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Conversational Informatics (E), October 4, 2017
1. Introduction—Conversational Informatics—
Toyoaki NishidaKyoto University
Copyright © 2017, Toyoaki Nishida, Atsushi Nakazawa, Yoshimasa Ohmoto, Yasser Mohammad, At ,Inc. All Rights Reserved.
Why do we study conversation?
AI People
Data
Service
Common ground
Conversation as continuous update of the common ground
Future life supported by digital companion
Role of digital companion
• Protect boss• Help boss• Monitor boss’s health• Entertain boss• Negotiate on behalf of boss• Make a diary for boss• Learn from boss
Social lifeDigitalCompanion
Technology‐enhanced social platform
DigitalCompanion
DigitalCompanion
Augmentation
Understanding
Conversation
Conversation in the wild
In the wild
In the lab setting
History of conversational systems development
[Nishida, T., Nakazawa, A., Ohmoto, Y., Mohammad, Y. Conversational Informatics–A Data‐Intensive Approach with Emphasis on Nonverbal Communication, Springer 2014]
t1990 2000 201019801970
USER: “Pick up a big red block”SHRDLU: “OK”
simulated robot arm
SHRDLU: Natural language understanding (1971)
ALIVE: Life-like agents (1995)
PEEDY: Embodied speech dialogue system (1997)
ELIZA:: natural language dialogue(1966)
H: Men are all alike.E: IN WHAT WAYH: They're always bugging us about something or other.E: CAN YOU THINK OF A SPECIFIC EXAMPLEH: Well, my boyfriend made me come here.E: YOUR BOYFRIEND MADE YOU COME HERE
Façade: Interactive drama (2004)Text‐only
Multimedia
Synthetic character
Q: Why did the hostess give John a menu?A: So John could ask the waiter for the meal.Q: Why did John leave the waiter a large tip?A: Probably John remembered the waiter
served the lobster to him quickly.
SAM: Story understanding system (1975)
PUT-THAT-THERE: Multimodal dialogue system (1980)
REA: multimodal dialogue system (1999)
The Knowledge Navigator: AI assistant (1987)
Story
Multimodal
History of conversational systems development
t1990 2000 201019801970
Natural language dialogue systems
Speech dialogue systems
Multi‐modal dialogue systems
Embodied Conversational Agents / Intelligent Virtual Human
Story Understanding systems
Conversational Systems
Transactional systems
Interactional systems
Affective Computing
Cognitive systems
Natural language question answering systems
The Knowledge Navigator
Challenge: A robot that can participate in conversation
Long‐term goal
Not just conversational but also empathic
Eye gaze
Hand gesture PostureFacial expression
AskingNegotiating
Proposing
ConvivialitySocial networksTrust
Conversation is a complex business
[A marketplace in Chiang Mai; courtesy of Sutasinee Thovuttikul]
Application
Platform Evaluation
Content production Model building
Analysis
Theory
Measurement
Conversational interactions
Conversational Informatics
[Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014]
Building conversational
systems
Understanding conversation
Common ground
Physical configuration
Imaginary scene shared by participants
Communal background including the cultural and biological aspects
Common ground
Synthetic evidential study
Synthetic evidential study (SES) combines dramatic role play and group discussion to help people spin stories by bringing together partial thoughts and evidence.
Componentize
Reuse
SES session Interpretation archive
Structured collection of {story, background, critique}Agent Play
Dramatic role play
Group discussions
[Nishida et al 2015]
At the beginning of the 18th century, a feudal lord named Asano Takumi-no-kami Naganori was in charge of a reception for envoys from the Imperial Court in Kyoto. Another feudal lord, Kira Kozuke-no-suke Yoshinaka, was appointed to instruct Asano in the ceremonies. On the day of the reception, while Kira was talking with Yoriteru Kajikawa, a lesser official, at “Matsu no Roka” (“Hallway of Pine Trees”) in Edo Castle, Asano came up to them screaming “This is for revenge!!” and slashed Kira twice with a short sword. Soon after the incident, Kajikawa restrained Asano, who was then imprisoned. The reason for the attack was not known, though it was widely believed that Kira had somehow humiliated Asano. Ultimately Asano was sentenced to commit seppuku, a ritual suicide, but Kira went without punishment.
Hallway of Pine Trees (from Chushingura)
Kira Kozuke-no-suke Yoshinaka
Asano Takumi-no-kami NaganoriYoriteru Kajikawa
Why was it possible?
How did it happen?
What did each think?
Dramatic Role Play
Group play capture
Agent play
Discussion phase
T. Ookaki, M. Abe, M. Yoshino, Y. Ohmoto and T. Nishida. Synthetic Evidential Study for Deepening Inside Their Heart. IEA/AIE 2015.
Asano
Kira
Kajikawa
Third person view First person view
Discussions
Conversational Informatics Group
Synthetic Evidential Study:An integrated framework for common ground building in conversational informatics
Dramatic Role Play Agent play
Immersive Collaborative Interaction Environment Interactive DomeSmart conversation space
First person perception
Group motion capture
Third person view First person view for A
First person view for B
First person view for CGroup discussions
Estimating mental status based on cognitive model
Common Ground
Artificial Intelligence People
Presuppositions for conversation that each participant is supposed to share about surroundings, activities, perceptions, emotions, plans, interests, etc.
