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The Devil Is in the Details: New Directions in Deception Analysis

AAAI Conferences

In this study, we use the computational textual analysis tool, the Gramulator, to identify and examine the distinctive linguistic features of deceptive and truthful discourse. The theme of the study is abortion rights and the deceptive texts are derived from a Devilโ€™s Advocate approach, conducted to suppress personal beliefs and values. Our study takes the form of a contrastive corpus analysis, and produces systematic differences between truthful and deceptive personal accounts. Results suggest that deceivers employ a distancing strategy that is often associated with deceptive linguistic behavior. Ultimately, these deceivers struggle to adopt a truth perspective. Perhaps of most importance, our results indicate issues of concern with current deception detection theory and methodology. From a theoretical standpoint, our results question whether deceivers are deceiving at all or whether they are merely poorly expressing a rhetorical position, caused by being forced to speculate on a perceived proto-typical position. From a methodological standpoint, our results cause us to question the validity of deception corpora. Consequently, we propose new rigorous standards so as to better understand the subject matter of the deception field. Finally, we question the prevailing approach of abstract data measurement and call for future assessment to consider contextual lexical features. We conclude by suggesting a prudent approach to future research for fear that our eagerness to analyze and theorize may cause us to misidentify deception. After-all, successful deception, which is the kind we seek to detect, is likely to be an elusive and fickle prey.


Investigating the Robustness of Teager Energy Cepstrum Coefficients for Emotion Recognition in Noisy Conditions

AAAI Conferences

This paper investigated the robustness of Teager Energy Cepstrum Coefficient (TECC) in differentiating emotion categories for speech at different White Gaussian noise levels by comparing the performance with MFCC. Experiments involved the normalized squared error measurement, the multi-classes (four classes) emotion classification and the pair-wise emotion classification. This study included four emotion categories (neutral, happy, sad, and happy) from three databases (two English, one German). The result showed that TECC performed equally or outperformed MFCC in both multi-emotion and pair-wise emotion classifications at all noise levels for all three databases. Using TECC features only, up to 89\% for the four-emotion classification and 99\% for the pair-wise emotion classification accuracy rate could be achieved.


Building an On-Demand Avatar-Based Health Intervention for Behavior Change

AAAI Conferences

We discuss the design and implementation of the pro- totype of an avatar-based health system aimed at pro- viding people access to an effective behavior change intervention which can help them to find and cultivate motivation to change unhealthy lifestyles. An empathic Embodied Conversational Agent (ECA) delivers the in- tervention. The health dialog is directed by a compu- tational model of Motivational Interviewing, a novel effective face-to-face patient-centered counseling style which respects an individualโ€™s pace toward behavior change. Although conducted on a small sample size, re- sults of a preliminary user study to asses usersโ€™ accep- tance of the avatar counselor indicate that the current early version of the system prototype is well accepted by 75% of users.


Virtual Facework Trainer: Use of Offendable Bots for Learning Cross-Cultural (Im)Politeness

AAAI Conferences

This project focuses on artificial social interactions where things get nasty and mean. The purpose is training in social 'facework' -- managing the situation so that participants maintain their social dignity or 'face'. This can be especially delicate in cross-cultural contexts, where assumptions about social protocols and the emotional associations of utterances and gestures may differ. The purpose of this project is two-fold. First, it is intended as a training system, so that users might learn the do's and don'ts of social interactions in different cultures and different situations. The knowledge base draws from existing theories of diplomacy, facework, and (im)politeness theory. The other goal is to provide a platform for observation and experimentation of social interaction in an artificial, virtual setting in order to improve these theories.


Decision Making Based on Somatic Markers

AAAI Conferences

Human decision making is a complex process. In the field of Artificial Intelligence, decision making is considered an essential aspect of autonomous agents. Research of human decision behaviour shows that emotions play a decisive role. We present a computational model for creating an emotional memory and an algorithm for decision making based on the collected information in the memory. We concentrate on simulating human behaviour as there is not always one perfect way to reach a goal but alternatives that are more advantageous. For evaluation purposes a gambling task, performed by real subjects, was created for the modelled agent. The results show that the decision behaviour of the modelled agent is comparable with real subjects.


