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On Grounding Human Communication with 
Human-Computer Interaction Designs
Hao-­‐Chuan	
  Wang	
  .	
  王浩全	
  	
  
Department	
  of	
  Computer	
  Science	
  
Ins3tute	
  of	
  Informa3on	
  Systems	
  and	
  Applica3ons	
  
Na3onal	
  Tsing	
  Hua	
  University	
  
h-p://www.cs.nthu.edu.tw/~haochuan	
  	
  
	
  
May	
  26,	
  2014	
  @	
  Department	
  of	
  Communica3on	
  and	
  	
  
Technology,	
  Na3onal	
  Chiao	
  Tung	
  University	
  
	
  
Wang
A Quick Overview of Human-Computer
Interaction (HCI)
2	
  
The	
  two	
  “senses”	
  of	
  Human-­‐Computer	
  Interac7on:	
  From	
  interface	
  …	
  
“Interacon”	
  in	
  the	
  sense	
  of	
  computers	
  listening	
  and	
  responding	
  to	
  people’s	
  input
…	
  to	
  problem	
  solving	
  and	
  value	
  crea7on	
  in	
  the	
  real	
  world
“Interacon”	
  in	
  the	
  sense	
  of	
  designing	
  technologies	
  based	
  on	
  user	
  needs,	
  goals,	
  
constraints,	
  and	
  characteriscs.	
  UCD:	
  User-­‐Centered	
  Design.
Iden7fying	
  	
  fixing	
  	
  
usability	
  problems
Technology	
  	
  
supported	
  
educa7on
Persuasive	
  (behavioral	
  change)	
  	
  
compu7ng
Wang
HCI: Studying Existing and Possible Relationships between
Computers and People
5	
  
ACM	
  SIGCHI	
  Curricula	
  1996
Wang
30 Years of the HCI Community
6	
  
ACM	
  SIGCHI:	
  	
  
9	
  Turing	
  Award	
  Winners	
  /	
  188	
  ACM	
  Fellows
http://dl.acm.org/sig.cfm?id=SP923
Wang
What’s Changing in HCI Today?
Big	
  picture	
  is	
  sll	
  there,	
  but:	
  
•  More	
  emphasis	
  is	
  on	
  use	
  contexts	
  and	
  
applicaons.	
  
•  Computers	
  are	
  of	
  many	
  forms,	
  doing	
  all	
  
sort	
  of	
  things.	
  
•  Compung	
  is	
  not	
  necessarily	
  done	
  	
  
by	
  silicon	
  chips	
  computers.	
  	
  
	
  
-­‐  Input	
  and	
  output	
  are	
  versale.	
  Not	
  
necessarily	
  “keyboard	
  and	
  mouse”,	
  	
  
“text,	
  speech	
  or	
  graphics”	
  
-­‐  Collaboraon	
  and	
  social.	
  Not	
  necessarily	
  
“one	
  human,	
  one	
  computer”.	
  	
  
7	
  
Wang
Computer-Mediated Communication (CMC)
8	
  
Wang
	
  
	
  
	
  
What’s	
  the	
  longest	
  distance	
  in	
  the	
  world?	
  	
  
世界上最遠的距離是什麼?	
9	
  
Wang 10	
  
Wang
Supporting Human Communication
Communicaon	
  in	
  the	
  sense	
  of	
  data	
  transmission	
  across	
  
physical	
  distance	
  is	
  not	
  that	
  hard	
  today	
  
•  Wired	
  and	
  wireless	
  computer	
  networking,	
  internet	
  etc.	
  
	
  
Communicaon,	
  in	
  the	
  sense	
  of	
  understanding	
  each	
  other,	
  or	
  
crossing	
  the	
  “psychological	
  distance”	
  between	
  people	
  
remains	
  hard	
  
•  Difficules	
  in	
  expressing	
  or	
  understanding	
  thoughts	
  
•  Barriers	
  between	
  generaons,	
  genders,	
  professions,	
  
languages,	
  and	
  cultures.	
  	
  
	
  
Supporng	
  human	
  communicaon	
  connues	
  to	
  be	
  a	
  
challenging	
  yet	
  worth-­‐of-­‐pursuing	
  topic	
  in	
  HCI.	
  
	
  
11	
  
Wang
Supporting Human Communication
Communicaon	
  in	
  the	
  sense	
  of	
  data	
  transmission	
  across	
  
physical	
  distance	
  is	
  not	
  that	
  hard	
  today	
  
•  Wired	
  and	
  wireless	
  computer	
  networking,	
  internet	
  etc.	
  
	
  
Communicaon,	
  in	
  the	
  sense	
  of	
  understanding	
  each	
  other,	
  or	
  
crossing	
  the	
  “psychological	
  distance”	
  between	
  people	
  
remains	
  hard	
  
•  Difficules	
  in	
  expressing	
  or	
  understanding	
  thoughts	
  
•  Barriers	
  between	
  generaons,	
  genders,	
  professions,	
  
languages,	
  and	
  cultures.	
  	
  
	
  
Supporng	
  human	
  communicaon	
  connues	
  to	
  be	
  a	
  
challenging	
  yet	
  worth-­‐of-­‐pursuing	
  topic	
  in	
  HCI.	
  
	
  
12	
  
Wang
Ultimate Goal? Mind-Connecting!
13	
  
Wang
Lost in Technologies
However,	
  technology	
  development	
  does	
  not	
  always	
  approach	
  
the	
  goal	
  effecvely.	
  For	
  example:	
  
	
  
Video	
  conferencing	
  
•  Bandwidth-­‐demanding.	
  Video	
  lagging	
  	
  
that	
  disrupts	
  conversaon	
  
•  Adopon	
  is	
  not	
  guaranteed	
  .	
  	
