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Embodied Conversational Agents
              and
     Affective Computing

      Alexandre Pauchet   Alexandre.Pauchet@insa-rouen.fr
      Nicolas Sabouret    Nicolas.Sabouret@lip6.fr




                  EASSS 2012



               http://acai.lip6.fr/
French working group ACAI




http://acai.lip6.fr/
GT ACAI
   2004: GT ACA (ECA)
   2012: GT ACAI
          GDR I3, SMA from AFIA
          Affects, Artificial Companions and Interaction
   Thematic meetings
          Corpus
          Virtual agents
          Affective computing
          ....
   From 10 to 30 people
GT ACAI
   Workshop WACA 2005, 2006, 2008, 2010
           Chatbots, dialogical agents
           Assistant agents
           Virtual agents
           Emotions
   WACAI 2012 in Grenoble
           Affects, Artificial Companions and Interaction
   Web Site: http://acai.lip6.fr/
           GT ACA: http://www.limsi.fr/aca/
   Mailing list: acai@poleia.lip6.fr
Plan

   Embodied Conversational Agents
         Introduction to ECAs, talking heads, gestural agents,
           deploying environments, assistant agents, usefulness
           of embodiment, human-ECA interaction


   Affective Computing
         Introduction to affective computing, affective models,
           ECAs and emotions
Embodied Conversational
        Agents
Introduction
Definitions

                  ECA : "Embodied Conversational Agent"
                     IVA : "Intelligent Virtual Agent"


Agent                        Perception               Decision                        Expression
                             (awareness)           (rationality, AI)                   (affects)
Rational
Proactivity



                                                     Multimodality
Conversational                                - Graphic User Interface (GUI)
Multimodal interaction                    - Natural Language Processing (NLP)
Social                                                      ...




Embodied
Personification
Situated                     Microsoft™                         Agents La Cantoche™      Aibot Sony™



                            Icons               Virtual Characters                     Robots
Roles of ECAs

ECAs are “Interactive Virtual Characters” that are situated in mediated
(often distributed) environments.
They can play four main roles:

 Assistants      to welcome users and to assist them in understanding and
                 using the structure and the functioning of applications
 Tutors          for students in human-learning mediated environments, or
                 for patients in psychological/pathological monitoring systems
 Partners        for actors in virtual environments: partner or adversary in a
                 game, participant in creative design groups, member of a
                 mixed-initiative community, …
 Companions as a friend in a long term relashionship
Categories of ECAs

GRETA (Pélachaud LTCI)      STEVE (Rickel et al USC)            VTE (Gratch et al USC)




  Talking heads                Gestural Agents                   Situated Agents
   Fixed – Realistic       Fixes/floating – moving arms       Complete mobile characters
Expressions – LipSynch   Dialogue – Deictic – Sign language    Virtual/Augmented reality
      Emotions                 Tutoring – Assistance               Training – Action
Education   Assistance




                                     APPLICATIONS




       Mixed
    Communities       Welcoming
                                     WEB PAGES




  ©
CANAL+


   Virtual Reality   Smart Objects
                                                    Deploying environments

                                     AMBIENT
Scientific issues

Agent models: interaction performance/efficiency of models
          Interaction models with users: Multi-modality, H/M Dialogue
          Models of cognitive agents: BDI logics and planning, affective logics, ...
          Task models and user models: Symbolic Representation and Reasoning


Human modelling: ecological relevance of models
          Capture
          Representation         of physiology
          Reproduction           of expressions              of humans
          Evaluation             of behaviours
          Application
Scientific communities

Computer Science and Natural Language Processing
        Multi-Agent Systems
        Human-Machine Interaction/Interfaces
        Human-Machine Dialogue


Humanities and Society Sciences
        Psychology of Language Interaction
        Ergonomic psychology
Projects and teams

   European project SEMAINE
    (http://www.semaine-project.eu/)


                                               LTCI (France): Greta


   LIMSI (France): MARC


                              Bielefield University (Germany): MAX


   USC (USA): STEVE, VTE
Design of animated characters
      (ECAs or avatars)
   Independent of the embodiment level                                       User
   Non verbal behaviours (postures, gestures, ...):                        feeling?

            Theoretical approach (related works)
            Empirical approach (corpus analysis)
   Generated animations
            From an intention (triggering action)                         Evaluation
            Automatically and cyclically
                                            <configuration>
                                                <timecode>10</timecode>
                                                <body>front</body>
                                                <head>front</head>
                                                <eyes>open happy</eyes>
                                            … … …

                                            <leftArm>hello</leftArm>

                                            <rightArm>hip</rightArm>
                                                <speech>Hello!</speech>
                                            </configuration>



                             Corpora        Representation                Reproduction
Talking heads




                                                    Nikita by Kozaburo © 2002
                                                     Done with Poser 5 / No
                                                    Postwork
Beauty contest for Embodied Conversational agents   Model: DAZ-3D Victoria-3
www.missdigitalworld.com                            Skin Texture:Mec4D
Models based on visems
   Visem: elementary unit of the position of the
    muscles of the human faces (3D model)
   Experimental settings:
           Small red balls manually placed on the face
           3 to 5 cameras
           Training corpus




             G. Bailly and F. Elisey, GT ACA, 2006.03.15, http://www.limsi.fr/aca/
Transitions between
                 expressions

                                                        Torsion model of the face
                                                         and the neck
                                                        The positions of the red
                                                         balls are set manually
                                                        Pattern recognition is used
                                                         to monitor ball movements
                                                        Extraction of key frames
                                                         automatic and manual


G. Bailly and F. Elisey, GT ACA, 2006.03.15, http://www.limsi.fr/aca/
Analysis and synthesis

   Visems + 3D model are used to (re-)generate
    expressions
          6 to 11 parameters
   Validation by comparing to real expressions




            G. Bailly and F. Elisey, GT ACA, 2006.03.15, http://www.limsi.fr/aca/
‘Talking head’ project (LIMSI)

                        Based on visems
                        Video corpus of 21
                         utterances:
                  « C'est /phonem/ ici » (Ex: « C'est u ici »)




            ...                                   u
                              C'est




             i                   ci                ...
Realistic talking heads
        Greta (Prudence, Obadiah, Poppy and Spike)
        LTCI – Telecom ParisTech




MARC
LIMSI
Gestural agents




           http://marc.limsi.fr/
Design of realistic gestural
          agents and avatars

                                                         MARC (LIMSI)




Annotated corpus of videos (ex: Anvil)



                                          GRETA (LTCI)


Psychological knowledge (Related works)
2D cartoon agents: Lea
  Lea             Marco              Jules         Genius




LEA Agents (LIMSI)
• 2D cartoon characters (110 GIF files)
• Easily integrated into Java applications and JavaScript
• Description language for high-level behaviours
Lea: gestural expressiveness

                     deictic gestures



                                                                 …




 iconic gestures      adapters             Emblematic gestures


                                                                 …




                   transparent GIF files
Specifying attitudes and
                     animations in XML
              <?xml version='1.0' encoding='utf-8'?>

              <configurationsequence nbrconfig="1">

                                             Number of
               <configuration>           configurations
                 <timecode>10</timecode> = attitudes
                     <body>front</body>
                     <head>front</head>
An attitude




                     <eyes>open happy</eyes>
                     <gaze>middle</gaze>
                    <facialExpression>close
                       </facialExpression>
                     <bothArms>null</bothArms>
                     <leftArm>hello</leftArm>
                     <rightArm>hip</rightArm>
                     <speech>Hello!</speech>
                </configuration>
              </configurationsequence>
Dynamic Deictic




Table : Frédéric Vernier LIMSI-CNRS
Designation of the DOM objects


                    KUB-OLO-ZIM




      GLA-TEK-ZIM
Deploying environments

APPLICATIONS




               WEB PAGES




                           AMBIENT
Chat bots in the Internet


    Chat bot = “chatterbox” + “robot”

    A program capable of NL dialogue
    
         Usually key-word spotting
    
         No dialogue session or context

    No embodiment

    Goals: only chat




        ELIZA (J. Weizenbaum,1965)
Assistant agents
(application/web)
Social avatars on the web
Social avatars
The recent evolution of the communication over the web
has prompted the development of so-called “avatars”
which are graphical entities dedicated to the mediating
process between humans in distributed virtual
environments (ex: the “meeting services”)
Contrary to an ECA which is the personification of a
computer program (an artificial agent) an avatar is the
personification of a real human who controls the avatar.

