This document discusses building socially intelligent agents for human-agent interaction. It covers topics such as agency, mixed-initiative interaction, user experience, delegation, trust, social power dynamics, social identity, and applications to games and social robots. The goal is to create agents that can understand social contexts and interact with users based on social roles, relationships, tasks and cultural factors. Research studies show that modeling social constructs like culture, power and identity can improve user experience and task performance in human-agent systems.
My talk at #frAIday talks at Umea University - June 4, 2021.
I talked about some principles for building social interactive agents and presented some examples of such agents.
ifib Lunchbag: CHI2018 Highlights - Algorithms in (Social) Practice and morehen_drik
The document summarizes several papers presented at CHI 2018 on the topics of:
1) Understanding user experience of co-creation with AI through a drawing collaboration study.
2) Perceptions of justice and fairness in algorithmic decision-making through experimental studies.
3) A qualitative study of perceptions of algorithmic fairness among marginalized groups.
4) The effects of communicating advertising algorithm processes on user perceptions and trust.
An overview of a social psychological approach to the design of social technologies, with design principles and a brief review of how I applied these principles to several R&D projects in the past few years.
This presentation was given to the Seattle chapter of IxDA in October 2009.
1) The document discusses principles of social interaction design, examining how social media work as systems of talk and mediated interaction. It explores how technology intervenes in natural communication and forces implicit meanings to become explicit.
2) Key aspects of social interaction addressed include talk as a form of social action, the organization of talk in social practices, and how cues and ambiguity are handled in mediated environments compared to face-to-face interaction.
3) The essay aims to better understand user experiences and social competencies in order to inform the design of social tools and their ability to facilitate meaningful self-expression and interaction online.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
This document discusses the convergence of media platforms, the rise of computational communication, and the continuity challenges this presents for public relations (PR). It notes that algorithms now play a central role in how communication and data are distributed, organized, and made sense of. This shifts some social power away from human PR practitioners towards algorithms. It raises ethical questions around algorithmic responsibility and transparency. However, PR can work with algorithms by creating engaging content tailored to them. Overall, computational communication will require PR to invest in new data and algorithm skills while maintaining human elements.
My talk at #frAIday talks at Umea University - June 4, 2021.
I talked about some principles for building social interactive agents and presented some examples of such agents.
ifib Lunchbag: CHI2018 Highlights - Algorithms in (Social) Practice and morehen_drik
The document summarizes several papers presented at CHI 2018 on the topics of:
1) Understanding user experience of co-creation with AI through a drawing collaboration study.
2) Perceptions of justice and fairness in algorithmic decision-making through experimental studies.
3) A qualitative study of perceptions of algorithmic fairness among marginalized groups.
4) The effects of communicating advertising algorithm processes on user perceptions and trust.
An overview of a social psychological approach to the design of social technologies, with design principles and a brief review of how I applied these principles to several R&D projects in the past few years.
This presentation was given to the Seattle chapter of IxDA in October 2009.
1) The document discusses principles of social interaction design, examining how social media work as systems of talk and mediated interaction. It explores how technology intervenes in natural communication and forces implicit meanings to become explicit.
2) Key aspects of social interaction addressed include talk as a form of social action, the organization of talk in social practices, and how cues and ambiguity are handled in mediated environments compared to face-to-face interaction.
3) The essay aims to better understand user experiences and social competencies in order to inform the design of social tools and their ability to facilitate meaningful self-expression and interaction online.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
This document discusses the convergence of media platforms, the rise of computational communication, and the continuity challenges this presents for public relations (PR). It notes that algorithms now play a central role in how communication and data are distributed, organized, and made sense of. This shifts some social power away from human PR practitioners towards algorithms. It raises ethical questions around algorithmic responsibility and transparency. However, PR can work with algorithms by creating engaging content tailored to them. Overall, computational communication will require PR to invest in new data and algorithm skills while maintaining human elements.
Exercise-2 Self-assessment AAP IN the humanitarian project cycle.pptxFaruqueAhmad5
The document provides a self-assessment for an organization to rate their performance on Accountability to Affected Populations (AAP) across the different phases of the Humanitarian Project Cycle (HPC). The phases include Needs Assessments, Preparedness, Response Design, Implementation, and Monitoring and Evaluation. For each phase, 3-4 questions are provided for the organization to assign a rating from 0-5 on how well they incorporate community consultation and AAP practices.
This document discusses accountability and active community participation throughout project cycles. It emphasizes that accountability to beneficiaries is central to monitoring, evaluation, accountability and learning (MEAL). Active community participation, including providing information, consulting, collaborating and empowering stakeholders, helps ensure accountability and that programming meets community needs. The document also provides exercises and examples of mapping participation and feedback mechanisms to understand their strengths, weaknesses and how they can be applied during different stages of a project cycle.
The document discusses awareness and trust in globally distributed settings. It defines trust and awareness, and how they influence cooperation and knowledge processes across cultures. It presents two case studies, one on factors influencing trust in global outsourcing, and another on using context and culture metadata to represent different perspectives and increase awareness. The document concludes that trust and awareness are important success factors for global groups, and more research is needed on conceptual models and their practical applications.
1) Values in Computational Models RevaluedComputational mode.docxmonicafrancis71118
1) Values in Computational Models Revalued
Computational models are mathematical representations that are designed to study the behaviour of complex systems. Systems under study are usually nonlinear and complex to the extent that conventional analytics cannot be used. Scholars have tried to establish the role played by trust and values in the use of such models in the analysis of public administration.
Public decision-making is itself a complex endeavour that involves the input of multiple stakeholders. Usually, there are a lot of conflicting interests that influence the final outcome of such decision-making processes (Klabunde & Willekens, 2016). In a computational model, a number of factors equally influence the outcome of the process. One of them is the number of actors involved –the presence of more actors normally implies increased mistrust. Another factor is the amount of trust that already exists among the decision makers. In cases where the group is homogenous, there is likely to be more trust and thus, less concern about the number of actors involved.