  
Privacy	
  and	
  other	
  social	
  concerns	
  
Machine	
  translaon	
  
•  Quality	
  concern	
  
•  Influent	
  second	
  language	
  can	
  beat	
  
	
  MT	
  (cf.	
  Yamashita	
  	
  Ishida,	
  2006).	
  
	
   14	
  
Wang
Observation
Designs	
  of	
  CMC	
  can	
  work	
  be-er	
  when	
  features	
  and	
  
constraints	
  of	
  human	
  communicaon	
  are	
  invesgated	
  
and	
  considered.	
  
	
  
Ex.	
  Awareness	
  indicator	
  that	
  makes	
  	
  
“typing”	
  visible	
  in	
  instant	
  messaging.	
  
	
  
Basic	
  research	
  stays	
  relevant!	
  
What	
  are	
  the	
  features	
  of	
  successful	
  and	
  unsuccessful	
  
communicaon?	
  	
  
What’s	
  the	
  nature	
  of	
  “understanding”?
15	
  
Wang
Grounding Communication
16	
  
Wang
How Would You Describe…
Where	
  you	
  live	
  in	
  Hsinchu?	
  
	
  
Where	
  you	
  lived	
  when	
  you	
  were	
  in	
  U.S.?	
  
	
  
17	
  
Wang
My Answer
Where	
  you	
  live	
  in	
  Hsinchu?	
  
	
  
Near	
  清大後門.	
  
	
  
Where	
  you	
  lived	
  when	
  you	
  were	
  in	
  U.S.?	
  
	
  
In	
  Ithaca,	
  a	
  college	
  town	
  in	
  the	
  middle	
  of	
  New	
  York	
  state	
  
if	
  you	
  know	
  where	
  it	
  is.	
  It’s	
  where	
  Cornell	
  University	
  is	
  
located.	
  
	
  
18	
  
Wang
My Answer
Where	
  you	
  live	
  in	
  Hsinchu?	
  
	
  
Near	
  清大後門.	
  
	
  
Where	
  you	
  lived	
  when	
  you	
  were	
  in	
  U.S.?	
  
	
  
In	
  Ithaca,	
  a	
  college	
  town	
  in	
  the	
  middle	
  of	
  New	
  York	
  state	
  
if	
  you	
  know	
  where	
  it	
  is.	
  It’s	
  where	
  Cornell	
  University	
  is	
  
located.	
  
	
  
Do	
  you	
  see	
  the	
  general	
  difference?	
  Why?	
  
	
  
19	
  
Wang
My Answer
Where	
  you	
  live	
  in	
  Hsinchu?	
  
	
  
Near	
  清大後門.	
  
	
  
Where	
  you	
  lived	
  when	
  you	
  were	
  in	
  U.S.?	
  
	
  
In	
  Ithaca,	
  a	
  college	
  town	
  in	
  the	
  middle	
  of	
  New	
  York	
  state	
  
if	
  you	
  know	
  where	
  it	
  is.	
  It’s	
  where	
  Cornell	
  University	
  is	
  
located.	
  
	
  
Do	
  you	
  see	
  the	
  general	
  difference?	
  Why?	
  The	
  amount	
  of	
  
knowledge	
  that	
  we	
  shared.	
  
	
   20	
  
Wang
Common Ground
21	
  
Knowledge,	
  beliefs,	
  aitudes	
  we	
  share,	
  
and	
  know	
  that	
  we	
  share,	
  	
  
and	
  know	
  that	
  we	
  know	
  that	
  we	
  share,	
  	
  
influence	
  how	
  we	
  use	
  language	
  to	
  communicate.	
  
	
  
Grounding:	
  Interacve	
  process	
  
by	
  which	
  communicators	
  exchange	
  	
  
evidence	
  of	
  their	
  understanding	
  to	
  	
  
arrive	
  at	
  the	
  state	
  of	
  common	
  ground.	
  
Herbert	
  Clark
Wang
Evidence of Common Ground
Physical	
  co-­‐presence	
  (being	
  co-­‐located)	
  
•  “close	
  that	
  door”	
  
Shared	
  community	
  membership	
  
•  “Let’s	
  meet	
  at	
  小七”	
  
Linguisc	
  co-­‐presence	
  (can	
  access	
  same	
  u-erances)	
  
22	
  
Wang
Evidence of Common Ground
Physical	
  co-­‐presence	
  (being	
  co-­‐located)	
  
•  “close	
  that	
  door”	
  
Shared	
  community	
  membership	
  
•  “Let’s	
  meet	
  at	
  小七”	
  
Linguisc	
  co-­‐presence	
  (can	
  access	
  same	
  u-erances)	
  
23	
  
“What’s	
  this?”	
  
Wang
Grounding is a Collaborative Process
24	
  
Wang
The Role of Media: Affordances
An	
  influenal	
  HCI-­‐rooted	
  concept,	
  which	
  roughly	
  means	
  
“acon-­‐permiing	
  properes”	
  of	
  objects	
  that	
  people	
  see	
  
•  Chair	
  affords	
  siing	
  
•  Door-­‐knob	
  affords	
  door-­‐opening	
  
•  Virtual	
  keyboard	
  affords	
  typing	
  	
  
(but	
  is	
  this	
  trivial?)	
  
25	
  
Don	
  Norman
Wang
Affordances of Communication Media
26	
  
Wang
Technology Changes Grounding
Affordances	
  of	
  media	
  constrain	
  how	
  people	
  may	
  interact	
  
with	
  one	
  another	
  
•  E.g.,	
  if	
  no	
  visibility,	
  impossible	
  to	
  use	
  head-­‐nodding	
  as	
  a	
  
technique	
  for	
  grounding	
  
	
  
People	
  may	
  learn	
  to	
  adapt	
  their	
  grounding	
  behaviors	
  
(this	
  happens.	
  E.g.,	
  emocons	
  in	
  IM)	
  
or	
  
Design	
  new	
  CMC	
  tools	
  with	
  useful	
  proper7es	
  to	
  support	
  
grounding	
  and	
  communica7on.	
  
