social gatherings in reykjavÍk university virtual … · students will need to interpret both...

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REYKJAVÍK UNIVERSITY SOCIAL GATHERINGS IN VIRTUAL REYKJAVÍK UNITY-BASED PLATFORM FOR SOCIAL AGENT RESEARCH. LAYERED APPROACH WHERE BASIC AGENTS INCLUDE AWARENESS OF SOCIAL TERRITORY AND SHOW REACTIVE TERRITORIAL MOVEMENT. HIGHER LAYERS INCLUDE FLOOR MANAGEMENT AND DELIBERATION OF ABSTRACT COMMUNICATIVE FUNCTION. Hannes Vilhjálmsson 1 , Elías Björgvinsson 1 , Hafdís Helgadóttir 1 , Karl Kristinsson 1 , Stefán Ólafsson 1 , Angelo Cafaro 1, 2 , Nicole Krämer 3 , Jonas Braier 3 , Philipp Wegge 3 , Sina Youn 3 , Claudio Pedica 4 , Birna Arnbjörnsdóttir 5 , Branislav Bédi 5 . 1 CADIA, Reykjavik University, 2 CNRS-LTCI, TELECOM ParisTech, 3 University of Duisburg-Essen, 4 Gagarin Ltd., 5 University of Iceland LANGUAGE TRAINING AND DOMINANCE RESEARCH Virtual Reykjavik is being used to provide an interesting dynamic social environment for Icelandic language and culture training. Students will need to interpret both verbal and nonverbal behavior. The platform is also used to experiment with dominance modeling. Dominant individuals influence the behavior of all group members, who become more submissive. Nonverbal cues of dominance include a more expansive posture. 3D Models by Páll Heimir Pálsson IMPLEMENTS PROPOSED UNIFIED FML Implements unified FML specification proposed in (Cafaro et al., 2014), which is organized around different tracks of communicative functions associated with each floor of interaction. Among other things, this separates basic interactional competency (e.g. turn-taking) from domain dependent knowledge. GROUP CONVERSATION WITH PLAYERS The human player is fully integrated into the social environment and can join groups of agents and strike up a conversation, subject to normal rules of turn-taking. The player avatar is simply one of the agents with additional means of control. Some automation is retained in the avatar, e.g. turn- taking behaviors. This is one of the first embodied conversational system in the Icelandic language. CONTINUOUS REACTIVE MOTION A reactive social intelligence layer right above Unity’s animation system ensures that the agents continuously adapt to their environment. The reactive behavior is dictated by social context and inner state. Deliberate social action, such as “request turn to speak” will also generate behavior. Geometry Animation (Mecanim) Reactive Intelligence (Impulsion) Social Context / Floor Management Deliberative / Function Level Intelligence Understand Decide Generate Interactional Track Performative Track Mental State Track

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Page 1: SOCIAL GATHERINGS IN REYKJAVÍK UNIVERSITY VIRTUAL … · Students will need to interpret both verbal and nonverbal behavior. The platform is also used to experiment with dominance

REYKJAVÍK UNIVERSITYSOCIAL GATHERINGS IN

VIRTUAL REYKJAVÍKUNITY-BASED PLATFORM FOR SOCIAL AGENT RESEARCH. LAYERED APPROACH WHERE BASIC AGENTS INCLUDE AWARENESS OF SOCIAL TERRITORY AND SHOW REACTIVE TERRITORIAL MOVEMENT. HIGHER LAYERS INCLUDE FLOOR MANAGEMENT AND DELIBERATION OF ABSTRACT COMMUNICATIVE FUNCTION.

Hannes Vilhjálmsson1, Elías Björgvinsson1, Hafdís Helgadóttir1, Karl Kristinsson1, Stefán Ólafsson1, Angelo Cafaro1, 2, Nicole Krämer3, Jonas Braier3, Philipp Wegge3, Sina Youn3, Claudio Pedica4, Birna Arnbjörnsdóttir5, Branislav Bédi5.1CADIA, Reykjavik University, 2CNRS-LTCI, TELECOM ParisTech, 3University of Duisburg-Essen, 4Gagarin Ltd., 5University of Iceland

LANGUAGE TRAINING AND DOMINANCE RESEARCHVirtual Reykjavik is being used to provide an interesting dynamic social environment for Icelandic language and culture training. Students will need to interpret both verbal and nonverbal behavior. The platform is also used to experiment with dominance modeling. Dominant individuals influence the behavior of all group members, who become more submissive. Nonverbal cues of dominance include a more expansive posture.

3D Models by Páll Heimir Pálsson

IMPLEMENTS PROPOSED UNIFIED FMLImplements unified FML specification proposed in (Cafaro et al., 2014), which is organized around different tracks of communicative functions associated with each floor of interaction. Among other things, this separates basic interactional competency (e.g. turn-taking) from domain dependent knowledge.

GROUP CONVERSATION WITH PLAYERS The human player is fully integrated into the social environment and can join groups of agents and strike up a conversation, subject to normal rules of turn-taking. The player avatar is simply one of the agents with additional means of control. Some automation is retained in the avatar, e.g. turn-taking behaviors. This is one of the first embodied conversational system in the Icelandic language.

CONTINUOUS REACTIVE MOTION A reactive social intelligence layer right above Unity’s animation system ensures that the agents continuously adapt to their environment. The reactive behavior is dictated by social context and inner state. Deliberate social action, such as “request turn to speak” will also generate behavior.

Geometry

Animation (Mecanim)

Reactive Intelligence (Impulsion)

Social Context / Floor Management

Deliberative / Function Level Intelligence Understand Decide Generate

Interactional Track

Performative Track

Mental State Track