Based on cross-disciplinary approaches to Embodied Conversational Agents, evaluation methods for such human-computer interfaces are structured and presented. An introductory systematisation of evaluation topics from a conversational perspective is followed by an explanation of social-psychological phenomena studied in interaction with Embodied Conversational Agents, and how these can be used for evaluation purposes. Major evaluation concepts and appropriate assessment instruments – established and new ones – are presented, including questionnaires, annotations and log-files. An exemplary evaluation and guidelines provide hands-on information on planning and preparing such endeavours.
We describe a data collection for vocal expression of ironic utterances and anger based on an Android app that was specifically developed for this study. The main aim of the investigation is to find evidence for a non-verbal expression of irony. A data set of 937 utterances was collected and labeled by six listeners for irony and anger. The automatically recognized textual content was labeled for sentiment. We report on experiments to classify ironic utterances based on sentiment and tone-of-voice. Baseline results show that an ironic voice can be detected automatically solely based on acoustic features in 69.3 UAR (unweighted average recall) and anger with 64.1 UAR. The performance drops by about 4% when it is calculated with a leave-one-speaker-out cross validation.
The development of new approaches for creating more “life-like” artificial intelligence (AI) capable of natural social interaction is of interest to a number of scientific fields, from virtual reality to human–robot interaction to natural language speech systems. Yet how such “Social AI” agents might be manifested remains an open question. Previous research has shown that both behavioral factors related to the artificial agent itself as well as contextual factors beyond the agent (i.e., interaction context) play a critical role in how people perceive interactions with interactive technology. As such, there is a need for customizable agents and customizable environments that allow us to explore both sides in a simultaneous manner. To that end, we describe here the development of a cooperative game environment and Social AI using a data-driven approach, which allows us to simultaneously manipulate different components of the social interaction (both behavioral and contextual). We conducted multiple human–human and human–AI interaction experiments to better understand the components necessary for creation of a Social AI virtual avatar capable of autonomously speaking and interacting with humans in multiple languages during cooperative gameplay (in this case, a social survival video game) in context-relevant ways.