27	
  
28
使⽤用體感裝置探討在電腦中介傳播下之⼿手勢使⽤用⾏行為
使用電腦作為訊息傳遞媒介進行人與人間的溝通已經是一個普遍的現象,我們亟需瞭解以電腦為中介
之溝通模式與面對面溝通的模式之間到底有那些差異,對於人際溝通的影響為何。過去這方面的研究
多著重在媒介的性質對於信任及語言使用的影響。對於非語言的溝通行為,例如溝通手勢的使用則探
討有限,其中一個原因在於缺少可快速有效量測細微手勢的方法。本論文提出一個應用技術,利用體
感裝置Microsoft Kinect來捕捉人與人溝通時肢體動作細微的變化。透過對肢體移動速度的分析以及多
重特徵值的截取,我們得以實驗比較面對面溝通(Face-to-Face)、視訊通訊(Video)與音訊通訊(Audio)三
種不同媒介對於溝通手勢行為所產生的影響,包括了手勢使用的程度以及兩個溝通者間行為的相似度。
此運用體感裝置作為行為科學量測工具的方法可用於快速評估新設計之線上溝通介面對於溝通行為的
影響,亦可用於傳播理論研究之發展與探討。在設計上,所提出之資料收集與分析方法亦可能作為未
來電腦中介傳播工具設計的基礎。
Microsoft Research Asia UR Project: FY13-RES-OPP-027
Wang, H-C.,  Lai, C-T. (accepted). Kinect-taped Communication: Using Motion Sensing to Study Gesture Use
and Similarity in Face-to-Face and Computer-Mediated Brainstorming. ACM Conference on Human Factors in
Computing Systems (CHI) 2014. Full paper. [Acceptance rate: 22.8%]
Kinect-taped Communication: 
Using Motion Sensing to Study Gesture Use 
and Similarity in Face-to-Face and 
Computer-Mediated Brainstorming 	
Hao-Chuan Wang, Chien-Tung Lai
National Tsing Hua University, Taiwan
[cf.	
  Bos	
  et	
  al.,	
  2002;	
  Setlock	
  et	
  al.,	
  2004;	
  Scissors	
  et	
  al.,	
  2008,	
  Wang	
  et	
  al.,	
  2009]
Computer-mediated communication (CMC) tools are
prevalent, but are they all equal?
•  Ex. Video vs. Audio
Media properties influence aspects of communication
differently
•  Task performance, grounding, styles, similarity of
language patterns, social processes and outcomes etc.
How media influence communication?
Communication could be more than speaking.
Both verbal and non-verbal channels are active
during conversations.
Facial	
  expression
Gesture
[cf.	
  Goldin-­‐Meadow,	
  1999;	
  Giles	
  	
  Coupland,	
  1991	
  ]
The (missing) non-verbal aspect in
CMC research
Studying gesture use in
communication	
Current methods:
•  Videotaping with manual coding.
•  Giving specific instructions to participants
(e.g., to gesture or not).
•  Using confederates etc.
Problems to solve:
•  High cost. Labor-intensiveness.
•  Resolution of manual analysis-
Hard to recognize and reliably label small movements.
•  Scalability-
Hard to study arbitrary communication in the wild.
“Kinect-taping”method	
Like videotaping, we use motion sensing devices, such as
Microsoft Kinect, to record hand and body movements
during conversations.
•  Detailed, easier-to-process representations.
•  Behavioral science instrument (“microscope”) to
study non-verbal communication in ad hoc groups.
•  Low cost if automatic measures are satisfactory.
Re-appropriating motion sensors in HCI:
Sensing-aided user research for 
future designs	
From sensors as design elements to sensors as
research instruments to help future designs.
!
(a)!Face(to(face!(F2F)!communication!
[cf.	
  Mark	
  et	
  al.,	
  2014]
A media comparison study	
Investigate how people use gestures during face-to-
face and computer-mediated brainstorming
Compare three communication media
•  Face-to-Face
•  Video
•  Audio
!
(a)!Face(to(face!(F2F)!communication!
!
(b)!Video(mediated!communication!
Figure'1.'A'sample'study'setting'that'compares'(a)'F2F'to'(b)'videomediated'communication'
by'using'Kinect'as'a'behavioral'science'instrument.'
!
Hypotheses	
H1. Visibility increases gesture use
Proportion of gesture
Face-to-Face  Video  Audio
H2. Visibility increases accommodation	
Similarity between group members’ gestures
Face-to-Face  Video  Audio
Also explore how gesture use, level of understanding,
and ideation productivity correlate.
[cf.	
  Clark	
  	
  Brennan,	
  1991]
[cf.	
  Giles	
  	
  Coupland,	
  1991]
Experimental design	
36 individuals, 18 two-person groups
Kinect-taped group brainstorming sessions
Face-to-Face
 Video
 Audio
Three	
  trials	
  (15	
  min	
  each)	
  	
