Modelling the “transactive memory system” in multimodal multiparty interactions

IF 2.2 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Beatrice Biancardi, Maurizio Mancini, Brian Ravenet, Giovanna Varni
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Abstract

Abstract Transactive memory system (TMS) is a team emergent state representing the knowledge of each member about “who knows what” in a team performing a joint task. We present a study to show how the three TMS dimensions Credibility, Specialisation, Coordination, can be modelled as a linear combination of the nonverbal multimodal features displayed by the team performing the joint task. Results indicate that, to some extent, the three dimensions of TMS can be expressed as a linear combination of nonverbal multimodal features. Moreover, the higher the number of modalities (audio, movement, spatial), the better the modelling. Results could be used in future work to design human-centered computing applications able to automatically estimate TMS from teams’ behavioural patterns, to provide feedback and help teams’ interactions.

Abstract Image

多模态多方交互中的“交互记忆系统”建模
摘要交互记忆系统(TMS)是一个团队在执行联合任务时,每个成员对“谁知道什么”的认知的一种团队突发状态。我们提出了一项研究,以显示三个TMS维度可信度,专业化,协调,可以建模为执行联合任务的团队所显示的非语言多模态特征的线性组合。结果表明,在一定程度上,经颅磁刺激的三个维度可以表示为非语言多模态特征的线性组合。此外,模态(音频、运动、空间)的数量越多,建模效果就越好。研究结果可用于未来的工作,设计以人为中心的计算应用程序,能够从团队的行为模式中自动估计经颅磁刺激,提供反馈并帮助团队互动。
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来源期刊
Journal on Multimodal User Interfaces
Journal on Multimodal User Interfaces COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, CYBERNETICS
CiteScore
6.90
自引率
3.40%
发文量
12
审稿时长
>12 weeks
期刊介绍: The Journal of Multimodal User Interfaces publishes work in the design, implementation and evaluation of multimodal interfaces. Research in the domain of multimodal interaction is by its very essence a multidisciplinary area involving several fields including signal processing, human-machine interaction, computer science, cognitive science and ergonomics. This journal focuses on multimodal interfaces involving advanced modalities, several modalities and their fusion, user-centric design, usability and architectural considerations. Use cases and descriptions of specific application areas are welcome including for example e-learning, assistance, serious games, affective and social computing, interaction with avatars and robots.
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