Given the importance of these two factors, the designer of any such model bears the largest burden in assuring the value of the model. He or she can choose to implement agency by humans or by technology depending on the number of actors and trust among them. Also, model designer determines the margins of error from each scenario while modelling (Gershman, Markman & Otto, 2014). Since in conventional decision-making processes different actors have different roles, the model designer may decide to accord different levels of authority to different actors. Nevertheless, they must ensure that such a decision does not affect the trust of the system. Overall, what values are sought from a computational model in a public decision-making context?
References
Gershman, S. J., Markman, A. B., & Otto, A. R. (2014). Retrospective revaluation in sequential decision making: A tale of two systems.
Journal of Experimental Psychology: General
,
143
(1), 182-194.
Klabunde, A., & Willekens, F. (2016). Decision-making in agent-based models of migration: state of the art and challenges.
European Journal of Population
,
32
(1), 73-97.
2) Active and Passive Crowdsourcing in Government
The authors of the article “Active and Passive Crowdsourcing in Government” discuss the application of the idea of crowdsourcing by public agencies. It leverages Web-based platforms to gather information from a large number of individuals for solving intricate problems (Loukis and Charalabidis 284). The scholars revealed that the concept of crowdsourcing was first adopted by organizations in the private sector, especially creative and design firms. Later on, state agencies began to determine how to leverage crowdsourcing to obtain “collective wisdom” from citizens aimed at informing the formulation and implementation of public policies.
Active and passive approaches to crowdsourcing are similar as they are both.
- The document provides an overview of public relations (PR), including definitions, models, challenges, and tools. It discusses managing stakeholder relationships, corporate identity and reputation.
- PR involves managing strategic relationships and communication between organizations and their publics. Key functions include research, image making, counselling, and communicating.
- Grunig's models of PR include press agentry, public information, two-way asymmetric, and two-way symmetric communication. Excellence is achieved through symmetrical communication and inclusion in the dominant coalition.
- The document provides an overview of public relations (PR), including definitions, models, challenges, and tools. It discusses managing stakeholder relationships, corporate identity and reputation.
- PR involves managing strategic relationships and communication between organizations and their publics. Key functions include research, image making, counselling, and communicating.
- Grunig's models of PR include press agentry, public information, two-way asymmetric, and two-way symmetric communication. Excellence is achieved through symmetrical communication and inclusion in the dominant coalition.
Exploring Social Media as a Resource for Value Co-Creation. Research perspect...Sanna Ketonen-Oksi
Presentation that was given at webinar on Value Co-Creation in the Digital Era, on 24th August, in Helsinki. Proj. Kyoichi Jim Kijima and Docent Marja Toivonen as keynotes, the recordings of the webinar will be available at the internet as well. See https://koulutus.ttl.fi/Default.aspx?tabid=688&id=4271
Today, I had the big honor to give the opening keynote at the 8th AAAI Conference on Human Computation and Crowdsourcing (HCOMP 2020), being held virtually. HCOMP is the home of the human computation and crowdsourcing community working on frameworks, methods and systems that bring together people and machine intelligence to achieve better results. I decided to totally revamp a previous talk to focus on so-called "human in the loop" and showed how we incorporate human in the loop to personalise at scale, with some of the research at Spotify. Sharing the slides for general interests.
The Rhizome project aims to explore digital identities in learning, teaching, and research. It seeks to understand how online identities are constructed and to provide individuals with tools to create and manage effective identities. The project will research key issues around digital identities, design learning experiences and policies to help stakeholders, and create a proof of concept identity management tool to demonstrate solutions. Evaluation of the project will analyze its effectiveness in addressing issues of identity, empowerment, and participation in lifelong learning.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
Social science for software developers:
Using tools from social science to inform software design: should software developers also be social scientists?
Social Science for software developers:
Using tools from social science to inform software design: should software developers also be social scientists?
Series of Leading Change slides illustrate an aspect of my resume, namely a range of early professional experiments related to advancing--in small ways--sources of government innovation: transparency, collaboration, public participation and organization design.
On serendipity in recommender systems - Haifa RecSoc workshop june 2015Giovanni Semeraro
Helpfulness, Honesty, Intelligence
Information: Accuracy, Completeness, Format, Objectivity, Relevance
Interaction: Ease of interaction, Ease of understanding, Responsiveness
Trust: Trustworthiness
(Chen et al. 2010) H. Chen, F. Fang, J.Y.C. Chen. Impacts of Perceived System Quality on User Satisfaction in the E-Service Context. Total Quality Management & Business Excellence, 21(11):1171-1184, 2010.
Analysis of user emotions
– Happiness, Surprise, Neutral
– Comparison between RWR-KI and RANDOM
36
Experimental Evaluation (user study):
This document summarizes the key findings of a study on how social impact measurement is shaped by the relationships between social enterprises and their resource providers. The study found that social impact measurement can be formed along two dimensions - symmetric and asymmetric relationships. Symmetric relationships are characterized by shared goals, reciprocity, trust and collaboration, resulting in social enterprises taking a more informal and imperfect approach to measurement focused on learning. Asymmetric relationships involve power imbalances and are more regulation-based, leading to social enterprises strictly complying with formalized measurement mandates from resource providers and spending more resources on measurement.
Running head TECHNOLOGIES AND TOOLS FOR POLICY MAKING 4TECHN.docxjeanettehully
Running head: TECHNOLOGIES AND TOOLS FOR POLICY MAKING
4
TECHNOLOGIES AND TOOLS FOR POLICY MAKING
Technologies and tools for Policy Making
Potharlanka Venkata Naga Teja
Dr. Jonathan Abramson
11/24/2019
Policymaking is one of the vital functions of leadership in society. The primary objective of this research is to identify and research the essential tools used in policymaking. Policymaking refers to the development plans and ideas that are used by the leadership in governing the society as well as the basis of decision making in the community. In policy-making, several tools and technologies are used to support effective policy and decision making (Kamateri, Panopoulou, Tambouris, Tarabanis, Ojo, Lee & Price, 2015).
1.Visualization tools.
