Large language models, in particular generative pre-trained transformers (GPTs), show impressive results on a wide variety of language-related tasks. In this paper, we explore ChatGPT's zero-shot ability to perform affective computing tasks using prompting alone. We show that ChatGPT a) performs meaningful sentiment analysis in the Valence, Arousal and Dominance dimensions, b) has meaningful emotion representations in terms of emotion categories and these affective dimensions, and c) can perform basic appraisal-based emotion elicitation of situations based on a prompt-based computational implementation of the OCC appraisal model. These findings are highly relevant: First, they show that the ability to solve complex affect processing tasks emerges from language-based token prediction trained on extensive data sets. Second, they show the potential of large language models for simulating, processing and analyzing human emotions, which has important implications for various applications such as sentiment analysis, socially interactive agents, and social robotics.
The integration of the physical capabilities of an industrial collaborative robot with a social virtual character may represent a viable solution to enhance the workers' perception of the system as an embodied social entity and increase social engagement and well-being at the workplace. An online study was setup using prerecorded video interactions in order to pilot potential advantages of different embodied configurations of the cobot-avatar system in terms of perceptions of Social Presence, cobot-avatar Unity and Social Role of the system, and explore the relation of these. In particular, two different configurations were explored and compared: the virtual character was displayed either on a tablet strapped onto the base of the cobot or on a large TV screen positioned at the back of the workcell. The results imply that participants showed no clear preference based on the constructs, and both configurations fulfill these basic criteria. In terms of the relations between the constructs, there were strong correlations between perception of Social Presence, Unity and Social Role (Collegiality). This gives a valuable insight into the role of these constructs in the perception of cobots as embodied social entities, and towards building cobots that support well-being at the workplace.
Job interviews are usually high-stakes social situations where professional and behavioral skills are required for a satisfactory outcome. Professional job interview trainers give educative feedback about the shown behavior according to common standards. This feedback can be helpful concerning the improvement of behavioral skills needed for job interviews. A technological approach for generating such feedback might be a playful and low-key starting point for job interview training. Therefore, we extended an interactive virtual job interview training system with a Generative Adversarial Network (GAN)-based approach that first detects behavioral weaknesses and subsequently generates personalized feedback. To evaluate the usefulness of the generated feedback, we conducted a mixed-methods pilot study using mock-ups from the job interview training system. The overall study results indicate that the GAN-based generated behavioral feedback is helpful. Moreover, participants assessed that the feedback would improve their job interview performance.
In today's world, many patients with cognitive impairments and motor dysfunction seek the attention of experts to perform specific conventional therapies to improve their situation. However, due to a lack of neurorehabilitation professionals, patients suffer from severe effects that worsen their condition. In this paper, we present a technological approach for a novel robotic neurorehabilitation training system. It relies on a combination of a rehabilitation device, signal classification methods, supervised machine learning models for training adaptation, training exercises, and socially interactive agents as a user interface. Together with a professional, the system can be trained towards the patient's specific needs. Furthermore, after a training phase, patients are enabled to train independently at home without the assistance of a physical therapist with a socially interactive agent in the role of a coaching assistant.
Using Social Agents as health-care assistants or trainers is one focus area of IVA research. While their use as physical health-care agents is well established, their employment in the field of psychotherapeutic care comes with daunting challenges. This paper presents our mobile Social Agent EmmA in the role of a vocational reintegration assistant for burn-out outpatient treatment. We follow a typical participatory design approach including experts and patients in order to address requirements from both sides. Since the success of such treatments is related to a patients emotion regulation capabilities, we employ a real-time social signal interpretation together with a computational simulation of emotion regulation that influences the agent's social behavior as well as the situational selection of verbal treatment strategies. Overall, our interdisciplinary approach enables a novel integrative concept for Social Agents as assistants for burn-out patients.