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Introducing the Cast for Social Computing: Life-Like Characters

Introducing the Cast for Social Computing: Life-Like Characters. 2004 년 2 학기 로봇공학 특강 송윤석. Summary. Life-like characters are one of the most exciting technologies for human-computer interface application Affective functions  believability or life-likeness

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Introducing the Cast for Social Computing: Life-Like Characters

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  1. Introducing the Cast for Social Computing: Life-Like Characters 2004년 2학기 로봇공학 특강 송윤석

  2. Summary • Life-like characters are one of the most exciting technologies for human-computer interface application • Affective functions believability or life-likeness • synthetic emotions , personalities, human interactive behavior or presentation skills • In social computing, like-like characters are key • Dissemination of life-like character technology in interactive system will greatly depend on the availability of tools • The core tasks • Synchronization of synthetic speech and gestures • Expression of emotion • Personality by means of body movement and facial display • Coordination of the embodied conversational behavior of multiple characters possibly including the user • The design of artificial minds for synthetic characters

  3. 1 Introduction • Life-like characters • Life-like characters are synthetic agents apparently living on the screen of computers • Early characterization • Joseph Bates: emotional and believable character • “Believable character”: one that provides the illusion of life, and thus permits the audience’s suspension of disbelief • Variety of different terms • anthropomorphic agents, avatars, creatures, synthetic actors, non-player characters, and embodied conversational agents • Inspired by specific character applications, such as avatars for distributed virtual environments like chat systems • Restriction of focusing in this works • Graphically represented, or animated

  4. 1 Introduction • Life-likeness • Bates: the portrayal of emotions plays a key role in the aim to create believable characters • On a par with emotions, personality is key to achieving life-likeness • Trappl and Petta dedicated an entire volume to illustrate the personality concept in synthetic character research • Emotion and personality are often seen as the affective bases of believability, and sometimes the broader termsocialis used to characterize life-likeness • (Presumably) most profound account of what it means for a character to be “life-like” is given by Hayes-Roth: suggest seven qualities of life-likeness • conversational, intelligent, individual, social, emphatic, variable, and coherent

  5. 1 Introduction • “Human-like”, “Animal-like” • Human-like characters attracted the majority of researchers • Investigations on animal-like characters, especially dogs • “Realistic” vs. “Cartoon-style” agents • An ongoing debate: • Whether the “life-likeness” of characters is more effectively achieved by realistic or cartoon-style agents • Risk of realistic characters • Users have high expectations of the performance • Small behavior deficiencies lead to user irritation and dissatisfaction • Related investigation: • McBreen et al. investigate the effectiveness and user acceptability of different types of synthetic agents

  6. 2 Towards Social Computing • In the Human Computer Interaction • Life-like characters • Since human-human communication is a highly effective and efficient way of interaction, life-like characters are promising candidates to improve HCI • Biases of Humans • Humans are strongly biased in interpreting synthetic entities as social actors even if they do not display anthropomorphic features (By the work of Reeves and Nass) • Arguments: • There are strong arguments to make the interface socialby adding life-like characters that have the means to send social cues to the user and possibly even receive such signals • It can be said that character-based interface are beneficial whenever the interaction task involves social activity

  7. 2 Towards Social Computing • Social computing • The vision of social computing: • To achieve natural and effective interaction between humans and computational devices • Believe that by employing life-like characters, social computing can be realized most efficiently • Characters of social computing: • Computing that intentionally displays social and affective cues to users and aims to triggersocial reactions in users • Computing that recognizes affective user states and gives affective feedback to users • Social actors • Life-like characters are seen as social actors • A recent study in the social computing paradigm is the “relational agents” (by Bickmore) • Relational agents: computational artifacts “Intended to produce relational cues or otherwise produce a relational response in their users, such as increased liking for or trust in the agents”