        (Avatar = Mask) ≠ Agent

Second life
Presented as a « metaverse » by its developer, Linden
Lab, Second Life is a web-based virtual simulation of the
social life of ordinary people.

                     5 000 000 avatars were created
          Permanently , ~ 200 000 visitors are logged
Mixed communities
Project : « Le deuxième Monde » 1997-2001
                                                           Navigation
• Company: Canal +™
                                                           and chat
• Head: Sylvie Pesty (LIG – Grenoble)                      interface
• PhD: Guillaume Chicoisne (LIG – Grenoble)


Mixed Community
• People chatting and purchasing in a Virtual World
• ECA interacting with the people



                                                                                                 © CANAL+




                                                      Embodied Conversational agent




               Avatars of
                users
                                                                                      © CANAL+
Mixed communities and
        Heterogeneous MAS
Metaphor: meetings
     Definition : computerised environments that integrates
      transparently humans and artificial agents within meetings
     Mixed initiative communities: brainstorm, design, decision, …
     Virtual Training Environments (VTE) : training, simulation, …

Deploying environments
     Smart Room: physical place with augmented reality
     Web-based : distributed and mediated environments

Animated characters
     Avatars : virtual characters driven by humans
     Agents : virtual characters which embodies artificial agents
Social interaction in virtual
            environments
    Mixed training environments
      Avatars
      ECAs
                                                                                        +
    Task: virtual firemen
       Recognition of fire
       Activity reports

    Interaction
       Emotion management
       Gestures and facial expressions
       NL dialogue management

M. El Jed, N. Pallamin, L. Morales, C. Adam, B. Pavard, IRIT-GRIC, GT ACA, 2005.11.15 — www.irit.fr/GRIC/VR/
Realistic behaviour of agents

 The study of videos enabled to highlight how deictic gestures and gazes towards items are
 used concomitantly with natural language words ("here", "it", "now", ...)




M. El Jed, N. Pallamin, L. Morales, C. Adam, B. Pavard, IRIT-GRIC, GT ACA, 15 nov 2005 — www.irit.fr/GRIC/VR/
From assistant agents to
               ambient environments
Application taken from the DIVA toolkit (LIMSI)




               Transporting the Function of Assistance from stand-alone
                  applications to room-based ambient environments
DIVA display devices of the
          HD TV Screen                        Large touch Screen           Portable touch Screen




Presentation of any Internet content                  Presentation of the IRoom controls

                                 Diva Toolkit + IRoom (LIMSI)
DIVA 3D-pointing gestures
                                       9 loci




        Diva Toolkit + IRoom (LIMSI)
Pointing objects in the
    physical world                              Body zooming for close objects




 “Which of the two remote controllers should I use?”

                Diva Toolkit + IRoom (LIMSI)
Assistant agents
Examples from professional
web sites
 Lucie, virtual assistant of SFR




                                                                     Question


                                                                     ECA

                                                                     EDF
                                                                     Site

                                   P. Suignard, GT ACA, 2004.10.26
                                        http://www.limsi.fr/aca/
A cons-example:
                  the « Clippie effect »
Microsoft Agents™                                                              Helping text
                                                                             corresponding to
―   Free technology – no support
                                                                           the 1st line of result
―   Agents 2D cartoon
―   Can be used on web pages
―   Third part characters
    (LaCantoche™)
―   API for JavaScript & VBScript
                                       Intuitive request
                                        expressed in NL
Limitations
― Inputs limited to clicks and menus
― No proper dialogue model
― No application model
― No synchronization
  speech/movements
― Emotions = cartoon ‘emotes’                              2 results too
                                                            far ranked
                                                             but quite
                                                             relevant
Assistant agents: definition

« An Assistant Agent is a software tool with the capacity to resolve
help requests, issuing from novice users, about the static structure
and the dynamic functioning of software components or services »
                                           InterViews Project – February 1999
                                           Following Patti Maes MIT, 1994



User          person with poor knowledge about the component
              (novice)
Request       help demand in natural language (speech/text)
Component     computer application, web service, ambient appliance
Agent         rational, assistant, conversational, (can be embodied)
Mediator      symbolic model of the structure and the functioning
The assistant metaphor
???                         Symbolic
                             model




          Request




                Assistant
 Novice
                 agent
  user
                              Software component
The agents of the Daft project
              Assistant ECA

                  Hello !




                                                                                                                        
                                                Exemple : un groupe nominal


                                                       §Gboxanalysis "le tres petit bouton rouge"

                                                     GRASP PHASE    1 RULELIST   length    74

                                                     GRASP PHASE    2 RULELIST   length    9




                                                               
                                                                  
                                                                                                          
                                                                                                                             
                                                                                                                              
                                                    FLEX  le        FLEX  tres           FLEX  petit           FLEX  bouton     FLEX  rouge
                                                    LEM  le         LEM  tres            LEM  petit            LEM  bouton      LEM  rouge
                                                    POS  DD         POS  RR              POS  JJ               POS  NN          POS  JJ




                                                                  
                                                    KEY  THE R      KEY  INTLARGE R      KEY  SIZESMALL R      KEY  BUTTON R    KEY  RED R
                                                    TYPE  LEM       TYPE  LEM            TYPE  LEM             TYPE  LEM        TYPE  LEM
                                                    ID  54252       ID  54253            ID  54254             ID  54255        ID  54256



                 Comment je peux …
                                                     HIT : RR : R J 




    Human                                                                                                                                          Linguistic
                                                                           tres , petit




                                                               
                                                                  
                                                                                                                   
                                                                                                                    
                                                    FLEX  le        FLEX  petit                       FLEX  bouton     FLEX  rouge
                                                    LEM  le         LEM  petit                        LEM  bouton      LEM  rouge
                                                    POS  DD         POS  JJ                           POS  NN          POS  JJ




                                                                                                 
                                                                                                 
                                                    KEY  THE R      KEY  SIZESMALL R                  KEY  BUTTON R    KEY  RED R
                                                    TYPE  LEM                  FLEX  tres             TYPE  LEM        TYPE  LEM
                                                    ID  54252                  LEM  tres              ID  54255        ID  54256
                                                                     MODE  :   POS  RR
                                                                                KEY  INTLARGE R
                                                                                TYPE  LEM
                                                                                ID  54253




                                                                                                              
    Agent                                                                                                                                            Agent
                                                                     SETK  1
                                                                     TYPE  LEM


                                                                    ID  54254

                                                     HIT : NN : D J N E J       le, petit , bouton , rouge




                                                                  
                                                                  
                                                    FLEX  bouton
                                                    LEM  bouton
                                                    POS  NN




                                                                   
                                                    KEY  BUTTON R
                                                             FLEX  le
                                                             LEM  le
                                                             POS  DD
                                                    DET 
                                                             KEY  THE R
                                                             TYPE  LEM




                                                                      
                                                                                                              
                                                                                                               
                                                             ID  54252
                                                                 FLEX  petit                      FLEX  rouge
                                                                 LEM  petit                       LEM  rouge
                                                                 POS  JJ                          POS  JJ




                                                                                           
                                                                                           
                                                                 KEY  SIZESMALL R                 KEY  RED R
                                                                            FLEX  tres            TYPE  LEM
                                                                            LEM  tres             ID  54256
                                                    ATTR  :
                                                                 MODE  : POS  RR
                                                                            KEY  INTLARGE R
                                                                            TYPE  LEM
                                                                            ID  54253
                                                                 SETK  1
                                                                 TYPE  LEM
                                                                 ID  54254
                                                    SETK  2
                                                    TYPE  LEM
                                                    ID  54255




   Software
                                                                     Σ Hi                                                                          Rationall
    Agent               MODEL[                                                                                                                      Agent
                          ID[main]
                          PARTS[

                                                        Dialogue
                            TITLE,
                            FIELD,
                            GROUP[
                               ID[command],
                               PARTS[
                                                        Session
                                BUTTON,
                                BUTTON,
                                BUTTON
                                ]
               Profil         ]
                           ],
                          USAGE["This
                                        comp
                                        onent
                                        is
                                        …" ]

              Modeling Agent
                        ]
The Rational Assisting Agent
                   « How many buttons are there? »
                   ASK[COUNT[REF(BUTTON)]]

                   Formal request language




                      Rational agent
   Interaction                                        Component
     model                     Σ Hi                     model
  - Session                                          - Structure
  - Profile                                          - Action
  - Task              The agent reasons,             - Process
                      modifies the models


                                                         Loop
                   Formal answer language                1. Read a formal request ;

              TELL[EQUAL[COUNT[REF(BUTTON)]],3]]         2. Contextualize the formal request:
                       « There are three buttons »        - Explore the interaction model;
                                                          - Explore the component model.

