Education
Affect Sensing in Metaphorical Phenomena and Dramatic Interaction Context
Zhang, Li (Teesside University)
Metaphorical interpretation and affect detection using context profiles from open-ended text input are challenging in affective language processing field. In this paper, we explore recognition of a few typical affective metaphorical phenomena and context-based affect sensing using the modeling of speakersโ improvisational mood and other participantsโ emotional influence to the speaking character under the improvisation of loose scenarios. The overall updated affect detection module is embedded in an AI agent. The new developments have enabled the AI agent to perform generally better in affect sensing tasks. The work emphasizes the conference themes on affective dialogue processing, human-agent interaction and intelligent user interfaces.
Extending Computer Assisted Assessment Systems with Natural Language Processing, User Modeling and Recommendations Based on Human Computer Interaction and Data Mining
Pascual-Nieto, Ismael (UNED) | Santos, Olga C. (UNED) | Perez-Marin, Diana (Universidad Rey Juan Carlos) | Boticario, Jesus G. (UNED)
Willow is a free-text Adaptive Computer Assisted Assessment system, which supports natural language processing and user modeling. In this paper we discuss the benefits coming from extending Willow with recommendations. The approach combines human computer interaction methods to elicit the recommendations with data mining techniques to adjust their definition. Following a scenario-based approach, 12 recommendations were designed and delivered in a large scale evaluation with 377 learners. A statistically significant positive impact was found on indicators dealing with the engagement in the course, the learning effectiveness and efficiency, as well as the knowledge acquisition. We present the overall system functionality, the interaction among the different subsystems involved and some evaluation findings.
From decision to action : intentionality, a guide for the specification of intelligent agents' behaviour
De Loor, Pierre, Pierre-Alexandre, Favier
This article introduces a reflexion about behavioural specification for interactive and participative agent-based simulation in virtual reality. Within this context, it is neces sary to reach a high level of expressivness in order to enforce interactions between the designer and the behavioural model during the in-line prototyping. This requires to consider the need of semantic very early in the design process. The Intentional agent model is here exposed as a possible answer. It relies on a mixed imperative and declarative approach which focuses on the link between decision and action. The design of a tool able to simulate virtual environment implying agents based on this model is discuss
Dimensions of Self-Expression in Facebook Status Updates
Kramer, Adam D. I. (Facebook, Inc.) | Chung, Cindy K. (The University of Texas at Austin)
We describe the dimensions along which Facebook users tend to express themselves via status updates using the semi-automated text analysis approach, the Meaning Extraction Method (MEM). First, we examined dimensions of self-expression in all status updates from a sample of four million Facebook users from four English-speaking countries (the United States, Canada, the United Kingdom, and Australia) in order to examine how these countries vary in their self-expressions. All four countries showed a basic three-component structure, indicating that the medium is a stronger influence than country characteristics or demographics on how people use Facebook status updates. In each country, people vary in terms of the extent to which they use Informal Speech, share Positive Events, and discuss School in their Facebook status updates. Together, these factors tell us how users differ in their self-expression, and thus illustrate meaningful use cases for the product: Talking about whatโs going on tends to be positive, and people vary in terms of the extent to which their status updates are short, slangy emotional expressions and topics regarding school. The specific words that define these factors showed subtle differences across countries: The use of profanity indicates fewer school words (but only in Australia), whereas the UK shows greater use of slang terms (rather than profanity) when speaking informally. The MEM also identified English-language dialects as a meaningful dimension along which the countries varied. In sum, beyond simply indicating topicality of posts, this study provides insight into how status updates are used for self-expression. We discuss several theoretical frameworks that could produce these results, and more broadly discuss the generation of theoretical frameworks from wholly empirical data (such as naturalistic Internet speech) using the MEM.
Modeling the Detection of Textual Cyberbullying
Dinakar, Karthik (Massachusetts Institute of Technology) | Reichart, Roi (Hebrew University of Jerusalem) | Lieberman, Henry (Massachusetts Institute of Technology)
The scourge of cyberbullying has assumed alarming proportions with an ever-increasing number of adolescents admitting to having dealt with it either as a victim or as a bystander. Anonymity and the lack of meaningful supervision in the electronic medium are two factors that have exacerbated this social menace. Comments or posts involving sensitive topics that are personal to an individual are more likely to be internalized by a victim, often resulting in tragic outcomes. We decompose the overall detection problem into detection of sensitive topics, lending itself into text classification sub-problems. We experiment with a corpus of 4500 YouTube comments, applying a range of binary and multiclass classifiers. We find that binary classifiers for individual labels outperform multiclass classifiers. Our findings show that the detection of textual cyberbullying can be tackled by building individual topic-sensitive classifiers.