  8. 2 Towards Social Computing • Social computing (2) • Recognizing social cues • The second key premise for social computing is that life-like characters recognize social cues of their interlocutor, such as the affective state of the user • In this respect, social computing shares the motivation and goal of affective computing • Social Intelligence Design (related notion) • Emphasizes the role of the web infrastructure • A means of computer-mediated interaction • Community building and evolution, and collective intelligence, rather than (social) human-agent interaction • A full-fledged theory of social intelligence • Macro-level: social interaction in a community of human and virtual agents • Micro-level: social interaction between human users and virtual agents as personal representatives of other community members

  9. 3 Authoring Life-Like Characters • Some challenging tasks in life-like character research • The design of powerful and flexible authoring tools for content experts • Non-professionals will need appropriate scripting tools to build character-based applications • Inter-related tasks in authoring: • The synchronization of synthetic speech, gaze, and gestures • The expression of personality and affective state by means of body movement, facial display, and speech • The coordination of the bodily behavior of multiple characters, including the synchronization of the character’s conversational behavior (for instance, turn-taking) • The communication between one or more characters and the user

  10. 3 Authoring Life-Like Characters • Some Languages and Tools • Character Markup Language (CML): • Low-level and medium-level tags to define the gesture behavior of a character • High-level tags that define combinations of other tagging structures • Allows one to define high-level attributes to modulate a character’s behavior according to its emotional state and personality • Virtual Human Markup Language (VHML) • Provide high-level and low-level tagging structures for facial and bodily animation, gesture, speech, emotion, as well as dialogue management

  11. 3 Authoring Life-Like Characters • Some Languages and Tools • Scripting Technology for Embodied Persona (STEP) • Contains high-level control specifications for scripting communicative gestures of 3D animated agents • Being based Dynamic Logic • Includes constructs known from programming language • Sequential and non-deterministic execution of behaviors or actions, iteration of behaviors, and behaviors that are executed if certain conditions are met

  12. 3 Authoring Life-Like Characters • Some Languages and Tools • Parameterized Action Representation (PAR) • An extensive framework for representing embodied characters and objects in virtual environment • Allows one to specify a large number of action parameters • Control character behavior, including applicability conditions, purpose, duration, manner, and many more • Character action can by modulated by specifying affect- related parameters, emotion, and personality • To achieve a high level of naturalness in expressive behaviors, the authors developed the EMOTE system which is based on movement observation science • Behavior Expression Animation Toolkit (BEAT) • Elaborate mechanism to support consistency and accurate synchronization between a character’s speech and conversational gestures • Uses a pipeline approach where the Text-to-Speech (TTS) engine produces a fixed timeline which constrains subsequently added gesture • The meaning of the input text is first analyzed semantically and then appropriate gestures are selected to co-occur with the spoken text

  13. 3 Authoring Life-Like Characters • Some Languages and Tools • Affective Presentation Markup Language (APML) • Motivation: • Communicative functions, which make the language similar to the BEAT system • Includes: • The speaker’s belief state (certainty of utterance) and intention (request, inform) • A Behavior Language (ABL) • Broaden the spectrum of character scripting • Interactive scenario scripting to include another agent and a human user • Allows one to author believable characters for interactive drama • ABL is a reactive planning language with character behaviors written in a Java-style syntax • Joint plan • Describe the coordinated behavior of characters as one entity rather than having autonomous characters • But joint plan are still reactive, letting the user interfere with plan execution during interaction

  14. 3 Authoring Life-Like Characters • Some Languages and Tools (for non-specialist) • Multi-modal Presentation Markup Language (MPML) • Designed for ordinary people • Write multi-modal character contents most easily like they write a variety of web contents using HTML • Offers a visual editor (Drag-and-Drop fashion) • Provides an interface to the Scripting Emotion-based Agent Minds (SCREAM) • enable authors to specify the propositional attitude and affect-related processes of a character’s (synthetic) brain

  15. 3 Authoring Life-Like Characters • Researchers related to accounting for user’s behavior • Marking up user input modalities rather than character (output) is a hitherto entirely unexplored application of scripting technology • Mariott and Beard • Propose a “complete user interaction” paradigm which they call “Gestalt User Interface … an interface that should be reactive to, and proactive of, the perceived desires of the user through emotion and gesture” • Rist • Offers interesting reflections on scripting and specification language for life-like characters • Propose objectives and desiderata for the design of character language and discusses the state of current developments in view of the potential standardization of scripting languages • Points out the present focus on XML-based language and suggests drawing inspirations from the area of network protocols in order to manage more complex and sophisticated character interactions