  
in	
  counterbalanced	
  order	
  
Data analysis
Amount and similarity of gestures,
Level of understanding, Productivity
How to quantify gestures?	
How many gestures are there in a 15 min talk?
moving
not moving
Two unit motions with speed threshold 0
Three unit motions with speed threshold 2
Choose the thresholds	
(m/s)
Choose the thresholds	
Too	
  few	
  signals
Almost	
  everything
Data	
  points	
  of	
  interest
(m/s)
How to measure similarity
between unit motions?
Feature extraction and representation	
Unit motions are represented as feature vectors
•  Time length, path length, displacement,
velocity, speed, angular movement etc.
•  Features extracted for both hands and both
elbows.
73 features extracted for each unit motion.
Similarity between unit motions: Cosine value
between the two vectors.
Validating the similarity metric	
1
2
3
Machine Ranking
Human Ranking
1
2
3
Randomly select
motion queries
Retrieve similar and
dissimilar motions
Kinect-taped motion
database
Count
Human Rank
R1
 R2
 R3
Machine
Rank
R1
 29
 2
 5
R2
 7
 27
 2
R3
 0
 7
 29
x2=107.97,	
  p.001
Validating the similarity metric	
Contingency analysis
H1: Amount of gesture use
H2: Similarity between group members
Associations
•  Amount of gesture and understanding
•  Amount of gesture and ideation productivity
•  Gesture similarity and ideation productivity
Key Results
Visibility on proportion of gesture use	
0
2
4
6
8
10
12
14
16
Face-to-face Video Audio
ProportionofGestureUse(%)
H1 not supported. Media did not influence percentage of gesture.
People gesture as much in Audio as in F2F and Video.
Association between self-gesture
and level of understanding 	
ModelPredicted,UnderstandingModelPredicted,Numb
Propor9on,of,Individual’s,Own,Gesture,Use,(%)
Audio
F2F
Video
Individual’s Own Gesture Use (%)
Non-communicative
function of gesture.
Understanding
correlates with
self-gesture but not
partner-gesture
Stronger correlation
with reduced or no
visibility.
Similarity between group members	
0.46
0.47
0.48
0.49
0.5
0.51
0.52
0.53
0.54
0.55
Face-to-face Video Audio
Between-participantGestural
Similarity
H2 supported. Similarity F2F  Video  Audio.
People gesture more similarly when they can see each other.
Summary and implications	
	
  
Media	
  
Comparison	
  	
  
Study
Kinect-
taping
Method
Motion sensing for
studying non-verbal
behaviors in CMC.
Summary and implications	
	
  
Media	
  
Comparison	
  	
  
Study
Kinect-
taping
Method

Visibility influences
similarity but not
amount of gesture.
Only self-gesture
correlates with
understanding.
Gesture doesn’t
seem to convey
much meaning to the
partner. Seeing the
partner is not crucial
to understanding.
Study communication
of ad hoc groups
in the wild.
Distributed
deployment
study of CMC tools.
Cross-lingual and
cross-cultural
communication.
Summary and implications (cont.)	
	
  
Media	
  
Comparison	
  	
  
Study
Kinect-
taping
Method

The value of video
may be relatively
limited to the social
and collaborative
aspect (similarity
etc.).
Feedback that
promotes self-
gesturing may help
understanding.
Effects of Interface Interactivity on Collecting
Language Data to Power Dialogue Agents
  
  
  
  

Hao-Chuan Wang, Tau-Heng Yeo, Hsin-Hui Lee, Ai-Ju Huang
National Tsing Hua University, Hsinchu, Taiwan
Jia-Jang Tu, Sen-Chia Chang	
Industrial Technology Research Institute, Hsinchu, Taiwan
“What’s the top-grossing movie in
2012?”
“Let me see... The Avengers.” 
“The top-grossing movie in 2012
is The Avengers”
Young, S., Keiser, S.  Gašić, M. Spoken Dialogue Management using Partially
Observable Markov Decision Processes
Spoken	
  Dialogue	
  Systems
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Young, S., Keiser, S.  Gašić, M. Spoken Dialogue Management using Partially
Observable Markov Decision Processes
How to collect more natural
language responses?
Language	
  Generaon	
  Task
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Some	
  Exisng	
  Methods
•  One-on-one interviews to get the responses
from people
- Manual data collection.
- Expensive.
•  Using surveys with specific instructions,
“Imagine that you’re answering people’s
questions …”
- Less expensive.
- Non-interactive, “imagined interaction”.
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Idea:	
  Using	
  an	
  Interacve	
  Chat	
  Bot	
  to	
  
Elicit	
  Natural	
  Responses
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Anthropomorphic features:
ü Greet workers
ü Simulate human typing delays
ü Wait for response
Stac	
  Interface
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Crowdsourcing	
  Answer	
  Generaon
Evaluaon	
  
Compare
interactive and
static interface
Crowdsourcing
to select quality
responses
Evaluate the
results with end
users
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Stage1 :
Creation
Stage2 :
Aggregation
Evaluation
Stage
PTT
A BBS System and Online
Community in Taiwan
MTurk
Mullingual	
  Crowdsourcing	
  Study
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Chinese and English versions of ads and task
instructions are prepared for crowdsourcing
Stage 1 : Answer Creation
•  223 workers
- 122 from MTurk
- 101 from PTT
Stage 2 : Answer Aggregation
•  222 workers
Evaluation
•  165 workers
98 from Mturk
67 from PTT
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Key	
  Results
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Interacve	
  vs.	
  Stac	
  Interface
•  73.6% of comments show
preference for working with
the interactive chat bot.
•  Increasing the satisfaction of
workers (Kittur, A., et al. 2013)

ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Stage1 : Creation
 Stage2 : Aggregation
 Evaluation Stage
Interacve	
  vs.	
  Stac	
  Interface
“Chat is much fun and more likely to
make me think, while questionnaire is
more standardized, like an exam.”

“the chat interface is much better. it
recognizes the text entered in real time and
responds accordingly with artificial
intelligence and recognition. very nice”
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Stage1 : Creation
 Stage2 : Aggregation
 Evaluation Stage
Interacve	
  vs.	
  Stac	
  Interface
•  73.6% of comments show
preference for working with
the interactive chat bot.
•  Increasing the satisfaction of
workers (Kittur, A., et al. 2013)

ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Stage1 : Creation
 Stage2 : Aggregation
 Evaluation Stage
Mturk	
  vs.	
  PTT	
  :	
  Language
•  Two platforms are highly language-specific.
0
10
20
30
40
50
60
70
80
90
100
110
120
Chinese
Recruitment
Ads (PTT)
English
Recruitment
Ads (PTT)
Chinese
Recruitment
Ads (MTurk)
English
Recruitment
Ads (MTurk)
Answer in English
Answer in Chinese
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Stage1 : Creation
 Stage2 : Aggregation
 Evaluation Stage
•  Cultural Differences.
(Nisbett, R., 2003   Hall, E. T.,1977).
Evaluaon:	
  Ulmate	
  User	
  Experience
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents 
Stage1 : Creation
 Stage2 : Aggregation
 Evaluation Stage
3.5
3.0
2.5
Enjoyability
Answers collected
w/ Interactivity
Answers collected
w/ questionnaire
Chinese
English
Conclusion
•  Present an interactive chat bot-based
interface for crowdsourcing language
generation tasks for building natural dialogue
agents.
•  Interactivity lead to higher worker satisfaction,
and better perceived enjoyability by
Chinese-speaking users.
•  Also, identified language specificity of
crowdsourcing platforms. Helps to inform
crowdsourcing practices.
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Thank	
  you	
  for	
  
your	
  listening.	
  
