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Cynthia Breazeal

Publications and source records attributed to Cynthia Breazeal.

At least 55 records · Page 3Linked to original sources

AI Audit: A Card Game to Reflect on Everyday AI Systems

An essential element of K-12 AI literacy is educating learners about the ethical and societal implications of AI systems. Previous work in AI ethics literacy have developed curriculum and classroom activities that engage learners in reflecting on the ethical implications of AI systems and developing responsible AI. There is little work in using game-based learning methods in AI literacy. Games are known to be compelling media to teach children about complex STEM concepts. In this work, we developed a competitive card game for middle and high school students called "AI Audit" where they play as AI start-up founders building novel AI-powered technology. Players can challenge other players with potential harms of their technology or defend their own businesses by features that mitigate these harms. The game mechanics reward systems that are ethically developed or that take steps to mitigate potential harms. In this paper, we present the game design, teacher resources for classroom deployment and early playtesting results. We discuss our reflections about using games as teaching tools for AI literacy in K-12 classrooms.

cs.CY↗

HIINT: Historical, Intra- and Inter- personal Dynamics Modeling with Cross-person Memory Transformer

Accurately modeling affect dynamics, which refers to the changes and fluctuations in emotions and affective displays during human conversations, is crucial for understanding human interactions. By analyzing affect dynamics, we can gain insights into how people communicate, respond to different situations, and form relationships. However, modeling affect dynamics is challenging due to contextual factors, such as the complex and nuanced nature of interpersonal relationships, the situation, and other factors that influence affective displays. To address this challenge, we propose a Cross-person Memory Transformer (CPM-T) framework which is able to explicitly model affective dynamics (intrapersonal and interpersonal influences) by identifying verbal and non-verbal cues, and with a large language model to utilize the pre-trained knowledge and perform verbal reasoning. The CPM-T framework maintains memory modules to store and update the contexts within the conversation window, enabling the model to capture dependencies between earlier and later parts of a conversation. Additionally, our framework employs cross-modal attention to effectively align information from multi-modalities and leverage cross-person attention to align behaviors in multi-party interactions. We evaluate the effectiveness and generalizability of our approach on three publicly available datasets for joint engagement, rapport, and human beliefs prediction tasks. Remarkably, the CPM-T framework outperforms baseline models in average F1-scores by up to 7.3%, 9.3%, and 2.0% respectively. Finally, we demonstrate the importance of each component in the framework via ablation studies with respect to multimodal temporal behavior.

cs.CV↗

Constructing Dreams using Generative AI

Generative AI tools introduce new and accessible forms of media creation for youth. They also raise ethical concerns about the generation of fake media, data protection, privacy and ownership of AI-generated art. Since generative AI is already being used in products used by youth, it is critical that they understand how these tools work and how they can be used or misused. In this work, we facilitated students' generative AI learning through expression of their imagined future identities. We designed a learning workshop - Dreaming with AI - where students learned about the inner workings of generative AI tools, used text-to-image generation algorithms to create their imaged future dreams, reflected on the potential benefits and harms of generative AI tools and voiced their opinions about policies for the use of these tools in classrooms. In this paper, we present the learning activities and experiences of 34 high school students who engaged in our workshops. Students reached creative learning objectives by using prompt engineering to create their future dreams, gained technical knowledge by learning the abilities, limitations, text-visual mappings and applications of generative AI, and identified most potential societal benefits and harms of generative AI.

cs.HC↗

Making Sense of Machine Learning: Integrating Youth's Conceptual, Creative, and Critical Understandings of AI

Understanding how youth make sense of machine learning and how learning about machine learning can be supported in and out of school is more relevant than ever before as young people interact with machine learning powered applications everyday; while connecting with friends, listening to music, playing games, or attending school. In this symposium, we present different perspectives on understanding how learners make sense of machine learning in their everyday lives, how sensemaking of machine learning can be supported in and out of school through the construction of applications, and how youth critically evaluate machine learning powered systems. We discuss how sensemaking of machine learning applications involves the development and integration of conceptual, creative, and critical understandings that are increasingly important to prepare youth to participate in the world.

cs.CY↗

Multipar-T: Multiparty-Transformer for Capturing Contingent Behaviors in Group Conversations

