Artificially intelligent agents increasingly collaborate with humans in human-agent teams. Timely proactive sharing of relevant information within the team contributes to the overall team performance. This paper presents a machine learning approach to proactive communication in AI-agents using contextual factors. Proactive communication was learned in two consecutive experimental steps: (a) multi-agent team simulations to learn effective communicative behaviors, and (b) human-agent team experiments to refine communication suitable for a human team member. Results consist of proactive communication policies for communicating both beliefs and goals within human-agent teams. Agents learned to use minimal communication to improve team performance in simulation, while they learned more specific socially desirable behaviors in the human-agent team experiment
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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Accurate modeling of end-users’ decision-making behavior is crucial for validating demand response (DR) policies. However, existing models usually represent the decision-making behavior as an optimization problem, neglecting the impact of human psychology on decisions. In this paper, we propose a Belief-Desire-Intention (BDI) agent model to model end-users’ decision-making under DR. This model has the ability to perceive environmental information, generate different power scheduling plans, and make decisions that align with its own interests. The key modeling capabilities of the proposed model have been validated in a household end-user with flexible loads
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In this case study, we want to gain insights into how residents of three municipalities communicate about the new murder scenario of the cold case of Marianne Vaatstra and the possibility of a large-scale DNA familial searching. We investigate how stakeholders shape their arguments in conversation with each other and with the police. We investigate the repertoires that participants use to achieve certain effects in their interactions with others in three focus groups. The results show that the analyzed repertoires are strong normative orientated. We see two aspects emerge that affect the support for large-scale DNA familial searching. These are: 1. Cautious formulations: respondents showed restraint in making personal judgments and often formulated these on behalf of others. Participants would not fully express themselves, but adjusted to what seemed the socially desirable course. 2. Collective identity: respondents focused on the similarities between themselves and the needs, interests, and goals of other participants. Participants also tried in a discursive way to convince each other to participate in the large-scale familial searching. These two major discursive activities offered the communication discipline guidance for interventions into the subsequent communication strategy.
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Background: Particulate matter (PM) exposure is an important health risk, both in daily life and in the workplace. It causes respiratory and cardiovascular diseases and results in 800,000 premature deaths per year worldwide. In earlier research, we assessed workers’ information needs regarding workplace PM exposure, the properties and effects of PM, and the rationale behind various means of protection. We also concluded that workers do not always receive appropriate risk communication tools with regards to PM, and that their PM knowledge appears to be fragmented and incomplete. Methods: We considered several concepts for use as an educational material based on evaluation criteria: ease of use, costs, appropriateness for target audiences and goals, interactivity, implementation issues, novelty, and speed. We decided to develop an educational folder, which can be used to inform employees about the properties, effects and prevention methods concerning PM. Furthermore, we decided on a test setup of a more interactive way of visualisation of exposure to PM by means of exposimeters. For the development of the folder, we based the information needs on our earlier mental models-based research. We adjusted the folder based on the results of ten semi-structured interviews evaluating its usability. Results: The semi-structured interviews yielded commentaries and suggestions for further improvement, which resulted in a number of alterations to the folder. However, in most cases the folder was deemed satisfactory. Conclusion: Based on this study, the folder we developed is suitable for a larger-scale experiment and a practical test. Further research is needed to investigate the efficacy of the folder and the application of the exposimeter in a PM risk communication system.
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Copyright enforcement by private third parties – does it work uniformly across the EU? Since the inception of Napster, home copying of digital files has taken a flight. The first providers of software or infrastructure for the illegal exchange of files were held contributory or vicariously liable for copyright infringement. In response, they quickly diluted the chain of liability to such an extent that neither the software producers, nor the service providers could be held liable. Moving further down the communication chain, the rights holders are now requiring Internet Service Providers (ISPs) that provide access to end customers to help them with the enforcement of their rights. This article discusses case-law regarding the enforcement of copyright by Internet Access Providers throughout Europe. At first glance, copyright enforcement has been harmonised by means of a number of directives, and article 8(3) of the Copyright Directive (2001/29/EC) regulates that EU Member States must ensure the position of rights holders with regard to injunctions against ISPs. Problem solved? Case law from Denmark, Ireland, Belgium, Norway, England, The Netherlands, Austria and the Court of Justice of the EU was studied. In addition, the legal practice in Germany was examined. The period of time covered by case law is from 2003 to 2013, the case law gives insight into the differences that still exist after the implementation of the directive.
