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A Wizard-of-Oz platform for embodiedconversational agents
By Edward Brown and Neil Barrett** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
A low-cost prototyping environment for experimentingwith embodied conversational agents
is discussed. The platform allows modeling and experimenting with different agent
constructs and protocols prior to significant investment in the construction of the agent
environment. Problems in the design of such a platform include the substantial number of
agent controls needed and the flexibility required to represent the constructs of different
theories, protocols and target environments as they are introduced and developed. These
problems are addressed by augmenting a movie clip manager with a general drawing palette
as a design tool. The result is a prototyping environment which simulates multiple agents on
a desktop while allowing arbitrary notational conventions. The current version does not
render multiple agents in a shared virtual environment, but the protocol-based architecture is
amenable to such extensions. In themeantime, valuable results regarding the social character
of multiple agent interaction can be explored with the existing tool. Copyright # 2006 John
Wiley & Sons, Ltd.
Received: 10 April 2006; Revised: 2 May 2006; Accepted: 10 May 2006
KEY WORDS: agent; conversational; prototyping; Wizard-of-Oz
Introduction
Prototyping environments for user interfaces typically
adopt a notation for describing the interaction between
the user and the system.Whether this is a state-machine,
flowchart or storyboard 1–3 the choice of notation tends
to be structured. This can have the drawback of
restricting choices for the character of the interface
produced. For example, if the system prototypes
conversational agents (virtual people), it may target
constructs such as tone, facial expression or body ges-
tures to reflect psychosocial elements of the conversa-
tion. The resulting over-structured environments1–7
tend to be brittle (i.e., tend to be restricted to a particular
modeling approach, social or linguistic theory). Further-
more, higher level psychological and affective con-
structs, such as attitudes, beliefs, opinions, and
disposition, are generally difficult to model and test,
particularly if the scenario involves multiple actors and
multiple users.
For the purpose of experimenting with different
embodied conversational agent (or agent) personalities,
different theoretical notations, and different combi-
nations ofmultiple agents, we have developed a low cost
prototyping environment which is not limited to a
prescriptive notation. This flexibility allows the exper-
imenter to deal with conversations which are too
complex for conventional notational constructs. In
addition, the experimenter can change to a different
notation when the theoretical constructs underlying
their investigation changes. (e.g., from a speech act
theory to a group dynamics theory).
The challenge that is discussed in the remainder of
this paper is the design of a flexible prototyping
environment, which will allow fast and effective control
of multiple agents by a ‘behind the scenes’ operator. In
addition to convenient layout of agent controls, the tool
is amenable to a variety of experimental models and
theories, which evolve as the research progresses. Our
system constitutes a simple and novel solution within
these constraints.
The discussion herein is separated into five major
sections. The section ‘The Wizard Interface’ describes
the tool’s main interface; the section ‘prototyping an
agent interface’ discusses the steps involved during the
COMPUTER ANIMATION AND VIRTUAL WORLDS
Comp. Anim. Virtual Worlds 2006; 17: 249–257
Published online in Wiley InterScience (www.interscience.wiley.com). DOI: 10.1002/cav.129* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
*Correspondence to: N. Barrett, Department of ComputerScience, Memorial University of Newfoundland, St. Johns,NF Canada, A1B 3X5. E-mail: [email protected]
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Copyright # 2006 John Wiley & Sons, Ltd.
prototyping process; the section ‘programming of
modifications’ enhancing the prototyping environment
by script programming; the ‘laboratory environment’
describes the physical setup and the ‘implementation
technologies’ section reveals the details behind the
laboratory environment.
TheWizard Interface
The Wizard-of-Oz approach to interface design provides
a way to prototype complex or intelligent interfaces by
allowing a human (wizard) to operate ‘behind the scenes’,
simulating some of the complexity of the interface design
before it is actually built. Our tool, named WOZECA,
extends the Wizard-of-Oz concepts to visual representa-
tion of an agent. In its simplest interpretation, WOZECA
is a specializedmovie player that allows awizard to select
movies which are immediately or subsequently played
for a user. In broad concept, the WOZECA simulates the
participation of multiple conversational agents, while the
behaviors of the agents and subject are observed and
captured for later analysis. Agents are simulated by real
actorswhich are filmed and their clips segmented prior to
user experiments. The tool uses an inventory, or bank, of
prerecorded video clips as available responses of the
agent.
