Per Te for BoD-no numbers - FBK! 4!...

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PERSUASION  TECHNOLOGIES  SHORT  NAME:  PER  TE  

 

 

 

 

 

 

 

Oliviero  Stock  

 

 

 

 

 

 

 

January  2012  

   

 

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MOTIVATIONS  

The   traditional  goal  of  human-­‐oriented   information   technology   is  mostly   to  offer  services.    In  the  present  strategic  project,  instead,  the  overall  goal  is  to  produce  an  effect  on  humans,  to   influence  their  beliefs,   their  attitudes  and  eventually   their  actions  and  overall  behavior.    This   goal   is   ambitious   and   is   in   line   with   a   two  millennia   old   sector   of   study   (including  communication,   rhetorics,   argumentation)   and   with   a   very   large   applied   interest   that  spread   in   the   Twentieth   Century   and   developed   by   the   day   (advertising,   social  communication).   ICT   has   the   potential   to   change   the   picture   radically.     There   is   a  fundamental   factor   that   makes   the   situation   different   from   the   tradition   in   applications,  which   is   substantially   based   on   broadcast   messages:   computer-­‐based   systems   can   be  flexible.   Starting   from  goals   they  have   to   pursue,   they   can   take   into   account   the   situation  and  the  specific  target,  adapt  the  messages  in  appropriate  ways  and  assess  the  outcome.  In  addition  the  availability    of    very  large  amounts  of  data  which  can  be  exploited  also  in  real  time  provides    unprecedented  possibilities.    

Theories   tend   to   define   two   routes   to   persuading   people:   one   central   –   direct,   rational,  argumentative;   and   one   peripheral   –   indirect,   evocative,   aesthetic   (Petty   and   Cacioppo  1986).   The   second   one   has   had   recently   a   growing   importance   in   all   situations   of   idea  promotion  and  in  particular  a  fundamental  role  in  the  world  of  advertising.  

For  instance,  it  is  easy  now  to  predict  these  developments  for  the  advertising  sector:  

a) reduction  in  time  to  market  and  extension  of  possible  occasions  for  advertisement;    b) overall   reduction   of   off   target   messages,   eliminating   the   less   relevant   for   the  individual  in  a  given  situation;    c) more   attention   to   the   wearing   out   of   the   message   and   to   the   need   for   planning  variants  and  connected  messages  across  time  and  space;      d) contextual   personalization,   on   the   basis   of   audience   profile   and   dynamic   model  (emotional  state,  beliefs,  goals,  etc.)  and  situational  information;      e) interactivity.      f) audience  reaction    monitoring  and  system  feedback  on  effectiveness.    

Even   pervasive   and   ubiquitous   computing   is   less   useful   without   intentionally   producing  human  behavioral  change.  The  possibilities  of  intervention  are  extremely  wide,  and  we  can  think  of  a  new  situation  where  machines  can  help  influence  society  for  the  better.  Of  course  it  is    important  to  be  in  control  of  the  involved  ethical  issues,  rather  than  just  see  them  as  an  undesired  nuisance.    

This   project   aims   at   contributing   to   this   novel   view   with   the   development   of   original  technology  and  leading  to  some  significant  experiments.  

 

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INTELLIGENT  PERSUASION  TECHNOLOGY  AND  ITS  RELATION  TO  CAPTOLOGY  

The  object  of  this  project  is  related  to  Captology,  but  it  emphasizes  flexibility  and  intelligent  behaviour.     Captology   (Fogg   2002,   Fogg   2007)   is   defined   as   the   study   of   computers   as  persuasive   technologies.   This   includes   the   design,   research,   and   analysis   of   interactive  computing   products   (computers,   mobile   phones,   websites,   wireless   technologies,   mobile  applications,   video   games,   etc.)   created   for   the   purpose   of   changing   people’s   attitudes   or  behaviors.   B.J.   Fogg   derived   the   term   captology   in   1996   from   an   acronym:   Computers   As  Persuasive  Technologies  =  CAPT.  

