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RESEARCH Embodied Conversational AgentsChildren and Technology: Story-Listening Systems Technology for Empowerment and Voice
Embodied Conversational Agents
After having spent 10 years studying verbal and non-verbal aspects of human communication through microanalysis of videotaped data (starting as a graduate student) I began to bring my knowledge of human conversation to the design of computational systems. I directed the team that implemented the very first ECA as NSF visiting faculty at the University of Pennsylvania, in the Center for Human Modeling and Simulation, working with their faculty and graduate students. Previously professional animators manually synthesized conversational behaviors for animated figures based on their intuitions, and they "hard-wired" facial expressions and gestures. Although the intuitions of such animation artists are excellent, and hard-wiring is a satisfactory approach to regular animation, their approach cannot be extended to the generation of these behaviors in systems running independently of a human designer. My work introduced the first rule-governed, autonomous generation of verbal and non-verbal conversational behaviors in animated characters. Secondly, previous conversational interfaces or dialogue systems concentrated on the content of the conversation -- the statements and questions that advance the discourse. My work introduced for the first time a conversational agent capable of generating and understanding both those propositional components and synchronized interactional components such as back-channel speech, gestures and facial expressions. These interactional components are crucial to the construction of what I have called the 'conversational envelope'. In the work that my students and I carried out when I became faculty at the MIT Media Lab, we concentrated on expanding the range of conversational phenomena and nonverbal behaviors that the ECAs could handle, as well as exploring the use of ECAs as interfaces -- as avatars for graphical chat, companions in health care, peers for learning -- and the porting of ECAs to various devices. In our current work on Embodied Conversational Agents at the ArticuLab at Northwestern University, we are investigating more complex social phenomena, and how they relate to conversational devices and, in turn, to nonverbal behavior. Thus, in one project we are examining how identity (in particular, race, culture and ethnic identity) is indexed through language and nonverbal behavior in human-human conversation and other social practices, and attempting to implement more socioculturally-sensitive models of identity in our virtual humans (see the Alex project, funded by an NSF ALT). In another project, in collaboration with Professor Sid Horton and Professor Darren Gergle (funded by an NSF IIS-HCC), we are investigating, more generally, links between conversational phenomena -- in particular conversational grounding -- and social, biological, and environmental factors, and how the interconnections among these phenomena can be implemented in embodied conversational agents and other kinds of dialogue systems. In my own part of this project, my students and I are pursuing research into the relationship between conversational grounding and rapport: how language and nonverbal behavior index feelings of rapport between people and even how they can increase feelings of rapport. We are hoping to then integrate a model of rapport into our dialogue system. Our work is based on our hypothesis that rapport is not a unitary phenomenon and that only some kinds of rapport are desirable in human-agent interaction. This research is leading us to implement agents that can elicit honest responses from their human interlocutors in survey interviewing contexts, as well as agents that make good learning companions. For publications about the Embodied Conversational Agents, see papers.
With this in mind, my students and I developed the notion of a computational artifact that would listen to children rather than feeding them information. These artifacts, called Story Listening Systems (SLS) listen and respond appropriately to children. What sets this work apart from previous Eliza-like systems that respond to users, or current CD-Roms that tell stories to children, is the fact that our systems are embued with knowledge of narrative, how children develop language skills, and the nature of children's peer interaction. This allows them to encourage childen’s active exploration of narrative, social skills, linguistic creativity and verbal play. In this sense, the work fits into a long tradition of constructionist research at the Media Lab where this research was conceived. Our contribution is to extend the notions of child as technology designer to systems that explore story, self-concept, social reciprocity, and linguistic creativity. In addition, the majority of our research is embedded into electronic toys, and not desktop computers, supporting children's full-bodied, collaborative, social play-based learning.
As well as building toys and stuffed animal Story Listening Systems, we have also developed an embodied virtual peer that is able to attend to children, and engage in collaborative storytelling, conversation and play. In our first virtual peer project, the agent listened to children's stories, and told back relevant stories in return. In this project, called Sam, the Castlemate, children could pass figurines back and forth from the real to the virtual world.
In evaluations of Sam the Castlemate, we demonstrated that children are able to improve emergent literacy skills -- their first steps into reading and writing -- by interacting with Sam, and even to improve their scores on the Test of Early Language Development.
More recent virtual peers address the challenges of conversation and social skills in children with autism. In this work on innovative technologies for autism, (funded by the Cure Autism Now Foundation), the virtual peer serves both as an assessment tool, to understand what challenges a particular child with autism faces in social contexts, and as a tool to scaffold the learning of social reciprocity and contingency. Key to our work in this area is the concept of an authorable virtual peer where children themselves can design and control the behaviors of the virtual peer as a way of hypothesis-testing their understanding of reciprocity and social interaction.
We are also exploring the thorny issue of building virtual peers to scaffold the learning of Standard American English by children who come to school speaking other dialects. This work (funded by NSF) relies on our own ethnographies of children from different cultural traditions in the United States, which we use to construct models of how language and classroom behavior index race, ethnicity, and cultural identity. In turn, these models allow us to implement culturally authentic virtual peers.
Our current virtual peer work is also allowing us to further address the technical challenges of allowing real and virtual children to share toys and engage in collaborative play. To this end we have been implementing touch interfaces and trackable Lego blocks, such as those seen here Our story listening and virtual peer systems have been used by children around the world. Renga is a permanent exhibit in the science museum of Singapore, and many of the other systems have been used by schools around the world and in several industry research labs.
Publications about my work designing technology for children may be found here
Technology for Empowerment and Voice In order to address these questions, I have been studying the Junior Summit online community -- more than 3000 young people, from 139 countries -- for more than 10 years, and my research has demonstrated ways that young people online are developing their own quite different models of civic engagement, leadership, and community. This project (funded by the Kellogg Foundation) has also led to an investigation of the ways in which youth autonomy and agency online has led to a moral panic among adults. Publications about my work on young people online may be found here. |
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