In this study, I will discuss the visualization tools and how it helps in policy, making the process. Visualization tools are efforts that aim to improve the policymakers to understand available data through visual explanation more clearly. Data treads, patterns, and correlation that can be difficult to know through the text format are analyzed through visualization software (Monsivais, Francis, Lovelace, Chang, Strachan & Burgoine, 2018). This software goes beyond standard graphs, texts and excels spreadsheet to explain and compare the data available for effective policymaking. Some of these tools include infographics, geographic maps, dials, detailed bar graphs, and pie charts. These tools bring a view that is more meaningful and easier to understand.
2.Argumentation tools.
Argumentation tools stress more on the use of drogue as the fundamental tool of data analysis. There are several components in the argumentation tools, which include the dialogue structure, argumentation scheme, mapping tools, and formal tools of argumentation. There are also several types of arguments that can utilize in argumentation tools. Some of these types are inductive, critical reasoning, philosophy and deductive, among others (Iandoli, Quinto, Spada, Klein & Calabretta, 2018). These tools help policymakers to visualize the complex data through contentious debates for effective decision making.
3.eParticipant tools.
These are tools that are designed to encourage collaborative analysis among all the stakeholders. A joint analysis involves all the stakeholders that would be affected by the formulation of policies in a particular society in the system. Policymakers get a wide range of required information in decision making on reforms of systems of making new ones. New and informed ideas are also incorporated in decision making thorough participatory tools. Experiences of different people in society are also another essential element brought by participatory tools. eParticipant is an effective way of making policies as it reduces the chances of resistance (Iandoli, Quinto, Spada, Klein & Calabretta, 2018).
4.Simulation tools.
Simulation is based on models of the real situation and determining the best ...
Must be APA Format b)select minimum of 2 refereed journal ar.docxdohertyjoetta
Must be APA Format
b)select minimum of 2 refereed journal articles (no earlier than 2008) for each of the competencies
c)1 page summarize of each article and discuss how each article relates to the competency.
I have listed the four competence below with the definition . Paper must be finished by
Thursday March 5,2020 1pm central time
Competency 6: Engage with Individuals, Families, Groups, Organizations, and Communities
Social workers understand that engagement is an ongoing component of the dynamic and interactive process of social work practice with, and on behalf of, diverse individuals, families, groups, organizations, and communities. Social workers value the importance of human relationships. Social workers understand theories of human behavior and the social environment, and critically evaluate and apply this knowledge to facilitate engagement with clients and constituencies, including individuals, families, groups, organizations, and communities. Social workers understand strategies to engage diverse clients and constituencies to advance practice effectiveness.
8 2015 Educational Policy and Accreditation Standards
Social workers understand how their personal experiences and affective reactions may impact their ability to effectively engage with diverse clients and constituencies. Social workers value principles of relationship-building and inter-professional collaboration to facilitate engagement with clients, constituencies, and other professionals as appropriate. Social workers:
Apply knowledge of human behavior and the social environment, person-in-environment, and other multidisciplinary theoretical frameworks to engage with clients and constituencies; and
Use empathy, reflection, and interpersonal skills to effectively engage diverse clients and constituencies.
Competency 7: Assess Individuals, Families, Groups, Organizations, and Communities
Social workers understand that assessment is an ongoing component of the dynamic and interactive process of social work practice with, and on behalf of, diverse individuals, families, groups, organizations, and communities. Social workers understand theories of human behavior and the social environment, and critically evaluate and apply this knowledge in the assessment of diverse clients and constituencies, including individuals, families, groups, organizations, and communities. Social workers understand methods of assessment with diverse clients and constituencies to advance practice effectiveness. Social workers recognize the implications of the larger practice context in the assessment process and value the importance of inter-professional collaboration in this process. Social workers understand how their personal experiences and affective reactions may affect their assessment and decision-making. Social workers:
Collect and organize data, and apply critical thinking to interpret information from clients and constituencies;
Apply knowledge of human behavior .
Keynote at the Annual Conference of the Association of Adaptation Studies 2022
Abstract.
Games have still a long way to become fully inclusive. But, the topic of inclusive play is, nevertheless, widely discussed and researched. Inclusiveness is addressed both in terms of the characters and situations that the game depicts (e.g., its content) and in terms of the way players’ accessibility to play the game and enjoy the experience is supported. This presentation shows some efforts to raise awareness for the inclusion of diverse content in games that avoids shallow stereotypes and tropes, and some efforts to make games available to a diverse audience that includes people with disabilities. Another perspective of inclusiveness in games is the use of games as tools to improve the life of players that need support for inclusion. Some projects that follow this idea are presented. For example, the Invisible Island game developed for collaborative play between sighted and unsighted players, and the ID Gaming project that is developing games to support people with intellectual disability. The discussion is extended by presenting games that can mitigate the problems of inclusion in society by addressing cultural training and promoting empathy in cyberbullying situations. A final note on how models of social identity can be used in games, in particular, in the behaviour of game characters is raised. Building on that, we can create gameplay situations involving social interactions that are grounded on the dynamics of social groups, which can support social inclusion challenges as a gameplay element.
Validating the plot of interactive narrative gamesRui Prada
Work torwards the creation of a tool to test narrative games during the writing of the story, without the need of users. The tool presents a set of metrics that can be used to assess the experience that the story may promote, in terms of its interaction flow.
Presentation at Conference on Games (Cog) 2021.
More Related Content
Similar to Human-Agent Interaction: Building Socially Intelligent Agents in Games
Exercise-2 Self-assessment AAP IN the humanitarian project cycle.pptxFaruqueAhmad5
The document provides a self-assessment for an organization to rate their performance on Accountability to Affected Populations (AAP) across the different phases of the Humanitarian Project Cycle (HPC). The phases include Needs Assessments, Preparedness, Response Design, Implementation, and Monitoring and Evaluation. For each phase, 3-4 questions are provided for the organization to assign a rating from 0-5 on how well they incorporate community consultation and AAP practices.
This document discusses accountability and active community participation throughout project cycles. It emphasizes that accountability to beneficiaries is central to monitoring, evaluation, accountability and learning (MEAL). Active community participation, including providing information, consulting, collaborating and empowering stakeholders, helps ensure accountability and that programming meets community needs. The document also provides exercises and examples of mapping participation and feedback mechanisms to understand their strengths, weaknesses and how they can be applied during different stages of a project cycle.