Captology,   and   similarly   our   project,   is   based   on   the   belief   that   much   like   human  persuaders,   persuasive   technologies   can   bring   about   positive   changes   in   many   domains,  including  health,  business,  safety,  and  education;  and  even  that  new  advances  in  technology  can  help  promote  world  peace  in  30  years.    

What   characterizes   the  present  project   is   the   specific   focus  on   intelligent   technologies   for  persuasion.  We  look  into  some  original  technologies  that  exploit  knowledge  and  experience  in   developing   intelligent   user-­‐oriented   systems,   that   are   in   the   background   experience   of  the   participating   institutions.   This   is   somehow   distinct   from   the   larger   prospect   of  Captology,  which   tends   to   focus  on  more  quickly   achievable  but   less   flexible   systems.   For  instance   Captology   does   not   focus   specifically   on     systems   automatically   adaptable   to  individuals  and  small   groups  behavior.  Of   course   there   is  much  more,  more   traditional  or  popular   themes   that   could  be   ascribed   to  persuasion   technology:  we  do  not     aim  at   all   to  cover  the  whole  area,  but  rather  to  develop  some  specific  creative  themes.  

 

BUSINESS  AND  PUBLIC  POTENTIAL  

This   kind   of   technologies   has   a   large   potential   in   many   business   sectors:   first   of   all,   of  course,   advertisement   but   also   communication   in   big   organizations   (to   support   and  promote  communities  of  practices  or  to  share  mission  statements);  awareness  in  dangerous  working  activities  (for  example  in  factories  and  plants);  and  last  but  not  least  promotion  of  better  quality  of  life  and  social  awareness.  

Specifically,  it  is  well  known  that  some  of  the  biggest  industrial  ICT  actors  make  their  profits  with   advertising.   For   instance   Google   has   reported   about   $23.650   billion   in   2009   .   This  enormous   “opportunistic”   business,   that   is   really   offering   the   infrastructure   for   ads,   is  complementary  to  a  well  established  advertising  industry.  It  is  interesting  to  note  that  in  the  UK,   online   advertising   spending  has  overtaken   television  expenditure   for   the   first   time   in  2009.   In     the  US,  according  to  E-­‐Marketer,    the  online  advertising   industry    is  estimated  to  achieve   $25.8   billion   in   revenue   in   2010,   for   the   first   time   exceeding   print   advertising  revenue  at  “only”  $22.8  billion.  Global  advertising  expenditure  will   grow   to  nearly  $550  billion   in  2011,   from  about  $375  billion   in   2003,   according   to   Zenith  Optimedia.   In   2011,   TV   and  newspapers   together   are  

 

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expected   to   lose   about   a   10   percent   share,  while   the   Internet   is   up   from  3   percent   to   16  percent,   according   to   the   report,   World   Digital   Media   Trends   2009,   released   by   SFN.   In  substance  we  are  talking  of  some  $90  billion.  Yet  we  are  only  at  the  beginning  of  a  novel  more  pervasive  approach,  one  that  at  the  same  time  is  more  efficient  and  more  respectful  of  the  individual.  Systems  can  now  be  ubiquitous,  with   a   combination   of   mobile   and   fixed   media   to   support   the   task.   And   novel   types   of  situations   and   technological   means   can   be   introduced.   For   instance   technology   can  intervene  in  social  situations,  like  a  family  context,  or  in  the  activity  of  a  group  of  friends’.  

It  should  be  noted  that  a  Google  Award  (the  only  one  to  an  Italian  in  2011)  was  just  received  by  Carlo  Strapparava,   a    Trento-­‐Rise   scientist   in   creative   language  persuasion,   specifically  because  of  the  industrial  attractiveness  of  the  theme  proposed.  

