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  1. Abstract

    Recent works suggest that striking a balance between maximizing idea stimulation and minimizing idea redundancy can elevate novel idea generation performances in self-organizing social networks. We explore whether dispersing the visibility of high-performing idea generators can help achieve such a trade-off. We employ popularity signals (follower counts) of participants as an external source of variation in network structures, which we control across four conditions in a randomized setting. We observe that popularity signals influence inspiration-seeking ties, partly by biasing people’s perception of their peers’ novel idea-generation performances. Networks that partially disperse the top ideators’ visibility using this external signal show reduced idea redundancy and elevated idea-generation performances. However, extreme dispersal leads to inferior performances by narrowing the range of idea stimulation. Our work holds future-of-work implications for elevating idea generation performances of people.

     
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  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. Since online discussion platforms can limit the perception of social cues, effective collaboration over videochat requires additional attention to conversational skills. However, self-affirmation and defensive bias theories indicate that feedback may appear confrontational, especially when users are not motivated to incorporate them. We develop a feedback chatbot that employs Motivational Interviewing (MI), a directive counseling method that encourages commitment to behavior change, with the end goal of improving the user's conversational skills. We conduct a within-subject study with 21 participants in 8 teams to evaluate our MI-agent 'MIA' and a non-MI-agent 'Roboto'. After interacting with an agent, participants are tasked with conversing over videochat to evaluate candidate résumés for a job circular. Our quantitative evaluation shows that the MI-agent effectively motivates users, improves their conversational skills, and is likable. Through a qualitative lens, we present the strategies and the cautions needed to fulfill individual and team goals during group discussions. Our findings reveal the potential of the MI technique to improve collaboration and provide examples of conversational tactics important for optimal discussion outcomes. 
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  4. There has been a rise in automated technologies to screen potential job applicants through affective signals captured from video-based interviews. These tools can make the interview process scalable and objective, but they often provide little to no information of how the machine learning model is making crucial decisions that impacts the livelihood of thousands of people. We built an ensemble model – by combining Multiple-Instance-Learning and Language-Modeling based models – that can predict whether an interviewee should be hired or not. Using both model-specific and model-agnostic interpretation techniques, we can decipher the most informative time-segments and features driving the model's decision making. Our analysis also shows that our models are significantly impacted by the beginning and ending portions of the video. Our model achieves 75.3% accuracy in predicting whether an interviewee should be hired on the ETS Job Interview dataset. Our approach can be extended to interpret other video-based affective computing tasks like analyzing sentiment, measuring credibility, or coaching individuals to collaborate more effectively in a team. 
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  5. In this work, from YouTube News-show multimodal dataset with dyadic speakers having heated discussions, we analyze the toxicity through audio-visual signals. Firstly, as different speakers may contribute differently towards the toxicity, we propose a speaker-wise toxicity score revealing individual proportionate contribution. As discussions with disagreements may reflect some signals of toxicity, in order to identify discussions needing more attention we categorize discussions into binary high-low toxicity levels. By analyzing visual features, we show that the levels correlate with facial expressions as Upper Lid Raiser (associated with ‘surprise’), Dimpler (associated with ‘contempť), and Lip Corner Depressor (associated with ‘disgust’) remain statistically significant in separating high-low intensities of disrespect. Secondly, we investigate the impact of audio-based features such as pitch and intensity that can significantly elicit disrespect, and utilize the signals in classifying disrespect and non-disrespect samples by applying logistic regression model achieving 79.86% accuracy. Our findings shed light on the potential of utilizing audio-visual signals in adding important context towards understanding toxic discussions. 
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    The characteristics of social partners have long been hypothesized as influential in guiding group interactions. Understanding how demographic cues impact networks of creative collaborators is critical for elevating creative performances therein. We conducted a randomized experiment to investigate how the knowledge of peers’ gender and racial identities distorts people’s connection patterns and the resulting creative outcomes in a dynamic social network. Consistent with prior work, we found that creative inspiration links are primarily formed with top idea-generators. However, when gender and racial identities are known, not only is there (1) an increase of 82.03% in the odds of same-gender connections to persist (but not for same-race connections), but (2) the semantic similarity of idea-sets stimulated by these connections also increase significantly compared to demography-agnostic networks, negatively impacting the outcomes of divergent creativity. We found that ideas tend to be significantly more homogeneous within demographic groups than between, taking away diversity-bonuses from similarity-based links and partly explaining the results. These insights can inform intelligent interventions to enhance network-wide creative performances. 
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  8. A person’s appearance, identity, and other nonverbal cues can substantially influence how one is perceived by a negotiation counterpart, potentially impacting the outcome of the negotiation. With recent advances in technology, it is now possible to alter such cues through real‐time video communication. In many cases, a person’s physical presence can explicitly be replaced by 2D/3D representations in live interactive media. In other cases, technologies such as deepfake can subtly and implicitly alter many nonverbal cues—including a person’s appearance and identity—in real time. In this article, we look at some state‐of‐the‐art technological advances that can enable such explicit and implicit alterations of nonverbal cues. We also discuss the implications of such technology for the negotiation landscape and highlight ethical considerations that warrant deep, ongoing attention from stakeholders.

     
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  9. null (Ed.)
    Creativity is viewed as one of the most important skills in the context of future-of-work. In this paper, we explore how the dynamic (self-organizing) nature of social networks impacts the fostering of creative ideas. We run six trials ( N = 288) of a web-based experiment involving divergent ideation tasks. We find that network connections gradually adapt to individual creative performances, as the participants predominantly seek to follow high-performing peers for creative inspirations. We unearth both opportunities and bottlenecks afforded by such self-organization. While exposure to high-performing peers is associated with better creative performances of the followers, we see a counter-effect that choosing to follow the same peers introduces semantic similarities in the followers’ ideas. We formulate an agent-based simulation model to capture these intuitions in a tractable manner, and experiment with corner cases of various simulation parameters to assess the generality of the findings. Our findings may help design large-scale interventions to improve the creative aptitude of people interacting in a social network. 
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