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A Computational Approach to Etiquette and Politeness: Validation Experiments

机译:礼仪和礼貌的计算方法:验证实验

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A significant and prevalent aspect of human behavior (as opposed to attitudes and beliefs) which is affected by cultural differences is communication style. We have been developing computational models of an important culturally varying aspect of communication: "politeness" and "etiquette" in social interactions and its role in establishing and managing power and familiarity relationships, urgency, indebtedness, etc. A valid computational model of such interactions would enable the creation of better simulations and games for language and culture training, as well as aid in the design of materials and machines to better serve members of a given culture. We have developed such a model based on a rich, universal theory of human-human politeness and "etiquette". This model links observable and inferred aspects of social context (power and familiarity relationships, imposition, knowledge about character), which have culture- specific values, to produce expectations about politeness behaviors (also culturally defined). By using observations of politeness behaviors (or their lack), the same model permits inferences and updates about those attributes. We briefly describe the algorithm we have developed and describe results from two validation experiments involving first trained, and later untrained raters. We have used this model in other work to guide simulated game agents in interpreting etiquette directed at them and in generating politeness behaviors in response. While other methods of interactive behavior generation are available (e.g., behavior scripting) our modular, computational approach shows promise for reducing software development costs and/or increasing the breadth of an agent's social interaction behavior through the creation of modular, cross-cultural etiquette libraries.
机译:人类行为的重要和普遍的方面(而不是受文化差异影响的人类行为(而不是态度和信仰)是沟通方式。我们一直在开发沟通的重要文化各个方面的计算模型:“礼貌”和“礼貌”和“礼仪”在社会互动中,其在建立和管理权力和熟悉关系,紧迫感,债务等方面的作用。这种相互作用的有效计算模型将能够为语言和文化培训创造更好的模拟和游戏,以及辅助材料和机器的设计,以更好地为特定文化的成员服务。我们开发了基于丰富,普遍的人类礼貌理论和“礼仪”的模型。这种模型链接可观察和推断的社会背景(权力和熟悉关系,征收,关于角色的知识),具有文化特定的值,从而产生关于礼貌行为的期望(也在文化定义)。通过使用礼貌行为的观察(或缺少),相同的型号允许对这些属性的推断和更新。我们简要介绍了我们开发的算法,并描述了涉及首次培训的两个验证实验的结果,后来未经训练的评估者。我们在其他工作中使用了该模型来指导模拟游戏代理在解释它们的礼仪中,并在回应中产生礼貌行为。虽然其他交互式行为生成方法可用(例如,行为脚本)我们的模块化,计算方法显示了通过创建模块化,跨文化礼仪图书馆来降低软件开发成本和/或增加代理社会互动行为的承诺。

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