On   the  public   side,   there   is   an   extraordinary  potential   for  using   intelligent   technology   for  orienting   people   toward   social   values,   in   all   areas:   health,   respect   for   minorities,  environment,   energy   saving,   education   etc.   In   all   countries   there   are   prestigious   public  organizations  that  coordinate  “traditional”  promotion  campaigns.  For  instance  in  the  United  States   the   AD   Council   is   such   an   organization.   Leading   producer   of   public   service  advertisements  (PSA’s)  since  1942,  The  Ad  Council  has  been  addressing  critical  social  issues  for   generations   of   Americans.   The   Ad   Council   has   helped   create   some   of   America’s  most  memorable  slogans,  such  as  “Friends  don’t  let  friends  drive  drunk”  and  “A  mind  is  a  terrible  thing  to  waste”.    

 We  believe  socially  oriented  technologies  and  novel  context-­‐aware  techniques  will  open  a  new  avenue  to  learning  to  live  together  in  a  better  way.  

 

ACTIVE  AREAS  OF  RESEARCH  IN  TRENTO  POTENTIALLY    INVOLVED  (NOT  EXHAUSTIVE)  

Potentially   involved   areas   include   several   ICT   fields   as   well   as   social   and   cognitive  psychology,   sociology  and  communication  studies.  Trento  RISE  and   its  partners  have  well  established   competence   and   skills   in   all   the   relevant   areas,   and   have   been   playing   a  pioneering   role   in   bringing   the   topic   of   persuasion   technology   to   the   attention   of   the  research   community.   In   addition,   we   are   well   equipped   also   for   dealing   with   the   ethical  aspects  that  the  investigation  of  these  topics  inevitably  raises.    

A     table  of   areas   that  potentially   can  be   involved   is   shown  below.   In   this  project  we   shall  focus   only   on   some   specific   areas   on  which   preliminary  work   on   persuasion   themes  was  conducted  in  the  past  (and  for  which  we  see  an  important  applied  potential).  

Collaboration  within  EIT-­‐ICT  Labs:  strong  common  interests  exist  in  particular  with  Berlin  and  DFKI  (explicitly  for  the  intelligent  transportation  theme)  and  with  University  of  Twente,  with  SICS  (in  particular   for   indirect   interfaces)  and  possibly  with  Philips  (in  particular   for  what   concerns   behavior   analysis).     We   intend   to   involve   strong   industrial   partners   both  locally  and  internationally.  

 

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Planning.      Example:  planning  and  adapting  a  personalized  promotion  campaign  Argumentation  and  negotiation.    Example:  reason  on  pros  and  cons  for  a  situated  buying  decision  Indirect  communication  technology.    Example:  use  of  peripheral  devices  in  everyday  form  factors  (such  as  table  surfaces  or  mirrors)  for  promotion  and  behavioral  change  Behavioral  analysis.    Example:  assessing  high   level  attitude  and  affect   features  out  of   sensory  signals,     that  can  influence  message  decision,  and  subsequently  assessing  message  effect    Multimodal  interaction.    Example:   make   use   of   appropriate   modalities   for   delivering   a   message   in   a   flexible  situation,  engage  in  an  interaction  recognizing  communicative  and  affective  expressions      Group  interfaces.        Example:   assessment   of   group   attitudes,   roles   and   behaviors   to   produce   coordinated  messages  to  group  members  in  a  common  situation,  like  a  car  trip  or  sitting  at  a  café  Natural  language  generation.    Example:    flexible  message  production,  taking  into  account  individual  characteristics  Natural  language  understanding.    Example:     understanding   their   persuasive   effect   and   spreading   potential   within   a  community.  Computational  humor.    Example:   dynamic   production   of   personalized   humorous   slogans.   Humor   is   a  fundamental   resource   in   advertising   (90%   of   ads   in   the   UK   include   some   form   of  humor)  Personality  and  user  modeling.    Example:   assessing   the   individual’s   personality   and   preferences   so   to   choose   the  appropriate  form  of  humorous  strategy      Effectiveness  evaluation  and  socio-­‐technological  studies.    Example:  techniques  for  evaluating  the  effect  of  individual  oriented  messages    Ethics.    Example:  define  appropriate  guidelines;  instill  in  intelligent  system  fundamental  ethical  metarules  they  will  respect  when  deciding  messages.  

