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This paper explores the dynamics of social interaction between learners and synthetic pedagogical agents. Drawing on Reeves & Nass's Media Equation, it highlights how people relate to technology as they do with others. The study reveals that synthetic agents can elevate expectations for social intelligence, emphasizing their roles in educational settings. Challenges include maintaining respect, providing encouragement, and adapting to the learner's emotional state. Effective communication, team coordination, and respect for autonomy are vital in creating a supportive learning environment facilitated by agents.
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Social Interaction with Agents Lewis Johnson Director, CARTE USC / Information Sciences Institute
Rationale: Reeves & Nass’s Media Equation • People tend to relate to computers and other media as they do to people • Confirmed by multiple experimental studies • Synthetic agents exploit this tendency
Claims • Synthetic agents raise expectations of • Ability to understand user’s activities • Social interaction skills, i.e., social intelligence • The challenge: to meet these expectations • Primary focus: pedagogical agents • Educational context helps constrain the problems • Implications for other types of human-agent interaction
Social Intelligence Implies: • Ability to model people, other agents • May include goals, plans, emotions, motivations, personality, etc. • Ability to engage in social interaction • Sensitive to the model of the person or agent • Sensitive to the social context • In coordination with task activities • To motivate, influence, develop rapport
Some Failures in Social Intelligence • Criticizing the same mistake over and over • Interrupting the learner after minor mistakes • Giving impression of negative emotional reactions to learner’s actions • Failing to show respect for the learner’s work • Failing to offer encouragement when the learner needs it • Failing to offer help when the learner is confused and frustrated
One Aspect of SI: Team Coordination • Stems from an agent-oriented view of human-computer interaction • Learner, virtual tutor, other agents act together as a team • Roles and responsibilities dynamically allocated among team members • Learning activities, teamwork, and task work are flexibly integrated • Examples: Steve, MRE
Steve Team demo
Steve/MRE Team/Task Model • Team task represented as a hierarchical, nonlinear plan • Including possible alternative courses of action • Courses of action evaluated for expected utility • Step responsibilities (and authorities) assigned to team members • Possibility of dynamic sharing of responsibilities • Each team member has own (possibly partial) model of team plan & status Rickel & Johnson, IJCAI ‘01; Traum, Rickel, Gratch, & Marsella, AAMAS ‘03 See also: Scerri et al., AAMAS ’03; Davies et al., IUI ‘01
Another Aspect of SI: Face-to-Face Communication • Example: MRE • Dialog model tracks state of communication among team members • Components: • Which team members are in contact • Who and what is being attended to • Who are participants (or overhearers) in the conversation • Who has the conversational initiative • Common knowledge • Including social commitments to actions and to facts • Communicative acts and grounding acts • Negotiation acts • Eye gaze, nonverbal gestures signal attention, grounding Marsella, et al., 2003; Traum & Rickel, AAMAS ’02; Traum et al., AAMAS ‘03 Dialog demo
Another Aspect of SI: Interaction Tactics • How to help the learner • Respecting learner’s autonomy & sense of control • How to influence the learner • Motivating the learner as needed • When not to help the learner • Reinforcing autonomy, engagement • Assume appropriate social stance toward the learner • Interaction in the context of a social relationship • Bottom line: • Influence of social relationships on human-agent interaction • Rhetoric for human-agent interaction
Example: Carmen’s Bright IDEAS Marsella, Johnson, & LaBore: Agents 2000, AI-Ed ‘03
Praise Answer Question Reassure Gina’s Dialog Model • Gina’s main struggle: Get Carmen thru the I-D-E-A-S steps • At each step, suggest a joint strategy (e.g. “old 5Ws”) • Prompt/motivate Carmen thru that strategy • React to Carmen’s emotional and cognitive state • Employ interaction tactics based upon Carmen’s state; some focus on cognitive state, others on emotional state Suggest Strategy Prompt Next Step Summarize
Questions About the “Gina Model” • How appropriate is it for educational applications? • It is based on clinicians’ counseling-oriented view of training • It is a dramatization of instructional interaction • Built from a deconstructed script • Empirical studies of tutorial interaction were needed • To see how this model applies to other educational settings • To determine which learner characteristics are most relevant • To study social interaction processes in such settings
