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  1. Effective communication between a clinician and their patient is critical for delivering healthcare maximizing outcomes. Unfortunately, traditional communication training approaches that use human standardized patients and expert coaches are difficult to scale. Here, we present the develop- ment and validation of a scalable, easily accessible, digital tool known as the Standardized Online Patient for Health Interaction Education (SOPHIE) for practicing and receiving feedback on doctor-patient communication skills. SOPHIE was validated by conducting an experiment with 30 participants. We found that participants who underwent SOPHIE performed significantly better than the control in overall communication, aggregate scores, empowering the patient, and showing empathy (p < 0.05 in all cases). One day, we hope that SOPHIE will help make communication training resources more accessible by providing a scalable option to supplement existing resources. 
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    Free, publicly-accessible full text available September 1, 2024
  2. We present a conversational agent designed to provide realistic conversational practice to older adults at risk of isolation or social anxiety, and show the results of a content analysis on a corpus of data collected from experiments with elderly patients interacting with our system. The conversational agent, represented by a virtual avatar, is designed to hold multiple sessions of casual conversation with older adults. Throughout each interaction, the system analyzes the prosodic and nonverbal behavior of users and provides feedback to the user in the form of periodic comments and suggestions on how to improve. Our avatar is unique in its ability to hold natural dialogues on a wide range of everyday topics—27 topics in three groups, developed in collaboration with a team of gerontologists. The three groups vary in “degrees of intimacy,” and as such in degrees of cognitive difficulty for the user. After collecting data from nine participants who interacted with the avatar for seven to nine sessions over a period of 3 to 4 weeks, we present results concerning dialogue behavior and inferred sentiment of the users. Analysis of the dialogues reveals correlations such as greater elaborateness for more difficult topics, increasing elaborateness with successive sessions, stronger sentiments in topics concerned with life goals rather than routine activities, and stronger self-disclosure for more intimate topics. In addition to their intrinsic interest, these results also reflect positively on the sophistication and practical applicability of our dialogue system. 
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  3. We investigate which patterns of lexically triggered doxastic, bouletic, neg(ation)-raising, and veridicality inferences are (un)attested across clause-embedding verbs in English. To carry out this investigation, we use a multiview mixed effects mixture model to discover the inference patterns captured in three lexicon-scale inference judgment datasets: two existing datasets, MegaVeridicality and MegaNegRaising, which capture veridicality and neg-raising inferences across a wide swath of the English clause-embedding lexicon, and a new dataset, MegaIntensionality, which similarly captures doxastic and bouletic inferences. We focus in particular on inference patterns that are correlated with morphosyntactic distribution, as determined by how well those patterns predict the acceptability judgments in the MegaAcceptability dataset. We find that there are 15 such patterns attested. Similarities among these patterns suggest the possibility of underlying lexical semantic components that give rise to them. We use principal component analysis to discover these components and suggest generalizations that can be derived from them. 
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  4. Howes, Christine ; Dobnik, Simon ; Breitholtz, Ellen ; Chatzikyriakidis, Stergios (Ed.)
    As AI reaches wider adoption, designing systems that are explainable and interpretable be- comes a critical necessity. In particular, when it comes to dialogue systems, their reasoning must be transparent and must comply with human intuitions in order for them to be inte- grated seamlessly into day-to-day collaborative human-machine activities. Here, we de- scribe our ongoing work on a (general purpose) dialogue system equipped with a spatial specialist with explanatory capabilities. We applied this system to a particular task of char- acterizing spatial configurations of blocks in a simple physical Blocks World (BW) domain using natural locative expressions, as well as generating justifications for the proposed spa- tial descriptions by indicating the factors that the system used to arrive at a particular conclu- sion. 
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  5. null (Ed.)
    In this paper, we describe the iterative participatory design of SOPHIE, an online virtual patient for feedback-based practice of sensitive patient-physician conversations, and discuss an initial qualitative evaluation of the system by professional end users. The design of SOPHIE was motivated from a computational linguistic analysis of the transcripts of 383 patient-physician conversations from an essential office visit of late stage cancer patients with their oncologists. We developed methods for the automatic detection of two behavioral paradigms, lecturing and positive language usage patterns (sentiment trajectory of conversation), that are shown to be significantly associated with patient prognosis understanding. These automated metrics associated with effective communication were incorporated into SOPHIE, and a pilot user study identified that SOPHIE was favorably reviewed by a user group of practicing physicians. 
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  6. null (Ed.)
    There is growing evidence that the prevalence of disagreement in the raw annotations used to construct natural language inference datasets makes the common practice of aggregating those annotations to a single label problematic. We propose a generic method that allows one to skip the aggregation step and train on the raw annotations directly without subjecting the model to unwanted noise that can arise from annotator response biases. We demonstrate that this method, which generalizes the notion of a mixed effects model by incorporating annotator random effects into any existing neural model, improves performance over models that do not incorporate such effects. 
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  7. null (Ed.)
    Objective: Communication difficulties negatively impact relationship quality and are associated with social isolation and loneliness in later life. There is a need for accessible communication interventions offered outside specialty mental health settings. Design: Pilot randomized controlled trial. Setting: Assessments in the laboratory and intervention completed in-home. Participants: Twenty adults age 60 and older from the community and a geriatric psychiatry clinic. Intervention: A web-based communication coach that provides automated feedback on eye contact, facial expressivity, speaking volume, and negative content (Aging and Engaging Program, AEP), delivered with minimal assistance in the home (eight brief sessions over 4–6 weeks) or control (education and videos on communication). Measurements: System Usability Scale and Social Skills Performance Assessment, an observer-rated assessment of social communication elicited through standardized role-plays. Results" Ninety percent of participants completed all AEP sessions and the System Usability Scale score of 68 was above the cut-off for acceptable usability. Participants randomized to AEP demonstrated statistically and clinically significant improvement in eye contact and facial expressivity. Conclusion: The AEP is acceptable and feasible for older adults with communication difficulties to complete at home and may improve eye contact and facial expressivity, warranting a larger RCT to confirm efficacy and explore potential applications to other populations, including individuals with autism and social anxiety. 
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  8. null (Ed.)
    Task-oriented dialogue-based spatial reasoning systems need to maintain history of the world/discourse states in order to convey that the dialogue agent is mentally present and engaged with the task, as well as to be able to refer to earlier states, which may be crucial in collaborative planning (e.g., for diagnosing a past misstep). We approach the problem of spatial memory in a multi-modal spoken dialogue system capable of answering questions about interaction history in a physical blocks world setting. We employ a pipeline consisting of a vision system, speech I/O mediated by an animated avatar, a dialogue system that robustly interprets queries, and a constraint solver that derives answers based on 3D spatial modelling. The contributions of this work include a semantic parser competent in this domain and a symbolic dialogue con- text allowing for interpreting and answering free-form historical questions using world and discourse history. 
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  9. A physical blocks world, despite its relative simplicity, requires (in fully interactive form) a rich set of functional capabilities, ranging from vision to natural language understanding. In this work we tackle spatial question answering in a holistic way, using a vision system, speech input and output mediated by an animated avatar, a dialogue system that robustly interprets spatial queries, and a constraint solver that derives answers based on 3-D spatial modeling. The contributions of this work include a semantic parser that maps spatial questions into logical forms consistent with a general approach to meaning representation, a dialogue manager based on a schema representation, and a constraint solver for spatial questions that provides answers in agreement with human perception. These and other components are integrated into a multi-modal human-computer interaction pipeline. 
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