 

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GOALS,  APPROACH  AND  TECHNOLOGY  

In   the   present   project   we   focus   mainly   on   what   was   called   the   peripheral   route   to  persuasion.    So  only  marginally  we  consider  persuasion  tools   like  argumentation;  they  are  the  object  of  other  substantial  studies  in  AI  and  several  important  groups  are  active  in  the  field.  

Very   rarely  has  human   change  been   formulated   as   an   explicit   goal   of   a   computer   system,  and   when   this   has   been   the   case   the   focus   has   been   quite   narrow   (e.g.,   recommender  systems),   targeting   specific   modifications   (e.g.,   purchase   inclination)   through   a   shallow  understanding  of   the  relevant  parameters  (social  and   individual  behaviors,  attitudes,  etc.).  Only   recently,   attempts   at   bringing   about   broader   modifications   of   people   attitudes   and  behaviors  have  been  pursued,  as  in  the  case  of  captology.    

Its   foundational   nature   resides   in   the   observation   that   the   capability   of   affecting   other  beings   is   foundational   for   autonomous   agents:   there   are   no   prospects   for   the   whole  endeavour   of   pervasive   and   ubiquitous   computing   unless   machines   are   made   capable   of  purposely  affecting  the  other  entities  living  in  their  environment—most  notably,  humans.  

Despite  some  initial  attempts,  computer-­‐induced  human  change  is  still  a  largely  unexplored  topic.   We   do   not   understand   much   of   the   cognitive   and   psycho-­‐social   conditions   under  which   it   can   take   place,   and  miss   appropriate   computing   and   interaction   paradigms   that  enable   systems   to   a)   sense   and   understand   human   behaviors   as   they   are   deployed   in  naturalistic   settings;   b)   reconstruct   the   attitudes,   motivations,   beliefs,   etc.,   that   underlie  them;  c)  deploy  actions  to  influence  and  change  behaviors  and  attitudes  in  accordance  with  the   system’s   goals   and  with   contextually-­‐determined   constraints;   d)   ensure   that   system’s  goals   and   actions   comply   with   generally   accepted   ethical   principles   concerning   human  empowerment  and  human  values  promotion.  

Our  attention  is  devoted  to  novel  scenarios  and  our  view  is  that  intelligent  technology  can  intervene       to  change  attitudes   in  ways   that  were  not  conceivable  before.    For   this,   rather  than  present  an  overarching  approach  we  shall  focus  on  some  specific,  appealing  issues.  

Activity   will   be   organized   upon   four   areas:   Persuasion   for   co-­‐located   Small   Groups  (including   behavior   analysis   and   modeling),   Persuasion   based   on   Natural   Language     -­‐  creative   production   of   persuasive   short   messages   and   defense   from   inappropriate  persuasive   messages,   Persuasion   through   awareness   and   collaborative   activity,   and  Computational  Ethics.      

Assessing  the  state  of  groups  or  individuals  and  in  general  modeling  them,  will  be  based  on  a)  inertial  features  like:  profile,  social  roles,  personality,  as  well  as  b)  dynamic  aspects  such  as  interests,  collaboration  and  participation.  

 

 

 

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1. BEHAVIOR-­‐BASED  PERSUASION  FOR  COLOCATED  SMALL  GROUPS  

This  activity  is  based  on  novel  ways  for  changing  the  attitudes,  beliefs  or  behavior  of  a  small  group  of  people.  It  is  based  on  three  main  components:  a)  observation  and  understanding  of  the  behavior  of  the  persons  in  the  group  and  of  the  group  dynamics  in  a  real  environment;  b)  appropriate  production  of   targeted  multimodal  messages  on  the  basis  of  reasoning  and  specific   persuasive   techniques;   c)   assessment   of   the   impact.   It   requires   sensory   system  infrastructure,   techniques   for  understanding  high   level   features  of   the  group  and   its  state,  study   of   appropriate   techniques   for   persuasive   output   in   context.   The   situation   can   be  mobile   or   stationary   and   output   devices   can   be   large   shared   displays   of   various   sorts,   or  coordinated   individual   devices.   The   specific   output   techniques   will   have   to   exploit  specifically  the  natural  group  dynamics  to  maximize  the  impact  of  the  message.    