Acknowledgement
This study is partially supported by
Project D352B24310 and
conducted at ITRI under the
sponsorship of the Ministry of
Economic Affairs, Taiwan.

////
 ////
Contact
Hao-Chuan Wang
haochuan@cs.nthu.edu.tw
Ai-Ju (Ivy) Huang
navys23@gmail.com
ChiCHI 2014 |
Effects of Interface Interactivity on Collecting Language Data to Power
Dialogue Agents
Wang
Key Messages 
	
  
Supporng	
  human	
  communicaon	
  connues	
  to	
  be	
  an	
  important	
  
topic	
  in	
  HCI,	
  both	
  to	
  research	
  and	
  design	
  pracce.	
  
•  Focusing	
  on	
  how	
  to	
  shorten	
  the	
  “psychological	
  distance”	
  
between	
  people.	
  “Mind-­‐connecng”!	
  
Basic	
  and	
  applied	
  behavioral,	
  cognive	
  and	
  social	
  sciences	
  helps	
  
to	
  understand	
  the	
  features	
  of	
  successful	
  and	
  unsuccessful	
  
communicaon	
  
•  Insight	
  that	
  we	
  should	
  focus	
  on	
  CMC	
  affordances	
  as	
  much	
  as	
  
technicality.	
  
Interdisciplinary	
  work	
  can	
  benefit	
  both	
  sides:	
  Social	
  and	
  
behavioral	
  sciences	
  help	
  technology	
  design,	
  and	
  vice	
  versa.	
  
76	
  
Wang
Ultimate Goal? Mind-Connecting!
77	
  
Wang 78	
  
國⽴立清華⼤大學⼈人機合作與社群運算實驗室	
NTHU	
  Collaborave	
  and	
  Social	
  Compung	
  Lab	
  (CSC	
  Lab)	
  
Acknowledgement	
  for	
  Support	
  from	
  
Ministry	
  of	
  Science	
  and	
  Technology,	
  Taiwan	
  科技部	
  
Google	
  Inc.	
  美國Google總部	
  
Microsov	
  Research	
  Asia	
  微軟亞洲研究院	
Industrial	
  Technology	
  Research	
  Instute	
  (ITRI)	
  ⼯工業技術研究院	
Delta	
  Corp	
  台達電⼦子公司	
Naonal	
  Science	
  Foundaon,	
  USA	
  美國NSF	
  
	
	
  
	
  

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The Most Excellent Way | 1 Corinthians 13
 

