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6                                              Socially Intelligent Agents

                             the agent to develop an identity which is intimately suited to interaction with
                             that particular human. This, according to the author may be the only way to
                             achieve the quality of relationship needed. In order to understand such a pro-
                             cess, the author draws upon current ideas of the human self and its ontogenetic
                             formation. He articulates a model of the construction of a self by an agent, in
                             interaction with users.
                               In chapter 5, Katherine Isbister discusses the use of nonverbal social cues
                             in social relationships. Spatial proximity, orientation and posture can commu-
                             nicate social intention and relationship, such as agreement or independence
                             among agents. Facial expressions and hand, head and body gestures can indi-
                             cate attitude and emotional response such as approval or uncertainty. Spatial
                             pointing and eye gaze can be used to indicate subjects of discussion. Timing,
                             rhythm and emphasis contribute to prosody and the management of conversa-
                             tional interaction. Her practical work concerns the development of interface
                             agents whose purpose is to facilitate human-human social interaction. She re-
                             ports on her experience in two projects, a helper agent and a tour guide agent.

                             2.2     Agents and Emotions/Personality

                               Emotion is key in human social activity, and the use of computers and robots
                             is no exception. Agents that can recognize a user’s emotions, display meaning-
                             ful emotional expressions, and behave in ways that are perceived as coherent,
                             intentional, responsive, and socially/emotionally appropriate, can make impor-
                             tant contributions towards achieving human-computer interaction that is more
                             ‘natural’, believable, and enjoyable to the human partner. Endowing social ar-
                             tifacts with aspects of personality and emotions is relevant in a wide range of
                             practical contexts, in particular when (human) trust and sympathetic evaluation
                             are needed, as in education, therapy, decision making, or decision support, to
                             name only a few.
                               Believability, understandability, and the problem of realism are major issues
                             addressed in the first three chapters of this section, all of them concerned with
                             different aspects of how to design (social) artifacts’ emotional displays and
                             behavior in a way that is adapted to, and recognizable by humans. The fourth
                             chapter addresses the converse problem: how to build agents that are able to
                             recognize human emotions, in this case from vocal cues.
                               In chapter 6, Eva Hudlicka presents the ABAIS adaptive user interface sys-
                             tem, capable of recognizing and adapting to the user’s affective and belief
                             states. Based on an adaptive methodology designed to compensate for per-
                             formance biases caused by users’ affective states and active beliefs, ABAIS
                             provides a generic framework for exploring a variety of user affect assessment
                             methods and GUI adaptation strategies. The particular application discussed
                             in this chapter is a prototype implemented and demonstrated in the context of
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