Evolving Social Relationships with Animate Characters

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Transcript Evolving Social Relationships with Animate Characters

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
the tendency of humans to interact with
computers as social actors.
Technology that reinforces the bias towards
social interaction by appropriate response
may improve communication between
humans and computational devices.
Social Computing
realization
Most naturally,
social computing
can be realized
by using
life-like characters.
(cont.)
Life-like Characters
requirements for their believability
Features of life-like Characters
Embodiment
• Synthetic bodies
• 2D or 3D animations
[realism not required]
• Affective voice
• Emotional display
• Gestures
• Posture
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”
Scope of Applications
some examples
Outline
social 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
Background
computers as social actors
• Psychological studies show that
people are strongly biased to treat
computers as social actors
– For a series of classical tests of humanhuman 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.
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.
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,
Herman the Bug watches as a student chooses
entertainment, helpfulness, … roots for a plant in an Alpine Meadow
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.
Life-like Characters
designing 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
SCREAM System Architecture
SCRipting 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.
Emotion Generation Component
elicitation 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
Appraisal Module
the cognitive structure of emotions
Ref.: A. Ortony, G. Glore, A. Collins, 1988. The Cognitive Structure of Emotions. Cambridge University
Press, Cambridge.
Appraisal Rules
examples
joy(L,F,I,S) if
wants(L,F,Des,S) and
holds(F,S) and
I = Des.
% emotion type
% goal
% belief
% 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
Appraisal Rules
(cont.)
examples
angry-at(L1,L2,A,I,S) if
holds(did(A,L2),S) and
causes(A,F,S0) and
precedes(S0,S) and
blameworthy(A,Praise,L1) and
wants(L1,Non-F,Des,S) and
log-combination(Praise,Des,I).
% emotion type
% belief
% belief
% formal condition
% standard
% goal
% intensity
Emotion Resolution/Maintenance
emotion dynamics
active emotions (valence positive or negative)
0 happy for (5)
winning state
distress (2)
happy for (5)
1
distress (3)
happy for (3)
distress (1)
2
hope (4)
distress (2)
happy for (1)
3
angry at (3)
hope (0)
distress (1)
Example of disagreeable character
bad mood (4)
distress (0)
hope (4)
happy for (-1) angry at (3)
[agreeableness dimension of personality decides decay rate of
pos./neg. emotions]
Emotion Regulation Component
interface 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
Social Filter Module
emotion expression modulating factors
Linear combination
of parameters
Ref.: H. Prendinger, M. Ishizuka, 2001. Social role awareness in animated agents. Proceedings 5th
International Conference on Autonomous Agents (Agents’01), 270-277.
Social Filter Module
(cont.)
alternative combination using decision network
Agent Model Component
affective 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
Affect Dynamics
attitude 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]
Signed Summary Record
computing attitude
joy (2)
distress (1)
winning
emotional
states
positive
emotions
negative
emotions
joy (2)
distress (1)
distress (3)
hope (2)
distress (3)
angry at (2)
good mood (1)
angry at (2)
hope (2)
happy for (2)
gloat (1)
Attitude
summary
value
good mood (1)
gloat (1)
happy for (2)
time
= +


Liking if positive
Disliking if negative
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.
Updating Attitude
weighted 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)
3  0.25  5  0.75
liking h-weight
angry
r-weight
= 3
disliking
• Consequence for future interaction with interlocutor
– Momentary disliking: new value is active for current situation
– Essential disliking: new value replaces summary record
Input and Output Components
receiving 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
Embodiment
characters 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
Gestures
non-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 Conversational
Agents. The MIT Press, 1-27.
Gestures
(cont.)
non-verbal behaviors supporting speech
• Propositional gestures II
“do you mean [this]”
“or do you mean [that]”
Gestures
(cont.)
non-verbal behaviors supporting speech
• Gestures and posture for emotion expression
“happy”
“sad”
Gestures
(cont.)
non-verbal behaviors supporting speech
• Communicative Behavior I
Communicative
function
“greet”
“want
turn”
Gestures
(cont.)
non-verbal behaviors supporting speech
• Communicative Behavior II
Communicative
function
“take
turn”
“give
feedback”
Affective Speech
vocal 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 producing
emotion-by-rule in synthetic speech. Speech Communication (16), 369-390.
Implementation
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>
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>
Life-like Characters in Inter-Action
three demonstrations
Coffee Shop
Scenario
Animated agents
with personality
and social role
awareness
Casino
Scenario
Life-like characters
that change their
attitude during
interaction
Japanese Comics
Scenario
Animated comics
actors engaging in
developing social
relationships
Coffee Shop Scenario
life-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 conversation
training. IEEE Transactions of SMC – Part A: Systems and Humans, 31(5), 465-471.
Experimental Study
Cast
user-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 (waiter)
Genie (manager)
 James’ behavior is
natural towards user but
unnatural to other agents
Al (waiter’s
friend)
Example Conversation
unfriendly 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
Performs welcome gesture. Being aware of
Good afternoon. May I
take a day off tomorrow? 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.
Results
social 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
Question
Unfriendly
Friendly
Waiter (C1) 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’ behavior
1.63
2.63
slightly more natural James likes his job
to others in C2
Mean scores for participants’ attitudes
– Personality and mood
(8 subjects for each version)
rated differently
Ratings range from 1 (disagreement) to 7 (agreement)
(despite of short
interaction time)
Casino Scenario
life-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
Casino Demo
Produced in cooperation with Sylvain Descamps
Emotional Arc
advisor’s winning emotions depending on attitude
Neg. attitude Pos. attitude
Game 1
•
user rejects
advice
looses game
distress (4)
Game 2
rejects advice
looses game
Game 3
rejects advice
looses game
sorry for (4)
Game 4
Game 5
follows advice
looses game
rejects advice
wins game
sorry for (5)
good mood (5)
gloat (5)
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
Japanese Comics Scenario
Japanese 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 …
Emotion Recognition
limitations 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
Physiological Data Assessment
ProComp+
•
•
•
•
•
•
•
EMG: Electromyography
EEG: Electroencephalography
EKG: Electrocardiography
BVP: Blood Volume Pulse
SC: Skin Conductance
Respiration
Temperature
Visualization of Physiological Data
Biograph Software
Emotion Model
Lang’s (95) 2-dimensional model
enraged
excited
joyful
Arousal
sad
depressed
relaxed
Valence
• Valence: positive or negative dimension of feeling
• Arousal: degree of intensity of emotional response
Educational Games
recognizing students’ emotions (C. Conati)
Prime Climb Game
to teach number
factorization (UBC)
• Computer games have high potential as educational tools
– May generate high level of engagement and motivation
– Detect students’ emotions to improve learning experience
Example Session
user’s traits
ti
user’s emotional
state at ti
self-esteem
provide help
agent’s
action
ti+1
do nothing
user’s emotional
state at ti+1
extraversion
reproach
relief
shame
reproach
shame
neg valence
pos valence
relief
arousal
bodily
expressions
sensors
eyebrows
position
vision based
recognizer
skin
conductivity
heart rate
GSR
HR monitor
EMG
down(frowning)
high
high
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,…)
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…