Nctu seminar may26_2014

  • 1. On Grounding Human Communication with Human-Computer Interaction Designs Hao-­‐Chuan  Wang  .  王浩全     Department  of  Computer  Science   Ins3tute  of  Informa3on  Systems  and  Applica3ons   Na3onal  Tsing  Hua  University   h-p://www.cs.nthu.edu.tw/~haochuan       May  26,  2014  @  Department  of  Communica3on  and     Technology,  Na3onal  Chiao  Tung  University    
  • 2. Wang A Quick Overview of Human-Computer Interaction (HCI) 2  
  • 3. The  two  “senses”  of  Human-­‐Computer  Interac7on:  From  interface  …   “Interacon”  in  the  sense  of  computers  listening  and  responding  to  people’s  input
  • 4. …  to  problem  solving  and  value  crea7on  in  the  real  world “Interacon”  in  the  sense  of  designing  technologies  based  on  user  needs,  goals,   constraints,  and  characteriscs.  UCD:  User-­‐Centered  Design. Iden7fying    fixing     usability  problems Technology     supported   educa7on Persuasive  (behavioral  change)     compu7ng
  • 5. Wang HCI: Studying Existing and Possible Relationships between Computers and People 5   ACM  SIGCHI  Curricula  1996
  • 6. Wang 30 Years of the HCI Community 6   ACM  SIGCHI:     9  Turing  Award  Winners  /  188  ACM  Fellows http://dl.acm.org/sig.cfm?id=SP923
  • 7. Wang What’s Changing in HCI Today? Big  picture  is  sll  there,  but:   •  More  emphasis  is  on  use  contexts  and   applicaons.   •  Computers  are  of  many  forms,  doing  all   sort  of  things.   •  Compung  is  not  necessarily  done     by  silicon  chips  computers.       -­‐  Input  and  output  are  versale.  Not   necessarily  “keyboard  and  mouse”,     “text,  speech  or  graphics”   -­‐  Collaboraon  and  social.  Not  necessarily   “one  human,  one  computer”.     7  
  • 9. Wang       What’s  the  longest  distance  in  the  world?     世界上最遠的距離是什麼? 9  
  • 11. Wang Supporting Human Communication Communicaon  in  the  sense  of  data  transmission  across   physical  distance  is  not  that  hard  today   •  Wired  and  wireless  computer  networking,  internet  etc.     Communicaon,  in  the  sense  of  understanding  each  other,  or   crossing  the  “psychological  distance”  between  people   remains  hard   •  Difficules  in  expressing  or  understanding  thoughts   •  Barriers  between  generaons,  genders,  professions,   languages,  and  cultures.       Supporng  human  communicaon  connues  to  be  a   challenging  yet  worth-­‐of-­‐pursuing  topic  in  HCI.     11  
  • 12. Wang Supporting Human Communication Communicaon  in  the  sense  of  data  transmission  across   physical  distance  is  not  that  hard  today   •  Wired  and  wireless  computer  networking,  internet  etc.     Communicaon,  in  the  sense  of  understanding  each  other,  or   crossing  the  “psychological  distance”  between  people   remains  hard   •  Difficules  in  expressing  or  understanding  thoughts   •  Barriers  between  generaons,  genders,  professions,   languages,  and  cultures.       Supporng  human  communicaon  connues  to  be  a   challenging  yet  worth-­‐of-­‐pursuing  topic  in  HCI.     12  
  • 14. Wang Lost in Technologies However,  technology  development  does  not  always  approach   the  goal  effecvely.  For  example:     Video  conferencing   •  Bandwidth-­‐demanding.  Video  lagging     that  disrupts  conversaon   •  Adopon  is  not  guaranteed  .     Privacy  and  other  social  concerns   Machine  translaon   •  Quality  concern   •  Influent  second  language  can  beat    MT  (cf.  Yamashita    Ishida,  2006).     14  
  • 15. Wang Observation Designs  of  CMC  can  work  be-er  when  features  and   constraints  of  human  communicaon  are  invesgated   and  considered.     Ex.  Awareness  indicator  that  makes     “typing”  visible  in  instant  messaging.     Basic  research  stays  relevant!   What  are  the  features  of  successful  and  unsuccessful   communicaon?     What’s  the  nature  of  “understanding”? 15  
  • 17. Wang How Would You Describe… Where  you  live  in  Hsinchu?     Where  you  lived  when  you  were  in  U.S.?     17  
  • 18. Wang My Answer Where  you  live  in  Hsinchu?     Near  清大後門.     Where  you  lived  when  you  were  in  U.S.?     In  Ithaca,  a  college  town  in  the  middle  of  New  York  state   if  you  know  where  it  is.  It’s  where  Cornell  University  is   located.     18  
  • 19. Wang My Answer Where  you  live  in  Hsinchu?     Near  清大後門.     Where  you  lived  when  you  were  in  U.S.?     In  Ithaca,  a  college  town  in  the  middle  of  New  York  state   if  you  know  where  it  is.  It’s  where  Cornell  University  is   located.     Do  you  see  the  general  difference?  Why?     19  
  • 20. Wang My Answer Where  you  live  in  Hsinchu?     Near  清大後門.     Where  you  lived  when  you  were  in  U.S.?     In  Ithaca,  a  college  town  in  the  middle  of  New  York  state   if  you  know  where  it  is.  It’s  where  Cornell  University  is   located.     Do  you  see  the  general  difference?  Why?  The  amount  of   knowledge  that  we  shared.     20  
  • 21. Wang Common Ground 21   Knowledge,  beliefs,  aitudes  we  share,   and  know  that  we  share,     and  know  that  we  know  that  we  share,     influence  how  we  use  language  to  communicate.     Grounding:  Interacve  process   by  which  communicators  exchange     evidence  of  their  understanding  to     arrive  at  the  state  of  common  ground.   Herbert  Clark
  • 22. Wang Evidence of Common Ground Physical  co-­‐presence  (being  co-­‐located)   •  “close  that  door”   Shared  community  membership   •  “Let’s  meet  at  小七”   Linguisc  co-­‐presence  (can  access  same  u-erances)   22  
  • 23. Wang Evidence of Common Ground Physical  co-­‐presence  (being  co-­‐located)   •  “close  that  door”   Shared  community  membership   •  “Let’s  meet  at  小七”   Linguisc  co-­‐presence  (can  access  same  u-erances)   23   “What’s  this?”  
  • 24. Wang Grounding is a Collaborative Process 24  
  • 25. Wang The Role of Media: Affordances An  influenal  HCI-­‐rooted  concept,  which  roughly  means   “acon-­‐permiing  properes”  of  objects  that  people  see   •  Chair  affords  siing   •  Door-­‐knob  affords  door-­‐opening   •  Virtual  keyboard  affords  typing     (but  is  this  trivial?)   25   Don  Norman