                                                         3. Process the formal request:
                                                          - Update the interaction model;
                                                          - Update the component model.

                                                         4. Produce the formal answer.
Dialogue with components

 Java Interface for ECA: DaftLea (K. LeGuern 2004)                       counter



    Here
    is …


                                                                  “Counter” component



                           Standard GUI that can
                            contain Java applets


                                                                   “Hanoi” component



                                       LEA




                                                                “ AMI web site” component
ACA LEA (Java)                  Speech synthesis: Elan Speech
J-C Martin & S. Abrilian                                                    ...
Processing of a Daft request
                                                                                   G
                                                                              IATIN
                                                                           ED DEL
                                                                          M O
Done!                                                                       M

                   4



                                                       3




                                                                                                                      2
                                                  1
         «restart the counter »                            1) The utterance is analyzed to build a formal request:
                                                               RESTART[REF[“COUNTER”]]
                                                           2) The reference REF is resolved within the model (large
 When the user enters « restart the counter » in the       red rectangle)
 chatbox, he/she can see:                                  3) The restart action is applied on the boolean of the
                                                           counter thus producing the model variable INT[8] to be
 - The number increments 8, 10, 12, 14 …                   incremented
 - LEA says: « Done! »                                     4) An update is sent to the boolean variable of the
 - LEA expresses the emote: ACKNOWLEDGE                    application
                                                           5) The behavioral answer «  ACKNOWLEDGE » is sent to
                                                           the virtual agent.
Signing agents
LIMSI :
Diva/DivaLite
Usefulness of embodiment


Eyeballs




           2D cartoon




                        3D realistic
                          agents




                                       Humans
Evaluation of ECAs

             Efficiency      Measures the actual performance of the couple user-agent
                             when carrying out a given task.
Objective




             Usability       Measures the capacity of the user to have a good
                             comprehension of the functioning of the system and the
                             fluency of the control.



             Friendliness    Measures the “feeling” of the user about the features of the
                             system (attraction, commitment, esthetic, comfort, …)
Subjective




             Believability   Measures the “feeling” of the user about the fact that the
                             agent can understand the user’s problems and has the
                             capacity to help with real competence.

             Trust           Measures the “feeling” of the user about the fact that the
                             agent behaves as a trustable and cooperative entity.
Ratio realism / friendliness


                      Eyeballs         2D cartoon           3D realistic agents           Humans
     % Friendliness




                                                               Bunraku
                                                                puppet



                                 Toy
                                                           "uncanny
                                                            valley"




                                                                                      % similarity

Masahito Mori, Institut Robotique de Tokyo in Jasia Reicardt, “Robots are coming”, Thames and Hudson Ltd, 1978
The Persona Effect of Lester
                                                                                   Results
                                Presentation                        Measured improving of the parameters:
 30 Sujects :                    With Agent                           - performance of comprehension
 15 M & 15 F,
                                                                      - performance of recall (memory)
age ≈ 28 years
                               Presentation                           - subjective questions  satisfaction
                               Without Agent
    ECA
                                                               An arrow




                         WITH AGENT                                        WITHOUT AGENT


          • Lester et al. (1997). The Persona Effect: Affective impact of Animated Pedagogical Agents. CHI’97.
          • van Mulken et al. (1998). The Persona Effect: How substantial is it? HCI’98.
Persona effect and memorizing
                   Ik ben Annita, de assisterent
                         bj dit experiment


                                                             Measured improving the
                       Without agent                        performance of recall of stories


                                                             Subjective evaluation:
                                                             Anthropomorphic questions
                                                               Example : “Did you feel the agent sensitive?”
61 Sujects :
 39 M, 22 F



                     Realistic         agent       Experiment: stories are told to subjects using three
                                                   various situations (without agent, realistic agent,
                                                   cartoon agent). Recalling questions are then asked to
                                                   subjects. The three situations are compared.

                                                   Result: an ECA improve the memorizing of information.


                       Cartoon agent



Beun et al. (2003). Embodied conversational agents: Effects on memory performance and anthropomorphisation. IVA’03.
Experiments on Functional
            description
Three different agents:
― 2 men (Marco, Jules) with different garment
― 1 woman (Lea)
                                                               1

Three strategies of cooperation:
― Redundancy                                       33 = 27
― Complementarity                                experiments
― Specialization

Three objects to describe:
1. Video recorder remote controller
2. Photocopier control panel
3. Application for designing graphic documents




        3                                                      2




                                                                   Stéphanie Buisine, LIMSI 2004
Functional description:
                    evaluation results
Quality of explanation
― No noticeable effect of the appearance,
― Noticeable effect of the multimodal behaviour:
  the redundant explanations are preferred.


Sympathy
― No noticeable effect of the multimodal behaviour,
― Noticeable effect of the appearance :



               >                  >
Performance
― Same as the appearance,
― But no correlation between Sympathy and
  Performance.


Impact of the user’s gender
― Men react differentially and prefer redounding
  explanations,
― Women do not react differentially.
                                      Stéphanie Buisine, LIMSI 2004
Human-ECA Interaction
Turing test: conversational
              intelligence


    Turing Test, Alan M.
    Turing (1912-1954) : "the
    imitation game" in
    “Computing Machinery
    and Intelligence”, Mind,
    Vol. 59, No. 236, pp. 433-
    460, 1950.


    Can be replaced by a
    Turing-like test, on
    output data instead of
    during direct interaction
Wizard of Oz methodology

                 Wizard of Oz
   An experimenter pilots an avatar
   The user ignores is in front of a human (he thinks
    he faces a virtual agent)
Humain-Agent interaction
                    Interaction                                Interaction




                                       Interaction




Multiple inputs
Textual (text boxes), audio (microphone), video (camera), sensors (AmI environment),...

Multiple outputs
Textual, audio, facial expressions, postures, gestures, lighting, ...

Multiple models
Conversational, emotional, of the environment, of the user, ...
European project SEMAINE:
   an ECA architecture




                 http://www.semaine-project.eu/
Example of ECA architecture
                                                 Semaine Project




Spike              http://semaine.opendfki.de/wiki/ComponentArchitecture
Interaction inputs

                    Camera

                   Microphone

                    Text box

                    Sensors


   Microphone + transcript / text box:
    dialogue input (semantic)
   Microphone (emotion)
   Camera:
          Gestures (semantic)


          Facial expressions / postures (emotions)


   Sensors:
          Context


          Physiological signals (emotions)
Human-ECA Dialogue




 S. Pesty, GT ACA, 2005.11.15, http://www.limsi.fr/aca/
Conversational agents

                           Textual / GUI                    Embodied
Non linguistic    • Contextual help: pop-ups, ...    • State printer: emotion,
                  • Online manuals: hypertext        emotes
                  navigation
                  • Assistants using a decision tree



Unidirectional,   INPUT                              SORTIE
linguistic        • Query fields embedded in an      • Feature presenter
                  application window: keywords,
                  free/open questions
Conversational    • Chat bots: Eliza                 • Mediators: acts as a
(bidirectional,   • Dialogical assistants:           representative of an
linguistic)         InterViews, Daft, Artemis, …     application of a service
                                                     • Avatars
The reference of the chatbots
         A. L. I. C. E.