Emotion Oriented Programming: Computational Abstractions for AI Problem Solving

AAAI Conferences

In this paper, we present a programming paradigm for AI problem solving based on computational concepts drawn from Affective Computing. It is believed that emotions participate in human adaptability and reactivity, in behaviour selection and in complex and dynamic environments. We propose to define a mechanism inspired from this observation for general AI problem solving. To this purpose, we synthesize emotions as programming abstractions that represent the perception of the environment's state w.r.t. predefined heuristics such as goal distance, action capability,etc. We first describe the general architecture of this "emotion-oriented" programming model. We define the vocabulary that allows programmers to describe the problem to be solved (i.e. the environment), and the action selection function based on emotion abstractions (i.e. the agent's behaviours). We then present the runtime algorithm that builds emotions out of the environment, stores them in the agent's memory, and selects behaviours accordingly. We present the implementation of a classical labyrinth problem solver in this model. We show that the solutions obtained by this easy-to-implement emotion-oriented program are of good quality while having a reduced computational cost.


Emotion Expression 3-D Synthesis From Predicted Emotion Magnitudes

AAAI Conferences

Many studies have been conducted on how to detect emotion classes or magnitudes from multimedia information such as text, audio, and images. However, the methods that can use predicted emotion classes and magnitudes to render emotion expressions in Embodied Conversational Agents (ECA) are still unclear. This paper proposes a computer graphics methodology that uses predicted non-linear regression values to render facial expressions using mesh morphing techniques. Results of the rendering technique are presented and discussed.


Constructing a Personality-Annotated Corpus for Educational Game based on Learyโ€™s Rose Framework

AAAI Conferences

Researchers have recognized the importance of classifying personality through discourse for many years. However, this line of research tends to focus almost exclusively on the personality categories known as the Big Five factors. Though this information is certainly valuable, it may also be useful to categorize personality based on the Learyโ€™s Interpersonal Circumplex model which emphasizes a predictive function. In this paper we construct the data set for personality annotation among six dimensions (based on a coding scheme developed from Learyโ€™s Interpersonal Circumplex) for players using a chat interaction in an epistemic game, Land Science. Our results indicate that overall personality annotation is reliable (Average Kappa = 0.65) with the highest reliability for the competitive dimension and the lowest reliability for the leading dimension.


From Joyous to Clinically Depressed: Mood Detection Using Spontaneous Speech

AAAI Conferences

Depression and other mood disorders are common and disabling disorders. We present work towards an objective diagnostic aid supporting clinicians using affective sensing technology with a focus on acoustic and statistical features from spontaneous speech. This work investigates differences in expressing positive and negative emotions in depressed and healthy control subjects as well as whether initial gender classification increases the recognition rate. To this end, spontaneous speech from interviews of 30 subjects of each depressed and controls was analysed, with a focus on questions eliciting positive and negative emotions. Using HMMs with GMMs for classification with 30-fold cross-validation, we found that MFCC, energy and intensity features gave highest recognition rates when female and male subjects were analysed together. When the dataset was first split by gender, log energy and shimmer features, respectively, were found to give the highest recognition rates in females, while it was loudness for males. Overall, correct recognition rates from acoustic features for depressed female subjects were higher than for male subjects. Using statistical features, we found that the response time and average syllable duration were longer in depressed subjects, while the interaction involvement and articulation rate were higher in control subjects.


Integer Sparse Distributed Memory

AAAI Conferences

Sparse distributed memory is an auto-associative memory system that stores high dimensional Boolean vectors. Here we present an extension of the original SDM, the Integer SDM that uses modular arithmetic integer vectors rather than binary vectors. This extension preserves many of the desirable properties of the original SDM: auto-associativity, content addressability, distributed storage, and robustness over noisy inputs. In addition, it improves the representation capabilities of the memory and is more robust over normalization. It can also be extended to support forgetting and reliable sequence storage.