Alle Publikationen
- <<
- <
- 1
2012
-
(2012) : A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training In: Society for Computer Simulation International: Proceedings of the 2007 Summer Computer Simulation Conference on Behavior Representation in Modeling and Simulation: San Diego, CA: Society for Computer Simulation International, S. 809-846
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2008
-
(2008): A Computational Approach to Etiquette: Operationalizing Brown and Levinson's Politeness Model. In: IEEE Intelligent Systems 23 (4), S. 28-35Keywords: doppelter Treffer, Etikette, Etikette-Engine, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Volltreffer
2007
-
(2007): A Computational Approach to Etiquette and Politeness: An "Etiquette Engine™" for Cultural Interaction Training. In: Proceedings of the 2007 Conference on Behavior Representation In Modeling and Simulation
Abstract: Computational models and simulations of culture-specific social interactions are useful for a variety of applications including training, interaction or perception prediction and interpretation and even the design of machines and systems which will interact verbally with members of different cultures. To date, such models have been achieved via the scripting of specific trajectories of behaviors or, in limited instances, through very complex, “first principles” psychological models of agent motivation and goal-based behaviors. Neither of these is entirely appropriate for the production of a large series of rich and deep social interactions. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. We have recently demonstrated the ability for this algorithm to produce culture-specific, politeness-appropriate utterances and perceptions of utterances in a game setting. Furthermore, our algorithmic approach to calculating culturespecific attitudes offered distinct advantages over alternate methods of producing such behaviors. Not only was it possible to more rapidly amass a much larger set of alternate trajectories through an interaction setting, but it was also possible to “swap” alternate sets of cultural knowledge to enable giving an agent alternate cultural perceptions with great ease.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer 2006
-
(2006): A Computational Approach to Etiquette and Politeness: Initial Test Cases. In: Proceedings of 2006 BRIMS Conference
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etikette, Human-Computer Etiquette, Mensch-Technik-Relationen, Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Soziale Angemessenheit, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer -
(2006) : A Computational Approach to Etiquette and Politeness: Initial Test Cases: Proceedings of 2006 BRIMS Conference, Baltimore, MD
Abstract: Characters or agents which react appropriately—-taking offense when reasonable, giving deference where appropriate, etc.-- are a fundamental need for believability and accuracy in simulations of social interactions (including culture-specific and multi-cultural interactions). This is especially true for applications where complex and realistic interactions with intelligent agents are important-- such as cross-cultural training for military personnel. We have developed a quantitative, computational implementation of a rich, universal theory of human-human “politeness” behaviors and the culture-specific interpretive frameworks for them (labeled “etiquette”) from sociology, linguistics and anthropology. This model links observable and inferred aspects of power and familiarity relationships, the degree of imposition of an act (each of which have implications for roles and intents) and the actor’s character to produce expectations about politeness behaviors. By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We present the algorithm we have developed and describe its results in scoring the degree of politeness or rudeness across 8 test cases. We see applicability of this model to interactive agent behavior generation and adaptation through the creation of modular, cross-cultural etiquette libraries. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach should provide substantial payoffs in terms of reducing software development costs and/orincreasing the breadth of an agent’s social interaction behaviors.
Keywords: doppelter Treffer, Etikette, Etikette-Engine, Etiquette as rules of expectation, Favoriten, FTA Face Threatening Acts, Höflichkeit, Human-Computer Etiquette, Mensch-Technik-Relationen (MTR), Mensch-Technische Systeme, Miller, Modelle/Theorien, Observablen/Kriterien für sozial angemessenes Verhalten und dessen Bewertung, Realtechnik, Sozial Intelligente Agenten, Soziale Angemessenheit, Soziale Robotik, Soziosensitive Systeme, Sprachgebrauch, Status / biologische Marker, Technik, Unhöflichkeit, Volltreffer
- <<
- <
- 1