A  first  example  we  have  developed  is  a  prototype  tabletop  application,  ideally  to  be  placed  in  the  museum  café.    The  table  is  instrumented  with  sensors  and  its  top  surface  is  used  as  a  medium  to  display  persuasive  messages  aimed  at  influencing  the  conversation  of  the  group,  after   the  visit   to   the  museum.  The  group's  behavior   is  monitored  and  reasoning  about   the  overall   conversation   configuration   and   the   visit   to   the   museum   permits   to   drive   the  system's  actions:  the  system  chooses  presentation  strategies  that  lead  to  specific  output  on  the  tabletop.    Applied   situations   that   can   benefit   from   this   include   everyday   life   scenarios,   such   as   the  café,  a  school  cafeteria  or  a  bus  stand  or  sitting  in  front  of  the  TV  set,  or  possibly  a  mobile  setting   like   a   family   out   for   shopping,   or   a   group   of   colleagues   at   a   trade   fair.     For   this  project,   we   will   evaluate   the   scenario   of   internal   communication   specifically   aimed   to  support  communities  of  practices  (see  below).    

The   goals   of   the   applications   can   be   divided   in   three   broad   areas:   informal  learning/edutainment,  advertising,  internal  corporate  communication.  

We  will   investigate,  prototype  and  validate  a  new  class  of  systems  aimed  at  purposely  but  implicitly  inducing  change  in  small  groups  of  users.  These  systems  will  

• understand   and   trace   social   dynamics   and   individual   traits   of   informal,   non   goal-­‐oriented  small  groups  (NoGoG);    • exploit   the   assessed   dynamic   state   of   the   group   to   plan   and   deploy   minimalist  strategies  using  evocative  means;    • enforce  indirect  interaction  modalities,  leaving  the  main  channel  to  direct  human-­‐to-­‐human  interaction;    • use   its   own   influence   capability   to   enforce   individual  and   societal   values,   this  way  paving  the  way  for  ethical  change  inducing  systems.    The  project  will  validate  and  concept-­‐prove  its  findings  in  a  few  scenarios,  incorporating  the  results   into   a   global   framework   that   integrates   theoretical   (psycho-­‐social),   technological,  and  ethical/legal  issues  bearing  on  the  computer  induced  change.  

The   novelty   of   the   proposal   is   its   original   mixture   of   topics   and   themes   (persuasive  technologies,  monitoring   and   understanding   of   people   behavior,   psycho-­‐social   theories   of  

 

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behavior   and   attitudes,   etc.)   and   to   their   application   to   a   brand   new   and   challenging  scenario.    

The   very   rough   and   coarse   grained   version   of   the  model   for   computer-­‐induced   change   is  depicted  in  figure  1  below.  

 

Fig. 1. Conceptual architecture (SPT= Self Perception Theory. TPB=Theory of Planned Behaviour)

The  influence  from  the  computer  flowing  towards  the  human(s)  is  the  product  of  a  number  of   computational   components   composing   this   kind   of   system,   which   are   built   upon   and  rooted  on  concepts  and  notions  from  social  and  cognitive  psychology.  

From   the   technological   point   of   view,   a   sensor  network   is   required   to   collect   information  about   the   environment   and  model   high   level   behavioral   traits,   as   described   above,   and   a  way   of   realizing   communicative   strategies.   For   the   former,   a   minimal   infrastructure  includes  environmental  sensors  (presence,  pressure,  etc.;  more  invasive,  wearable  sensors  may   be   considered   as   well),   cameras   to   detect   a   span   of   core   behaviors,   from   visual  attention   to   emotions;   and   possibly   speech   recognition   for   simple   topic   detection   or  restricted  dialogue  understanding.  For  what  concerns  the  communicative  strategies:  simple  visualizations   tools   (like   the   one   experimented   in   the   café   table)   may   work,   but   more  elaborated  techniques  for  natural  language  generation  (as  described  below)  would  increase  control  of  the  persuasive  effect;  other  modalities:  audio  (synthesized,  music,  environmental  audio,  lighting)  should  also  be  considered.  