One variation of our Wizard-of-Oz tool for conversa-
tional agents is illustrated in Figure 1. Agent behaviours
are represented by buttons which the wizard lays out on
her operating canvas. These buttons can be manufac-
tured by the wizard or copied from an inventory of clips
which are also available on screen. During a participant
(subject) experimental session, the wizard activates
agent behaviors by pressing the appropriate buttons
directing agents to interact with the users or with each
other on the participant’s screen.
The wizard may layout the agent responses (i.e., their
corresponding buttons or movie clips) according to
whatever organizational construct is appropriate for
Figure 1. Design using the wizard’s pallette.
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Copyright # 2006 John Wiley & Sons, Ltd. 250 Comp. Anim. Virtual Worlds 2006; 17: 249–257
E. BROWN AND N. BARRETT* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
their experiment. For example, the clips can be arranged
according to their corresponding speech act, their role or
stage in the dialog, the tone or attitude of the agent, or
any other factor or combination of factors which is
relevant to the experiment.
The wizard tool has a standard drawing palette to lay
out 2½ - D graphic objects on the same canvas as the
buttons. By mixing arbitrary graphic elements with clip
buttons, theory or practice driven notation can be added
to the layout of clips elements on the screen. The wizard
may adopt a standard notation or develop a new one;
this relies on the adoption of conventions by the wizard
as opposed to forcing a particular structure on the
design. To support the development and/or adoption of
conventions by the wizard, the tool has multiple graphic
features—for example, colour might represent the agent
attitude, while ellipses could be used to illustrate stages
in the dialog.
Using the graphical elements (such as colour, position,
size, text fonts, shapes) for grouping behaviors,
conversational state, or particular themes increases
demand on the screen real estate. The potential for this
flexibility to produce clutter is compounded when
simulatingmultiple agents simultaneously. To deal with
screen real estate limitations, quick-windows were
added, which the wizard can pop up and use as a
layout canvas in the same manner as the main canvas.
Quick-windows were initially conceived for thematic
groupings of clips, but they can extend any modeling
notation, by collapsing part of a dialog diagram. For
example, alternative responses can be collected in a
quick-window rather than consume a large screen area
for a conceptually simple part of the interaction. A
simple gesture (currently, a mouse click) converts a clip
button into a quick-window button. Once the quick-
window is created, copy/paste operations can be used
to move or duplicate parts of the notation.
Prototyping anAgent Interface
Typical user interface prototyping involves a sequence
of design, test and analyze phases.2 The present section
will discuss how these phases apply to the WOZECA
tool in contrast to more conventional approaches.
The design phase begins with the creation of a
script that contains a set of text-statements. The text-
statements are subsequently recorded with consumer-
grade digital video tools and equipment, resulting in a
set of video clips (short movies). The video clips are
added to an inventory, which thewizard than lays out as
buttons onWOZECA canvas in preparation for the pilot
test.
Also part of the design phase is the layout of notation
and clip buttons within WOZECA; the wizard prepares
the organization she anticipates will be suitable for the
upcoming interaction with the test participant. Any
notation which can be represented with the drawing
palette tools may be adopted. Figure 2, for example,
illustrates a notion based loosely on a speech act model
from Reference [8]. It is this flexibility which dis-
tinguishes our WOZECA system from convention
prototyping environments such as SUEDE.2
Designed to prototype speech interfaces, SUEDE
provides the wizard with conversational responses,
rigidly structured in the form similar to a state-machine,
where each response operates as a state transition. To
operate SUEDE during a participant session, the wizard
selects audio clips from a list. After the system produces
the corresponding output, which corresponds to a
response from the simulated agent, the system tran-
sitions to the next list.
SUEDE illustrates our concern with over-structured
prototyping environments. Such tools restrict the
designer to a rigid representation of the interaction
between system and user; this representation can be
restrictive. Even conventional graphical user interface
prototyping tools (without conversational agents),
such as CrossWeaver3 and DEMAIS,1 depend on
a structuring mechanism such as a storyboard or
flowchart.
WOZECA’s approach provides general tools to
organize and structure the prototyping environment
rather than impose a particular structure on the agent-
user conversation. Our Wizard-of-Oz tool allows the
wizard to represent different structures or to proceed
without any preconception of the appropriate
structure. Even if there are repeated and observable
tendencies,9 with WOZECA the conversation need
not follow a predetermined path. More concretely,
WOZECA furnishes mechanisms such as a drawing
palette which help a wizard organize the available clips
without an underlying structure such as a finite state
machine.