Communicative Intelligence for Bridging People and AI
Approach 1: Smart environment for conversation
Smart conversation space that encompasses participants and referents of conversation.‐> Engaged conversational interactions‐> More insights about the common ground
Augmentationby MR (VR—AR)
Daily living space
[Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014]
ICIE – immersive collaborative interaction environment
Immersive interaction with ICIE
https://www.youtube.com/watch?v=V‐9SKpcMrzk
[Nishida‐Nakazawa‐Ohmoto‐Mohammad 2014]
Telepresence by connecting ICIE with a networked robot
Feedback generationMotion mappingUser motion sensingHead recognitionGesture recognitionFace modelHuman body model
WOZ operating environment
WOZ operatorTele-operated robot
The conversation place
[Nishida-Nakazawa-Ohmoto-Mohammad 2014]
Inducing intentional stance toward agent players
Q: How can we induce an intentional stance toward NPCs?H: Demonstrating strategy change.
[Suyama‐Ohmoto‐Nishida 2015]
Player #1 in ICIE #1
Red hat
Player #2 in ICIE #2
Green hat
Player #3 (agent)
Blue hat
Interactive Dome
Appearance Architecture Projection
Inside viewhttps://www.youtube.com/watch?v=wxkZ9armrI8
Analyze the behaviors of participants by integrating audio-visual and physiological .measurement
Approach 2: Understanding by measurement
IMADE: Interaction Measurement, Analysis, and Design Environment
3D conversation capture—over the shoulder view
https://www.youtube.com/watch?v=J08vG8wnrnw[Yano 2012]
Corneal Imaging CameraScene cameraEye camera
• Lightweight and versatile system • Appl.: Google Glass like HMD, unconstrained setups
Corneal Image Feature MatchingProblem:Local feature correspondence + RANSAC does not work due to large noise in eye images
Approach:1. Formulate problem as registration of 3D
spherical light maps of eye and scene image2. Single point algorithm for robust alignment
Non‐intrusive Eye Gaze Tracking (EGT) by corneal imaging
Eye images with GRP
Scene images with PoG
↑ Aligned results (from eye images)
Peripheral vision map overlaid to scene imagePeripheral vision map in eye image
Gaze Reflection Point Mapping
Application 1: Non‐intrusive and uncalibrated PoG estimation
Application 2: Peripheral vision estimation
Gaze trajectory in static scene image
Inducing intentional stance toward agent players
[Takeda‐Matsuda‐Ohmoto‐Nishida 2015]
Deliberating but not reacting
Deliberating and reacting
Doing nothing Reacting but not deliberating
SCR
LF/HF
+
+
‐
‐
Hide from the chaser
Not concentrated
Hide in the place the chaser checked previously.
Simply moving around
Multi-dimensional model of estimating internal state of human
Concentration
Level of proficiency
Approach 3: Learning by imitation—Generic framework
Measurement Corpus Generalization Dialoguepatterns
[Nishida et al 2014]
Endow robots with an ability of autonomously imitating human behaviors.
Interactions from observation—General framework
Causes
Causes
Causes
1a
2a
3a
t
t
t[Nishida et al 2014]
Problem formulation:Find approximately repeated subsequences in a longer time series.
(1) Motif Discovery—Finding Patterns of Interaction
[Nishida et al 2014]
Future
Change angle
GH
Past Futuret
;...; 1H t seq t n seq t 1 ;...;G t seq t seq t n
1
1
1
ˆ
f
f
Ti i i
l
i ii
l
ii
s t t t
csx
c
t
TtVtStUtH )()()()( Find optimal lP
ggT uutGtG )()(Find optimal lF
11and,)( jjjFg
ii liut
fTll
Tll
i litUUtUUt ,)()()(
)()()()()(ˆ)(~ tttttxtx PFPF
Learning by imitation
Robust Singular Spectrum Transform
[Mohammad 2009]
[Mohammad 2009]
Learning by demonstration
[Mohammad 2016]
Human‐AI Communication
Goal: Communication envisioning and its application
Communication envisioning environmentHelps the user unveil and express tacit information on‐the‐fly.
Facilitate interpretation
Educational purposes
Real‐time assistance
Research issues:
AI‐enhanced analysis Automated estimation of mental process Implementation and evaluation of the platform
• Building conversation scenes• Automated generation of
communicative behaviors• Emotion and intention• Presence of agents• Evaluation methodology
Conversation as a continuous update to the common ground
• Modeling the common ground• Contrasting real and virtual
Agenda
CreditsWill be awarded based on a report on subjects given at the class. Due date (January 31st, 2018)
Agenda (planned)
1. October 4: Introduction by Nishida2. October 11: Cognitive Interaction Design by Ohmoto3. October 18: Methodologies for Conversational System Development (1) by Nishida4. October 25: Methodologies for Conversational System Development (2) by Nishida5. November 1: Affective Computing by Nishida6. November 8: Theory of Mind by Nishida7. November 15: Smart Conversation Space by Ohmoto8. November 22: Measurement, Analysis and Modeling by Ohmoto 9. November 29: Learning by Imitation ‐ 1 by Nishida10. December 6: Learning by Imitation ‐ 2 by Nishida11. December 13: Aspects of Conversation ‐ 1 by Nishida12. December 20: Aspects of Conversation ‐ 2 by Nishida13. December 27: Aspects of Conversation ‐ 3 by Nishida14. January 10: Synergy by Nishida
Course materials available from: http://www.ii.ist.i.kyoto‐u.ac.jp/?page_id=5881