Universität Bielefeld Universität Bielefeld - Technische Fakultät - AG Wissensbasierte Systeme

Jahresübersicht 2005

Veröffentlichungen des Jahres 2005 inklusive aller verfügbaren Abstracts

Becker, C., Nakasone, A., Prendinger, H., Ishizuka, M. & Wachsmuth, I.
Physiologically interactive gaming with the 3D agent Max

International Workshop on Conversational Informatics, in conj. with JSAI-05
Kitakyushu, Japan (pp. 37-42), 2005.

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Abstract: Physiologically interactive (or affective) gaming refers to research on the evocation and detection of emotion during game play [21]. In this paper, we first describe the two building blocks of our approach to affective gaming. The building blocks correspond to two independently conducted research strands on affective human-computer interaction: one on an emotion simulation system for an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld [13, 2]; the other one on a real-time system for empathic (agent) feedback that is based on human emotional states derived from physiological information, and developed at the University of Tokyo and the National Institute of Informatics [19]. Then, the integration of both systems is motivated in the setting of a cards game called Skip-Bo that is played by a human game partner and Max. Physiological user information is used to enable empathic feedback through non-verbal behaviors of the humanoid agent Max. With regard to the new area of Conversational Informatics we discuss the measurement of human physiological activity in game interactions and non-verbal agent behavior.

Becker, C., Prendinger, H., Ishizuka, M. & Wachsmuth, I.
Empathy for Max (preliminary project report)

The 2005 International Conference on Active Media Technology (AMT-05)
Takamatsu, Kagawa, Japan (pp. 541-545), 2005.

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Abstract: This paper first describes two independently conducted research strands on affective human-computer interaction: one on an emotion simulation system for an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld [8, 2]; the other one on a real-time system for empathic (agent) feedback that is based on human emotional states derived from physiological information, and developed at the University of Tokyo and the National Institute of Informatics [15]. Then, the integration of both systems is suggested for the purpose of realizing a highly believable agent with empathic qualities.

Becker, C., Prendinger, H., Ishizuka, M. & Wachsmuth, I.
Evaluating affective feedback of the 3D agent Max in a competitive cards game

The First International Conference on Affective Computing and Intelligent Interaction (ACII-05),
Beijing, China (pp. 466-473). Berlin: Springer (LNCS 3784), 2005.

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Abstract: Within the field of Embodied Conversational Agents (ECAs), the simulation of emotions has been suggested as a means to enhance the believability of ECAs and also to effectively contribute to the goal of more intuitive human{computer interfaces. Although various emotion models have been proposed, results demonstrating the appropriateness of displaying particular emotions within ECA applications are scarce or even inconsistent. Worse, questionnaire methods often seem insufficient to evaluate the impact of emotions expressed by ECAs on users. There- fore we propose to analyze non-conscious physiological feedback (bio- signals) of users within a clearly arranged dynamic interaction scenario where various emotional reactions are likely to be evoked. In addition to its diagnostic purpose, physiological user information is also analyzed online to trigger empathic reactions of the ECA during game play, thus increasing the level of social engagement. To evaluate the appropriateness of different types of affective and empathic feedback, we implemented a cards game called Skip-Bo, where the user plays against an expressive 3D humanoid agent called Max, which was designed at the University of Bielefeld [6] and is based on the emotion simulation system of [2]. Work performed at the University of Tokyo and NII provided a real- time system for empathic (agent) feedback that allows one to derive user emotions from skin conductance and electromyography [13]. The find- ings of our study indicate that within a competitive gaming scenario, the absence of negative agent emotions is conceived as stress-inducing and irritating, and that the integration of empathic feedback supports the acceptance of Max as a co-equal humanoid opponent.

Heumer, G., Schilling, M. & Latoschik, M. E.
Automatic data exchange and synchronization for knowledge-based intelligent virtual environments

Proceedings of the IEEE VR2005,
Bonn, Germany, March 2005 (pp. 43-50), 2005.

Kopp, S.
The spatial specificity of iconic gestures.

In Klaus Opwis and Iris-Katharina Penner (eds.): Proceedings of KogWis05,
The German Cognitive Science Conference (pp. 112-117). Basel: Schwabe, 2005.

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Abstract: Humans use spontaneous gestures when communicating. But what these gestures convey is still an open question and several findings indicate that they fall short of communicating semantic information. This paper presents a study in which naive observers had to draw images of what they saw in isolated iconic gestures. The detailed analyses of these drawings showed that observers were able to reliably extract visuospatial information from the gestures, with different hand shapes, movements, or hand orientations being differently salient and interpretable. In contrast to previous findings, these results suggest that iconic gestures can reach a level of specificity that makes them to an expedient means of conveying visuospatial information.

Kopp, S., Gesellensetter, L., Krämer, N., & Wachsmuth, I.
A conversational agent as museum guide -- design and evaluation of a real-world application

In Panayiotopoulos et al. (eds.): Intelligent Virtual Agents (pp. 329-343).
Berlin: Springer-Verlag (LNAI 3661), 2005.