Having laid out the conversational design, the wizard
is prepared tomove into the testing phase. In said phase,
the prototype is used as a pilot, and the participant is
present. While a user interacts with the system, the
wizard pushes buttons and manipulates the layout to
launch clips he created during the previous design
phase. When the wizard requests a clip by pressing a
button and a clip is already playing, then the new clip is
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Copyright # 2006 John Wiley & Sons, Ltd. 251 Comp. Anim. Virtual Worlds 2006; 17: 249–257
EMBODIED CONVERSATIONAL AGENTS* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
queued. Play requests queue on the user’s computer,
thus preserving the order in which buttons are pressed.
This allows the wizard to compose agent behaviours
from several clips.
The wizard may choose to merely activate the agent
behaviors in response to the participant’s actions, or the
wizard may rearrange and reorganize the layout while
the testing is ongoing, forWOZECA operates identically
during the design and test phase. For a simple example,
buttons could be deleted from the layout once they are
used.
Finally, an analysis is performed using information
gathered during the test phase which may include
information such as event logs or a video record of the
user. The data analysis contributes to the evaluation of
the conversational agent interface design. In principle,
there is no distinction between WOZECA and other
systems with respect to analysis.
Programming ofModif|cations
WOZECA’s flexible nature has implications beyond the
use of different organizational notation. The ubiquity of
the palette’s feature blurs the distinction between
designer, developer, and application user, as the
wizard moves seamlessly between activities of canvas
layout (design) and interacting with participants (test).
The same individual may undertake all of these as part
of their investigation of their particular research
programme. Layout and design of the code and the
wizard canvas area may in fact represent elements of
the theory that is being tested, which changes
periodically, or even evolve as a program of research
evolves.
In some cases, the notational flexibility of the drawing
tools may not be sufficient for the envisioned layout.
Since the wizard tool interface is built using a scripting
Figure 2. A notation based on speech act theory.
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language, designers with programming skills can
modify the functionality of the tool. Our wizard
population is drawn from our research group, many
of whom are competent programmers (or have access to
team members with programming skills) and may have
significant software development experience.
Systems of this character (that blend design, program-
ming and end-use) have been studied and created under
Figure 4. A graphical depiction of the WOZECA system.
Figure 3. A wizard’s interface during the test phase.
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EMBODIED CONVERSATIONAL AGENTS* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
terms such as ‘end-user programming’,10 ‘programma-
ble design environments’,11 and ‘integrated’ user
environments.12 (An example of such a system is
Mathematica.13) These systems blend design and user
environments to different degrees, extending the notion
of what the user does into the design and re-design of
the environment itself.
The code architecture has been structured to support
end-user programming, with programming hooks at
anticipated modification points. For example, visual
feedback might be useful to indicate which agent
behaviors have occurred; consequently a specific
program event is fired once a behavior clip is triggered.
The wizard-programmer can script a response to this
event—for example, moving, coloring, and/or deacti-
vating the clip button corresponding to the particular
agent behavior.
As a consequence of its flexibility and end-user
programming, our wizard tool is continually evolving.
Both the layout notation on the canvas and the tool code
are revised for particular experimental questions under
examination. Unlike conventional program develop-
ment, there is no anticipation of working towards a
completed application, and no version of the tool is
authoritative. Each is appropriate to the investigation at
hand.
This evolution partly relies on the programming skills
of our users. While similar to the effects of end-user
programming, our group has had access to professional
quality programming skills among our users. For us, it is
more a matter of providing possibilities to existing
designers. We do not believe that any programming is
necessary to make effective use of the tool but it does
extend the designers repertoire. The provision of
standard drawing tools to support the canvas layout
provides flexibility well beyond fixed notation, for
wizard/operators that choose not to use the scripting
capability. Thus, even without relying on programming
features, the wizard tool has the requisite flexibility to
support multiple notations and theories, and for the
wizard to rapidly configure the layout for specific
experiments.
Implicit in this approach are two claims that will only
be tested as we gain experience working with this
evolutionary approach: First, that the standard drawing
tool paradigm and features (group/copy/cut/paste/
drag/drop) provide sufficient efficacy and usability in
comparison to a tool that enforces a fixed notation. That
is, the loss of specialized features and gestures for a
particular notation is more than compensated by the
flexibility in the generalized drawing tools. The second
claim is that the additional burden on the designer to
think about the notation (and possible programming
effort) will not distract from the designers main task of
creating conversational agents. In contrast, we expect
the extra design features will enrich this main task.