Experimental Study • Videotaped sessions of computer-based learning with human tutors, over multiple sessions • Students read tutorial on line and perform series of exercises with Virtual Factory Teaching System Johnson, Pain, Shaw, et al: IUI ’03, AIEd ‘03
Conclusions from Study • Wide variation in learners’ preferred interaction styles • Some prefer collaboration, some prefer working alone • Wide variation in confidence • Between subjects • Over time • Tutor generally able to assess learner confidence, ability, preferred interaction style
Conclusions from Study (Cntd.) • Information used by tutor: • Expectations from knowledge of task • Eye gaze, mouse location • Verbal feedback from student
Techniques for Promoting Learner Engagement • Tutor phrased comments in order to reinforce learner control and joint activity. E.g.: • “Why don’t you go ahead and read your tutorial factory” • “You want to save the factory” • “I’d skip this paragraph” • “So why don’t we do that?” • Tutor avoided giving direct instructions • Except for operating the interface
Theoretical Framework: Learner Motivation • Motivational factors • “Four Cs”: • Curiosity • Challenge • Confidence • Control • Learner goals and meta-goals: • Persistent goals • Attitudes toward goal achievement
Role of Motivational Factors • Curiosity • Employ tactics that promote inquiry • Challenge • Select tasks according to difficulty • Intervene in response to learner confusion, hard impasses • Confidence • Regulate amount of feedback • Control • Employ tactics that promote learner goal-setting • Learner goals • Employ tactics that promote learner goal identification
Theoretical Framework: Politeness (Brown & Levinson) • Social actors motivated by face wants • Negative face: freedom of action and freedom from imposition; autonomy • Positive face: consistent self-image, and desire that self-image is appreciated and approved of by others • Face-threatening acts pervasive in interaction • Warnings, offers, promises, challenges, emotional displays • Face threat depends upon power, distance, ranking of threats due to social context • Social actors employ politeness tactics to mitigate face threat
Role of Politeness Factors in Tutorial Interaction • Common tutorial actions (advice, hints) are face-threatening acts • Tactic failures impact agent’s positive face • Face threat depends upon distance • Distance depends on duration of interchange, established trust, learner’s negative face wants (preference for autonomy vs. collaboration) • Choose tactics to promote learner positive face, mitigate negative face threat • By promoting shared goals • By avoiding direct instructions • By reinforcing positive (self-)assessment of goal achievement • When dictated by social distance, learner motivational factors
Example Interaction Tactics • Rhetorical requests to give hints • “Can I give you a hint? Try this…” • Question reinforces learner negative face; failure to wait for answer avoids positive face threat • Hints phrased as questions • “Do you want to do x?” • Reinforces learner control (positive face), can influence learner goals (positive face) • Hints as suggestions • “You could do x.” • Similar face effects as questions
Interaction Tactics (Cntd.) • Hints as suggestions of joint goal • “Let’s do x.” • Suggestion mitigates negative face threat; reference to joint goal influences positive face wants; depends on learner autonomy preferences • Hints as references to tutorial authors • Deflect blame for face threat to authors • Imperative hints • Used only when blame is deflected (I.e., to interface), or possibly when distance is reduced
SI Text Generator • Generates text for interaction tactics • Input: type of intervention, object(s) of intervention, style of reference (e.g., as joint goal, user’s goal, etc.) • Parameters: social distance: importance of motivational influence • Common tutor wording styles captured and codified • Wording style chosen randomly if not specified
Tracking Learner Attention & Confusion • Useful: • To detect proactive interaction opportunities • Avoids learner frustration • To avoid inappropriate interruptions • Avoids negative effects on learner affect, trust • To assess learner engagement • Helps determine objectives for interaction tactics
Assessing Learner Attention: Methods • Track learner’s interactions with tutorial and simulation interface • Track learner gaze • Fuse using Bayesian techniques to determine focus • Instrument tutorial with expected learner goals, time demands • Infer overall learner activity (e.g., scan vs. problem-solve), overall engagement, specific impasses
A Final Comment: Social Actors or Dramatic Actors? • Social actor view: • Interaction with agent is a social interaction • Agent should act in a manner consistent with human social interaction • Inspiration: theories of social interaction • Dramatic actor view: • Interaction is part of an unfolding story • Agent should act so as to contribute to the story and its message • Make action clear, understandable, and engaging • Inspiration: theories of drama and narrative • Intersection: • Social theories of presentation of self – e.g. Goffman • Relationship between rhetoric and drama in effective communication