  • 27. Wang Technology Changes Grounding Affordances  of  media  constrain  how  people  may  interact   with  one  another   •  E.g.,  if  no  visibility,  impossible  to  use  head-­‐nodding  as  a   technique  for  grounding     People  may  learn  to  adapt  their  grounding  behaviors   (this  happens.  E.g.,  emocons  in  IM)   or   Design  new  CMC  tools  with  useful  proper7es  to  support   grounding  and  communica7on.   27  
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  • 29. 使⽤用體感裝置探討在電腦中介傳播下之⼿手勢使⽤用⾏行為 使用電腦作為訊息傳遞媒介進行人與人間的溝通已經是一個普遍的現象,我們亟需瞭解以電腦為中介 之溝通模式與面對面溝通的模式之間到底有那些差異,對於人際溝通的影響為何。過去這方面的研究 多著重在媒介的性質對於信任及語言使用的影響。對於非語言的溝通行為,例如溝通手勢的使用則探 討有限,其中一個原因在於缺少可快速有效量測細微手勢的方法。本論文提出一個應用技術,利用體 感裝置Microsoft Kinect來捕捉人與人溝通時肢體動作細微的變化。透過對肢體移動速度的分析以及多 重特徵值的截取,我們得以實驗比較面對面溝通(Face-to-Face)、視訊通訊(Video)與音訊通訊(Audio)三 種不同媒介對於溝通手勢行為所產生的影響,包括了手勢使用的程度以及兩個溝通者間行為的相似度。 此運用體感裝置作為行為科學量測工具的方法可用於快速評估新設計之線上溝通介面對於溝通行為的 影響,亦可用於傳播理論研究之發展與探討。在設計上,所提出之資料收集與分析方法亦可能作為未 來電腦中介傳播工具設計的基礎。 Microsoft Research Asia UR Project: FY13-RES-OPP-027 Wang, H-C., Lai, C-T. (accepted). Kinect-taped Communication: Using Motion Sensing to Study Gesture Use and Similarity in Face-to-Face and Computer-Mediated Brainstorming. ACM Conference on Human Factors in Computing Systems (CHI) 2014. Full paper. [Acceptance rate: 22.8%]
  • 30. Kinect-taped Communication: Using Motion Sensing to Study Gesture Use and Similarity in Face-to-Face and Computer-Mediated Brainstorming Hao-Chuan Wang, Chien-Tung Lai National Tsing Hua University, Taiwan
  • 31. [cf.  Bos  et  al.,  2002;  Setlock  et  al.,  2004;  Scissors  et  al.,  2008,  Wang  et  al.,  2009] Computer-mediated communication (CMC) tools are prevalent, but are they all equal? •  Ex. Video vs. Audio Media properties influence aspects of communication differently •  Task performance, grounding, styles, similarity of language patterns, social processes and outcomes etc. How media influence communication?
  • 32. Communication could be more than speaking. Both verbal and non-verbal channels are active during conversations. Facial  expression Gesture [cf.  Goldin-­‐Meadow,  1999;  Giles    Coupland,  1991  ] The (missing) non-verbal aspect in CMC research
  • 33. Studying gesture use in communication Current methods: •  Videotaping with manual coding. •  Giving specific instructions to participants (e.g., to gesture or not). •  Using confederates etc. Problems to solve: •  High cost. Labor-intensiveness. •  Resolution of manual analysis- Hard to recognize and reliably label small movements. •  Scalability- Hard to study arbitrary communication in the wild.
  • 34. “Kinect-taping”method Like videotaping, we use motion sensing devices, such as Microsoft Kinect, to record hand and body movements during conversations. •  Detailed, easier-to-process representations. •  Behavioral science instrument (“microscope”) to study non-verbal communication in ad hoc groups. •  Low cost if automatic measures are satisfactory.
  • 35. Re-appropriating motion sensors in HCI: Sensing-aided user research for future designs From sensors as design elements to sensors as research instruments to help future designs. ! (a)!Face(to(face!(F2F)!communication! [cf.  Mark  et  al.,  2014]
  • 36. A media comparison study Investigate how people use gestures during face-to- face and computer-mediated brainstorming Compare three communication media •  Face-to-Face •  Video •  Audio ! (a)!Face(to(face!(F2F)!communication! ! (b)!Video(mediated!communication! Figure'1.'A'sample'study'setting'that'compares'(a)'F2F'to'(b)'videomediated'communication' by'using'Kinect'as'a'behavioral'science'instrument.' !
  • 37. Hypotheses H1. Visibility increases gesture use Proportion of gesture Face-to-Face Video Audio H2. Visibility increases accommodation Similarity between group members’ gestures Face-to-Face Video Audio Also explore how gesture use, level of understanding, and ideation productivity correlate. [cf.  Clark    Brennan,  1991] [cf.  Giles    Coupland,  1991]
  • 38. Experimental design 36 individuals, 18 two-person groups Kinect-taped group brainstorming sessions Face-to-Face Video Audio Three  trials  (15  min  each)     in  counterbalanced  order   Data analysis Amount and similarity of gestures, Level of understanding, Productivity
  • 39. How to quantify gestures? How many gestures are there in a 15 min talk?
  • 40.
  • 42. Two unit motions with speed threshold 0
  • 43. Three unit motions with speed threshold 2
  • 45. Choose the thresholds Too  few  signals Almost  everything Data  points  of  interest (m/s)
  • 46. How to measure similarity between unit motions?
  • 47. Feature extraction and representation Unit motions are represented as feature vectors •  Time length, path length, displacement, velocity, speed, angular movement etc. •  Features extracted for both hands and both elbows. 73 features extracted for each unit motion. Similarity between unit motions: Cosine value between the two vectors.
  • 48. Validating the similarity metric 1 2 3 Machine Ranking Human Ranking 1 2 3 Randomly select motion queries Retrieve similar and dissimilar motions Kinect-taped motion database
  • 49. Count Human Rank R1 R2 R3 Machine Rank R1 29 2 5 R2 7 27 2 R3 0 7 29 x2=107.97,  p.001 Validating the similarity metric Contingency analysis
  • 50. H1: Amount of gesture use H2: Similarity between group members Associations •  Amount of gesture and understanding •  Amount of gesture and ideation productivity •  Gesture similarity and ideation productivity Key Results
  • 51. Visibility on proportion of gesture use 0 2 4 6 8 10 12 14 16 Face-to-face Video Audio ProportionofGestureUse(%) H1 not supported. Media did not influence percentage of gesture. People gesture as much in Audio as in F2F and Video.
  • 52. Association between self-gesture and level of understanding ModelPredicted,UnderstandingModelPredicted,Numb Propor9on,of,Individual’s,Own,Gesture,Use,(%) Audio F2F Video Individual’s Own Gesture Use (%) Non-communicative function of gesture. Understanding correlates with self-gesture but not partner-gesture Stronger correlation with reduced or no visibility.
  • 53. Similarity between group members 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 Face-to-face Video Audio Between-participantGestural Similarity H2 supported. Similarity F2F Video Audio. People gesture more similarly when they can see each other.
  • 54. Summary and implications   Media   Comparison     Study Kinect- taping Method
