Politeness plays an important role in regulating communication and enhancing social interactions.Research suggests that people treat interactive systems as social agents and may expect those systems to exhibit polite behavior. We augment early research in this area by proposing a framework that is grounded in sociolinguistics and pragmatics. The framework focuses on two complementary concepts - clarity and politeness. We suggest that these concepts are pertinent to various domains of interactive technologies and provide examples for the applicability of clarity and politeness rules to human-computer interaction (HCI). We conducted a laboratory experiment, in which politeness and clarity served as independent factors in the context of a cooperative computer game, based on the Peekaboom game. The manipulation of clarity failed, yet politeness was manipulated successfully based on the framework's rules of politeness. The results provide empirical support for the basic propositions of the framework and may facilitate more systematic research on politeness in various domains of social computing and other areas related to HCI.
Interactive machine learning (IML) is a field of research that explores how to leverage both human and computational abilities in decision making systems. IML represents a collaboration between multiple complementary human and machine intelligent systems working as a team, each with their own unique abilities and limitations. This teamwork might mean that both systems take actions at the same time, or in sequence. Two major open research questions in the field of IML are: "How should we design systems that can learn to make better decisions over time with human interaction?" and "How should we evaluate the design and deployment of such systems?" A lack of appropriate consideration for the humans involved can lead to problematic system behaviour, and issues of fairness, accountability, and transparency. Thus, our goal with this work is to present a human-centred guide to designing and evaluating IML systems while mitigating risks. This guide is intended to be used by machine learning practitioners who are responsible for the health, safety, and well-being of interacting humans. An obligation of responsibility for public interaction means acting with integrity, honesty, fairness, and abiding by applicable legal statutes. With these values and principles in mind, we as a machine learning research community can better achieve goals of augmenting human skills and abilities. This practical guide therefore aims to support many of the responsible decisions necessary throughout the iterative design, development, and dissemination of IML systems.
Video prediction aims to predict future frames by modeling the complex spatiotemporal dynamics in videos. However, most of the existing methods only model the temporal information and the spatial information for videos in an independent manner but haven't fully explored the correlations between both terms. In this paper, we propose a SpatioTemporal-Aware Unit (STAU) for video prediction and beyond by exploring the significant spatiotemporal correlations in videos. On the one hand, the motion-aware attention weights are learned from the spatial states to help aggregate the temporal states in the temporal domain. On the other hand, the appearance-aware attention weights are learned from the temporal states to help aggregate the spatial states in the spatial domain. In this way, the temporal information and the spatial information can be greatly aware of each other in both domains, during which, the spatiotemporal receptive field can also be greatly broadened for more reliable spatiotemporal modeling. Experiments are not only conducted on traditional video prediction tasks but also other tasks beyond video prediction, including the early action recognition and object detection tasks. Experimental results show that our STAU can outperform other methods on all tasks in terms of performance and computation efficiency.
In recent years, with the rapid growth of Internet data, the number and types of scientific and technological resources are also rapidly expanding. However, the increase in the number and category of information data will also increase the cost of information acquisition. For technology-based enterprises or users, in addition to general papers, patents, etc., policies related to technology or the development of their industries should also belong to a type of scientific and technological resources. The cost and difficulty of acquiring users. Extracting valuable science and technology policy resources from a huge amount of data with mixed contents and providing accurate and fast retrieval will help to break down information barriers and reduce the cost of information acquisition, which has profound social significance and social utility. This article focuses on the difficulties and problems in the field of science and technology policy, and introduces related technologies and developments.
Optimal feedback control (OFC) is a theory from the motor control literature that explains how humans move their body to achieve a certain goal, e.g., pointing with the finger. OFC is based on the assumption that humans aim to control their body optimally, within the constraints imposed by body, environment, and task. In this paper, we explain how this theory can be applied to understanding Human-Computer Interaction (HCI) in the case of pointing. We propose that the human body and computer dynamics can be interpreted as a single dynamical system. The system state is controlled by the user via muscle control signals, and estimated from observations. Between-trial variability arises from signal-dependent control noise and observation noise. We compare four different models from optimal control theory and evaluate to what degree these models can replicate movements in the case of mouse pointing. We introduce a procedure to identify parameters that best explain observed user behavior. To support HCI researchers in simulating, analyzing, and optimizing interaction movements, we provide the Python toolbox OFC4HCI. We conclude that OFC presents a powerful framework for HCI to understand and simulate motion of the human body and of the interface on a moment by moment basis.