The remainder of this section relates some of our
experience (piloting several sessions) withmanaging the
flexibility of WOZECA. To date, restricting the con-
versation topic and time constraint (10 minutes)
improved the wizard’s ability to maintain a dialogue
with the user. We separated conversational tendencies
into seven categories (see Table 1). The two most
important categories are greeting and redirection for
these categories maintain the conversational topic
within bounds that are addressable by the recorded
clips. A proper greeting constrains the conversation and
provides a direction for the first user interaction, and
the redirection category consist of statements that allow
the wizard to change the topic when it deviates from the
expected. Applying a color scheme to the categories
renders approximately 70 buttons (see Figure 3), each a
movie clip, quite manageable. With this scheme the
wizard finds and activates ECA responses to user
queries and statements almost instantly. The current
scheme categories are: greeting, affirmative, negative,
confused, and redirection in one color, a color for
specific information and a color for general information.
Category Description Example
Greeting Start or stop a conversation HelloAff|rmative Positive response YesNegative Negative response NoNeutral Neutral response MaybeConfused Problemwith the user’s input I did not understand. . .Redirection Control and direct conversation Consider this. . .Information Information statements The ball is blue.
Table 1. Dialogue categories
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Copyright # 2006 John Wiley & Sons, Ltd. 254 Comp. Anim. Virtual Worlds 2006; 17: 249–257
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As the number of clips and complexity of the conversa-
tion grows, the wizard can make use of notational
capabilities (quick-windows, drawing tools, etc.) to
futher organize the interaction with more complex
designs.
The wizard’s singular difficulty is a non-linear style of
conversation. When the user asks two or more questions
at once (e.g.: Is the ball green and the square blue?), it is
often difficult to answer both questions in a natural
manner. Since users seem to tolerate ‘breakdown’ in
the conversation, one mechanism for handling non-
linear conversation is to ignore all but one aspect
rendering the conversation linear. Thus, if the user asks,
‘Is the ball green and the square blue?’, the embodied
conversational agent could answer, ‘The square is not
blue. Maybe we can talk about the green diamonds’.
What we see evolving through Table 1, including its
color and spatial representation on the wizard canvas, is
an unplanned (if rudmentary) theory of conversation.
We also envision WOZECA being used in a more
prescriptive fashion by testing existing conversational
theories (such as speech act theory8).
Laboratory Environment
Low cost was a principle objective in developing our
environment. WOZECA is embedded in a low-cost
portable lab environment to facilitate embodied con-
versational agent research (see Figure 4). The production
of the movie clips and the configuration of the clips into
windows on the participant’s computer screen is what
manifests the illusion of autonomous conversational
agents. Agents appear in their prescribed window
configuration and their related audio track (typically
speech) is heard via attached speakers. Participants
appear to communicate to the agents by typing in a
chatter box window, located in the bottom portion of the
screen, although they are really communicating to the
wizard. The chatter box resembles Instant Messaging or
Internet Relay Chat in functionality.We have considered
the addition of a microphone for voice communication,
but for the moment we use a keyboard interface to limit
the reaction time required of the wizard. The participant
set-up currently has no use for a mouse.
A separate video record is made of the participant’s
activity. The wizard also has a view through the
participant camera (a ‘web-cam’) so she can make
judgments about the flow of conversation based on the
participant’s reactions.
Consistent time stamps on the different data acqui-
sition equipment is critical for proper analysis since data
capture occurs with different applications on different
machines; and the data from these sources must be
collated after the experimental sessions. Timing data is
synchronized from the video feed, the wizard tool, the
agent behaviors and the participant’s input as exper-
imental data capture.
ImplementationTechnologies
The production of movie clips is deliberately separated
from the wizard tool. The best available tools and
environment for this activity may change, and even the
type of tool used to construct virtual agents changes.
Currently, we use a digital video camera (Canon Elura
85) to record real actors directly to a hard drive. The
video is edited post capture, and an XML inventory
file is created, making the movie clips available to the
wizard tool (This is the most time consuming part of the
design phase.). Once the XML inventory file is available,
the wizard loads the file into an inventory window
available, to the wizard, at any time, although most
commonly used during the design phase (the layout of
the wizard canvas in preparation for participant tests).
