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 social actor


What makes for a 'good' social actor? Using respect as a lens to evaluate interactions with language agents

arXiv.org Artificial Intelligence

With the growing popularity of dialogue agents based on large language models (LLMs), urgent attention has been drawn to finding ways to ensure their behaviour is ethical and appropriate. These are largely interpreted in terms of the 'HHH' criteria: making outputs more helpful and honest, and avoiding harmful (biased, toxic, or inaccurate) statements. Whilst this semantic focus is useful from the perspective of viewing LLM agents as mere mediums for information, it fails to account for pragmatic factors that can make the same utterance seem more or less offensive or tactless in different social situations. We propose an approach to ethics that is more centred on relational and situational factors, exploring what it means for a system, as a social actor, to treat an individual respectfully in a (series of) interaction(s). Our work anticipates a set of largely unexplored risks at the level of situated interaction, and offers practical suggestions to help LLM technologies behave as 'good' social actors and treat people respectfully.


Social Network Mining (SNM): A Definition of Relation between the Resources and SNA

arXiv.org Artificial Intelligence

Social Network Mining (SNM) has become one of the main themes in big data agenda. As a resultant network, we can extract social network from different sources of information, but the information sources were growing dynamically require a flexible approach. To determine the appropriate approach needs the data engineering in order to get the behavior associated with the data. Each social network has the resources and the information source, but the relationship between resources and information sources requires explanation. This paper aimed to address the behavior of the resource as a part of social network analysis (SNA) in the growth of social networks by using the statistical calculations to explain the evolutionary mechanisms. To represent the analysis unit of the SNA, this paper only considers the degree of a vertex, where it is the core of all the analysis in the SNA and it is basic for defining the relation between resources and SNA in SNM. There is a strong effect on the growth of the resources of social networks. In total, the behavior of resources has positive effects. Thus, different information sources behave similarly and have relations with SNA.


Human Behavior And Group Dynamics Can Be Reshaped By AI Use, Including Via AI Self-Driving Cars

#artificialintelligence

AI will substantively impact human behavior including social group interactions. Suppose you interact with an AI system, such as a robot, and in so doing your behavior changes based on that interaction. This makes sense in that we already today interact with the likes of Alexa and Siri, AI systems employing a limited capability of Natural Language Processing (NLP), and find ourselves perhaps changing what we do next as a result of the AI interaction (I'll go ahead and put on my raincoat and take my umbrella, after "discussing" the forecasted weather with Alexa). Let's rev this up a notch. Suppose you and your buddies opt to interact with an AI system, doing so collectively, as a group, and have some form of substantive interaction that takes place.


Towards Social Identity in Socio-Cognitive Agents

arXiv.org Artificial Intelligence

Current architectures for social agents are designed around some specific units of social behaviour that address particular challenges. Although their performance might be adequate for controlled environments, deploying these agents in the wild is difficult. Moreover, the increasing demand for autonomous agents capable of living alongside humans calls for the design of more robust social agents that can cope with diverse social situations. We believe that to design such agents, their sociality and cognition should be conceived as one. This includes creating mechanisms for constructing social reality as an interpretation of the physical world with social meanings and selective deployment of cognitive resources adequate to the situation. We identify several design principles that should be considered while designing agent architectures for socio-cognitive systems. Taking these remarks into account, we propose a socio-cognitive agent model based on the concept of Cognitive Social Frames that allow the adaptation of an agent's cognition based on its interpretation of its surroundings, its Social Context. Our approach supports an agent's reasoning about other social actors and its relationship with them. Cognitive Social Frames can be built around social groups, and form the basis for social group dynamics mechanisms and construct of Social Identity.


Beyond sex robots: Erobotics explores erotic human-machine interactions

#artificialintelligence

Science fiction films such as Blade Runner (1982), Lars and the Real Girl (2007) and Her (2013) explore the advent of human-machine relationships. And in recent years, reality has met fiction. Powered by advancements in artificial intelligence (AI) and social robotics, artificial social agents are learning to communicate, learn and socialize, transforming our societies. Yet research on human-machine interaction is still in its early stages, particularly in the areas of intimacy and sexuality. In addition to our research on the topic, we have also been involved in spearheading initiatives to remedy the lack of knowledge on intimate human-machine relationships.


Social Participation Ontology: community documentation, enhancements and use examples

arXiv.org Artificial Intelligence

Participatory democracy advances in virtually all governments and especially in South America which exhibits a mixed culture and social predisposition. This article presents the "Social Participation Ontology" (OPS from the Brazilian name \emph{Ontologia de Participa\c{c}\~ao Social}) implemented in compliance with the Web Ontology Language standard (OWL) for fostering social participation, specially in virtual platforms. The entities and links of OPS were defined based on an extensive collaboration of specialists. It is shown that OPS is instrumental for information retrieval from the contents of the portal, both in terms of the actors (at various levels) as well as mechanisms and activities. Significantly, OPS is linked to other OWL ontologies as an upper ontology and via FOAF and BFO as higher upper ontologies, which yields sound organization and access of knowledge and data. In order to illustrate the usefulness of OPS, we present results on ontological expansion and integration with other ontologies and data. Ongoing work involves further adoption of OPS by the official Brazilian federal portal for social participation and NGO s, and further linkage to other ontologies for social participation.


The Social Medium Is the Message

AAAI Conferences

Robots are being considered for applications where they serve as proxies for humans interacting with another human,such as emergency response, hostage negotiation, and healthcare. In these domains, the human (“dependent”) is connected to multiple other humans (“controllers”) via the robot proxy for long periods of time. The dependent may want to interact with humans but also to engage the robot as a medium to the World Wide Web. In the future, medical personnel may use the robot for victim assistance and comfort while the rescue team plans and monitors extrication. Other applications include healthcare, where the robot is the link between a patient and a medical provider for intermittent,routine interactions, and hostage negotiation, where police may use a bomb squad robot to talk with and build rapport with the suspect while the SWAT team uses the robot’s sensors to build and maintain situation awareness.Under funding from the National Science Foundation, we are finishing the first year of investigating verbal and nonverbal communication strategies for robots who are serving as proxies for multiple humans interact with the humans who are dependent on them. Our work posits that such a robot would occupy a novel social medium position according to the Computers as Social Actors (CASA) model [Nass,Steuer, and Tauber1994] [Reeves and Nass1996]. Given that teleoperated robots are treated socially, it is unlikely that a rescue robot would be treated as a pure medium even if playing music or videos. Likewise, the limitations of autonomy and the interactions of specialists with the dependent prevent the robot from being a true social actor. Instead, social actor and pure medium are two extremes on the agent identity spectrum, with a social medium occupying a middle position.A social medium would be perceived as a loyal, helpful “go between” who is an advocate for the dependent, rather than a device for accomplishing the goals of multiple controllers(medical specialist, structural engineer, rescue operations official, etc.). To explore the social medium identity,we have built a physical prototype of a Survivor Buddy and are creating autonomous affective behaviors and a social medium toolkit to explore human-robot interaction.