ELIZA, but cleverer: Designing persuasive artificial agents

نویسندگان

  • Debora Field
  • Floriana Grasso
چکیده

This extended abstract introduces research into persuasive dialogue modelling which is to be carried out as part of PIPS,1 one of the five Integrated Projects funded from the first call of the EU 6th Framework Programme in the field of e-Health. One of PIPS’ aims is to design and build a personal computational advisory system to support European Citizens in taking informed health-related decisions about lifestyle. PIPS’ advice will be based on an extensive knowledge engineering effort, aimed at integrating many heterogeneous data sources. The PIPS artificial advisory agent can be simplistically viewed as a kind of online health advisor whom a user might typically chat with when he needs practical, health-related advice concerning some particular change of lifestyle. It is envisaged that the artificial advisory agent will be used largely for the purposes of preventative medicine. The agent will be able to offer individually personalised counselling on nutrition, exercise, and other health-related practices, such as stopping smoking, and practising hygiene in the kitchen. Research in health promotion has long proved that persuasive skills are needed for such advisor–advisee scenarios, as they involve changing well rooted attitudes and behaviours (e.g., (Prochaska et al., 1992, 1994, 1997)). Unlike ELIZA, then, the PIPS advisory agent will not only be extremely knowledgeable (thanks to its comprehensive knowledge base, medical ontologies, and knowledge extraction techniques), but it will be skilled in the art of persuasion. This paper concerns the ‘art of persuasion’ part of this undeniably large problem.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Ambiguous Agents

This paper explores the relation between consistency of social cues and persuasion by an artificial agent. Including (minimal) social cues in Persuasive Technology (PT) increases the probability that people attribute human-like characteristics to that technology, which in turn can make that technology more persuasive (see e.g., Nass, Steuer, Tauber, & Reeder, 1993). PT in the social actor role ...

متن کامل

Realizing Audio-Visually Triggered ELIZA-Like Non-verbal Behaviors

We are studying how to create social physical agents, i.e., humanoids, that perform actions empowered by real-time audio-visual tracking of multiple talkers. Social skills require complex perceptual and motor capabilities as well as communicating ones. It is critical to identify primary features in designing building blocks for social skills, because performance of social interaction is usually...

متن کامل

Generating Directions for Persuasive Technology Design with the Inspiration Card Workshop

Participatory design methods may help account for the ethical implications of persuasive technology. But how can participatory design methods both address ethical issues and lead to effective persuasive technologies? This paper presents the early stages of participatory design with a college EcoHouse. I discuss concepts resulting from an Inspiration Card Workshop [1], finally considering furthe...

متن کامل

An Evolutionary Simulation of the Origin of Pheromone Communication

Social insects exhibit complex and adaptive behavior. In particular, it is well known that ants solve difficult problems, for instance selecting the shortest pathway, by communicating with each other via pheromone. The fundamental question regarding pheromone communication is: How have the pheromone communication systems emerged? This paper introduces the ant foraging model for evolution of phe...

متن کامل

Well-Being to "Well Done!": The Development Cycle in Role-Playing Games

Interest in designing games to convey persuasive messages concerning human well-being is growing, but presents a number of challenges. A significant problem comes in connecting the gameplay with the persuasive intent. We show how the gameplay structure of “avatar development” in popular-role playing games can be applied to the design of persuasive well-being games.

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2004