The document discusses awareness and trust in globally distributed settings. It defines trust and awareness, and how they influence cooperation and knowledge processes across cultures. It presents two case studies, one on factors influencing trust in global outsourcing, and another on using context and culture metadata to represent different perspectives and increase awareness. The document concludes that trust and awareness are important success factors for global groups, and more research is needed on conceptual models and their practical applications.
1) Values in Computational Models RevaluedComputational mode.docxmonicafrancis71118
1) Values in Computational Models Revalued
Computational models are mathematical representations that are designed to study the behaviour of complex systems. Systems under study are usually nonlinear and complex to the extent that conventional analytics cannot be used. Scholars have tried to establish the role played by trust and values in the use of such models in the analysis of public administration.
Public decision-making is itself a complex endeavour that involves the input of multiple stakeholders. Usually, there are a lot of conflicting interests that influence the final outcome of such decision-making processes (Klabunde & Willekens, 2016). In a computational model, a number of factors equally influence the outcome of the process. One of them is the number of actors involved –the presence of more actors normally implies increased mistrust. Another factor is the amount of trust that already exists among the decision makers. In cases where the group is homogenous, there is likely to be more trust and thus, less concern about the number of actors involved.
Given the importance of these two factors, the designer of any such model bears the largest burden in assuring the value of the model. He or she can choose to implement agency by humans or by technology depending on the number of actors and trust among them. Also, model designer determines the margins of error from each scenario while modelling (Gershman, Markman & Otto, 2014). Since in conventional decision-making processes different actors have different roles, the model designer may decide to accord different levels of authority to different actors. Nevertheless, they must ensure that such a decision does not affect the trust of the system. Overall, what values are sought from a computational model in a public decision-making context?
References
Gershman, S. J., Markman, A. B., & Otto, A. R. (2014). Retrospective revaluation in sequential decision making: A tale of two systems.
Journal of Experimental Psychology: General
,
143
(1), 182-194.
Klabunde, A., & Willekens, F. (2016). Decision-making in agent-based models of migration: state of the art and challenges.
European Journal of Population
,
32
(1), 73-97.
2) Active and Passive Crowdsourcing in Government
The authors of the article “Active and Passive Crowdsourcing in Government” discuss the application of the idea of crowdsourcing by public agencies. It leverages Web-based platforms to gather information from a large number of individuals for solving intricate problems (Loukis and Charalabidis 284). The scholars revealed that the concept of crowdsourcing was first adopted by organizations in the private sector, especially creative and design firms. Later on, state agencies began to determine how to leverage crowdsourcing to obtain “collective wisdom” from citizens aimed at informing the formulation and implementation of public policies.
Active and passive approaches to crowdsourcing are similar as they are both.
- The document provides an overview of public relations (PR), including definitions, models, challenges, and tools. It discusses managing stakeholder relationships, corporate identity and reputation.
- PR involves managing strategic relationships and communication between organizations and their publics. Key functions include research, image making, counselling, and communicating.
- Grunig's models of PR include press agentry, public information, two-way asymmetric, and two-way symmetric communication. Excellence is achieved through symmetrical communication and inclusion in the dominant coalition.
- The document provides an overview of public relations (PR), including definitions, models, challenges, and tools. It discusses managing stakeholder relationships, corporate identity and reputation.
- PR involves managing strategic relationships and communication between organizations and their publics. Key functions include research, image making, counselling, and communicating.
- Grunig's models of PR include press agentry, public information, two-way asymmetric, and two-way symmetric communication. Excellence is achieved through symmetrical communication and inclusion in the dominant coalition.
Exploring Social Media as a Resource for Value Co-Creation. Research perspect...Sanna Ketonen-Oksi
Presentation that was given at webinar on Value Co-Creation in the Digital Era, on 24th August, in Helsinki. Proj. Kyoichi Jim Kijima and Docent Marja Toivonen as keynotes, the recordings of the webinar will be available at the internet as well. See https://koulutus.ttl.fi/Default.aspx?tabid=688&id=4271
Today, I had the big honor to give the opening keynote at the 8th AAAI Conference on Human Computation and Crowdsourcing (HCOMP 2020), being held virtually. HCOMP is the home of the human computation and crowdsourcing community working on frameworks, methods and systems that bring together people and machine intelligence to achieve better results. I decided to totally revamp a previous talk to focus on so-called "human in the loop" and showed how we incorporate human in the loop to personalise at scale, with some of the research at Spotify. Sharing the slides for general interests.
The Rhizome project aims to explore digital identities in learning, teaching, and research. It seeks to understand how online identities are constructed and to provide individuals with tools to create and manage effective identities. The project will research key issues around digital identities, design learning experiences and policies to help stakeholders, and create a proof of concept identity management tool to demonstrate solutions. Evaluation of the project will analyze its effectiveness in addressing issues of identity, empowerment, and participation in lifelong learning.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
Social science for software developers:
Using tools from social science to inform software design: should software developers also be social scientists?
Social Science for software developers:
Using tools from social science to inform software design: should software developers also be social scientists?
Series of Leading Change slides illustrate an aspect of my resume, namely a range of early professional experiments related to advancing--in small ways--sources of government innovation: transparency, collaboration, public participation and organization design.
On serendipity in recommender systems - Haifa RecSoc workshop june 2015Giovanni Semeraro
Helpfulness, Honesty, Intelligence
Information: Accuracy, Completeness, Format, Objectivity, Relevance
Interaction: Ease of interaction, Ease of understanding, Responsiveness
Trust: Trustworthiness
(Chen et al. 2010) H. Chen, F. Fang, J.Y.C. Chen. Impacts of Perceived System Quality on User Satisfaction in the E-Service Context. Total Quality Management & Business Excellence, 21(11):1171-1184, 2010.
