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Alesia Gainer

dblp:151/3683 · DBLP profile ↗
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7ranked-venue papers
1as first author
1since 2021 · last 2023
0009-0001-0627-2467ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › human-robot collaboration
error recovery
0.312018
Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots · HRI 2018
Human-robot interaction › social robot
social dialogue
0.312018
Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots · HRI 2018
Human-robot interaction
trust in robots
0.312018
Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots · HRI 2018
YearPublicationVenuePosition
2023 DIVIS: Digital Interactive Victim Intake Simulator
abstract
The Digital Interactive Victim Intake Simulator ("DIVIS") is an interactive, agent-based simulated training tool that has been deployed at the U.S. Army's Sexual Harassment/Assault Response Prevention Program ("SHARP") Academy since May 2021. The system allows student Sexual Assault Response Coordinators ("SARCs") and Victim Advocates ("VAs") to practice critical interpersonal intake skills needed when conducting the initial interview of a survivor of military sexual assault. Currently the system includes two scenarios -- one with a male victim and a second with a female victim -- with two more scenarios under development. Each victim exhibits one of a possible three different emotional vectors, (e.g., angry, ashamed or defensive). Scenarios can run multiple times, giving trainees the ability to navigate through various potential story paths based on how they engage with the victim during each session.
Alesia Gainer, Allison Aptaker, Ron Artstein, David Cobbins, Mark G. Core, Carla Gordon, Anton Leuski, Zongjian Li, Chirag Merchant, David Nelson, Mohammad Soleymani 0001, David R. Traum
IVA1
2018 Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots
abstract
This work explores the extent to which social dialogue can mitigate (or exacerbate) the loss of trust caused when robots make conversational errors. Our study uses a NAO robot programmed to persuade users to agree with its rankings on two tasks. We perform two manipulations: (1) The timing of conversational errors - the robot exhibited errors either in the first task, the second task, or neither; (2) The presence of social dialogue - between the two tasks, users either engaged in a social dialogue with the robot or completed a control task. We found that the timing of the errors matters: replicating previous research, conversational errors reduce the robot's influence in the second task, but not on the first task. Social dialogue interacts with the timing of errors, acting as an intensifier: social dialogue helps the robot recover from prior errors, and actually boosts subsequent influence; but social dialogue backfires if it is followed by errors, because it extends the period of good performance, creating a stronger contrast effect with the subsequent errors. The design of social robots should therefore be more careful to avoid errors after periods of good performance than early on in a dialogue.
Gale M. Lucas, Jill Boberg, David R. Traum, Ron Artstein, Jonathan Gratch, Alesia Gainer, Emmanuel Johnson, Anton Leuski, Mikio Nakano
HRI6
2018 Culture, Errors, and Rapport-building Dialogue in Social Agents
abstract
This work explores whether culture impacts the extent to which social dialogue can mitigate (or exacerbate) the loss of trust caused when agents make conversational errors. Our study uses an agent designed to persuade users to agree with its rankings on two tasks. Participants from the U.S. and Japan completed our study. We perform two manipulations: (1) The presence of conversational errors -- the agent exhibited errors in the second task or not; (2) The presence of social dialogue -- between the two tasks, users either engaged in a social dialogue with the agent or completed a control task. Replicating previous research, conversational errors reduce the agent's influence. However, we found that culture matters: there was a marginally significant three-way interaction with culture, presence of social dialogue, and presence of errors. The pattern of results suggests that, for American participants, social dialogue backfired if it is followed by errors, presumably because it extends the period of good performance, creating a stronger contrast effect with the subsequent errors. However, for Japanese participants, social dialogue if anything mitigates the detrimental effect of errors; the negative effect of errors is only seen in the absence of a social dialogue. Agent design should therefore take the culture of the intended users into consideration when considering use of social dialogue to bolster agents against conversational errors.
Gale M. Lucas, Jill Boberg, David R. Traum, Ron Artstein, Jonathan Gratch, Alesia Gainer, Emmanuel Johnson, Anton Leuski, Mikio Nakano
IVA6
2018 The Niki and Julie Corpus: Collaborative Multimodal Dialogues between Humans, Robots, and Virtual Agents
Ron Artstein, Jill Boberg, Alesia Gainer, Jonathan Gratch, Emmanuel Johnson, Anton Leuski, Gale M. Lucas, David R. Traum
LREC3
2017 The Role of Social Dialogue and Errors in Robots
abstract
Social robots establish rapport with human users. This work explores the extent to which rapport-building can benefit (or harm) conversations with robots, and under what circumstances this occurs. For example, previous work has shown that agents that make conversational errors are less capable of influencing people than agents that do not make errors [1]. Some work has shown this effect with robots, but prior research has not considered additional factors such as the level of rapport between the person and the robot. We predicted that building rapport through a social dialogue (such as an ice-breaker) could mitigate the detrimental effect of a robot's errors on influence. Our study used a Nao robot programmed to persuade users to agree with its rankings on two "survival tasks" (e.g., lunar survival task). We manipulated both errors and social dialogue:the robot either exhibited errors in the second survival task or not, and users either engaged in an ice-breaker with the robot between the two survival tasks or completed a control task. Replicating previous research, errors tended to reduce the robot's influence in the second survival task. Contrary to our prediction, results revealed that the ice-breaker did not mitigate the effect of errors, and if anything, errors were more harmful after the ice-breaker (intended to build rapport) than in the control condition. This backfiring of attempted rapport-building may be due to a contrast effect, suggesting that the design of social robots should avoid introducing dialogues of incongruent quality.
Gale M. Lucas, Jill Boberg, David R. Traum, Ron Artstein, Jonathan Gratch, Alesia Gainer, Emmanuel Johnson, Anton Leuski, Mikio Nakano
HAI6
2016 Niki and Julie: a robot and virtual human for studying multimodal social interaction
abstract
We demonstrate two agents, a robot and a virtual human, which can be used for studying factors that impact social influence. The agents engage in dialogue scenarios that build familiarity, share information, and attempt to influence a human participant. The scenarios are variants of the classical “survival task,” where members of a team rank the importance of a number of items (e.g., items that might help one survive a crash in the desert). These are ranked individually and then re-ranked following a team discussion, and the difference in ranking provides an objective measure of social influence. Survival tasks have been used in psychology, virtual human research, and human-robot interaction. Our agents are operated in a “Wizard-of-Oz” fashion, where a hidden human operator chooses the agents’ dialogue actions while interacting with an experiment participant.
Ron Artstein, David R. Traum, Jill Boberg, Alesia Gainer, Jonathan Gratch, Emmanuel Johnson, Anton Leuski, Mikio Nakano
ICMI4
2015 New Dimensions in Testimony: Digitally Preserving a Holocaust Survivor's Interactive Storytelling
David R. Traum, Val Jones 0002, Kia Hays, Heather Maio, Oleg Alexander, Ron Artstein, Paul E. Debevec, Alesia Gainer, Kallirroi Georgila, Kathleen Haase, Karen Jungblut, Anton Leuski, William R. Swartout
ICIDS8