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Abstract: This paper describes an application of the conversational agent Max in a real-world setting. The agent is employed as guide in a public computer museum, where he engages with visitors in natural face-to-face communication, provides them with information about the museum or the exhibition, and conducts natural small talk conversations. The design of the system is described with a focus on how the conversational behavior is achieved. Logfiles from interactions between Max and museum visitors were analyzed for the kinds of dialogue people are willing to have with Max. Results indicate that Max engages people in interactions where they are likely to use human-like communication strategies, suggesting the attribution of sociality to the agent.

Kranstedt, A., & Wachsmuth, I.
Incremental Generation of Multimodal Deixis Referring to Objects

Proceedings of the 10th European Workshop on Natural Language Generation (ENLG 2005),
Aberdeen, UK, august 2005.

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Abstract: This paper describes an approach for the generation of multimodal deixis to be uttered by an anthropomorphic agent in virtual reality. The proposed algorithm integrates pointing and definite description. Doing so, the context-dependent discriminatory power of the gesture determines the contentselection for the verbal constituent. The concept of a pointing cone is used to model the region singled out by a pointing gesture and to distinguish two referential functions called object-pointing and region-pointing.

Latoschik, M. E.
A user interface framework for multimodal VR interactions

Proceedings of the IEEE seventh International Conference on Multimodal Interfaces (ICMI 2005),
Trento, Italy, October 2005 (pp. 76-83), 2005.

Latoschik, M. E., Biermann, P. & Wachsmuth, I.
Knowledge in the loop: Semantics representation for multimodal simulative environments

Proceedings of the 5th International Symposium on Smart Graphics 2005 , (pp. 25-39).
Berlin: Springer (LNCS 3638), 2005.

Latoschik, M. E., Biermann, P. & Wachsmuth, I.
High-level semantics representation for intelligent simulative environments

Proceedings of the IEEE VR2005,
Bonn, Germany, March 2005 (pp. 283-284).

N. Leßmann, S. Kopp
Engagement in collaborative construction tasks with Max.

In AAMAS 2005 Workshop Proceedings: Creating Bonds with ECAs.,
Utrecht, The Netherlands (pp.76-83).

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Abstract: Max is a human-size conversational agent that employs synthetic speech, gesture, gaze, and facial display to act in cooperative construction tasks taking place in immersive virtual reality. In the mixed-initiative dialogs involved in our research scenario, turn-taking abilities and dialog competences play a crucial role for Max to appear as a convincing multimodal communication partner. The way how they rely on Max's perception of the user and, in special, how turn-taking signals are handled in the agent's cognitive architecture is the focus of this paper.

Sowa, T. & Wachsmuth, I.
A model for the representation and processing of shape in coverbal iconic gestures

In K. Opwis & I.-K. Penner (Eds.): Proc. of KogWis05 (pp. 183-188).
Basel: Schwabe Verlag, 2005.

Wachsmuth, I.
Studying situated communication with an embodied agent

Proc. of the Twenty-Seventh Annual Conference of the Cognitive Science Society,
Stresa, Italy, July 2005 (p. 44), 2005.

Wachsmuth, I.
Multimodale Interaktion in der Mensch-Maschine-Kommunikation

In L. Urbas & Ch. Steffens (Hrsg.):
Zustandserkennung und Systemgestaltung - 6. Berliner Werkstatt Mensch-Maschine-Systeme
(ZMMS Spektrum, Band 19, pp. 1-6). Düsseldorf: VDI, 2005.

Wachsmuth, I.
"Ich, Max"- Kommunikation mit künstlicher Intelligenz

In Ch. Herrmann, M. Pauen, J. Rieger & S. Schicktanz (Hrsg.):
Bewusstsein: Philosophie, Neurowissenschaften, Ethik (pp. 329-354).
München: Wilhelm Fink Verlag (UTB), 2005.

Wachsmuth, I.
Kommunikation und Körper (Embodied Communication)

In G. Graumann (Hrsg.): Beiträge zum Mathematikunterricht 2005 (pp. 41-47).
Hildesheim: Franzbecker Verlag, 2005.

Wachsmuth, I.
Computersimulation in der mathematikdidaktischen Grundlagenforschung

In Ch. Kaune, I. Schwank & J. Sjuts (Hrsg.):
Mathematikdidaktik im Wissenschaftsgefüge (Festschrift für Elmar Cohors-Fresenborg).
Osnabrück: Forschungsinstitut für Mathematikdidaktik (im Druck).

Wachsmuth, I. & Knoblich, G.
Embodied communication in humans and machines

AI Magazine 26(2): 85-86, 2005.

Wachsmuth, I. & Knoblich, G.
Embodied communication in humans and machines - a research agenda

Artificial Intelligence Review 24(3-4): 517-522, 2005.

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Abstract: The challenge to develop an integrated perspective of embodiment in communication has been taken up by an international research group hosted by Bielefeld University's Center for Interdisciplinary Research (ZiF) from October, 2005 through September, 2006. An international conference was held there on 12-15 January, 2005 to define a research agenda that will explicitly address Embodied Communication in Humans and Machines.

A. Kranstedt, 1.02.2006