virtual agent
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2021 ◽  
Author(s):  
Hiroki Tanaka ◽  
Satoshi Nakamura

BACKGROUND Social skills training by human trainers is a well-established method to obtain appropriate social interaction skills and strengthen social self-efficacy. Our previous works automated social skills training by developing a virtual agent that teaches social skills through interaction. This study attempts to investigate the effect of virtual agent design on automated social skills training. However previous works have not investigated virtual agent design for virtual social skills trainers. OBJECTIVE The three main purposes of this research are summarized: to investigate virtual agent appearance for automated SST, to investigate the relationship between acceptability and other measures (likeability, acceptability, realism, and familiarity), and to investigate the relationship between likeability and an individual’s characteristics (gender, age, and autistic traits). METHODS We prepared images and videos of a virtual agent, and 1,218 crowdsourced workers rated the virtual agents through a questionnaire. In designing personalized virtual agents, we investigated the acceptability, likeability, and other impressions of the virtual agents and their relationship to the individuals’ characteristics. RESULTS As a result, we found the difference between the virtual agents in all measures (P < 0.001). A female anime-type virtual agent was rated as the most likeable. We also confirmed that participants’ gender, age, and autistic traits are related to the ratings. CONCLUSIONS We confirmed the effect of virtual agent design on automated social skills training. Our findings are important in designing the appearance of an agent for use in personalized automated social skills training.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Yanyan Qi ◽  
Dorothée Bruch ◽  
Philipp Krop ◽  
Martin J. Herrmann ◽  
Marc E. Latoschik ◽  
...  

AbstractThe presence of a partner can attenuate physiological fear responses, a phenomenon known as social buffering. However, not all individuals are equally sociable. Here we investigated whether social buffering of fear is shaped by sensitivity to social anxiety (social concern) and whether these effects are different in females and males. We collected skin conductance responses (SCRs) and affect ratings of female and male participants when they experienced aversive and neutral sounds alone (alone treatment) or in the presence of an unknown person of the same gender (social treatment). Individual differences in social concern were assessed based on a well-established questionnaire. Our results showed that social concern had a stronger effect on social buffering in females than in males. The lower females scored on social concern, the stronger the SCRs reduction in the social compared to the alone treatment. The effect of social concern on social buffering of fear in females disappeared if participants were paired with a virtual agent instead of a real person. Together, these results showed that social buffering of human fear is shaped by gender and social concern. In females, the presence of virtual agents can buffer fear, irrespective of individual differences in social concern. These findings specify factors that shape the social modulation of human fear, and thus might be relevant for the treatment of anxiety disorders.


2021 ◽  
Vol 11 (23) ◽  
pp. 11162
Author(s):  
Bonwoo Gu ◽  
Yunsick Sung

A Deep-Q-Network (DQN) controls a virtual agent as the level of a player using only screenshots as inputs. Replay memory selects a limited number of experience replays according to an arbitrary batch size and updates them using the associated Q-function. Hence, relatively fewer experience replays of different states are utilized when the number of states is fixed and the state of the randomly selected transitions becomes identical or similar. The DQN may not be applicable in some environments where it is necessary to perform the learning process using more experience replays than is required by the limited batch size. In addition, because it is unknown whether each action can be executed, a problem of an increasing amount of repetitive learning occurs as more non-executable actions are selected. In this study, an enhanced DQN framework is proposed to resolve the batch size problem and reduce the learning time of a DQN in an environment with numerous non-executable actions. In the proposed framework, non-executable actions are filtered to reduce the number of selectable actions to identify the optimal action for the current state. The proposed method was validated in Gomoku, a strategy board game, in which the application of a traditional DQN would be difficult.


Author(s):  
Daichi KATSURA ◽  
Subaru OUCHI ◽  
Daisuke SAKAMOTO ◽  
Tetsuo ONO
Keyword(s):  

2021 ◽  
Author(s):  
Halim-Antoine Boukaram ◽  
Micheline Ziadee ◽  
Majd F Sakr
Keyword(s):  

2021 ◽  
Author(s):  
David Obremski ◽  
Alicia L. Schäfer ◽  
Benjamin P. Lange ◽  
Birgit Lugrin ◽  
Elisabeth Ganal ◽  
...  
Keyword(s):  

2021 ◽  
pp. 110-124
Author(s):  
Dilyana Budakova ◽  
Veselka Petrova-Dimitrova ◽  
Lyudmil Dakovski
Keyword(s):  

2021 ◽  
Vol 18 (4) ◽  
pp. 1-15
Author(s):  
Jonathan Ehret ◽  
Andrea Bönsch ◽  
Lukas Aspöck ◽  
Christine T. Röhr ◽  
Stefan Baumann ◽  
...  

For conversational agents’ speech, either all possible sentences have to be prerecorded by voice actors or the required utterances can be synthesized. While synthesizing speech is more flexible and economic in production, it also potentially reduces the perceived naturalness of the agents among others due to mistakes at various linguistic levels. In our article, we are interested in the impact of adequate and inadequate prosody, here particularly in terms of accent placement, on the perceived naturalness and aliveness of the agents. We compare (1) inadequate prosody, as generated by off-the-shelf text-to-speech (TTS) engines with synthetic output; (2) the same inadequate prosody imitated by trained human speakers; and (3) adequate prosody produced by those speakers. The speech was presented either as audio-only or by embodied, anthropomorphic agents, to investigate the potential masking effect by a simultaneous visual representation of those virtual agents. To this end, we conducted an online study with 40 participants listening to four different dialogues each presented in the three Speech levels and the two Embodiment levels. Results confirmed that adequate prosody in human speech is perceived as more natural (and the agents are perceived as more alive) than inadequate prosody in both human (2) and synthetic speech (1). Thus, it is not sufficient to just use a human voice for an agents’ speech to be perceived as natural—it is decisive whether the prosodic realisation is adequate or not. Furthermore, and surprisingly, we found no masking effect by speaker embodiment, since neither a human voice with inadequate prosody nor a synthetic voice was judged as more natural, when a virtual agent was visible compared to the audio-only condition. On the contrary, the human voice was even judged as less “alive” when accompanied by a virtual agent. In sum, our results emphasize, on the one hand, the importance of adequate prosody for perceived naturalness, especially in terms of accents being placed on important words in the phrase, while showing, on the other hand, that the embodiment of virtual agents plays a minor role in the naturalness ratings of voices.


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