As we move closer to real-world AI systems, AI agents must be able to deal with multiparty (group) conversations. Recognizing and interpreting multiparty behaviors is challenging, as the system must recognize individual behavioral cues, deal with the complexity of multiple streams of data from multiple people, and recognize the subtle contingent social exchanges that take place amongst group members. To tackle this challenge, we propose the Multiparty-Transformer (Multipar-T), a transformer model for multiparty behavior modeling. The core component of our proposed approach is the Crossperson Attention, which is specifically designed to detect contingent behavior between pairs of people. We verify the effectiveness of Multipar-T on a publicly available video-based group engagement detection benchmark, where it outperforms state-of-the-art approaches in average F-1 scores by 5.2% and individual class F-1 scores by up to 10.0%. Through qualitative analysis, we show that our Crossperson Attention module is able to discover contingent behavior.

cs.CV↗

Adversarial Transformer Language Models for Contextual Commonsense Inference

Contextualized or discourse aware commonsense inference is the task of generating coherent commonsense assertions (i.e., facts) from a given story, and a particular sentence from that story. Some problems with the task are: lack of controllability for topics of the inferred facts; lack of commonsense knowledge during training; and, possibly, hallucinated or false facts. In this work, we utilize a transformer model for this task and develop techniques to address the aforementioned problems in the task. We control the inference by introducing a new technique we call "hinting". Hinting is a kind of language model prompting, that utilizes both hard prompts (specific words) and soft prompts (virtual learnable templates). This serves as a control signal to advise the language model "what to talk about". Next, we establish a methodology for performing joint inference with multiple commonsense knowledge bases. Joint inference of commonsense requires care, because it is imprecise and the level of generality is more flexible. You want to be sure that the results "still make sense" for the context. To this end, we align the textual version of assertions from three knowledge graphs (ConceptNet, ATOMIC2020, and GLUCOSE) with a story and a target sentence. This combination allows us to train a single model to perform joint inference with multiple knowledge graphs. We show experimental results for the three knowledge graphs on joint inference. Our final contribution is exploring a GAN architecture that generates the contextualized commonsense assertions and scores them as to their plausibility through a discriminator. The result is an integrated system for contextual commonsense inference in stories, that can controllably generate plausible commonsense assertions, and takes advantage of joint inference between multiple commonsense knowledge bases.

cs.CL↗

Joint Engagement Classification using Video Augmentation Techniques for Multi-person Human-robot Interaction

Affect understanding capability is essential for social robots to autonomously interact with a group of users in an intuitive and reciprocal way. However, the challenge of multi-person affect understanding comes from not only the accurate perception of each user's affective state (e.g., engagement) but also the recognition of the affect interplay between the members (e.g., joint engagement) that presents as complex, but subtle, nonverbal exchanges between them. Here we present a novel hybrid framework for identifying a parent-child dyad's joint engagement by combining a deep learning framework with various video augmentation techniques. Using a dataset of parent-child dyads reading storybooks together with a social robot at home, we first train RGB frame- and skeleton-based joint engagement recognition models with four video augmentation techniques (General Aug, DeepFake, CutOut, and Mixed) applied datasets to improve joint engagement classification performance. Second, we demonstrate experimental results on the use of trained models in the robot-parent-child interaction context. Third, we introduce a behavior-based metric for evaluating the learned representation of the models to investigate the model interpretability when recognizing joint engagement. This work serves as the first step toward fully unlocking the potential of end-to-end video understanding models pre-trained on large public datasets and augmented with data augmentation and visualization techniques for affect recognition in the multi-person human-robot interaction in the wild.

cs.CV↗

Build-a-Bot: Teaching Conversational AI Using a Transformer-Based Intent Recognition and Question Answering Architecture

As artificial intelligence (AI) becomes a prominent part of modern life, AI literacy is becoming important for all citizens, not just those in technology careers. Previous research in AI education materials has largely focused on the introduction of terminology as well as AI use cases and ethics, but few allow students to learn by creating their own machine learning models. Therefore, there is a need for enriching AI educational tools with more adaptable and flexible platforms for interested educators with any level of technical experience to utilize within their teaching material. As such, we propose the development of an open-source tool (Build-a-Bot) for students and teachers to not only create their own transformer-based chatbots based on their own course material, but also learn the fundamentals of AI through the model creation process. The primary concern of this paper is the creation of an interface for students to learn the principles of artificial intelligence by using a natural language pipeline to train a customized model to answer questions based on their own school curriculums. The model uses contexts given by their instructor, such as chapters of a textbook, to answer questions and is deployed on an interactive chatbot/voice agent. The pipeline teaches students data collection, data augmentation, intent recognition, and question answering by having them work through each of these processes while creating their AI agent, diverging from previous chatbot work where students and teachers use the bots as black-boxes with no abilities for customization or the bots lack AI capabilities, with the majority of dialogue scripts being rule-based. In addition, our tool is designed to make each step of this pipeline intuitive for students at a middle-school level. Further work primarily lies in providing our tool to schools and seeking student and teacher evaluations.