  • 55. Motion sensing for studying non-verbal behaviors in CMC. Summary and implications   Media   Comparison     Study Kinect- taping Method Visibility influences similarity but not amount of gesture. Only self-gesture correlates with understanding. Gesture doesn’t seem to convey much meaning to the partner. Seeing the partner is not crucial to understanding.
  • 56. Study communication of ad hoc groups in the wild. Distributed deployment study of CMC tools. Cross-lingual and cross-cultural communication. Summary and implications (cont.)   Media   Comparison     Study Kinect- taping Method The value of video may be relatively limited to the social and collaborative aspect (similarity etc.). Feedback that promotes self- gesturing may help understanding.
  • 57. Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents         Hao-Chuan Wang, Tau-Heng Yeo, Hsin-Hui Lee, Ai-Ju Huang National Tsing Hua University, Hsinchu, Taiwan Jia-Jang Tu, Sen-Chia Chang Industrial Technology Research Institute, Hsinchu, Taiwan
  • 58. “What’s the top-grossing movie in 2012?” “Let me see... The Avengers.” “The top-grossing movie in 2012 is The Avengers”
  • 59. Young, S., Keiser, S. Gašić, M. Spoken Dialogue Management using Partially Observable Markov Decision Processes Spoken  Dialogue  Systems ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 60. Young, S., Keiser, S. Gašić, M. Spoken Dialogue Management using Partially Observable Markov Decision Processes How to collect more natural language responses? Language  Generaon  Task ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 61. Some  Exisng  Methods •  One-on-one interviews to get the responses from people - Manual data collection. - Expensive. •  Using surveys with specific instructions, “Imagine that you’re answering people’s questions …” - Less expensive. - Non-interactive, “imagined interaction”. ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 62. Idea:  Using  an  Interacve  Chat  Bot  to   Elicit  Natural  Responses ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 63. ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Anthropomorphic features: ü Greet workers ü Simulate human typing delays ü Wait for response
  • 64. Stac  Interface ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 65. Crowdsourcing  Answer  Generaon Evaluaon   Compare interactive and static interface Crowdsourcing to select quality responses Evaluate the results with end users ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Stage1 : Creation Stage2 : Aggregation Evaluation Stage
  • 66. PTT A BBS System and Online Community in Taiwan MTurk Mullingual  Crowdsourcing  Study ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Chinese and English versions of ads and task instructions are prepared for crowdsourcing
  • 67. Stage 1 : Answer Creation •  223 workers - 122 from MTurk - 101 from PTT Stage 2 : Answer Aggregation •  222 workers Evaluation •  165 workers 98 from Mturk 67 from PTT ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 68. Key  Results ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 69. Interacve  vs.  Stac  Interface •  73.6% of comments show preference for working with the interactive chat bot. •  Increasing the satisfaction of workers (Kittur, A., et al. 2013) ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Stage1 : Creation Stage2 : Aggregation Evaluation Stage
  • 70. Interacve  vs.  Stac  Interface “Chat is much fun and more likely to make me think, while questionnaire is more standardized, like an exam.” “the chat interface is much better. it recognizes the text entered in real time and responds accordingly with artificial intelligence and recognition. very nice” ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Stage1 : Creation Stage2 : Aggregation Evaluation Stage
  • 71. Interacve  vs.  Stac  Interface •  73.6% of comments show preference for working with the interactive chat bot. •  Increasing the satisfaction of workers (Kittur, A., et al. 2013) ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Stage1 : Creation Stage2 : Aggregation Evaluation Stage
  • 72. Mturk  vs.  PTT  :  Language •  Two platforms are highly language-specific. 0 10 20 30 40 50 60 70 80 90 100 110 120 Chinese Recruitment Ads (PTT) English Recruitment Ads (PTT) Chinese Recruitment Ads (MTurk) English Recruitment Ads (MTurk) Answer in English Answer in Chinese ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Stage1 : Creation Stage2 : Aggregation Evaluation Stage
  • 73. •  Cultural Differences. (Nisbett, R., 2003  Hall, E. T.,1977). Evaluaon:  Ulmate  User  Experience ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents Stage1 : Creation Stage2 : Aggregation Evaluation Stage 3.5 3.0 2.5 Enjoyability Answers collected w/ Interactivity Answers collected w/ questionnaire Chinese English
  • 74. Conclusion •  Present an interactive chat bot-based interface for crowdsourcing language generation tasks for building natural dialogue agents. •  Interactivity lead to higher worker satisfaction, and better perceived enjoyability by Chinese-speaking users. •  Also, identified language specificity of crowdsourcing platforms. Helps to inform crowdsourcing practices. ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 75. Thank  you  for   your  listening.   Acknowledgement This study is partially supported by Project D352B24310 and conducted at ITRI under the sponsorship of the Ministry of Economic Affairs, Taiwan. //// //// Contact Hao-Chuan Wang haochuan@cs.nthu.edu.tw Ai-Ju (Ivy) Huang navys23@gmail.com ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents
  • 76. Wang Key Messages   Supporng  human  communicaon  connues  to  be  an  important   topic  in  HCI,  both  to  research  and  design  pracce.   •  Focusing  on  how  to  shorten  the  “psychological  distance”   between  people.  “Mind-­‐connecng”!   Basic  and  applied  behavioral,  cognive  and  social  sciences  helps   to  understand  the  features  of  successful  and  unsuccessful   communicaon   •  Insight  that  we  should  focus  on  CMC  affordances  as  much  as   technicality.   Interdisciplinary  work  can  benefit  both  sides:  Social  and   behavioral  sciences  help  technology  design,  and  vice  versa.   76  
  • 78. Wang 78   國⽴立清華⼤大學⼈人機合作與社群運算實驗室 NTHU  Collaborave  and  Social  Compung  Lab  (CSC  Lab)   Acknowledgement  for  Support  from   Ministry  of  Science  and  Technology,  Taiwan  科技部   Google  Inc.  美國Google總部   Microsov  Research  Asia  微軟亞洲研究院 Industrial  Technology  Research  Instute  (ITRI)  ⼯工業技術研究院 Delta  Corp  台達電⼦子公司 Naonal  Science  Foundaon,  USA  美國NSF