We present a data-efficient framework for solving sequential decision-making problems which exploits the combination of reinforcement learning (RL) and latent variable generative models. The framework, called GenRL, trains deep policies by introducing an action latent variable such that the feed-forward policy search can be divided into two parts: (i) training a sub-policy that outputs a distribution over the action latent variable given a state of the system, and (ii) unsupervised training of a generative model that outputs a sequence of motor actions conditioned on the latent action variable. GenRL enables safe exploration and alleviates the data-inefficiency problem as it exploits prior knowledge about valid sequences of motor actions. Moreover, we provide a set of measures for evaluation of generative models such that we are able to predict the performance of the RL policy training prior to the actual training on a physical robot. We experimentally determine the characteristics of generative models that have most influence on the performance of the final policy training on two robotics tasks: shooting a hockey puck and throwing a basketball. Furthermore, we empirically demonstrate that GenRL is the only method which can safely and efficiently solve the robotics tasks compared to two state-of-the-art RL methods.
In this paper, we first position the current dwell selection among gaze-based interactions and its advantages against head-gaze selection, which is the mainstream interface for HMDs. Next, we show how dwell selection and head-gaze selection are used in an actual interaction situation. By comparing these two selection methods, we describe the potential of dwell selection as an essential AR/VR interaction.
Human-AI co-creativity involves both humans and AI collaborating on a shared creative product as partners. In a creative collaboration, interaction dynamics, such as turn-taking, contribution type, and communication, are the driving forces of the co-creative process. Therefore the interaction model is a critical and essential component for effective co-creative systems. There is relatively little research about interaction design in the co-creativity field, which is reflected in a lack of focus on interaction design in many existing co-creative systems. The primary focus of co-creativity research has been on the abilities of the AI. This paper focuses on the importance of interaction design in co-creative systems with the development of the Co-Creative Framework for Interaction design (COFI) that describes the broad scope of possibilities for interaction design in co-creative systems. Researchers can use COFI for modeling interaction in co-creative systems by exploring alternatives in this design space of interaction. COFI can also be beneficial while investigating and interpreting the interaction design of existing co-creative systems. We coded a dataset of existing 92 co-creative systems using COFI and analyzed the data to show how COFI provides a basis to categorize the interaction models of existing co-creative systems. We identify opportunities to shift the focus of interaction models in co-creativity to enable more communication between the user and AI leading to human-AI partnerships.
Designers reportedly struggle with design optimization tasks where they are asked to find a combination of design parameters that maximizes a given set of objectives. In HCI, design optimization problems are often exceedingly complex, involving multiple objectives and expensive empirical evaluations. Model-based computational design algorithms assist designers by generating design examples during design, however they assume a model of the interaction domain. Black box methods for assistance, on the other hand, can work with any design problem. However, virtually all empirical studies of this human-in-the-loop approach have been carried out by either researchers or end-users. The question stands out if such methods can help designers in realistic tasks. In this paper, we study Bayesian optimization as an algorithmic method to guide the design optimization process. It operates by proposing to a designer which design candidate to try next, given previous observations. We report observations from a comparative study with 40 novice designers who were tasked to optimize a complex 3D touch interaction technique. The optimizer helped designers explore larger proportions of the design space and arrive at a better solution, however they reported lower agency and expressiveness. Designers guided by an optimizer reported lower mental effort but also felt less creative and less in charge of the progress. We conclude that human-in-the-loop optimization can support novice designers in cases where agency is not critical.
Text analysis of social media for sentiment, topic analysis, and other analysis depends initially on the selection of keywords and phrases that will be used to create the research corpora. However, keywords that researchers choose may occur infrequently, leading to errors that arise from using small samples. In this paper, we use the capacity for memorization, interpolation, and extrapolation of Transformer Language Models such as the GPT series to learn the linguistic behaviors of a subgroup within larger corpora of Yelp reviews. We then use prompt-based queries to generate synthetic text that can be analyzed to produce insights into specific opinions held by the populations that the models were trained on. Once learned, more specific sentiment queries can be made of the model with high levels of accuracy when compared to traditional keyword searches. We show that even in cases where a specific keyphrase is limited or not present at all in the training corpora, the GPT is able to accurately generate large volumes of text that have the correct sentiment.
This paper explores the relationship between artificial intelligence and principles of distributive justice. Drawing upon the political philosophy of John Rawls, it holds that the basic structure of society should be understood as a composite of socio-technical systems, and that the operation of these systems is increasingly shaped and influenced by AI. As a consequence, egalitarian norms of justice apply to the technology when it is deployed in these contexts. These norms entail that the relevant AI systems must meet a certain standard of public justification, support citizens rights, and promote substantively fair outcomes -- something that requires specific attention be paid to the impact they have on the worst-off members of society.