WOZECA implements a cross-platform client-server
architecture for testing prototypes. The wizard’s tool,
written using Revolution 2.6, connects to a server,
written in the python language, which acts as an
abstraction layer hiding the details of the movie player
(currently, the open source MPlayer application). Upon
receiving a TCP connection from the wizard tool, the
server dispatches a thread to handle the simple low-
bandwidth protocol. As an example this protocol, the
server responds to the ‘play’ command by queuing or
starting the appropriate movie clip. The server is
designed to manage multiple connections simul-
taneously in anticipation of multiple wizards when
the experiments advance to a larger agent scenarios.
Since the agent movie clips reside on the server (user’s)
machine the network is only burdened with the
participant video feed and the simple command
protocol. WOZECA is expected to perform well with
limited bandwidth (e.g., WIFI). In the near future, a
wireless computer on a mobile platform will provide a
portable experimental station which could be moved to
suitable locations in our institution—bringing the lab to
the participants.
WOZECA runs on two Gentoo Linux (2.6.11-r1)
systems with a 64-bit AMD Athlon 3000 processors,
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Copyright # 2006 John Wiley & Sons, Ltd. 255 Comp. Anim. Virtual Worlds 2006; 17: 249–257
EMBODIED CONVERSATIONAL AGENTS* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
one io Vibe ieee1394 card (NEC uPD72874 chip)
connected to a Canon Elura 85 camera and one Nvidia
NV43 GeForce 6200 dual headed graphics card. The
wizard tool is written in Revolution 2.6 driving a python
server for clip recording/playing. Kino is an open-
source simple video editor. Outlay for the installation
(excluding software development and movie pro-
duction expenses) is under 3500 Canadian dollars.
There are some stability issues with some of the
software, particularly with Kino versions prior to 0.8,
but these are within the range of typical research
installations, and in any case do not come into play
during participant sessions.
Conclusions
We have built an environment for the study of complex
conversational agent interactions, based on aWizard-of-
Oz simulation of agents. It serves as a proof-of-concept
that a low cost, mobile and flexible environment can
address genuine questions regarding complex human-
agent interaction. With careful preparation, experiments
can be conducted on the efficacy of artificial personality
constructs and agent protocols before expensive and
complex systems are actually built and tested. It is
currently limited to representing agents with movie
clips although the underlying protocol could easily be
extended to activate rendering of agents. This means
that the agent behaviors tend to be those that can be
readily filmed as independent agent movie clips as
opposed to agents physically interacting within one
movie clip. Eventually, we anticipate adding clips in
which agents interact physically as well.
The hope is that the novel design concepts incorpor-
ated into WOZECA will enhance the prototyping
environment’s capabilities and the prototypes of con-
versational agents. The design of WOZECA has
emphasized a simple participant model, a highly
configurable wizard tool and the ability to capture both
experimental data and the wizard tool configuration,
making them available for post-experiment analysis.
Our environment is low cost and easily replicated.
Because the protocols and data capture have been built
on standard network technology with low-bandwidth
requirements, the environment is highly mobile, and the
participant stations and wizards station can be easily
relocated.
The primary advantage to our system, however, is
that it does not restrict the investigator to any particular
representation of the human-agent conversation. This
flexibility in representing different structures means the
designer is not restricted to built-in notation, but can
adopt their own notation or adhere to known conven-
tions. Our next step is expanding the scope of
experiments we conduct, which will test our claims
regarding the flexibility of this environment.
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Authors’ biographies:
Dr Edward Brown is an associate professor at Memor-ial’s Department of Computer Science with principalresearch interests in user interface agents, intellectualproperty, and privacy issues related to technology. Histeaching responsibilities are primarily software designcourses. He has an undergraduate degree from Memor-ial University, MSc and PhD from the University ofToronto, and LL.B. from the University of Victoria,
Canada. Dr Brown has worked in the area of toolkitimplementation and user interface design in NorthAmerica and Europe, and with intellectual propertyspecialty firms in Canada and the US Dr. Brown wascalled to the Bar in June of 2004, and is developing apractice in technology law.
Neil Barrett is in the process of achieving the degreeof Master’s of Science from Memorial University ofNewfoundland with the goal of continuing in academiabeginning with a PhD.
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Copyright # 2006 John Wiley & Sons, Ltd. 257 Comp. Anim. Virtual Worlds 2006; 17: 249–257
EMBODIED CONVERSATIONAL AGENTS* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *