计算机科学
背景(考古学)
任务(项目管理)
相互依存
人机交互
集合(抽象数据类型)
上下文模型
情感(语言学)
社会环境
人工智能
心理学
沟通
工程类
古生物学
系统工程
对象(语法)
政治学
法学
生物
程序设计语言
作者
Ginevra Castellano,Iolanda Leite,André Pereira,Carlos Martinho,Ana Paiva,Peter W. McOwan
标识
DOI:10.1109/socialcom-passat.2012.51
摘要
Despite a large body of existing literature on automatic affect recognition, there seems to be a lack of studies investigating task and social context for the purpose of automatically predicting affect. This work aims to take the current state of the art a step forward and explore the role of task and social context and their interdependencies in the automatic prediction of user engagement in a HRI scenario involving an iCat robot playing chess with young children. We performed an experimental evaluation by training several SVMs-based models with different features extracted from a set of context logs collected in a HRI field experiment. The features include information about the game and the social context at the interaction level (overall features) and at the game turn level (turn-based features). While the overall features capture game and social context in an independent way at the interaction level, turn-based features attempt to encode the interdependencies of game and social context at each turn of the game. Results showed that game and social context-based features can be successfully used to predict engagement with the robot in the showcased scenario. Specifically, overall features proved more successful than turn-based features and game context-based features more effective than social context-based features. Finally the results demonstrated that the integration of game and social context-based features with features encoding their interdependencies leads to higher recognition performances.
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