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In de afgelopen jaren hebben technologische ontwikkelingen de aard van dienstverlening ingrijpend veranderd (Huang & Rust, 2018). Technologie wordt steeds vaker ingezet om menselijke servicemedewerkers te vervangen of te ondersteunen (Larivière et al., 2017; Wirtz et al., 2018). Dit stelt dienstverleners in staat om meer klanten te bedienen met minder werknemers, waardoor de operationele efficiëntie toeneemt (Beatson et al., 2007). Deze operationele efficiëntie leidt weer tot lagere kosten en een groter concurrentievermogen. Ook voor klanten kan de inzet van technologie voordelen hebben, zoals betere toegankelijkheid en consistentie, tijd- en kostenbesparing en (de perceptie van) meer controle over het serviceproces (Curran & Meuter, 2005). Mede vanwege deze beoogde voordelen is de inzet van technologie in service-interacties de afgelopen twee decennia exponentieel gegroeid. De inzet van zogenaamde conversational agents is een van de belangrijkste manieren waarop dienstverleners technologie kunnen inzetten om menselijke servicemedewerkers te ondersteunen of vervangen (Gartner, 2021). Conversational agents zijn geautomatiseerde gesprekspartners die menselijk communicatief gedrag nabootsen (Laranjo et al., 2018; Schuetzler et al., 2018). Er bestaan grofweg drie soorten conversational agents: chatbots, avatars, en robots. Chatbots zijn applicaties die geen virtuele of fysieke belichaming hebben en voornamelijk communiceren via gesproken of geschreven verbale communicatie (Araujo, 2018;Dale, 2016). Avatars hebben een virtuele belichaming, waardoor ze ook non-verbale signalen kunnen gebruiken om te communiceren, zoals glimlachen en knikken (Cassell, 2000). Robots, ten slotte, hebben een fysieke belichaming, waardoor ze ook fysiek contact kunnen hebben met gebruikers (Fink, 2012). Conversational agents onderscheiden zich door hun vermogen om menselijk gedrag te vertonen in service-interacties, maar op de vraag ‘hoe menselijk is wenselijk?’ bestaat nog geen eenduidig antwoord. Conversational agents als sociale actoren Om succesvol te zijn als dienstverlener, is kwalitatief hoogwaardige interactie tussen servicemedewerkers en klanten van cruciaal belang (Palmatier et al., 2006). Dit komt omdat klanten hun percepties van een servicemedewerker (bijv. vriendelijkheid, bekwaamheid) ontlenen aan diens uiterlijk en verbale en non verbale gedrag (Nickson et al., 2005; Specht et al., 2007; Sundaram & Webster, 2000). Deze klantpercepties beïnvloeden belangrijke aspecten van de relatie tussen klanten en dienstverleners, zoals vertrouwen en betrokkenheid, die op hun beurt intentie tot gebruik, mond-tot-mondreclame, loyaliteit en samenwerking beïnvloeden (Hennig-Thurau, 2004; Palmatier et al., 2006).Er is groeiend bewijs dat de uiterlijke kenmerken en communicatieve gedragingen (hierna: menselijke communicatieve gedragingen) die percepties van klanten positief beïnvloeden, ook effectief zijn wanneer ze worden toegepast door conversational agents (B.R. Duffy, 2003; Holtgraves et al., 2007). Het zogenaamde ‘Computers Als Sociale Actoren’ (CASA paradigma vertrekt vanuit de aanname dat mensen de neiging hebben om onbewust sociale regels en gedragingen toe te passen in interacties met computers, ondanks het feit dat ze weten dat deze computers levenloos zijn (Nass et al., 1994). Dit kan verder worden verklaard door het fenomeen antropomorfisme (Epley et al., 2007; Novak & Hoffman, 2019). Antropomorfisme houdt in dat de aanwezigheid van mensachtige kenmerken of gedragingen in niet-menselijke agenten, onbewust cognitieve schema's voor menselijke interactie activeert (Aggarwal & McGill, 2007; M.K. Lee et al., 2010). Door computers te antropomorfiseren komen mensen tegemoet aan hun eigen behoefte aan sociale verbinding en begrip van de sociale omgeving (Epley et al., 2007; Waytz et al., 2010). Dit heeft echter ook tot gevolg dat mensen cognitieve schema’s voor sociale perceptie toepassen op conversational agents.
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Interactive design is an emerging trend in dementia care environments. This article describes a research project aiming at the design and development of novel spatial objects with narrative attributes that incorporate embedded technology and textiles to support the wellbeing of people living with dementia. In collaboration with people with dementia, this interdisciplinary research project focuses on the question of how innovative spatial objects can be incorporated into dementia long-term care settings, transforming the space into a comforting and playful narrative environment that can enhance self-esteem while also facilitating communication between people living with dementia, family, and staff members. The research methodologies applied are qualitative, including Action Research. Participatory design methods with the experts by experience—the people with dementia—and health professionals have been used to inform the study. Early findings from this research are presented as design solutions comprising a series of spatial object prototypes with embedded technology and textiles. The prototypes were evaluated primarily by researchers, health professionals, academics, and design practitioners in terms of functionality, aesthetics, and their potential to stimulate engagement. The research is ongoing, and the aim is to evaluate the prototypes by using ethnographic and sensory ethnography methods and, consequently, further develop them through co-design workshops with people living with dementia.
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This chapter presents the currently not established and identifies design requirements for new systems to address this challenge and provide directions for possible improvement. As a result, this chapter introduces the concept of SamenMarkt®, a participatory system in which multi-agent system technology enables distributed price negotiation, distribution and communication between producers, retailers and consumers.
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The aim of this study was to understand the motives for using the Internet, and its associations with users' attitudes, social values, and relational involvement. Also, this study attempted to crossculturally compare the difference in the pattern of motives and the associations among three countries ' the US, the Netherlands, and S. Korea. The design of methods was based on examination and revision of uses and gratification approach toward Internet users. Findings from factor analysis revealed that information seeking and Self-Improvement were the dominant and common reasons for using the Internet across three countries. The differences in the composition of motives in each country were also reported. Strong correlations across countries were found between all the motives and satisfaction of the Internet. Expectation and positive evaluation of the Internet were also important attitudes associated with Internet use motives. Postmaterialist value showed strong association with motives of information seeking and Self-Improvement. Community involvement was significantly associated with Internet use motives in Korean users.
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