Analysis of user emotions
– Happiness, Surprise, Neutral
– Comparison between RWR-KI and RANDOM
36
Experimental Evaluation (user study):
This document summarizes the key findings of a study on how social impact measurement is shaped by the relationships between social enterprises and their resource providers. The study found that social impact measurement can be formed along two dimensions - symmetric and asymmetric relationships. Symmetric relationships are characterized by shared goals, reciprocity, trust and collaboration, resulting in social enterprises taking a more informal and imperfect approach to measurement focused on learning. Asymmetric relationships involve power imbalances and are more regulation-based, leading to social enterprises strictly complying with formalized measurement mandates from resource providers and spending more resources on measurement.
Running head TECHNOLOGIES AND TOOLS FOR POLICY MAKING 4TECHN.docxjeanettehully
Running head: TECHNOLOGIES AND TOOLS FOR POLICY MAKING
4
TECHNOLOGIES AND TOOLS FOR POLICY MAKING
Technologies and tools for Policy Making
Potharlanka Venkata Naga Teja
Dr. Jonathan Abramson
11/24/2019
Policymaking is one of the vital functions of leadership in society. The primary objective of this research is to identify and research the essential tools used in policymaking. Policymaking refers to the development plans and ideas that are used by the leadership in governing the society as well as the basis of decision making in the community. In policy-making, several tools and technologies are used to support effective policy and decision making (Kamateri, Panopoulou, Tambouris, Tarabanis, Ojo, Lee & Price, 2015).
1.Visualization tools.
In this study, I will discuss the visualization tools and how it helps in policy, making the process. Visualization tools are efforts that aim to improve the policymakers to understand available data through visual explanation more clearly. Data treads, patterns, and correlation that can be difficult to know through the text format are analyzed through visualization software (Monsivais, Francis, Lovelace, Chang, Strachan & Burgoine, 2018). This software goes beyond standard graphs, texts and excels spreadsheet to explain and compare the data available for effective policymaking. Some of these tools include infographics, geographic maps, dials, detailed bar graphs, and pie charts. These tools bring a view that is more meaningful and easier to understand.
2.Argumentation tools.
Argumentation tools stress more on the use of drogue as the fundamental tool of data analysis. There are several components in the argumentation tools, which include the dialogue structure, argumentation scheme, mapping tools, and formal tools of argumentation. There are also several types of arguments that can utilize in argumentation tools. Some of these types are inductive, critical reasoning, philosophy and deductive, among others (Iandoli, Quinto, Spada, Klein & Calabretta, 2018). These tools help policymakers to visualize the complex data through contentious debates for effective decision making.
3.eParticipant tools.
These are tools that are designed to encourage collaborative analysis among all the stakeholders. A joint analysis involves all the stakeholders that would be affected by the formulation of policies in a particular society in the system. Policymakers get a wide range of required information in decision making on reforms of systems of making new ones. New and informed ideas are also incorporated in decision making thorough participatory tools. Experiences of different people in society are also another essential element brought by participatory tools. eParticipant is an effective way of making policies as it reduces the chances of resistance (Iandoli, Quinto, Spada, Klein & Calabretta, 2018).
4.Simulation tools.
Simulation is based on models of the real situation and determining the best ...
Must be APA Format b)select minimum of 2 refereed journal ar.docxdohertyjoetta
Must be APA Format
b)select minimum of 2 refereed journal articles (no earlier than 2008) for each of the competencies
c)1 page summarize of each article and discuss how each article relates to the competency.
I have listed the four competence below with the definition . Paper must be finished by
Thursday March 5,2020 1pm central time
Competency 6: Engage with Individuals, Families, Groups, Organizations, and Communities
Social workers understand that engagement is an ongoing component of the dynamic and interactive process of social work practice with, and on behalf of, diverse individuals, families, groups, organizations, and communities. Social workers value the importance of human relationships. Social workers understand theories of human behavior and the social environment, and critically evaluate and apply this knowledge to facilitate engagement with clients and constituencies, including individuals, families, groups, organizations, and communities. Social workers understand strategies to engage diverse clients and constituencies to advance practice effectiveness.
8 2015 Educational Policy and Accreditation Standards
Social workers understand how their personal experiences and affective reactions may impact their ability to effectively engage with diverse clients and constituencies. Social workers value principles of relationship-building and inter-professional collaboration to facilitate engagement with clients, constituencies, and other professionals as appropriate. Social workers:
Apply knowledge of human behavior and the social environment, person-in-environment, and other multidisciplinary theoretical frameworks to engage with clients and constituencies; and
Use empathy, reflection, and interpersonal skills to effectively engage diverse clients and constituencies.
Competency 7: Assess Individuals, Families, Groups, Organizations, and Communities
Social workers understand that assessment is an ongoing component of the dynamic and interactive process of social work practice with, and on behalf of, diverse individuals, families, groups, organizations, and communities. Social workers understand theories of human behavior and the social environment, and critically evaluate and apply this knowledge in the assessment of diverse clients and constituencies, including individuals, families, groups, organizations, and communities. Social workers understand methods of assessment with diverse clients and constituencies to advance practice effectiveness. Social workers recognize the implications of the larger practice context in the assessment process and value the importance of inter-professional collaboration in this process. Social workers understand how their personal experiences and affective reactions may affect their assessment and decision-making. Social workers:
Collect and organize data, and apply critical thinking to interpret information from clients and constituencies;
Apply knowledge of human behavior .
Similar to Human-Agent Interaction: Building Socially Intelligent Agents in Games (20)
Keynote at the Annual Conference of the Association of Adaptation Studies 2022
Abstract.
Games have still a long way to become fully inclusive. But, the topic of inclusive play is, nevertheless, widely discussed and researched. Inclusiveness is addressed both in terms of the characters and situations that the game depicts (e.g., its content) and in terms of the way players’ accessibility to play the game and enjoy the experience is supported. This presentation shows some efforts to raise awareness for the inclusion of diverse content in games that avoids shallow stereotypes and tropes, and some efforts to make games available to a diverse audience that includes people with disabilities. Another perspective of inclusiveness in games is the use of games as tools to improve the life of players that need support for inclusion. Some projects that follow this idea are presented. For example, the Invisible Island game developed for collaborative play between sighted and unsighted players, and the ID Gaming project that is developing games to support people with intellectual disability. The discussion is extended by presenting games that can mitigate the problems of inclusion in society by addressing cultural training and promoting empathy in cyberbullying situations. A final note on how models of social identity can be used in games, in particular, in the behaviour of game characters is raised. Building on that, we can create gameplay situations involving social interactions that are grounded on the dynamics of social groups, which can support social inclusion challenges as a gameplay element.