Our  proposal  bears  some  affinity  with  concepts  underlying  peripheral  displays  (Weiser  and  Brown,  1996)  in  that  our  systems  are  not  meant  to  be  central  to  the  attention  of  the  group  and   people  may   look   at   the   interface   only   occasionally.   Peripheral   displays   are   normally  used  as  secondary  sources  of  information/stimuli,  distinct  from  the  user’s  primary  and  focal  one   (Matthews   et   al.,   2004);   they   often   have   a   passive   role,   just   aiming   at   making   users  aware  of  easily  graspable   information  such  as  weather  or  stock  graphics.   In  our  approach,  

TPBSPT

Interfaces and influence

deployment

Planning and scheduling

TPB, SPT,Petty’s and Cacioppo’s

peripheral route to attitude

Behaviour

Attitudes

Sensing the environment

Thin slicesZero acquaintance

Multimodal fusion Interpretation of social behaviour

 

  9  

however,  the  peripherality/centrality  of  the  display  is  something  that  is  manipulated  by  the  system   within   the   general   constraints   of   our   minimalist   approach:   depending   on   the  strategy  chosen  (e.g.,  the  peripheral  route),  the  display  remains  peripheral  until  the  system  decides   it   is   time   to   induce   a   change   and   raise   the   attention   of   the   group   towards   it.  According   to   the   minimalist   approach,   however,   even   in   this   case   the   amount   of   direct  engagement   with   the   system   will   be   minimal   and   interaction   with   it   will   still   remain   a  secondary  task  for  people  (the  primary  one  remaining  interaction  with  the  other  members  of   the  group).  We  refer   to   the  new  human-­‐computer   interaction  paradigm  embodying   the  minimalist  precepts  as  indirect  interaction.  

Another   specific   theme   is   concerned   with   mobility.   The   goal   is   still   influencing   a   small  group,  in  this  case  our  experience  and  current  goals  are  mostly  in  relation  to  an  initial  phase  of  a  visit  to  a  the  museum,  or  a  visit  to  a  specific  territory.  

Digital storytelling, which combines adaptivity with drama, offers the possibility of providing different viewpoints of a story at the same time for its members, and to adapt to the behavior of the group as a whole, rather than just individual behavior. In traditional theatre, as in most museums that adopt the drama genre, the audience identically observes the entire scene and together is exposed to the actors’ words, actions and emotions. There are also forms of modern theatre where different parts of the public are exposed to different portions of the scene (e.g., a visual barrier separating parts of the audience). With mobile devices this idea can be extended further: to adopt distinct narrations for different members of a small group while they are observing the same dramatic scene. By presenting group members with slightly different (either complementary or contrastive) versions of the same multimedia dramatic narrative, we believe they will notice that something is missing and then act on that fact by asking their fellow group members, actively leading to a more general conversation about elements of the museum or the territory. Our  overall  aim   is  not  only   to  provide  an  engaging  story  but  also   to   influence   individuals’  behavior,  their  attitude,  and  their  expectations  so  they  interact  more  with  other  members  of  the   group   (including   also   help   induce   emotions   in   human   participants).   The   ensuing  conversation  is  thus  inherent  in  the  nature  of  the  drama  experience  itself  and  the  entailed  engagement  of  participants  who  are  standing  in  front  of  actual  ancient  artifacts,  rather  than  being  due  to  some  external  goal  given  to  the  group,  like  a  treasure  hunt  or  a  puzzle.  

Our   group-­‐oriented   approach   integrates   group   behavior   sensors   into   a   coordinated  narrative   system   for   mobile   devices   based   on   specific   techniques   for   holding   narrative  tension,  in  an  instrumented  cultural  heritage  environment  such  as  a  museum.  The  primary  goals  for  our  system  are:  (1)  to  have  a  positive  effect  on  the  group  members’  view  of  their  museum  visit,  leading  to  a  memorable  group  cultural  experience,  and  (2)  to  have  an  impact  on  the  quality  and  quantity  of  conversation  during  the  visit.  It  is  taken  for  granted  that  the  latter   is   a   fundamental   aspect   of   a   successful   small   group   visit:   conversation   has   been  shown  by  [Leinhardt  and  Knutson  2004]  to  be  the  key  aspect  for  learning  in  the  museum.  