cs.CL↗

B$^3$RTDP: A Belief Branch and Bound Real-Time Dynamic Programming Approach to Solving POMDPs

Partially Observable Markov Decision Processes (POMDPs) offer a promising world representation for autonomous agents, as they can model both transitional and perceptual uncertainties. Calculating the optimal solution to POMDP problems can be computationally expensive as they require reasoning over the (possibly infinite) space of beliefs. Several approaches have been proposed to overcome this difficulty, such as discretizing the belief space, point-based belief sampling, and Monte Carlo tree search. The Real-Time Dynamic Programming approach of the RTDP-Bel algorithm approximates the value function by storing it in a hashtable with discretized belief keys. We propose an extension to the RTDP-Bel algorithm which we call Belief Branch and Bound RTDP (B$^3$RTDP). Our algorithm uses a bounded value function representation and takes advantage of this in two novel ways: a search-bounding technique based on action selection convergence probabilities, and a method for leveraging early action convergence called the \textit{Convergence Frontier}. Lastly, we empirically demonstrate that B$^3$RTDP can achieve greater returns in less time than the state-of-the-art SARSOP solver on known POMDP problems.

cs.AI↗

Explainable AI for Suicide Risk Assessment Using Eye Activities and Head Gestures

The prevalence of suicide has been on the rise since the 20th century, causing severe emotional damage to individuals, families, and communities alike. Despite the severity of this suicide epidemic, there is so far no reliable and systematic way to assess suicide intent of a given individual. Through efforts to automate and systematize diagnosis of mental illnesses over the past few years, verbal and acoustic behaviors have received increasing attention as biomarkers, but little has been done to study eyelids, gaze, and head pose in evaluating suicide risk. This study explores statistical analysis, feature selection, and machine learning classification as means of suicide risk evaluation and nonverbal behavioral interpretation. Applying these methods to the eye and head signals extracted from our unique dataset, this study finds that high-risk suicidal individuals experience psycho-motor retardation and symptoms of anxiety and depression, characterized by eye contact avoidance, slower blinks and a downward eye gaze. By comparing results from different methods of classification, we determined that these features are highly capable of automatically classifying different levels of suicide risk consistently and with high accuracy, above 98%. Our conclusion corroborates psychological studies, and shows great potential of a systematic approach in suicide risk evaluation that is adoptable by both healthcare providers and naive observers.

eess.SP↗

Introducing Variational Autoencoders to High School Students

Generative Artificial Intelligence (AI) models are a compelling way to introduce K-12 students to AI education using an artistic medium, and hence have drawn attention from K-12 AI educators. Previous Creative AI curricula mainly focus on Generative Adversarial Networks (GANs) while paying less attention to Autoregressive Models, Variational Autoencoders (VAEs), or other generative models, which have since become common in the field of generative AI. VAEs' latent-space structure and interpolation ability could effectively ground the interdisciplinary learning of AI, creative arts, and philosophy. Thus, we designed a lesson to teach high school students about VAEs. We developed a web-based game and used Plato's cave, a philosophical metaphor, to introduce how VAEs work. We used a Google Colab notebook for students to re-train VAEs with their hand-written digits to consolidate their understandings. Finally, we guided the exploration of creative VAE tools such as SketchRNN and MusicVAE to draw the connection between what they learned and real-world applications. This paper describes the lesson design and shares insights from the pilot studies with 22 students. We found that our approach was effective in teaching students about a novel AI concept.

cs.CY↗

The Interaction Flow Editor: A New Human-Robot Interaction Rapid Prototyping Interface

Human-robot interaction can be regarded as a flow between users and robots. Designing good interaction flows takes a lot of effort and needs to be field tested. Unfortunately, the interaction flow design process is often very disjointed, with users experiencing prototypes, designers forming those prototypes, and developers implementing them as independent processes. In this paper, we present the Interaction Flow Editor (IFE), a new human-robot interaction prototyping tool that enables everyday users to create and modify their own interactions, while still providing a full suite of features that is powerful enough for developers and designers to create complex interactions. We also discuss the Flow Engine, a flexible and adaptable framework for executing robot interaction flows authors through the IFE. Finally, we present our case study results that demonstrates how older adults, aged 70 and above, can design and iterate interactions in real-time on a robot using the IFE.

