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WP6 Emotion in Interaction. Embodied Conversational Agents WP6 core task: describe an interactive ECA system with capabilities beyond those of present day ECAs Advance ECA capabilities in perception, generation, adaptation and interaction. Agent capabilities.
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WP6 Emotion in Interaction • Embodied Conversational Agents • WP6 core task: describe an interactive ECA system with capabilities beyond those of present day ECAs • Advance ECA capabilities in perception, generation, adaptation and interaction
Agent capabilities • ECA to be provided with capacities for: • perception: • show behaviors associated with emotion-related attention shifts • react in emotionally colored ways to environmental events • generation: • produce dynamic expressive behaviors • achieve coordination of signs of emotion in multiple modalities
Agent capabilities • adaptation: • reactions to the user’s emotional state • reactions to the situational context • creating affective bonds: • converge or diverge with user’s behavior
WP6 Exemplar • Exemplar will take the form of a theoretical framework • Description of overall ECA architecture • Sub-modules based on agent capabilities • Clear conceptual links between sub-modules • A number of conceptual sub-modules have been enumerated to provide the following capacities:
Agent Capacities • 1. Co-ordination of signs of emotion in multiple modalities • 2. Production of expressive behaviours • 3. Behaviours associated with emotion-related attention shifts • 4. React in emotionally coloured ways to environmental events • 5. Adapt reactions to the users emotional state • 6. Adapt reactions to the context • 7. ‘Converge’ or ‘diverge’ with the users behaviour appropriately
Behaviour Expressivity of ECA exemplar sub-module 8.1 • Focus on how behaviours that accompany acts of speech are generated • Expressivity is key: capture with small number of numerical attributes providing high level control • Find good set of parameters that apply across modalities • Establish connection between signal intensity and expressivity parameterisation • Address multimodal integration issues of signals • Investigate influence of multiple nested communicative goals on signal production • Related WPs: WP3, WP4, WP9
Attention-based ECA Discourse exemplar sub-component 8.2 • Control of flexible discourse between multiple ECA’s, focusing on a model of the listener • ECA perception and interpretation of signals from other agents • Combination of different attention modalities into a single focus of attention • Agent memory for storage of discourse information, theories of mind etc. • Generation of related behaviours • Related WPs: WP3, WP4, WP7
Emotionally Sensitive Reactive Agent exemplar sub-component 8.3 • Agents that can react emotionally to internal and external stimuli perceived through virtual sensors • Spontaneous gestures modulated by an emotional layer • Automatic reactions to unexpected sounds, objects or characters • Related WPs: WP4
Adaptation to User’s Affective State exemplar sub-component 8.4 • ECAs that can perceive and act accordingly to the emotional state of a user in a principled way • GAMBLE – Gretas Affective MoBiLe dicing intEraction • Emotional situation where the agent blames the user for deceit, or the user detects agents deceit and agent must react • How emotions need to be conveyed in order to increase the user’s trust in an agent • Study emotion interaction in multi-party situation with several human users • Related WPs: WP4, WP8, WP10
The Role of Affect in Imitation exemplar sub-component 8.8 • Study the decision making process during imitation – what, when and how • Understand emotional contagion mechanisms and model underlying mimicry • Study the use of synchronisation in social interaction • Related WPs: WP4, WP7
Multimodal Coordinated Signs of Emotion exemplar sub-component 8.5 • Synchronization scheme across modalities • Temporal relation between modalities • Selection of modalities • Weighting modalities • Context • Related WPs: WP3, WP4, WP5
Situational Context exemplar sub-component 8.6 • Factors that contribute to an experiment • Participants, instructions, task, modalities used • Slight change in one can have great influence • Determine the type of possible emotional states • Select the type of behavior to look for in a video corpus or from the user in an interactive setting • Adapt the agent’s behavior to the context • Related WPs: WP4, WP5
Interactive Artistic Performance Testbed exemplar sub-component 8.7 • New methods for natural interaction • Analysis of expressive gesture • Use dance (as artistic expression of human movement) as test bed • Output expressive audio and visual content • Not ECA oriented; but could be linked to expressive gesture for ECAs (exemplar sub-component 8.1) • Related WPs: WP3, WP4
Relation with WPs • WP3: define proper set of expressivity parameters; relevant parameter; how intensity of emotional state is reflected by behavior expressive parameters • WP4: perception and recognition of user’s emotional state; understanding and learning the dynamic properties of user’s behavior
Relation with WPs • WP5: collecting and analysing the data; defining what to code and how to code it; build a lexicon; define a language to describe gesture. • WP7: link between modelling of the mind and behavior externalization; decision making
Relation with WPs • WP8: effects of gaze and facial expression on the persuasiveness of an agent on a human viewer, particularly in terms of influencing the users emotional state. • WP9: use user-centered design method to design a given application • WP10: manipulation of user’s emotional state, say ‘fake’ information with ‘believability’
SALAS • Artificial listener designed to allow the user to move through various emotional states • Consists of slides that offer a range of responses to a human speaker • Responses depend on which of four personalities human has chosen to talk to • Poppy: cheerful and optimistic • Spike: aggressive and confrontational • Obadiah: gloomy and pessimistic • Prudence: matter-of-fact with a practical view on life
SALAS • Additional slides for switches between personalities and ‘repairs’ for when something goes wrong • Each personality tries to steer the user towards a target state • Useful as a crystallisation point where modules can be plugged in • Avoids high-level planning problems • Different versions with varying qualities • May act as a thread through WP4, WP5 and WP6 • Will NOT be a system however