         Author: Richard S. Wallace                   Website: http://www.alicebot.org
         Documentation : http://alicebot.org/TR/2001/WD-aiml-1.0.1-20011025-006.html
Jabberwacky wins the Loebner
            Prize 2005
….
PROGRAM: Hello, my name is George and I am the human.
JUDGE:   Hi George, cslkjslw weicmslw weos, right?
PROGRAM: Don't repeat your name, csthiang!
JUDGE:   If lsjkel lwehlx wouldn't you say?
PROGRAM: No, he's still good.
JUDGE:   Who.
PROGRAM: You and me.
JUDGE:   If you are human, tell me which is larger, a salt crystal or the Empire State Building.
PROGRAM: It's caring about another person's well being more than your                 own.
JUDGE:   What if I care about another person's well being more than I should?
PROGRAM: How would you do that?
JUDGE:   Which is further away from us, Queens or Inner Mongolia?
PROGRAM: HA! HA! That was stupid. Tell me a GOOD joke this time.
JUDGE:   You say you are human but you can't answer a simple question.
PROGRAM: Because I am alive.
JUDGE:   You are not following the rules. You are supposed to convince me that you are a human, not convince me that you are mysterious.
PROGRAM: I can't very well convince one lacking a mind, can I?
JUDGE:   It isn't my mind that is in question, it is yours!
PROGRAM: No my name is not katie.
JUDGE:   Which is larger, your brain or Belgium?
PPROGRAM                   Oh the one on the far left without a doubt.
JUDGE:   Francais.
ROGRAM: Yes do you speak it?
JUDGE:   Francais.
PROGRAM: Francais?
JUDGE:   Francais.
PROGRAM: O well I don't speak french.
JUDGE:   Who.
PROGRAM: Mine.
JUDGE:   The ljwli is what we want, right? PROGRAM: I can not do it right now because I m talking to you a million miles away.
JUDGE:   What do you think the ljwli.
PROGRAM: Depends on the person.
JUDGE:   But the ljwli.
PROGRAM: So they can chuck more wood?
…
Dialogue systems




   Retro-action loop not taken into account: knowing the state of the
    dialogue (DM) can improve
            Automatic speech recognizer
            Natural language understanding
   The DM should manage multimodality
            As input (ex: gestures, facial expressions, emotions)
            As output (ex: emphasis, voice modulating, utterance+gesture)
Utterance understanding
   Speech act theory (Searle&Vanderveken, 1985)
        In accordance with Bratman's theory of
            intention (Bratman, 1987)
        Illocutionary acts (Vanderveken, 1990)


        Formalisation: F(P)


        5 speech acts: assertive, commissive,

            directive, déclarative, expressive
   Transposition to MAS
          KQML
          FIPA ACL
Existing dialogue systems

   Case-base systems using keyword spotting: chatbot
   Communication protocols (FIPA ACL): MAS
   Planning systems (Allen 80, Traum 96)
   POM-DP: call centres (Frampton&Lemon 09)
   Dialogue games (Maudet 00)
   Information-State update (Larsson 00) : Trindikit,
    GoDiS, IbiS
            Scientific deadlock yet unsolved!
                (see Mission Rehearsal Exercise (Swartout et al. 2006))
Ratio Effort/Performance
        Actual Performance
100%




                                                     Control, command,
                                                     assistance…



 50%

                                 Chat
                                 bots
                                                                            H/M Dialog
                                 Games,                                      Systems
                                 socialization,
 10%                             games, affects, …
                                                                     Effort = Code and resources


                             1            10              100            1000
Affective Computing
Kesako ?
   Affective Computing
       ●   Book by R. Picard (1997)
       ●   Detect, Interprete, Process and Simulate
            human emotions

   How is it conncted to ECAs ?
       ●   (Krämer et al., 2003)
           People, when interacting with an ECA, tend to be more
             polite, more nervous and behave socially
       ●   (Hess et al., 1999)
           Emotions play a crucial rôle in social interactions

    → Affective Conversationnal Agents !
The story so far...

Emotions                                       R. Picard      Humaine
                                                             ACII



Virtual Agents             Video Games         CHI     IVA      Serious Games
                                                                Simulation


                                                           Online ECAs
                                                           everywhere

H-M Dialog         Eliza             Trains



                    70                   90                         10

Agents                                   MAS         AAMAS
Links from the community

   IVA (Intelligent Virtual Agents)
            http://iva2012.soe.ucsc.edu/
   ACII (Affective Computing & Intelligent
    Interaction)
            http://www.acii2011.org/
   Humaine
        ●   Projet FP6 (1/12004 – 31/12/2007)
        ●   Association
        ●   http://emotion-research.net/
HUMAINE




          http://emotion-research.net
Research questions

    Detect, interprete, process and simulate human
    emotions → affects
   Cognitive Sciences
       ●   AI and psychology (for emotions)
       ●   AI and sociology (for social relations)
   3 domains :

        Recognition              Models                Synthesis

           Patterns Reco         AI                        Image
       Signal processing   Formal Models of Interactions   Synchronisation
       Fusion              KR & reasoning                  Turn taking
       Machine Learning    Behaviour models
Examples
   Recognition
       ●   Affectiva Q sensor :
            http://www.youtube.com/watch?v=1fW3hEvxGUU

   Synthesis
       ●   Agent :
            http://www.youtube.com/watch?v=CiuoBiJjGG4
       ●   Robot (Hanson) :
            http://www.youtube.com/watch?v=pkpWCu1k0ZI

   Models
       ●   Fatima (LIREC) :
            http://www.youtube.com/watch?v=ZiPlE80Xiv4
Emotion recognition
      General principle
             ●   Corpus tagging
             ●   Supervised learning (classifier)
                                                                              Emotion
                       Emotion categories
                                                   classes


                                                     Supervised
      Annotations
         Tags
                                                      Learning
          E.g. Anvil       Tagged                             E.g. ID3
                           corpus                                        Decision
                                                                         tree
                                      Extraction        criterions


                                             Durations, Pitches,
Corpus                                      Frequencies, Colors,
(images, films...)                                  Etc...               Source
Multi-modal behaviour
 annotation: ANVIL




                        Outil ANVIL
Emotions synthesis
   From Emotion to Parameters

               parametrization                           State transitions
                                            Expressing
                                                         Dynamics
Annotated                                                Generalization
 Corpus                          Emotions


   Evaluation
       ●   Human recognition of expressed emotions
                 not reliable, even in H-H interaction (with
                  spontaneous emotions)
   Some examples:
       ●   Virtual agents: Greta/Semaine
       ●   Robots: Kismet, iCat, Nao
From annotations to
               animations
Original                                                             GRETA
  video




 Anger                                                               Desperation




                            C. Pélachaud LTCI and J-C Martin LIMSI

            Joy    Anger     Fear    Surprise Distress
            Joie   Colère    Peur    Surprise Tristesse
Affective Models
A bit of Human Science
                     « The question is not whether intelligent machines can have
                     any emotion, but whether machines can be intelligent without
                     any emotions. »
                                                               Marvin Minsky, 1986
   Darwin, 1872 (Ed. 2001)
                The expression of emotions in man and animals
    → Adaptation mechanism
      + Role in communication (Ekman, 1973)

   2 schools
       ●   James, 1887
                Organism changes → emotion
       ●   Lazarus, 1984 ; Scherer, 1984
                Appraisal theory
Appraisal theory

                                         Goals, preferences
                                         Personnality

                                                         Evaluation
                                                         in context


              Perceptions
              = stimuli
                                                              Emotion
Environment
                Actions


                            Individual              Adaptation
                                                     aka coping
Appraisal theory (2)
   Coping (adaptation strategy)
                = the process that one puts between
                 himself/herself and the punishing event
       ●   Active coping (i.e. problem focused)
           → act upon one's environment
       ●   Passive coping (i.e. emotion focused)
           → act upon one's emotion


   Rousseau & Hayes-Roth, 1997
       ●   Personnality → emotions (Watson & Clark, 1992)
       ●   Emotions → Social relations (Walker, 1997)
Architecture

 Events                       Personnality




                  Emotions       Mood


Social role




                  Sociales
                  relations
                                        Actions
Architecture

 Events                            Personnality

                               1
               2

                   Emotions           Mood


Social role


               3

                   Sociales
                   relations
                                             Actions
Models of personnality
   Personnality = stable component in an
    individual's behaviour, attitude, reactions...
   Computational models
        ●   Define variables
        ●   Define their value domains
        ●   Define the characteristic values

   Eysenck, 1967
        ●   Extraversion → Higher sensitivity to positive
             emotions (and more expressive)
        ●   Neuroticism → Higher sensitivity to negative
             emotions (and more frequent changes)
Models of personnality (2)
   McRae, 1987          (a.k.a OCEAN or « Big Five Model »)
       ●   Openness → curiosity
       ●   Conciousness → organization
       ●   Extraversion → exteriorization
       ●   Agreeableness → cooperation
       ●   Neuroticism → emotional unstability

   Myer-Briggs Type Indicator (MBTI) based on Jung
       ●   Energy → introverted or extroverted
       ●   Information collection → sensitive or intuitive
       ●   Decision → thinking or feeling
       ●   Action → judgement or perception
One example: ALMA
                        (Gebhard, 2005)

                               Emotions


 OCEAN



Events
                                 Mood
Emotions models
   What is an emotion ?
       ●   Darwin, James, Ekman, Scherer, …