cs.RO↗

Migratable AI: Effect of identity and information migration on users perception of conversational AI agents

Conversational AI agents are proliferating, embodying a range of devices such as smart speakers, smart displays, robots, cars, and more. We can envision a future where a personal conversational agent could migrate across different form factors and environments to always accompany and assist its user to support a far more continuous, personalized, and collaborative experience. This opens the question of what properties of a conversational AI agent migrates across forms, and how it would impact user perception. To explore this, we developed a Migratable AI system where a user's information and/or the agent's identity can be preserved as it migrates across form factors to help its user with a task. We designed a 2x2 between-subjects study to explore the effects of information migration and identity migration on user perceptions of trust, competence, likeability, and social presence. Our results suggest that identity migration had a positive effect on trust, competence, and social presence, while information migration had a positive effect on trust, competence, and likeability. Overall, users report the highest trust, competence, likeability, and social presence towards the conversational agent when both identity and information were migrated across embodiments.

cs.CY↗

Migratable AI : Investigating users' affect on identity and information migration of a conversational AI agent

Conversational AI agents are becoming ubiquitous and provide assistance to us in our everyday activities. In recent years, researchers have explored the migration of these agents across different embodiments in order to maintain the continuity of the task and improve user experience. In this paper, we investigate user's affective responses in different configurations of the migration parameters. We present a 2x2 between-subjects study in a task-based scenario using information migration and identity migration as parameters. We outline the affect processing pipeline from the video footage collected during the study and report user's responses in each condition. Our results show that users reported highest joy and were most surprised when both the information and identity was migrated; and reported most anger when the information was migrated without the identity of their agent.

cs.RO↗

RetroGAN: A Cyclic Post-Specialization System for Improving Out-of-Knowledge and Rare Word Representations

Retrofitting is a technique used to move word vectors closer together or further apart in their space to reflect their relationships in a Knowledge Base (KB). However, retrofitting only works on concepts that are present in that KB. RetroGAN uses a pair of Generative Adversarial Networks (GANs) to learn a one-to-one mapping between concepts and their retrofitted counterparts. It applies that mapping (post-specializes) to handle concepts that do not appear in the original KB in a manner similar to how some natural language systems handle out-of-vocabulary entries. We test our system on three word-similarity benchmarks and a downstream sentence simplification task and achieve the state of the art (CARD-660). Altogether, our results demonstrate our system's effectiveness for out-of-knowledge and rare word generalization.

cs.CL↗

Toward Designing Social Human-Robot Interactions for Deep Space Exploration

In planning for future human space exploration, it is important to consider how to design for uplifting interpersonal communications and social dynamics among crew members. What if embodied social robots could help to improve the overall team interaction experience in space? On Earth, social robots have been shown effective in providing companionship, relieving stress and anxiety, fostering connection among people, enhancing team performance, and mediating conflicts in human groups. In this paper, we introduce a set of novel research questions exploring social human-robot interactions in long-duration space exploration missions.

cs.RO↗

Designing Games for Enabling Co-creation with Social Agents

Digital tools have long been used for supporting children's creativity. Digital games that allow children to create artifacts and express themselves in a playful environment serve as efficient Creativity Support Tools (or CSTs). Creativity is also scaffolded by social interactions with others in their environment. In our work, we explore the use of game-based interactions with a social agent to scaffold children's creative expression as game players. We designed three collaborative games and play-tested with 146 5-10 year old children played with the social robot Jibo, which affords three different kinds of creativity: verbal creativity, figural creativity and divergent thinking during creative problem solving. In this paper, we reflect on game mechanic practices that we incorporated to design for stimulating creativity in children. These strategies may be valuable to game designers and HCI researchers designing games and social agents for supporting children's creativity.

cs.RO↗

Combining pre-trained language models and structured knowledge

In recent years, transformer-based language models have achieved state of the art performance in various NLP benchmarks. These models are able to extract mostly distributional information with some semantics from unstructured text, however it has proven challenging to integrate structured information, such as knowledge graphs into these models. We examine a variety of approaches to integrate structured knowledge into current language models and determine challenges, and possible opportunities to leverage both structured and unstructured information sources. From our survey, we find that there are still opportunities at exploiting adapter-based injections and that it may be possible to further combine various of the explored approaches into one system.

cs.CL↗