AAAI News
Hamilton, Carol (Association for the Advancement of Artificial Intelligence)
This prize is awarded biennially to recognize and encourage outstanding artificial intelligence research advances that are made by using experimental (Max Planck Institute for Biological Nectar, as well as poster presentations methods of computer science. Cybernetics), Karrie Karahalios (University by a select number of exceptional Thrun and Whittaker, whose teams of Illinois), Michael Kearns technical papers, short papers, student won the 2005 DARPA Grand Challenge (University of Pennsylvania), and Kurt abstracts, and doctoral consortium abstracts. A special Joint will feature talks on five award-winning in particular for high-impact IAAI-11/AAAI-11 Invited Talk by deployed AI applications and 14 contributions to the field of artificial David Ferrucci (IBM T. J. Watson Research emerging applications. The week is intelligence through innovation and Center) on "Building Watson: filled with a host of other programs, achievement in autonomous vehicle An Overview of DeepQA for the ...
An Application of Transfer to American Football: From Observation of Raw Video to Control in a Simulated Environment
Stracuzzi, David J. (Sandia National Laboratories) | Fern, Alan (Oregon State University) | Ali, Kamal (Stanford University) | Hess, Robin (Oregon State University) | Pinto, Jervis (Oregon State University) | Li, Nan (Carnegie Mellon University) | Konik, Tolga (Stanford University) | Shapiro, Daniel G. (Institute for the Study of Learning and Expertise)
Automatic transfer of learned knowledge from one task or domain to another offers great potential to simplify and expedite the construction and deployment of intelligent systems. In practice however, there are many barriers to achieving this goal. In this article, we present a prototype system for the real-world context of transferring knowledge of American football from video observation to control in a game simulator. We trace an example play from the raw video through execution and adaptation in the simulator, highlighting the system's component algorithms along with issues of complexity, generality, and scale. We then conclude with a discussion of the implications of this work for other applications, along with several possible improvements.
Transfer Learning by Reusing Structured Knowledge
Yang, Qiang (Hong Kong University of Science and Technology) | Zheng, Vincent W. (Hong Kong University of Science and Technology) | Li, Bin (Institute TELECOM SudParis) | Zhuo, Hankz Hankui (Sun Yat-sen University)
Transfer learning aims to solve new learning problems by extracting and making use of the common knowledge found in related domains. A key element of transfer learning is to identify structured knowledge to enable the knowledge transfer. Structured knowledge comes in different forms, depending on the nature of the learning problem and characteristics of the domains. In this article, we describe three of our recent works on transfer learning in a progressively more sophisticated order of the structured knowledge being transferred. We show that optimization methods, and techniques inspired by the concerns of data reuse can be applied to extract and transfer deep structural knowledge between a variety of source and target problems. In our examples, this knowledge spans explicit data labels, model parameters, relations between data clusters and relational action descriptions.ย
Recap of the 2010 AI and Interactive Digital Entertainment Conference
Youngblood, G. Michael (University of North Carolina, Charlotte) | Bulitko, Vadim (University of Alberta) | Weber, Ben (University of California, Santa Cruz)
AIIDE 2010 was held October 11-13, 2010, at Stanford University ajacent to Palo Alto, California. The conference featured 17 paper presentations, 18 posters, 5 demos, 5 invited speakers, a panel on teaching game AI in academe, and the first StarCraft AI competition. Led by the conference chair, Michael Youngblood (University of North Carolina at Charlotte), and the program chair, Vadim Bulitko (University of Alberta), the three days of AIIDE contained a dense and exciting agenda highlighting new research and revealing how AI is applied in many commercial endeavors. The first day was kicked off with an invited talk from Chris Jurney, lead developer of Double Fine Productions, who detailed his work on the nonplayer character pathfinding of Dawn of War II during his time at Relic Entertainment. The morning was completed by research presentations on behavioral techniques with notable work on producing realistic behaviors through alibi generation (Ben Sunshine-Hill and Norman Badler, University of Pennsylvania), which has been widely discussed in the community since, and Ben Weber's (University of California, Santa Cruz) work applying goal-driven autonomy to playing StarCraft (awarded AIIDE 2010 Best Student Paper).
NPCEditor: Creating Virtual Human Dialogue Using Information Retrieval Techniques
Leuski, Anton (Institute for Creative Technologies) | Traum, David (Institute for Creative Technologies)
See Leuski et al. (2006) and to the same question -- for example, "What Leuski and Traum (2008) for more details. is your name?" -- depending on who the interactor The final parameter is the classification threshold is looking at. NPCEditor's user interface allows the on the KL-divergence value: only answers that designer to define arbitrary annotation classes or score above the threshold value are returned from categories and specify which of these annotation the classifier. The threshold is determined by tuning categories should be used in classification.