   Characterizing an emotion
       ●   Categories-based approaches
                → There are N emotions (N being subject to discussion)
       ●   Dimensions-based approaches
                → An emotion is a point in an N-space (dimensions
                 must make a basis)
The PAD model
   Mehrabian, 1980
   Emotion = 3 dimensions
       ●   Pleasure (or « valence »)
       ●   Arrousal (or « activation degree »)
       ●   Dominance
   Examples
PAD (cont.)
   Pluchnick's wheel
The OCC model
   Ortony, Clore, Collins, 1988
   20 emotion categories
       ●   Joy – Distress
       ●   Fear – Hope
       ●   Relief – Disappointment, Fear-confirmed –
            satisfaction
       ●   Pride – Shame, Admiration – Reproach
       ●   Love – Hate
       ●   Happy-for – Resentment, Gloating – Pity
       ●   Remoarse – Gratification, Gratitude – Anger
OCC (cont.)
   Appraisal model based on individuals' goals &
    preferences:
One example: EMA
                                         (Gratch & Marsella, 2010)
   EMotions & Adaptation
            → Appraisal
            → Coping (action selection)
   Based on SOAR
   Evaluation criteria
        ●   Relevance
        ●   Point of view
        ●   Desirability (expected utility)
        ●   Probability & expectedness
        ●   Cause
        ●   Control (by me and others)
EMA (cont.)
   Rule-based system
    E.g. : Desirability(self, p) > 0 & Likelihood(self, p) < 1.0 → hope
   Coping strategies
         ●   Perceptions
         ●   Belief revision (including about other agents'
               intentions and responsibilities)
         ●   Changing goals
   Simulation model
   Application to serious
    games
Social relations
   Social behaviour model
             Static models: Walker, Rousseau et al.,
               Gratch...
             Dynamic model: Ochs et al.
   Several traits:
         ●   Liking
         ●   Dominance
         ●   Solidarity (or social distance)
         ●   Familiarity (subject to discussion)

    → Social Relation unidirectional and not-always reciprocal!
Emotions and Social Relations
   Influence E → RS       (examples)
       ●   Ortony, 91 : caused >0 emotions → + liking
       ●   Pride, Reproach → + dominance
           Fear, Distress, Admiration → - dominance


   Influence of the social relation on action and
    communication
   Action selection guided by target social relation
   Emotional contagion
           → neighbours computation based on social
            relations
One example : OSSE
Attitudes                    (Ochs et al., 2008)


                            Scenario
                            = set of events


                            Events
                            → Emotions
                            → Social relation
                            dynamics




       Social roles
       → initial relation
Learn more !
   Books
       ●   Rosalind Picard, Affective Computing, MIT
            Press
       ●   Scherer, Bänziger, & Roesch (Eds.) A blueprint
            for an affectively competent agent: Cross-
            fertilization between Emotion Psychology,
            Affective Neuroscience, and Affective
            Computing. Oxford University Press
   Next IVA conference → next September
           humaine-news mailing list !
   ACII in 2013
Acknowledgements


   Jean-Paul Sansonnet (LIMSI) for his
    presentation materials
   All members of GT ACAI
Conclusion

                            Join the
                            GT ACAI!




http://acai.lip6.fr/

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T7 Embodied conversational agents and affective computing

