification can be an effective and robust tool for selecting appropriate in-domain responses. In this paper, we consider the problem of dealing with out-of-domain user questions. We introduce a taxonomy of out-of-domain response types. We consider three classification architectures for selecting the most appropriate out-of-domain responses. We evaluate these architectures and show that they significantly improve the quality of the response selection making the user?s interaction with the virtual character more natural and engaging.
Martinovski, B.
The 28th Annual Conference of the Cognitive Science Society - CogSci 2006
(Vancouver, Canada , July 26-29th, 2006)
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This paper presents an empirical qualitative analysis of eliciting, giving and receiving empathy in discourse. The study identifies discursive and linguistic features, which realize cognitive, emotive, parallel and reactive empathy and suggests that imitation, simulation and representation could be non-exclusive processes in Theory of Mind reasoning.
Swanson, R., Gordon, A.
Proceedings of the Joint Conference of the International Committee on Computational Linguistics and the Association for Computational Linguistics (COLING/ACL 2006)
(Sydney, Australia, July 17-21, 2006)
Read Abstract »
The integration of sophisticated inference-based techniques into natural language processing applications first requires a reliable method of encoding the predicate-argument structure of the propositional content of text. Recent statistical approaches to automated predicate- argument annotation have utilized parse tree paths as predictive features, which encode the path between a verb predicate and a node in the parse tree that governs its argument. In this paper, we explore a number of alternatives for how these parse tree paths are encoded, focusing on the difference between automatically generated constituency parses and dependency parses. After describing five alternatives for encoding parse tree paths, we investigate how well each can be aligned with the argument substrings in annotated text corpora, their relative precision and recall performance, and their comparative learning curves. Results indicate that constituency parsers produce parse tree paths that can more easily be aligned to argument substrings, perform better in precision and recall, and have more favorable learning curves than those produced by a dependency parser.
Roque, A., Traum, D.
7th SIGdial Workshop on Discourse and Dialogue
(Sydney, Australia, July 15-16, 2006)
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We present a dialogue manager for ‘Call for Fire’ training dialogues. We describe the training environment, the domain, the features of its novel information state-based dialogue manager, the system it is a part of, and preliminary evaluation results.
Gratch, J., Marsella, S., Mao, W.
Twenty-First National Conference on Artificial Intelligence (AAAI06)
(Boston, MA, July 16 - 20, 2006)
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This article summarizes recent progress in developing a validated computational account of the cognitive antecedents and consequences of emotion. We describe the potential of this work to impact a variety of AI problem domains.
Roque, A., Traum, D.
7th SIGdial Workshop on Discourse and Dialogue
(Sydney, Australia, July 15-16, 2006)
Read Abstract »
We present a dialogue manager for ‘Call for Fire’ training dialogues. We describe the training environment, the domain, the features of its novel information state-based dialogue manager, the system it is a part of, and preliminary evaluation results.
Core, M., Lane, H., van Lent, M., Gomboc, D., Solomon, S., Rosenberg, M.
Proceedings of the Eighteenth Conference on Innovative Applications of Artificial Intelligence
(Boston, MA, July 2006)
Read More »
Riedl, M., Young, R.
IEEE Computer Graphics and Applications, 26(3)
(May/June 2006)
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Interactive narrative systems are storytelling systems in which the user can influence the content or ordering of story world events. Conceptually, an interactive narrative can be represented as a branching graph of narrative elements, implying points at which an interactive user?s decisions influence the content or ordering of the remaining elements. Generative approaches to interactive narrative construct narrative at runtime or pre-construct on a per-session basis highly interactive branching narrative structures. One generative approach ? narrative mediation ? represents story as a linear progression of events with anticipated user actions and system-controlled agent actions together in a partially-ordered plan. For every possible way the user can violate the story plan, an alternative story plan is generated. If narrative mediation is powerful enough to express the same interactive stories as systems that use branching narrative structures, then linear narrative generation techniques can be applied to interactive narrative generation. This paper lays out this argument and sketches a proof that narrative mediation is at least as powerful as acyclic branching story structures.
Lane, H., Core, M., Gomboc, D., Solomon, S., van Lent, M., Rosenberg, M.
8th International Conference on Intelligent Tutoring
(Jhongil, Taiwan, June 26th-30th)
Read Abstract »
Reflection is critically important for time-constrained training simulations that do not permit extensive tutor-student interactions during an exercise. Here, we describe a reflective tutoring system for a virtual human simulation of negotiation. The tutor helps students review their exercise, elicits where and how they could have done better, and uses explainable artificial intelligence (XAI) to allow students the chance to ask questions about the virtual human’s behavior
Technical Report
McAlinden, R., van Lent, M., Clevenger, W., Tien, W.
Artificial Intelligence and Interactive Digital Entertainment Conference Demonstrations
(Marina del Rey, CA (June 2006))
Read Abstract »
This paper details the demonstration of an annotation and affordance-based software model intended to introduce cultural and social influences into a non-player character’s (NPC) decision-making process. We describe how recent research has supported the need to begin incorporating the effects of culture into the interactive digital domain. The technical approach is presented that describes the software techniques for embedding and utilizing culturally-specific information inside of a virtual environment, as well as the design and implementation of a deterministic Markov Decision Process (MDP) to model the affects of culture on the AI.
Dini, D., van Lent, M., Carpenter, P., Iyer, K.
In Proceedings of Artificial Intelligence and Interactive Digital Entertainment
(Marina del Rey, CA June 20-23rd 2006)
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Planning and execution systems have been used in a wide varietyof systems to create practical and successful automation. Theyhave been used for everything from performing scientific researchon the surface of Mars to controlling enemy characters in video games to performing military air campaign planning. After reviewing past work on these various planning and executionsystems, we believe that most lack one or more key componentscontained in another system. To enable future researchers to build more complete systems, and avoid possible serious system failure, we identify the major technical problems any implementer of such a system would have to face. In addition wecite recent solutions to each of these technical problems. We limit our focus to planning and execution for virtual worlds and theunique problems faced therein.
Riedl, M., Stern, A., Dini, D.
The 2nd Conference on Artificial Intelligence and Interactive Entertainment (AIIDE)
(Marina del Rey, CA June 20-23)
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Simulation is a common feature in computer entertainment. However, in computer games simulation and story are often kept distinct by interleaving interactive play and cut scenes. We describe a technique for an interactive narrative system that more closely integrates simulation and storyline. The technique uses a combination of semi-autonomous character agents and high-level story direction. The storyline is decomposed into directives to character agents to achieve particular world states. Otherwise, character agents are allowed to behave autonomously. When the player?s actions create inconsistency between the simulation state and storyline, the storyline is dynamically adapted and repaired to resolve any inconsistencies.