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Socio-emotional Agency in Machines: Building Human-Agent Playful InteractionsRui Prada
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The document discusses using socially intelligent artificial intelligence (AI) characters in applied games to promote learning. It explains that applied games aim to enable practice, exploration, and failure while promoting personal emotional experiences. To support learning social skills, AI characters can increase the size of the social interaction space and need to behave intelligently and believably according to social contexts. The author's research goals are to increase AI characters' social behaviors and intelligence. Examples of projects using AI characters include games for cultural learning, social influence, and joint interrogation training. In conclusion, socially intelligent AI has an important role in applied games by enhancing interaction spaces and sustaining socio-emotional experiences.
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Human-Agent Interaction: Building Socially Intelligent Agents in Games
1. Human-Agent Interaction
Building Socially Intelligent Agents in Games
Rui Prada
Instituto Superior Técnico, Universidade de Lisboa
INESC-ID
Habilitation in Computer Science and Engineering, June 29, 2022
3. HAI: Agency
Agents are subsets of machines that have agency
HAI is HCI with agents in the interaction
It is more than automation
Agents have autonomy
Regarding the performance of actions
To start actions
Regarding the definition and selection of goals
4. HAI: Mixed-initiative
Direct control Agency
Automation
User makes decisions
User performs actions
User makes decisions
Agent performs actions
Agent makes decisions
Agent performs actions
Shared control and adaptive autonomy
5. HAI: User Experience
Attributions of agency are subjective
Change with the familiarity of the system/agent
User experience and user acceptance are key factors in HAI
There is a tension between solving the users’ problems, without
bothering them, and the users’ experience
Problems with the lack of sense of control (and actual control)
And understanding the state of affairs
Explainable (transparent) AI
6. HAI: Delegation
Users delegate part of their tasks and goals to the agents
Agents fill the unspecified parts
Delegation must be aligned with the agents’ capabilities
User needs to get a good understanding of the space of constraints and
affordances of the interaction
Agent needs to be able to accept the delegation
The agent must be able to understand the user’s needs, preferences, and
requests
Reaching common ground and mutual understanding is key
7. HAI: Delegation
Agent has autonomy in the acceptance of the delegation
Agency does not assume a benevolent attitude from the agent
Agents may interact with different stakeholders that have different
needs, concerns and resources
The user may request something that the agent should not do
The agent performs a better action (overhelp) filling ill-specified details
and using knowledge that the user is not aware of
8. HAI: Trust
Delegation and agency makes trust a crucial issue
Trust at several levels
Competence. The belief that the agent has competence to perform
the actions
Predictability. The ability of the agent to perform and present
results according to the user’s expectations
Benevolence. The agent has positive intentions and is motivated to
help the user as best as possible
Integrity. The agent will follow principles that are morally
acceptable
9. HAI: Trust
Trust is built overtime and develops as users get deeper
understanding of the agent
There are several factors that affect the perception of trust
Human factors (e.g., expertise, preferences)
Agent factors (e.g., capabilities, appearance, transparency,
consistency)
Environmental factors (e.g., culture, tasks, reputation)
10. HAI: Trust
Trust is attributed at the first impression of the agent, and
even before interacting with it
A good HAI system must seek a good balance of trust
Overtrust leads to misuse of the system since it is built in false
expectations by the user
Distrust leads to the lack of use of the system and higher user’s
workload
The agent may need to trust the human as well
11. HAI as a Social System
Delegation implies a social structure where the user always
maintain authority
The goal of HAI is to create human-machine systems that
make use of the best human capabilities combined with the
best machine capabilities
12. HAI as a Social System
HAI has multi-lateral delegation
HAI may have several agents in human-agent mixed-networks
Diverse social structure and social order
Agents as social actors that can take any social role, not being
just intelligent tools or slaves
Subordinates, Teammates and Managers
Competitors (representing others)
13. HAI as a Social System
Diverse social roles lead to diverse social interactions (beyond
delegation)
Sharing information, reaching common ground, coordinating
actions, reaching agreement, persuasion, negotiation, co-creation,…
Coordination at different levels
Content, protocol (e.g., conversation), relational, emotional
Mutual understanding at different levels
Preferences, goals, capabilities, decision policies, emotions
14. Challenges in HAI
Methodological Challenges. Social roles and interactions in the core
(design and technical), assessing and measuring success
Situation Awareness Challenges. Reaching common ground,
understanding the context and others (the users)
Interaction Dynamics Challenges. Long-term, group dynamics, using
the 5 senses
Societal Challenges. Social responsibility and ethics, novel applications
16. Building Socially Intelligent Agents
Create interactive autonomous agents that act according to social
context, user actions, and designers' goals
Social context
Who: roles and relations
What: activity and tasks
Where: places and locations
When: time and events
Combined with
Volition: goals, needs
17. Social Importance Dynamics
Social Importance (SI) as a key concept in social interactions
Precondition for acceptable behaviour
Claim and confer dynamics
(Kemper Status-power Interaction Dynamics)
Difference groups/cultures give social importance to different
things
(Hofstede Model of Culture)
Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence,
vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis.
Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents:
From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
18. Social Importance Dynamics
Actions invoke SI claims
Agents attribute SI to others
An action performed by agent a is
accepted by agent b if b confers
enough SI to a to support the
action claim
The rules for SI claim and conferral
differ across groups
E.g.: the SI given to strangers is
different across cultures
Traveller: a game for Cultural Training
19. Traveller: Study
Cross-cultural study 2x2
Participants: Portugal (collectivistic) vs The Netherlands
(individualistic)
Culture parameterization: collectivistic agents vs
individualistic agents
Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence,
vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis.
Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents:
From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
20. Traveller: Results
Dutch participants complained that the collectivistic agents were too
distant
Dutch participants offered more often a drink to the individualistic
agents. Portuguese offered more to the collectivistic agents
Portuguese participants had a significantly higher opinion of the
collectivistic agents than the Dutch
Both countries had a similarly opinion of the individualistic agents
Samuel Mascarenhas, João Dias, Rui Prada, Ana Paiva “A Dimensional Model for Cultural Behaviour in Virtual Agents” in Applied Artificial Intelligence,
vol. 24 (6), pp. 552-574, July 2010. Taylor & Francis.
Samuel Mascarenhas, Nick Degens, Ana Paiva, Rui Prada, Gert Jan Hofstede, Adrie Beulens, Ruth Aylett: “Modeling culture in intelligent virtual agents:
From theory to implementation” in Autonomous Agents and Multi-Agent Systems. pp. 1-32, 2015. Springer.
21. Social Power
Social power mediates social interactions
Influence towards change
Influence is a function of the power exerted and the
resistance to change
Social power as dynamics of social importance
Power = SI conferred to the actor
Resistance = SI claim of the change
Gonçalo Pereira, Rui Prada, Pedro A. Santos: “Integrating social power into the decision-making of cognitive agents” in Artificial Intelligence. vol. 241,
pp. 1-44, December 2016. Elsevier.
22. Social Power: SAPIENT Model
Social power has different sources
(French and Raven)
Reward
Coercive
Legitimate
Expert
Referent
Power strategies highlight the sources
in the context
Social Theatre: a game for training conflict resolution
Gonçalo Pereira, Rui Prada, Pedro A. Santos: “Integrating social power into the decision-making of cognitive agents” in Artificial Intelligence. vol. 241,
pp. 1-44, December 2016. Elsevier.
23. Social Theatre: Results
Within groups study with 30 people
Playing the game with agents using social power dynamics
Playing the game with agents using scripted behaviour - fixed
accepting rates: 95% (desired role), 40%(undesirable role)
Participants attributed significantly higher social power
awareness to the agents that used the model
The interaction experience was better as well with those
agents
Gonçalo Pereira, Rui Prada, Pedro A. Santos: “Integrating social power into the decision-making of cognitive agents” in Artificial Intelligence. vol. 241,
pp. 1-44, December 2016. Elsevier.
24. Social Identity
Self and others’ identity shape the behaviour, social identity
changes with context
Dynamic Identity Model for Agents (DIMA)
Agents redefine their (and others) identity either as unique
individuals or as members of a social group
Base on the salience of the social identity in the context
Joana Dimas, Phil Lopes, Rui Prada: “One for all, all for one: Agents with social identities” in proceedings of CogSci‘2013 - 35th Annual Meeting of the
Cognitive Science Society, pp. 2195-2200, Berlin, Germany. August 2013. CSS.
Joana Dimas, Rui Prada: “Dynamic Identity Model for Agents” in Multi-Agent-Based Simulation XIV: International Workshop, MABS 2013, Saint Paul, USA,
May 2013, Revised Selected Papers, Shah Jamal Alam, H. Van Dyke Parunak (Eds.). Lecture Notes in Computer Science, pp. 37-52. 2014. Springer Berlin
Heidelberg.
25. The DIMA Model
Social identity salience
Fit: comparative and normative
Accessibility: past experiences
Agents will use the salient identities
(characteristics and memberships)
and the value of the salience for
decision making Volcano Island: a public good game
26. Volcano Island: Study
Between groups 2X2 with 216 participants
Social identity cues: with social identity cues (avatar using a
common colour) or without
Playing partners: 3 human players vs playing with 2 agents
Jorge Peña, Jannath Ghaznavi, Nicholas Brody, Rui Prada, Carlos Martinho, Pedro A. Santos, Hugo Damas, Joana Dimas (2019): “Effects of Human vs.
Computer-Controlled Characters and Social Identity Cues on Enjoyment Mediation Effects of Presence, Similarity, and Group Identification”. Journal of
Media Psychology: Theories, Methods, and Applications, 31(1): 35–47. Hogrefe.
27. Volcano Island: Results
Social identity cues increased group identification, enjoyment
and social presence
Participants reported more enjoyment while playing with
other humans in the condition with no social identity cues
But enjoyment was higher when playing with agents when
social identity was salient
Jorge Peña, Jannath Ghaznavi, Nicholas Brody, Rui Prada, Carlos Martinho, Pedro A. Santos, Hugo Damas, Joana Dimas (2019): “Effects of Human vs.
Computer-Controlled Characters and Social Identity Cues on Enjoyment Mediation Effects of Presence, Similarity, and Group Identification”. Journal of
Media Psychology: Theories, Methods, and Applications, 31(1): 35–47. Hogrefe.
28. Socially Situated Cognition
Social meaning of objects
E.g., An apple can be food, a gift, a toy, a weapon, …
Social categorization and social identity
The agents and their social groups in a given context
Social affordances
What you can do with the agents and objects in the context
Socially affordable
What is acceptable
Diogo Rato, Samuel Mascarenhas, Rui Prada (2021). Towards Social Identity in Socio-Cognitive Agents. Sustainability special issue on AI and Interaction
Technologies for Social Sustainability, 13(20): 11390. MDPI.
29. Social AI agents in Minecraft
Context
Time, location, agents
Social practices
Activated by context
Social roles
Locations have social properties
Expected activity
Ownership
Agents have categories/identities
Define relevant social practices
30. Socially Aware Conversational Agents
Maria Inês Lobo, Diogo Rato, Rui Prada, Frank Dignum (2021). Socially Aware Interactions: From Dialogue Trees to Natural Language Dialogue Systems.
Proceedings of CONVERSATIONS 2021 - the 5th International Workshop on Chatbot Research, Lecture Notes in Computer Science. Oslo, Norway.
November 23-24. Springer.
Doctor appointment: goal-oriented interview
Conversation as social knowledge
Simple conversation beats as social
practices
Context filters acceptable practices
Who (social roles, relations)
State of conversation
Goals
Practices define sentences available
to use
32. Social Power for Persuasive Robots
Mojgan Hashemian; Ana Paiva; Samuel Mascarenhas; Pedro A. Santos; Rui Prada: “The power to persuade: a study of social power in human-robot
interaction” in proceedings of RO-MAN’19 - the 28th IEEE International Conference on Robot and Human Interactive Communication, pp. 1-8, New Delhi, India,
October 2019. IEEE.