  • 1. Embodied Conversational Agents and Affective Computing Alexandre Pauchet Alexandre.Pauchet@insa-rouen.fr Nicolas Sabouret Nicolas.Sabouret@lip6.fr EASSS 2012 http://acai.lip6.fr/
  • 2. French working group ACAI http://acai.lip6.fr/
  • 3. GT ACAI  2004: GT ACA (ECA)  2012: GT ACAI  GDR I3, SMA from AFIA  Affects, Artificial Companions and Interaction  Thematic meetings  Corpus  Virtual agents  Affective computing  ....  From 10 to 30 people
  • 4. GT ACAI  Workshop WACA 2005, 2006, 2008, 2010  Chatbots, dialogical agents  Assistant agents  Virtual agents  Emotions  WACAI 2012 in Grenoble  Affects, Artificial Companions and Interaction  Web Site: http://acai.lip6.fr/  GT ACA: http://www.limsi.fr/aca/  Mailing list: acai@poleia.lip6.fr
  • 5. Plan  Embodied Conversational Agents Introduction to ECAs, talking heads, gestural agents, deploying environments, assistant agents, usefulness of embodiment, human-ECA interaction  Affective Computing Introduction to affective computing, affective models, ECAs and emotions
  • 8. Definitions ECA : "Embodied Conversational Agent" IVA : "Intelligent Virtual Agent" Agent Perception Decision Expression (awareness) (rationality, AI) (affects) Rational Proactivity Multimodality Conversational - Graphic User Interface (GUI) Multimodal interaction - Natural Language Processing (NLP) Social ... Embodied Personification Situated Microsoft™ Agents La Cantoche™ Aibot Sony™ Icons Virtual Characters Robots
  • 9. Roles of ECAs ECAs are “Interactive Virtual Characters” that are situated in mediated (often distributed) environments. They can play four main roles: Assistants to welcome users and to assist them in understanding and using the structure and the functioning of applications Tutors for students in human-learning mediated environments, or for patients in psychological/pathological monitoring systems Partners for actors in virtual environments: partner or adversary in a game, participant in creative design groups, member of a mixed-initiative community, … Companions as a friend in a long term relashionship
  • 10. Categories of ECAs GRETA (Pélachaud LTCI) STEVE (Rickel et al USC) VTE (Gratch et al USC) Talking heads Gestural Agents Situated Agents Fixed – Realistic Fixes/floating – moving arms Complete mobile characters Expressions – LipSynch Dialogue – Deictic – Sign language Virtual/Augmented reality Emotions Tutoring – Assistance Training – Action
  • 11. Education Assistance APPLICATIONS Mixed Communities Welcoming WEB PAGES © CANAL+ Virtual Reality Smart Objects Deploying environments AMBIENT
  • 12. Scientific issues Agent models: interaction performance/efficiency of models  Interaction models with users: Multi-modality, H/M Dialogue  Models of cognitive agents: BDI logics and planning, affective logics, ...  Task models and user models: Symbolic Representation and Reasoning Human modelling: ecological relevance of models  Capture  Representation of physiology  Reproduction of expressions of humans  Evaluation of behaviours  Application
  • 13. Scientific communities Computer Science and Natural Language Processing  Multi-Agent Systems  Human-Machine Interaction/Interfaces  Human-Machine Dialogue Humanities and Society Sciences  Psychology of Language Interaction  Ergonomic psychology
  • 14. Projects and teams  European project SEMAINE (http://www.semaine-project.eu/)  LTCI (France): Greta  LIMSI (France): MARC  Bielefield University (Germany): MAX  USC (USA): STEVE, VTE
  • 15. Design of animated characters (ECAs or avatars)  Independent of the embodiment level User  Non verbal behaviours (postures, gestures, ...): feeling?  Theoretical approach (related works)  Empirical approach (corpus analysis)  Generated animations  From an intention (triggering action) Evaluation  Automatically and cyclically <configuration> <timecode>10</timecode> <body>front</body> <head>front</head> <eyes>open happy</eyes> … … … <leftArm>hello</leftArm> <rightArm>hip</rightArm> <speech>Hello!</speech> </configuration> Corpora Representation Reproduction
  • 16. Talking heads Nikita by Kozaburo © 2002 Done with Poser 5 / No Postwork Beauty contest for Embodied Conversational agents Model: DAZ-3D Victoria-3 www.missdigitalworld.com Skin Texture:Mec4D
  • 17. Models based on visems  Visem: elementary unit of the position of the muscles of the human faces (3D model)  Experimental settings:  Small red balls manually placed on the face  3 to 5 cameras  Training corpus G. Bailly and F. Elisey, GT ACA, 2006.03.15, http://www.limsi.fr/aca/
  • 18. Transitions between expressions  Torsion model of the face and the neck  The positions of the red balls are set manually  Pattern recognition is used to monitor ball movements  Extraction of key frames automatic and manual G. Bailly and F. Elisey, GT ACA, 2006.03.15, http://www.limsi.fr/aca/
  • 19. Analysis and synthesis  Visems + 3D model are used to (re-)generate expressions  6 to 11 parameters  Validation by comparing to real expressions G. Bailly and F. Elisey, GT ACA, 2006.03.15, http://www.limsi.fr/aca/
  • 20. ‘Talking head’ project (LIMSI)  Based on visems  Video corpus of 21 utterances: « C'est /phonem/ ici » (Ex: « C'est u ici ») ... u C'est i ci ...
  • 21. Realistic talking heads Greta (Prudence, Obadiah, Poppy and Spike) LTCI – Telecom ParisTech MARC LIMSI
  • 22. Gestural agents http://marc.limsi.fr/
  • 23. Design of realistic gestural agents and avatars MARC (LIMSI) Annotated corpus of videos (ex: Anvil) GRETA (LTCI) Psychological knowledge (Related works)
  • 24. 2D cartoon agents: Lea Lea Marco Jules Genius LEA Agents (LIMSI) • 2D cartoon characters (110 GIF files) • Easily integrated into Java applications and JavaScript • Description language for high-level behaviours
  • 25. Lea: gestural expressiveness deictic gestures … iconic gestures adapters Emblematic gestures … transparent GIF files
  • 26. Specifying attitudes and animations in XML <?xml version='1.0' encoding='utf-8'?> <configurationsequence nbrconfig="1"> Number of <configuration> configurations <timecode>10</timecode> = attitudes <body>front</body> <head>front</head> An attitude <eyes>open happy</eyes> <gaze>middle</gaze> <facialExpression>close </facialExpression> <bothArms>null</bothArms> <leftArm>hello</leftArm> <rightArm>hip</rightArm> <speech>Hello!</speech> </configuration> </configurationsequence>
  • 27. Dynamic Deictic Table : Frédéric Vernier LIMSI-CNRS
  • 28. Designation of the DOM objects KUB-OLO-ZIM GLA-TEK-ZIM
  • 30. Chat bots in the Internet  Chat bot = “chatterbox” + “robot”  A program capable of NL dialogue  Usually key-word spotting  No dialogue session or context  No embodiment  Goals: only chat ELIZA (J. Weizenbaum,1965)
  • 32. Social avatars on the web Social avatars The recent evolution of the communication over the web has prompted the development of so-called “avatars” which are graphical entities dedicated to the mediating process between humans in distributed virtual environments (ex: the “meeting services”) Contrary to an ECA which is the personification of a computer program (an artificial agent) an avatar is the personification of a real human who controls the avatar. (Avatar = Mask) ≠ Agent Second life Presented as a « metaverse » by its developer, Linden Lab, Second Life is a web-based virtual simulation of the social life of ordinary people. 5 000 000 avatars were created Permanently , ~ 200 000 visitors are logged
  • 33. Mixed communities Project : « Le deuxième Monde » 1997-2001 Navigation • Company: Canal +™ and chat • Head: Sylvie Pesty (LIG – Grenoble) interface • PhD: Guillaume Chicoisne (LIG – Grenoble) Mixed Community • People chatting and purchasing in a Virtual World • ECA interacting with the people © CANAL+ Embodied Conversational agent Avatars of users © CANAL+
  • 34. Mixed communities and Heterogeneous MAS Metaphor: meetings  Definition : computerised environments that integrates transparently humans and artificial agents within meetings  Mixed initiative communities: brainstorm, design, decision, …  Virtual Training Environments (VTE) : training, simulation, … Deploying environments  Smart Room: physical place with augmented reality  Web-based : distributed and mediated environments Animated characters  Avatars : virtual characters driven by humans  Agents : virtual characters which embodies artificial agents
  • 35. Social interaction in virtual environments Mixed training environments  Avatars  ECAs + Task: virtual firemen  Recognition of fire  Activity reports Interaction  Emotion management  Gestures and facial expressions  NL dialogue management M. El Jed, N. Pallamin, L. Morales, C. Adam, B. Pavard, IRIT-GRIC, GT ACA, 2005.11.15 — www.irit.fr/GRIC/VR/
  • 36. Realistic behaviour of agents The study of videos enabled to highlight how deictic gestures and gazes towards items are used concomitantly with natural language words ("here", "it", "now", ...) M. El Jed, N. Pallamin, L. Morales, C. Adam, B. Pavard, IRIT-GRIC, GT ACA, 15 nov 2005 — www.irit.fr/GRIC/VR/
  • 37. From assistant agents to ambient environments Application taken from the DIVA toolkit (LIMSI) Transporting the Function of Assistance from stand-alone applications to room-based ambient environments
  • 38. DIVA display devices of the HD TV Screen Large touch Screen Portable touch Screen Presentation of any Internet content Presentation of the IRoom controls Diva Toolkit + IRoom (LIMSI)
  • 39. DIVA 3D-pointing gestures 9 loci Diva Toolkit + IRoom (LIMSI)
  • 40. Pointing objects in the physical world Body zooming for close objects “Which of the two remote controllers should I use?” Diva Toolkit + IRoom (LIMSI)
  • 42. Examples from professional web sites Lucie, virtual assistant of SFR Question ECA EDF Site P. Suignard, GT ACA, 2004.10.26 http://www.limsi.fr/aca/
