Communicating with multiple addressees poses a problem for speakers: Each addressee necessarily comes to the conversation with a different perspective-different knowledge, different beliefs, and a distinct physical context. Despite the ubiquity of multiparty conversation in everyday life, little is known about the processes by which speakers design language in multiparty conversation. While prior evidence demonstrates that speakers design utterances to accommodate addressee knowledge in multiparty conversation, it is unknown if and how speakers encode and combine different types of perspective information. Here we test whether speakers encode the perspective of multiple addressees, and then simultaneously consider their knowledge and physical context during referential design in a three-party conversation. Analyses of referential form-expression length, disfluency, and elaboration rate-in an interactive multiparty conversation demonstrate that speakers do take into consideration both addressee knowledge and physical context when designing utterances, consistent with a knowledge-scene integration view. These findings point to an audience design process that takes as input multiple types of representations about the perspectives of multiple addressees, and that bases the informational content of the to-be-designed utterance on a combination of the perspectives of the intended addressees.
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Front Robot AI
January 2025
Aveni AI, Edinburgh, United Kingdom.
There have been significant advances in robotics, conversational AI, and spoken dialogue systems (SDSs) over the past few years, but we still do not find social robots in public spaces such as train stations, shopping malls, or hospital waiting rooms. In this paper, we argue that early-stage collaboration between robot designers and SDS researchers is crucial for creating social robots that can legitimately be used in real-world environments. We draw from our experiences running experiments with social robots, and the surrounding literature, to highlight recurring issues.
View Article and Find Full Text PDFJMIR Form Res
August 2024
Electrical and Computer Engineering, University of California San Diego, La Jolla, CA, United States.
Background: Cross-neurotype differences in social communication patterns contribute to high unemployment rates among adults with autism. Adults with autism can be unsuccessful in job searches or terminated from employment due to mismatches between their social attention behaviors and society's expectations on workplace communication.
Objective: We propose a behavioral intervention concerning distribution of attention in triadic (three-way) conversations.
PLoS One
May 2024
Pedagogical and Educational Sciences, Nieuwenhuis Institute, University of Groningen, Groningen, The Netherlands.
Background: Due to their dual sensory impairment, people with congenital deafblindness (CDB) are rarely naturally involved in other people's conversations. Their communication partners find it challenging to include them in group conversations. However, overhearing others communicate is important for developing social and communication skills.
View Article and Find Full Text PDFIEEE Trans Neural Syst Rehabil Eng
February 2024
Effective use of gaze and head orientation can strengthen the sense of inclusion in multi-party interactions, including job interviews. Not making significant eye contact with the interlocutors, or not turning towards them, may be interpreted as disinterest, which could worsen job interview outcomes. This study aims to support the situational solo practice of gaze behavior and head orientation using a triadic (three-way) virtual reality (VR) job interview simulation.
View Article and Find Full Text PDFNeuropsychologia
February 2024
Department of Psychology and Human Development, Vanderbilt University USA.
Language use has long been understood to be tailored to the intended addressee, a process termed audience design. Audience design is reflected in multiple aspects of language use, including adjustments based on the addressee's knowledge about the topic at hand. In group settings, audience design depends on representations of multiple individuals, each of whom may have different knowledge about the conversational topic.
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