  16. 4 Life-Like Character Applications and Systems • Life-like characters are used • As (virtual) tutors and trainers in interactive learning environments • As presenter and sales persona on the web and at information booths • As actors for entertainment • As communication partners in therapy • As personal representatives in online communities and guidance systems • As information experts enhancing conventional web search engines

  17. 4 Life-Like Character Applications and Systems • Tutors and trainers • One of the most successful application fields • Mission Rehearsal Exercise (MRE) system • Support highly believable, responsive, and easily interpretable behavior • The authors base their characters on an architecture • Task-oriented behavior (STEVE) • Rich models of (social) plan-based emotion processing (Emile) • Emotion appraisal and coping behaviors (Carmen’s Bright IDEAS) Presentation (especially online sales)

  18. 4 Life-Like Character Applications and Systems • Presentation • Starting with the PPP Persona (by Rist et al.) • Developed a series of increasingly powerful character technologies • AiA travel agent • eShow-room • RoboCup commentator system • Negotiation dialogue manager (Avatar Arena) • MIAU platform for interactive car sales • The interactive CrossTalk installation featuring two presentation screens • DFKI can be seen as the strongest and most covering in the field • Well motivated and based on psychological and socio-psychological research • Powerful technologies for every imaginable interaction mode with and among life-like characters • Prendinger et al. developed two scripting tools • Creating interactive presentation (MPML) • Affect-driven character (SCREAM)

  19. 4 Life-Like Character Applications and Systems • Entertainment • One of the most attractive application field • Paiva et al. • Classification of character control technologies for story and game application, based on the autonomy dimension • Classification of a user’s control over characters: • puppet-like control, guidance, influence, and god-like control • Exemplified by a series of installations: Tristao and Isolda, Papous, Teatrix, FantasyA, and SenToy • Bruke • Propose a prediction-based approach that allows for new types of learning and adaptive characters in entertainment systems • Marsella et al. • Propose a system called “Carmen’s bright IDEAS” (CBI) • users are immersed in a story that features an animated clinical counselor and another agent that receives help • It is designed to have problems similar to the user who interacts with the CBI system

  20. 4 Life-Like Character Applications and Systems • Online communities and guidance systems • Sumi • Developed the AgentSalon system • A visitor to an exhibition is equipped with a PalmGuide • It hosts his or her personal agent which may migrate to a big display • Start conversing with personal agents of other visitors • The agent stores a user’s personal interest profile, so the conversation between the personal representatives can reveal shared interests and trigger a conversation between visitor • Kitamura • Describes the Multiple Character Interface (MCI) system that aims at assisting users in the information retrieval task • Two MCI-based prototype systems • A co-operative multi-agent system for information retrieval (Venus and Mars) • A competitive multi-agent system for information recommendation (Recommendation Battlers)

  21. 4 Life-Like Character Applications and Systems • Feasibility study on the next generation of natural language understanding systems • Tanaka et al. • Develop a system called “Kirai” • Allows one to direct virtual characters in a 3D entertainment • The system incorporates a natural language recognition and understanding (NLU) component • Characters can be instructed to perform actions in virtual space via speech input • Speech analysis includes: • Syntactic and semantic analysis • Anaphora resolution • Ellipsis handling • Simple mechanism to eliminate the vagueness problem of natural language

  22. 5 Concluding Remarks • The most convincing evidence for the continued interest: • The large number of deployed and upcoming characters applications in a wide variety of applications, from learning and entertainment to online sales and medical advices • In order to pass as genuine social actors : • Life-like characters will eventually also have to be equipped with means to recognize social and affective cues of users, a research topic which we hope to address in a future publication • Animated or robotic, the success of those agents will ultimately depend on whether they are life-like

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