  • 43. A cons-example: the « Clippie effect » Microsoft Agents™ Helping text corresponding to ― Free technology – no support the 1st line of result ― Agents 2D cartoon ― Can be used on web pages ― Third part characters (LaCantoche™) ― API for JavaScript & VBScript Intuitive request expressed in NL Limitations ― Inputs limited to clicks and menus ― No proper dialogue model ― No application model ― No synchronization speech/movements ― Emotions = cartoon ‘emotes’ 2 results too far ranked but quite relevant
  • 44. Assistant agents: definition « An Assistant Agent is a software tool with the capacity to resolve help requests, issuing from novice users, about the static structure and the dynamic functioning of software components or services » InterViews Project – February 1999 Following Patti Maes MIT, 1994 User person with poor knowledge about the component (novice) Request help demand in natural language (speech/text) Component computer application, web service, ambient appliance Agent rational, assistant, conversational, (can be embodied) Mediator symbolic model of the structure and the functioning
  • 45. The assistant metaphor ??? Symbolic model Request Assistant Novice agent user Software component
  • 46. The agents of the Daft project Assistant ECA Hello !   Exemple : un groupe nominal §Gboxanalysis "le tres petit bouton rouge" GRASP PHASE 1 RULELIST length  74 GRASP PHASE 2 RULELIST length  9           FLEX  le FLEX  tres FLEX  petit FLEX  bouton FLEX  rouge LEM  le LEM  tres LEM  petit LEM  bouton LEM  rouge POS  DD POS  RR POS  JJ POS  NN POS  JJ   KEY  THE R KEY  INTLARGE R KEY  SIZESMALL R KEY  BUTTON R KEY  RED R TYPE  LEM TYPE  LEM TYPE  LEM TYPE  LEM TYPE  LEM ID  54252 ID  54253 ID  54254 ID  54255 ID  54256 Comment je peux … HIT : RR : R J  Human Linguistic tres , petit         FLEX  le FLEX  petit FLEX  bouton FLEX  rouge LEM  le LEM  petit LEM  bouton LEM  rouge POS  DD POS  JJ POS  NN POS  JJ   KEY  THE R KEY  SIZESMALL R KEY  BUTTON R KEY  RED R TYPE  LEM FLEX  tres TYPE  LEM TYPE  LEM ID  54252 LEM  tres ID  54255 ID  54256 MODE  : POS  RR KEY  INTLARGE R TYPE  LEM ID  54253   Agent Agent SETK  1 TYPE  LEM  ID  54254 HIT : NN : D J N E J  le, petit , bouton , rouge   FLEX  bouton LEM  bouton POS  NN  KEY  BUTTON R FLEX  le LEM  le POS  DD DET  KEY  THE R TYPE  LEM     ID  54252 FLEX  petit FLEX  rouge LEM  petit LEM  rouge POS  JJ POS  JJ   KEY  SIZESMALL R KEY  RED R FLEX  tres TYPE  LEM LEM  tres ID  54256 ATTR  : MODE  : POS  RR KEY  INTLARGE R TYPE  LEM ID  54253 SETK  1 TYPE  LEM ID  54254 SETK  2 TYPE  LEM ID  54255 Software Σ Hi Rationall Agent MODEL[ Agent ID[main] PARTS[ Dialogue TITLE, FIELD, GROUP[ ID[command], PARTS[ Session BUTTON, BUTTON, BUTTON ] Profil ] ], USAGE["This comp onent is …" ] Modeling Agent ]
  • 47. The Rational Assisting Agent « How many buttons are there? » ASK[COUNT[REF(BUTTON)]] Formal request language Rational agent Interaction Component model Σ Hi model - Session - Structure - Profile - Action - Task The agent reasons, - Process modifies the models Loop Formal answer language 1. Read a formal request ; TELL[EQUAL[COUNT[REF(BUTTON)]],3]] 2. Contextualize the formal request: « There are three buttons » - Explore the interaction model; - Explore the component model. 3. Process the formal request: - Update the interaction model; - Update the component model. 4. Produce the formal answer.
  • 48. Dialogue with components Java Interface for ECA: DaftLea (K. LeGuern 2004) counter Here is … “Counter” component Standard GUI that can contain Java applets “Hanoi” component LEA “ AMI web site” component ACA LEA (Java) Speech synthesis: Elan Speech J-C Martin & S. Abrilian ...
  • 49. Processing of a Daft request G IATIN ED DEL M O Done! M 4 3 2 1 «restart the counter » 1) The utterance is analyzed to build a formal request: RESTART[REF[“COUNTER”]] 2) The reference REF is resolved within the model (large When the user enters « restart the counter » in the red rectangle) chatbox, he/she can see: 3) The restart action is applied on the boolean of the counter thus producing the model variable INT[8] to be - The number increments 8, 10, 12, 14 … incremented - LEA says: « Done! » 4) An update is sent to the boolean variable of the - LEA expresses the emote: ACKNOWLEDGE application 5) The behavioral answer «  ACKNOWLEDGE » is sent to the virtual agent.
  • 51. Usefulness of embodiment Eyeballs 2D cartoon 3D realistic agents Humans
  • 52. Evaluation of ECAs Efficiency Measures the actual performance of the couple user-agent when carrying out a given task. Objective Usability Measures the capacity of the user to have a good comprehension of the functioning of the system and the fluency of the control. Friendliness Measures the “feeling” of the user about the features of the system (attraction, commitment, esthetic, comfort, …) Subjective Believability Measures the “feeling” of the user about the fact that the agent can understand the user’s problems and has the capacity to help with real competence. Trust Measures the “feeling” of the user about the fact that the agent behaves as a trustable and cooperative entity.
  • 53. Ratio realism / friendliness Eyeballs 2D cartoon 3D realistic agents Humans % Friendliness Bunraku puppet Toy "uncanny valley" % similarity Masahito Mori, Institut Robotique de Tokyo in Jasia Reicardt, “Robots are coming”, Thames and Hudson Ltd, 1978
  • 54. The Persona Effect of Lester Results Presentation Measured improving of the parameters: 30 Sujects : With Agent - performance of comprehension 15 M & 15 F, - performance of recall (memory) age ≈ 28 years Presentation - subjective questions  satisfaction Without Agent ECA An arrow WITH AGENT WITHOUT AGENT • Lester et al. (1997). The Persona Effect: Affective impact of Animated Pedagogical Agents. CHI’97. • van Mulken et al. (1998). The Persona Effect: How substantial is it? HCI’98.
  • 55. Persona effect and memorizing Ik ben Annita, de assisterent bj dit experiment Measured improving the Without agent performance of recall of stories Subjective evaluation: Anthropomorphic questions Example : “Did you feel the agent sensitive?” 61 Sujects : 39 M, 22 F Realistic agent Experiment: stories are told to subjects using three various situations (without agent, realistic agent, cartoon agent). Recalling questions are then asked to subjects. The three situations are compared. Result: an ECA improve the memorizing of information. Cartoon agent Beun et al. (2003). Embodied conversational agents: Effects on memory performance and anthropomorphisation. IVA’03.
  • 56. Experiments on Functional description Three different agents: ― 2 men (Marco, Jules) with different garment ― 1 woman (Lea) 1 Three strategies of cooperation: ― Redundancy 33 = 27 ― Complementarity experiments ― Specialization Three objects to describe: 1. Video recorder remote controller 2. Photocopier control panel 3. Application for designing graphic documents 3 2 Stéphanie Buisine, LIMSI 2004
  • 57. Functional description: evaluation results Quality of explanation ― No noticeable effect of the appearance, ― Noticeable effect of the multimodal behaviour: the redundant explanations are preferred. Sympathy ― No noticeable effect of the multimodal behaviour, ― Noticeable effect of the appearance : > > Performance ― Same as the appearance, ― But no correlation between Sympathy and Performance. Impact of the user’s gender ― Men react differentially and prefer redounding explanations, ― Women do not react differentially. Stéphanie Buisine, LIMSI 2004
  • 59. Turing test: conversational intelligence  Turing Test, Alan M. Turing (1912-1954) : "the imitation game" in “Computing Machinery and Intelligence”, Mind, Vol. 59, No. 236, pp. 433- 460, 1950.  Can be replaced by a Turing-like test, on output data instead of during direct interaction
  • 60. Wizard of Oz methodology Wizard of Oz  An experimenter pilots an avatar  The user ignores is in front of a human (he thinks he faces a virtual agent)
  • 61. Humain-Agent interaction Interaction Interaction Interaction Multiple inputs Textual (text boxes), audio (microphone), video (camera), sensors (AmI environment),... Multiple outputs Textual, audio, facial expressions, postures, gestures, lighting, ... Multiple models Conversational, emotional, of the environment, of the user, ...
  • 62. European project SEMAINE: an ECA architecture http://www.semaine-project.eu/
  • 63. Example of ECA architecture Semaine Project Spike http://semaine.opendfki.de/wiki/ComponentArchitecture
  • 64. Interaction inputs Camera Microphone Text box Sensors  Microphone + transcript / text box: dialogue input (semantic)  Microphone (emotion)  Camera:  Gestures (semantic)  Facial expressions / postures (emotions)  Sensors:  Context  Physiological signals (emotions)
  • 65. Human-ECA Dialogue S. Pesty, GT ACA, 2005.11.15, http://www.limsi.fr/aca/
  • 66. Conversational agents Textual / GUI Embodied Non linguistic • Contextual help: pop-ups, ... • State printer: emotion, • Online manuals: hypertext emotes navigation • Assistants using a decision tree Unidirectional, INPUT SORTIE linguistic • Query fields embedded in an • Feature presenter application window: keywords, free/open questions Conversational • Chat bots: Eliza • Mediators: acts as a (bidirectional, • Dialogical assistants: representative of an linguistic) InterViews, Daft, Artemis, … application of a service • Avatars
  • 67. The reference of the chatbots A. L. I. C. E. Author: Richard S. Wallace Website: http://www.alicebot.org Documentation : http://alicebot.org/TR/2001/WD-aiml-1.0.1-20011025-006.html