Mojgan Hashemian, Marta Couto, Samuel Mascarenhas, Ana Paiva, Pedro A. Santos, Rui Prada (2020) “Investigating Reward/Punishment Strategies in the
Persuasiveness of Social Robots” Proceedings of RO-MAN 2020 - the 29th International Conference on Robot and Human Interactive Communication, 863-868.
Naples, Italy, August 31 – September 4. IEEE.
Robot tries to make the user
select a coffee (lower raking)
Using different strategies
(reward, expert, coercion)
The robot was able to persuade
No difference was found on the
effects of the strategies
33. André Tiago Pereira, Rui Prada, Ana Paiva: “Improving social presence in human-agent interaction” in proceedings of CHI’2014 - 32nd annual ACM conference
on Human Factors in Computing Systems, pp. 1449-1458, Toronto, Canada. April 2014. ACM.
Robotic Social Player
Contextual gaze
Emotional reactions to game
events
Interpersonal relations
Increased the social
presence of the artificial
player
Emys the Risk player
34. HRI Group-based Emotions
Displaying emotions as individual or group
Determine the cognitive unit for the emotional appraisal
Positive effects for group identification, trust and likability
Filipa Correia, Samuel Mascarenhas, Rui Prada, Francisco S. Melo, Ana Paiva: “Group-based emotions in teams of humans and robots” in proceedings of
HRI'18 - International Conference on Human-Robot Interaction, pp. 261-269, Chicago, IL, USA, March 2018. ACM/IEEE.
35. Social Robots as Team Leaders
Leadership types
Transactional (TA): focus on task
Transformational (TF): focus on people
108 people (Portuguese companies) 36
teams of 3
Productivity: higher for TA
Engagement: higher for TF
Role Ambiguity: no sig. difference
Trust: no sig. difference
Sara L. Lopes, José Bernardo Rocha, Aristides I. Ferreira, Rui Prada (2021) “Social robots as leaders: leadership styles in human robot teams” Proceedings of
RO-MAN 2021 - the 30th International Conference on Robot and Human Interactive Communication, 258-263. Vancouver, BC, Canada, August 8-12. IEEE.
37. https://fatima-toolkit.eu
Samuel Mascarenhas, Manuel Guimarães, Rui Prada, João Dias, Pedro A. Santos, Kam Star, Ben Hirsh, Ellis Spice, and Rob Kommeren “A Virtual Agent Toolkit for
Serious Games Developers” in proceedings of 2018 IEEE Conference on Computational Intelligence and Games (CIG), pp. 1-7. IEEE, August 2018.
38. Space Modules Inc. Sports Team Manager
Social AI agents with FAtiMA Toolkit
39. Com@Viver
A game to promote bystanders’ empathy in cyberbullying
situations
Paula C. Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco
Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
40. Com@Viver: Results
Longitudinal study (5 sessions) with 221, 7th and 8th grade students (in
3 schools)
3 groups: play the game (G), read a paper version (P), did not play (N)
Positive difference in terms of cognitive empathy
More empathic concerns towards the cyberbullying situations
Higher levels of empathic reactions towards victims
Paula C Ferreira, Ana Margarida Veiga Simão, Ana Paiva, Carlos Martinho, Rui Prada, Aristides Ferreira, Francisco
Santos “Exploring empathy in cyberbullying with serious games” Computers & Education, 166:104155, 2021. Elsevier
41. Conclusions
In HAI, agents have agency, knowledge can capabilities that take the
control from the user
This can lead to misunderstandings, trust issues and, therefore, misuse
of the HAI system
Challenging from the AI perspective, as the agent needs proper social
skills to understand the user needs and the context
Challenging from the HCI perspective need to incorporate the lack of
control in the interactions and accommodate designer intentions
Prominent applications of HAI are social robotics and games
42. Future work
The automatic generation of groups of agents that function well
as social groups, or a society
Explore crowdsourced mechanisms (e.g., games) to teach social
skills to the agents
Agents that can engage in a partnership with users, for example,
to play collaborative games, such as Geometry Friends1, and
perform group tasks (teamwork) together with users
Design and development tools for the creation and testing of HAI
systems
1https://gaips.inesc-id.pt/geometryfriends/
human-agent collectives interconnected in open mixed networks
human-agent collectives interconnected in open mixed networks
can take tasks impossible for people and extend their reach, for example, to act in remote and dangerous places (Muscettola et al., 1998) or to
perform actions at different scales of precision and accuracy (e.g., nano robotics), or
automate tasks where machines outperform humans
if requested to speed up, an autonomous car may deny the request, to comply with road safety rules. In turn, the agent may not comply with the request, because, from its perspective, the best course of action for the users’ needs is different. In this sense, the agent is providing “overhelp” by improving the request and filling ill-specified details and knowledge the user is not aware of. In this case, the user is delegating “intelligence”.
The agent can have goals regarding trust
Individual cultures do not discriminate as much as collective cultures
Social Identity Theory, Social Categorisation and Meta-contrast
The reason for that might be the fact that social identity makes ingroup biases more salient and that those bias were more consistently followed by the agents, while people were less coordinated in their actions
The reason for that might be the fact that social identity makes ingroup biases more salient and that those bias were more consistently followed by the agents, while people were less coordinated in their actions
Principles
Social affordances: expected competences and responsibilities
Background/Observer
No big dialogue trees that restrict the conversations
The user can be any actor
Easy to author simple (reusable) practices
Shared attention, gaze, emotional expression
Shared attention, gaze, emotional expression
Wim Westera, Rui Prada, Samuel Mascarenhas, Pedro A Santos, João Dias, Manuel Guimarães, Konstantinos Georgiadis, Enkhbold Nyamsuren, Kiavash Bahreini, Zerrin Yumak, Chris Christyowidiasmoro, Mihai Dascalu, Gabriel Gutu-Robu, Stefan Ruseti (2020) Artificial intelligence moving serious gaming: Presenting reusable game AI components. Education and Information Technologies, 25(1): 351-380. Springer.