(有说服力吗?)关于自动说服的演讲

O. Stock
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引用次数: 1

摘要

语言哲学家告诉我们,在语言产生的基础上,存在着通过语言干预其他主体来改变世界状态的意图。说服,作为影响目标的态度,信念,行为,情绪的过程,是一个更强调的问题。论证只是说服的一种手段;从亚里士多德时代开始,人们就一直在研究它,现在人工智能领域也研究了很长一段时间。说服的外围路线[1]是一种不同的形态,它基于信息的间接、唤起性和美学方面。这种类型的自动智能说服(以及防止不适当的说服)是一个接近于产生可用结果的研究领域,无论是通过创造性地产生语言表达,还是通过其他形式的交流。以人为本的信息技术的传统目标主要是提供服务。相反,智能说服界面的总体目标是对人类产生影响,影响他们的信仰、态度,最终影响他们的行动和整体行为。智能说服领域有可能从根本上改变广告业和社会影响力的格局。基于计算机的系统可以是灵活的,从它们必须追求的目标出发,它们可以考虑到情况和具体目标,以适当的方式调整信息并评估结果。此外,可以实时利用的大量数据的可用性提供了前所未有的可能性。现在很容易预测广告行业的以下发展:投放市场的时间缩短,可能投放广告的时机延长;全面减少偏离目标的信息,消除在特定情况下与个人不太相关的信息;更多地关注信息的损耗,以及跨时间和空间规划变体和连接信息的需要;情境个性化,基于受众概况和动态模型(情绪状态、信念、目标等)和情境信息;交互性;受众反应监测和信息有效性的系统反馈。在Per Te项目中,我们探索了与智能说服有关的几个领域。其中一个主题是通过语言的原创性表达来引起人们的注意并唤起人们想要的概念。一个主旋律是灵活的创意信息的自动生成[2]。该方法基于开发特定技术,主要基于语料库,用于生成给定表达式的变体[3]。另一个主题与环境智能和外围显示有关。一项新技术能够间接但有目的地影响一群人的行为。持续识别每个个体的注意力和活动焦点用于驱动桌面界面,旨在促进头脑风暴式活动期间的群体互动[4]。我们相信互动系统的可接受性的最终标准之一将是其行为的道德含义。说服是一个敏感的话题,我们认为从现在开始必须研究伦理,因为授权系统将被用户接受。我们基于道德困境的方法进行了实验,以了解在压力环境下,什么样的说服方式是可以接受的[5]。总之,智能说服系统的潜力是巨大的,不仅在商业应用方面,而且在社会观点方面:影响人们的社会态度,导致更好的社会行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A (Persuasive?) Speech on Automated Persuasion
Philosophers of language have taught us that at the basis of language production there is the intention to change the state of the world by intervening linguistically on other agents. Persuasion, being the process of influencing attitudes, beliefs, behaviors, mood of a target, is a matter of stronger emphasis. Argumentation is just one resource to persuasion; it has been studied since the times of Aristotle and now for quite some time in artificial intelligence. The peripheral route to persuasion [1] is a different modality, one that is based on indirect, evocative, aesthetic aspects of the message. Automated intelligent persuasion of this sort (and also defense from inappropriate persuasion) is a research area close to producing usable results, both through creative production of language expressions, and through other forms of communication. The traditional goal of human-oriented information technology is mostly to offer services. With intelligent persuasive interfaces, instead, the overall goal is to produce an effect on humans, to influence their beliefs, their attitudes and eventually their actions and overall behavior. The area of intelligent persuasion has the potential to change the picture radically in the world of advertising and of social influencing. Computer-based systems can be flexible, and starting from goals they have to pursue, they can take into account the situation and the specific target, adapt the messages in appropriate ways and assess the outcome. In addition, the availability of very large amounts of data which can be exploited also in real time provides unprecedented possibilities. It is easy now to predict the following developments for the advertising sector: reduction in time to market and extension of possible occasions for advertisement; overall reduction of off target messages, eliminating the less relevant for the individual in a given situation; more attention to the wearing out of the message and to the need for planning variants and connected messages across time and space; contextual personalization, on the basis of audience profile and dynamic model (emotional state, beliefs, goals, etc.) and situational information; interactivity; audience reaction monitoring and system feedback on message effectiveness. In the Per Te project we have explored several areas concerned with intelligent persuasion. One topic is concerned with getting the attention and evoking a desired concept by means of original linguistic expressions. A main theme is the automatic production of flexible creative messages [2]. The approach is based on developing specific techniques, mostly corpus based, for producing variations of given expressions [3]. Another theme is concerned with ambient intelligence and peripheral displays. A novel technology is able to indirectly but purposefully impact on the behavior of a co-located group of people. Continuous recognition of each individual's focus of attention and activity is used to drive a tabletop interface aimed at facilitating group interaction during a brainstorming-style activity [4}. We believe one of the ultimate criteria for interactive systems' acceptability is going to be the moral implications of their actions. Persuasion is a sensitive topic and we believe ethics has to be studied from now, in view of granting systems will be accepted by users. We have conducted experiments based on the approach of moral dilemmas, so to understand what persuasion means are acceptable in stressed contexts [5]. In conclusion the potential of intelligent persuasion systems is great, not only for commercial applications but also with a societal view: for influencing social attitudes of people and leading to better social behavior.
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