  • 68. Jabberwacky wins the Loebner Prize 2005 …. PROGRAM: Hello, my name is George and I am the human. JUDGE: Hi George, cslkjslw weicmslw weos, right? PROGRAM: Don't repeat your name, csthiang! JUDGE: If lsjkel lwehlx wouldn't you say? PROGRAM: No, he's still good. JUDGE: Who. PROGRAM: You and me. JUDGE: If you are human, tell me which is larger, a salt crystal or the Empire State Building. PROGRAM: It's caring about another person's well being more than your own. JUDGE: What if I care about another person's well being more than I should? PROGRAM: How would you do that? JUDGE: Which is further away from us, Queens or Inner Mongolia? PROGRAM: HA! HA! That was stupid. Tell me a GOOD joke this time. JUDGE: You say you are human but you can't answer a simple question. PROGRAM: Because I am alive. JUDGE: You are not following the rules. You are supposed to convince me that you are a human, not convince me that you are mysterious. PROGRAM: I can't very well convince one lacking a mind, can I? JUDGE: It isn't my mind that is in question, it is yours! PROGRAM: No my name is not katie. JUDGE: Which is larger, your brain or Belgium? PPROGRAM Oh the one on the far left without a doubt. JUDGE: Francais. ROGRAM: Yes do you speak it? JUDGE: Francais. PROGRAM: Francais? JUDGE: Francais. PROGRAM: O well I don't speak french. JUDGE: Who. PROGRAM: Mine. JUDGE: The ljwli is what we want, right? PROGRAM: I can not do it right now because I m talking to you a million miles away. JUDGE: What do you think the ljwli. PROGRAM: Depends on the person. JUDGE: But the ljwli. PROGRAM: So they can chuck more wood? …
  • 69. Dialogue systems  Retro-action loop not taken into account: knowing the state of the dialogue (DM) can improve  Automatic speech recognizer  Natural language understanding  The DM should manage multimodality  As input (ex: gestures, facial expressions, emotions)  As output (ex: emphasis, voice modulating, utterance+gesture)
  • 70. Utterance understanding  Speech act theory (Searle&Vanderveken, 1985)  In accordance with Bratman's theory of intention (Bratman, 1987)  Illocutionary acts (Vanderveken, 1990)  Formalisation: F(P)  5 speech acts: assertive, commissive, directive, déclarative, expressive  Transposition to MAS  KQML  FIPA ACL
  • 71. Existing dialogue systems  Case-base systems using keyword spotting: chatbot  Communication protocols (FIPA ACL): MAS  Planning systems (Allen 80, Traum 96)  POM-DP: call centres (Frampton&Lemon 09)  Dialogue games (Maudet 00)  Information-State update (Larsson 00) : Trindikit, GoDiS, IbiS Scientific deadlock yet unsolved! (see Mission Rehearsal Exercise (Swartout et al. 2006))
  • 72. Ratio Effort/Performance Actual Performance 100% Control, command, assistance… 50% Chat bots H/M Dialog Games, Systems socialization, 10% games, affects, … Effort = Code and resources 1 10 100 1000
  • 74. Kesako ?  Affective Computing ● Book by R. Picard (1997) ● Detect, Interprete, Process and Simulate human emotions  How is it conncted to ECAs ? ● (Krämer et al., 2003) People, when interacting with an ECA, tend to be more polite, more nervous and behave socially ● (Hess et al., 1999) Emotions play a crucial rôle in social interactions → Affective Conversationnal Agents !
  • 75. The story so far... Emotions R. Picard Humaine ACII Virtual Agents Video Games CHI IVA Serious Games Simulation Online ECAs everywhere H-M Dialog Eliza Trains 70 90 10 Agents MAS AAMAS
  • 76. Links from the community  IVA (Intelligent Virtual Agents) http://iva2012.soe.ucsc.edu/  ACII (Affective Computing & Intelligent Interaction) http://www.acii2011.org/  Humaine ● Projet FP6 (1/12004 – 31/12/2007) ● Association ● http://emotion-research.net/
  • 77. HUMAINE http://emotion-research.net
  • 78. Research questions Detect, interprete, process and simulate human emotions → affects  Cognitive Sciences ● AI and psychology (for emotions) ● AI and sociology (for social relations)  3 domains : Recognition Models Synthesis Patterns Reco AI Image Signal processing Formal Models of Interactions Synchronisation Fusion KR & reasoning Turn taking Machine Learning Behaviour models
  • 79. Examples  Recognition ● Affectiva Q sensor : http://www.youtube.com/watch?v=1fW3hEvxGUU  Synthesis ● Agent : http://www.youtube.com/watch?v=CiuoBiJjGG4 ● Robot (Hanson) : http://www.youtube.com/watch?v=pkpWCu1k0ZI  Models ● Fatima (LIREC) : http://www.youtube.com/watch?v=ZiPlE80Xiv4
  • 80. Emotion recognition  General principle ● Corpus tagging ● Supervised learning (classifier) Emotion Emotion categories classes Supervised Annotations Tags Learning E.g. Anvil Tagged E.g. ID3 corpus Decision tree Extraction criterions Durations, Pitches, Corpus Frequencies, Colors, (images, films...) Etc... Source
  • 82. Emotions synthesis  From Emotion to Parameters parametrization State transitions Expressing Dynamics Annotated Generalization Corpus Emotions  Evaluation ● Human recognition of expressed emotions not reliable, even in H-H interaction (with spontaneous emotions)  Some examples: ● Virtual agents: Greta/Semaine ● Robots: Kismet, iCat, Nao
  • 83. From annotations to animations Original GRETA video Anger Desperation C. Pélachaud LTCI and J-C Martin LIMSI Joy Anger Fear Surprise Distress Joie Colère Peur Surprise Tristesse
  • 85. A bit of Human Science « The question is not whether intelligent machines can have any emotion, but whether machines can be intelligent without any emotions. » Marvin Minsky, 1986  Darwin, 1872 (Ed. 2001) The expression of emotions in man and animals → Adaptation mechanism + Role in communication (Ekman, 1973)  2 schools ● James, 1887 Organism changes → emotion ● Lazarus, 1984 ; Scherer, 1984 Appraisal theory
  • 86. Appraisal theory Goals, preferences Personnality Evaluation in context Perceptions = stimuli Emotion Environment Actions Individual Adaptation aka coping
  • 87. Appraisal theory (2)  Coping (adaptation strategy) = the process that one puts between himself/herself and the punishing event ● Active coping (i.e. problem focused) → act upon one's environment ● Passive coping (i.e. emotion focused) → act upon one's emotion  Rousseau & Hayes-Roth, 1997 ● Personnality → emotions (Watson & Clark, 1992) ● Emotions → Social relations (Walker, 1997)
  • 88. Architecture Events Personnality Emotions Mood Social role Sociales relations Actions
  • 89. Architecture Events Personnality 1 2 Emotions Mood Social role 3 Sociales relations Actions
  • 90. Models of personnality  Personnality = stable component in an individual's behaviour, attitude, reactions...  Computational models ● Define variables ● Define their value domains ● Define the characteristic values  Eysenck, 1967 ● Extraversion → Higher sensitivity to positive emotions (and more expressive) ● Neuroticism → Higher sensitivity to negative emotions (and more frequent changes)
  • 91. Models of personnality (2)  McRae, 1987 (a.k.a OCEAN or « Big Five Model ») ● Openness → curiosity ● Conciousness → organization ● Extraversion → exteriorization ● Agreeableness → cooperation ● Neuroticism → emotional unstability  Myer-Briggs Type Indicator (MBTI) based on Jung ● Energy → introverted or extroverted ● Information collection → sensitive or intuitive ● Decision → thinking or feeling ● Action → judgement or perception
  • 92. One example: ALMA (Gebhard, 2005) Emotions OCEAN Events Mood
  • 93. Emotions models  What is an emotion ? ● Darwin, James, Ekman, Scherer, …  Characterizing an emotion ● Categories-based approaches → There are N emotions (N being subject to discussion) ● Dimensions-based approaches → An emotion is a point in an N-space (dimensions must make a basis)
  • 94. The PAD model  Mehrabian, 1980  Emotion = 3 dimensions ● Pleasure (or « valence ») ● Arrousal (or « activation degree ») ● Dominance  Examples
  • 95. PAD (cont.)  Pluchnick's wheel
  • 96. The OCC model  Ortony, Clore, Collins, 1988  20 emotion categories ● Joy – Distress ● Fear – Hope ● Relief – Disappointment, Fear-confirmed – satisfaction ● Pride – Shame, Admiration – Reproach ● Love – Hate ● Happy-for – Resentment, Gloating – Pity ● Remoarse – Gratification, Gratitude – Anger
  • 97. OCC (cont.)  Appraisal model based on individuals' goals & preferences:
  • 98. One example: EMA (Gratch & Marsella, 2010)  EMotions & Adaptation → Appraisal → Coping (action selection)  Based on SOAR  Evaluation criteria ● Relevance ● Point of view ● Desirability (expected utility) ● Probability & expectedness ● Cause ● Control (by me and others)
  • 99. EMA (cont.)  Rule-based system E.g. : Desirability(self, p) > 0 & Likelihood(self, p) < 1.0 → hope  Coping strategies ● Perceptions ● Belief revision (including about other agents' intentions and responsibilities) ● Changing goals  Simulation model  Application to serious games
  • 100. Social relations  Social behaviour model Static models: Walker, Rousseau et al., Gratch... Dynamic model: Ochs et al.  Several traits: ● Liking ● Dominance ● Solidarity (or social distance) ● Familiarity (subject to discussion) → Social Relation unidirectional and not-always reciprocal!
  • 101. Emotions and Social Relations  Influence E → RS (examples) ● Ortony, 91 : caused >0 emotions → + liking ● Pride, Reproach → + dominance Fear, Distress, Admiration → - dominance  Influence of the social relation on action and communication  Action selection guided by target social relation  Emotional contagion → neighbours computation based on social relations
  • 102. One example : OSSE Attitudes (Ochs et al., 2008) Scenario = set of events Events → Emotions → Social relation dynamics Social roles → initial relation
  • 103. Learn more !  Books ● Rosalind Picard, Affective Computing, MIT Press ● Scherer, Bänziger, & Roesch (Eds.) A blueprint for an affectively competent agent: Cross- fertilization between Emotion Psychology, Affective Neuroscience, and Affective Computing. Oxford University Press  Next IVA conference → next September humaine-news mailing list !  ACII in 2013
  • 104. Acknowledgements  Jean-Paul Sansonnet (LIMSI) for his presentation materials  All members of GT ACAI
  • 105. Conclusion Join the GT ACAI! http://acai.lip6.fr/