HCMay 11, 2022
Explainable Computational CreativityMaria Teresa Llano, Mark d'Inverno, Matthew Yee-King et al.
Human collaboration with systems within the Computational Creativity (CC) field is often restricted to shallow interactions, where the creative processes, of systems and humans alike, are carried out in isolation, without any (or little) intervention from the user, and without any discussion about how the unfolding decisions are taking place. Fruitful co-creation requires a sustained ongoing interaction that can include discussions of ideas, comparisons to previous/other works, incremental improvements and revisions, etc. For these interactions, communication is an intrinsic factor. This means giving a voice to CC systems and enabling two-way communication channels between them and their users so that they can: explain their processes and decisions, support their ideas so that these are given serious consideration by their creative collaborators, and learn from these discussions to further improve their creative processes. For this, we propose a set of design principles for CC systems that aim at supporting greater co-creation and collaboration with their human collaborators.
HCApr 10, 2019
Is Two Better than One? Effects of Multiple Agents on User PersuasionReshmashree B. Kantharaju, Dominic De Franco, Alison Pease et al.
Virtual humans need to be persuasive in order to promote behaviour change in human users. While several studies have focused on understanding the numerous aspects that influence the degree of persuasion, most of them are limited to dyadic interactions. In this paper, we present an evaluation study focused on understanding the effects of multiple agents on user's persuasion. Along with gender and status (authoritative & peer), we also look at type of focus employed by the agent i.e., user-directed where the agent aims to persuade by addressing the user directly and vicarious where the agent aims to persuade the user, who is an observer, indirectly by engaging another agent in the discussion. Participants were randomly assigned to one of the 12 conditions and presented with a persuasive message by one or several virtual agents. A questionnaire was used to measure perceived interpersonal attitude, credibility and persuasion. Results indicate that credibility positively affects persuasion. In general, multiple agent setting, irrespective of the focus, was more persuasive than single agent setting. Although, participants favored user-directed setting and reported it to be persuasive and had an increased level of trust in the agents, the actual change in persuasion score reflects that vicarious setting was the most effective in inducing behaviour change. In addition to this, the study also revealed that authoritative agents were the most persuasive.
CLMar 17, 2018
Argumentation theory for mathematical argumentJoseph Corneli, Ursula Martin, Dave Murray-Rust et al.
To adequately model mathematical arguments the analyst must be able to represent the mathematical objects under discussion and the relationships between them, as well as inferences drawn about these objects and relationships as the discourse unfolds. We introduce a framework with these properties, which has been used to analyse mathematical dialogues and expository texts. The framework can recover salient elements of discourse at, and within, the sentence level, as well as the way mathematical content connects to form larger argumentative structures. We show how the framework might be used to support computational reasoning, and argue that it provides a more natural way to examine the process of proving theorems than do Lamport's structured proofs.
AIMay 10, 2015
Automating change of representation for proofs in discrete mathematicsDaniel Raggi, Alan Bundy, Gudmund Grov et al.
Representation determines how we can reason about a specific problem. Sometimes one representation helps us find a proof more easily than others. Most current automated reasoning tools focus on reasoning within one representation. There is, therefore, a need for the development of better tools to mechanise and automate formal and logically sound changes of representation. In this paper we look at examples of representational transformations in discrete mathematics, and show how we have used Isabelle's Transfer tool to automate the use of these transformations in proofs. We give a brief overview of a general theory of transformations that we consider appropriate for thinking about the matter, and we explain how it relates to the Transfer package. We show our progress towards developing a general tactic that incorporates the automatic search for representation within the proving process.
AINov 3, 2014
Modelling serendipity in a computational contextJoseph Corneli, Anna Jordanous, Christian Guckelsberger et al.
The term serendipity describes a creative process that develops, in context, with the active participation of a creative agent, but not entirely within that agent's control. While a system cannot be made to perform serendipitously on demand, we argue that its $\mathit{serendipity\ potential}$ can be increased by means of a suitable system architecture and other design choices. We distil a unified description of serendipitous occurrences from historical theorisations of serendipity and creativity. This takes the form of a framework with six phases: $\mathit{perception}$, $\mathit{attention}$, $\mathit{interest}$, $\mathit{explanation}$, $\mathit{bridge}$, and $\mathit{valuation}$. We then use this framework to organise a survey of literature in cognitive science, philosophy, and computing, which yields practical definitions of the six phases, along with heuristics for implementation. We use the resulting model to evaluate the serendipity potential of four existing systems developed by others, and two systems previously developed by two of the authors. Most existing research that considers serendipity in a computing context deals with serendipity as a service; here we relate theories of serendipity to the development of autonomous systems and computational creativity practice. We argue that serendipity is not teleologically blind, and outline representative directions for future applications of our model. We conclude that it is feasible to equip computational systems with the potential for serendipity, and that this could be beneficial in varied computational creativity/AI applications, particularly those designed to operate responsively in real-world contexts.