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Towards a New Structural Model of the Sense of Humor: Preliminary Findings

AAAI Conferences

In this article some formal, content-related and procedural considerations towards the sense of humor are articulated and the analysis of both everyday humor behavior and of comic styles leads to the initial proposal of a four factor-model of humor (4FMH). This model is tested in a new dataset and it is also examined whether two forms of comic styles (benevolent humor and moral mockery) do fit in. The model seems to be robust but further studies on the structure of the sense of humor as a personality trait are required.


Experimental Standards in Research on AI and Humor When Considering Psychology

AAAI Conferences

Based on recent experiences between a laughing virtual agent and a human user at the intersection AI and humor and laughter, this paper aims to highlight some of the psychological considerations, when conducting AI and humor experiments. The systematic and standardized approach outlined in this paper will demonstrate how to reduce error variance that may be caused by confound variables such as having poor experimental controls. From the necessity of cover stories, protocols and procedures, the differences to the pros and cons of measuring subjectively and objectively and what is required so that both give valid and reliable results are offered as solutions to achieving this goal. Furthermore, the psychological individual differences that need consideration, such as the appreciation of different types of humor, mood, personality variables, for example, trait and state cheerfulness, and gelotophobia- the fear of being laughed at are discussed.


On a Possible Generative Approach to Structurally Ambiguous Humor

AAAI Conferences

This paper outlines a generative approach for creating structurally ambiguous humor. The approach builds upon a lexical set that has been derived through a script associated with a given situation. Each of these lexical entries would also contain one or more specified SAPs (“structural ambiguity potentials”), which serve to match the lexical item to designated formulas for creating structural ambiguity. As part of the approach, an additional phonological and morphological component would serve to generate additional lexical forms with their own SAPs and related formulas. The paper also illustrates how the resulting structural ambiguities can then be systematically integrated into a humorous context.


Pragmatically Computationally Difficult Pragmatics to Recognize Humour

AAAI Conferences

The humour found in short jokes and their often equivalent newspaper cartoons graphic representations are often de­pendent on the results of ambiguity in human speech. The ambiguities can be unexpected and funny. Sometimes well-known ambiguities cooperatively repeated can also be funny. Captioned cartoons often derive their humour from an unexpected ambiguity that can be understood by a lis­tener who can automatically use world knowledge to re­solve the ambiguity. The question considered here is whether the listener can be a computational device as well as a human and the pragmatic difficulty of applying lin­guistic pragmatics to do so. Computational analysis of nat­ural language statements needs to successfully resolve am­biguous statements. Computerized understanding of dia­logue must not only include syntactic and semantic analy­sis, but also pragmatic analysis. Pragmatics includes an un­der­standing of the speaker’s intentions, the context of the utter­ance, and social implications of human communica­tion, both polite and hostile. Computational techniques can use restricted world knowledge in re­solving ambiguous lan­guage use. This paper considers the prag­matic difficulties in recognizing humour in short jokes as well as their repre­sentation in cartoons.


Hansel and Gretel for All Ages: A Template for Recurring Humor Dialog

AAAI Conferences

The fable of Hansel and Gretel describes the plight of two children over two types of threat; harm to their immediate survival and pain from hunger. The two contexts of self-preservation and feeding are evident from the flow of the story dialog, therefore an automatic re-playing of dialog can be realized by picking sentences from two lists; one containing sentences in the context of self-preservation, the other in the context of feeding. Theory and Internet humor appreciation surveys suggest that humorous sentences in the context of self-preservation have relatively constant preference with respect to age, while in the context of hunger and protection of feeding turf to decline with age, reflecting the reduced need for food with aging. Sentences in the context of sociosexual relationships increased in preference until adulthood then declined with maturity. Also, sentences in parenting context, such as when caring for offspring, society and the environment were found to increase in preference with age and maturity. Therefore in order to construct a recursive Hansel and Gretel dialog for audience of all ages, two lists of sentences are added to feeding: In sociosexual and parenting contexts. The self-preservation list is paired with one of the remaining three, representing three stages of age; youth, adulthood and maturity. The single thread story of Hansel and Gretel serves as a template for recursive dialog, making it possible to create alternative threads and unbound possibilities for plots, thereby duplicating the story structure without repeating the narrative.


Humor Recognition in Psychiatric Patients and Artificial Intelligence

AAAI Conferences

Patients with schizophrenia are characterized by humor recognition deficit which is connected with their cognitive disorder such as inability to filter out irrelevant stimuli. As soon as patients with schizotypal and affective disorders easily recognize humor, this may be used as a strong diagnostic criterion in clinical practice. On the other hand humor recognition by artificial intellect became a hot question in computer science in a flow of attempts to bring human-computer communication closer to social. It is argued that schizophrenic and computer thinking have common features. Both have lack of social and emotional context understanding. To compare failures in humor recognition made by patients with schizophrenia vs computer may move forward theory and practice of both clinical psychology and computer science.


Japanese Puns Are Not Necessarily Jokes

AAAI Conferences

In English, “puns” are usually perceived as a subclass of “jokes”. In Japanese, however, this is not necessarily true. In this paper we investigate whether Japanese native speakers perceive dajare (puns) as jooku (jokes). We first summarize existing research in the field of computational humor, both in English and Japanese, focusing on the usage of these two terms. This shows that in works of Japanese native speakers, puns are not commonly treated as jokes. Next we present some dictionary definitions of dajare and jooku, which show that they may actually be used in a similar manner to English. In order to study this issue, we conducted a survey, in which we asked Japanese participants three questions: whether they like jokes (jooku), whether they like puns (dajare) and whether dajare are jooku. The results showed that there is no common agreement regarding dajare being a genre of jokes. We analyze the outcome of this experiment and discuss them from different points of view.


Preface: Artificial Intelligence of Humor — Computational Humor

AAAI Conferences

The general goal of the symposium was to advance the state of the art in the direction of developing an AI system (the system) capable of understanding the mechanism of a joke at a level sufficient for providing a punch line to a human generated setup (even if unintentional) and conversely, for computer reacting competently to a human generated punch line that follows a setup, generated by either participant. The effort is multidisciplinary in nature, and the participants from several of the contributing disciplines, viz., computational semantics, knowledge representation, computational psychology, humanoid robotics, human-computer interface, human factors, to name just a few, took part in the work of the symposium.


Using Sensor Technology to Monitor Disruptive Behavior of Persons With Dementia

AAAI Conferences

An anticipated increase in the number of people withdementia will lead to an escalation in health and socialcare spending unless it is altered by a major breakthroughin treatment or prevention. Behavioral symptomsassociated with dementia (BSD) are some of themost difficult problems faced by caregivers. Severalmeasurement issues have hampered the progress oftimely intervention for BSD. Sensor technology mayoffer a solution to the early detection of BSD that willguide the development of tailored interventions. Similarly,a clinical conceptualization of BSD and its measurementissues can facilitate the engineering of sensornetworks and algorithms for activity recognition. Multidisciplinarycollaboration and the consideration of ethicalissues will improve the adoption of these technologiesin healthcare research.


WIP: Designing Smart Systems to Support @Work Caregiver Needs

AAAI Conferences

Unpaid caregivers for persons with cognitive impairments provide a valuable medical service at a personal cost to themselves (both health and financial). Smart systems in the home can potentially ease the caregiver burden but the home is a difficult environment for smart systems to operate. This work in progress examines the design of a smart caregiver support system and how it is extended in a new system to support working caregivers. The system uses AI in a human-in-the-loop approach.