communication type
Words Like Knives: Backstory-Personalized Modeling and Detection of Violent Communication
Shen, Jocelyn, Yerukola, Akhila, Zhou, Xuhui, Breazeal, Cynthia, Sap, Maarten, Park, Hae Won
Conversational breakdowns in close relationships are deeply shaped by personal histories and emotional context, yet most NLP research treats conflict detection as a general task, overlooking the relational dynamics that influence how messages are perceived. In this work, we leverage nonviolent communication (NVC) theory to evaluate LLMs in detecting conversational breakdowns and assessing how relationship backstory influences both human and model perception of conflicts. Given the sensitivity and scarcity of real-world datasets featuring conflict between familiar social partners with rich personal backstories, we contribute the PersonaConflicts Corpus, a dataset of N=5,772 naturalistic simulated dialogues spanning diverse conflict scenarios between friends, family members, and romantic partners. Through a controlled human study, we annotate a subset of dialogues and obtain fine-grained labels of communication breakdown types on individual turns, and assess the impact of backstory on human and model perception of conflict in conversation. We find that the polarity of relationship backstories significantly shifted human perception of communication breakdowns and impressions of the social partners, yet models struggle to meaningfully leverage those backstories in the detection task. Additionally, we find that models consistently overestimate how positively a message will make a listener feel. Our findings underscore the critical role of personalization to relationship contexts in enabling LLMs to serve as effective mediators in human communication for authentic connection.
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Putting faith in artificial intelligence to help with marketing campaigns
Saul Lopes, Virgin Holidays customer lifecycle lead, took a leap of faith on artificial intelligence as a tool to improve the brand's email marketing efforts by working with UK AI start-up Phrasee, and has seen that faith rewarded with over the past three years. Virgin Holidays increased email open rates by two percentage points which generated several million pounds in revenue, though Virgin will not disclose the exact figure. Tnooz asked Lopes what led him to Phrasee in the first place, how the system was deployed, and how else Virgin Holidays applies AI in its marketing efforts. Lopes says that the first motivation for employing an AI system to generate subject lines for the brand's marketing campaigns was overcoming system and staff limitations. "We had legacy IT systems and technology in place, and we wanted to change our approach and process. Virgin Holidays has about 200 communication types and sends about 22 million emails annually. I was looking for quick wins to supercharge our email marketing without infrastructure changes. "It made sense to address changes to subject lines first.
Audio-Visual Communication in a Two Person Gross Manipulation Task
Parikh, Sarangi Patel (United States Naval Academy) | Esposito, Joel (United States Naval Academy) | Searock, Jeremy (United States Naval Academy)
In order to design robots suited to engage in cooperative manipulation tasks with humans, we study human-human teams as they work together to move a heavy object across a room. We are interested in several questions. First, do two person, gross motion tasks follow the same sinusoidal pattern, one person fine motion tasks do? Does performance improve when audio or visual communication is permitted? How does performance correlate with an individual's perception of performance? Non-physiological, or performance based, studies of human-human cooperation can be divided into two categories: Haptic and Non-Haptic (audio, visual, etc). The first category, involves physical interaction through the object being manipulated via force, pressure, and tactile sensations (Jones and Sarter 2008), (Reed and Peshkin 2008). Most of the non-haptic experiments are virtual setups where individuals are moving an object together on a computer screen via two controllers (Basdogan, Ho, and Srinivasan 2000), (Sallnas and Zhai 2003). A survey on the role of communication between people appears in (Whitaker, 2003). The novelty of our work is to investigate non-haptic communication in haptic manipulation tasks.