 

 

 

  10  

2. NATURAL   LANGUAGE-­‐BASED   PERSUASION:   PRODUCTION   OF  CREATIVE  MESSAGES  AND  DEFENSE  FROM  INAPPROPRIATE  PERSUASION    

 It  is  obvious  that  natural  language  communication  is  a  basic  resource  in  persuasion,  even  if  we   leave   aside   argumentation.   The   role   of   specific   lexical   items,   including   their   affective  traits,   the   role   of   evoking   expressions   and   the   effect   of   rhetorical   structures   is   only  beginning   to   be   studied   in   automatic   production   of   effective   messages   [a   survey   on  approaches  and  themes  regarding  verbal  persuasion  can  be  found  in    Guerini  et  al.,  2010].  Creative   language,   oriented   toward   getting   the   attention,   evoking   relevant   concepts   and  helping  memorization  is  a  very  powerful  means  for  influencing  attitude  and  behavior.  From  an  application  point  of  view  we  think  the  world  of  advertisement  has  a  great  potential   for  the  adoption  of  creative  persuasive   language.  And  of  course  advertisement  and  promotion  can  be  for  a  good  cause  and  for  social  values!  

For   instance,   as   things   are   now,   humanly   produced   humor   appears   widely   used   in  advertisement.   In   the  UK,   advertisements   are   based   on   humor   in   33%  of   all   cases   and   in  93%  of  those  cases  that  show  pertinence,  according  to  a  1998  survey  [Toncar  ,1998].  [Perry  et  al.,  1997]  has  shown  that  perception  of  humor  in  promotional  messages  produce  higher  attention   and   in   general   a   better   recall   than  non  humorous   advertisement   of   the  product  category,  of  the  specific  brand  and  of  the  advertisement  itself.    

A   said   in   the   introduction   to   the  project   the   future  will   probably   include   some   important  factors:   a)   reduction   in   time   to   market   and   extension   of   possible   occasions   for  advertisement;   b)  more   attention   to   the  wearing  out   of   the  message   and   for   the  need   for  planning   variants   and   connected   messages   across   time   and   space;   c)   contextual  personalization,   on   the   basis   of   audience   profile   and   perhaps   information   about   the  situation.   Leaving   alone   questions   of   privacy,   all   three   cases   call   for   a   strong   role   for  computer-­‐based  intelligent  technology  for  producing  novel  appropriate  advertisements.  

More  than  that:   if  advertisements  will  be  personalized,  also  creative   language  will  need  to  follow,  given  the  success   it  has  had   in  the  “pre-­‐technological"  world  of  advertisement  [see  for   instance   Testa,   2000].   For   instance   humor   is   appreciated   differently   by   different  individuals.   Personality   studies   regarding   this   specific   theme   give   important   indications  [see   Ruch,   2002].   So   computational   humor   generators  will   need   to   take   into   account   the  personality  of  the  receiver  and,  if  possible,  his  mood  and  situation  to  produce  well  received  expressions.  There  will   not  be   sufficient   creative  human  beings   -­‐   and   anyway   they  would  cost  too  much  -­‐  for  producing  all  the  necessary  quantity  of  creative  expressions  in  real  time.    For   one   of   the   few   initial   works   on   automated   humor   production,   see   [Stock   and  Strapparava  ,  2003].  

Two  technological  scenarios  will  be  at  the  focus  of  attention:    

a) Production  of  creative  messages  for  the  specific  user  state  and  context.  In  order  for  doing  that  specific   techniques  will  have  to  be  defined,  mostly  corpus  based.  Emphasis  will  be   put   on   automated   variation   and   creative   adaptation   of   existing   expressions.   The  main  aspects   that   will   characterize   this   part   of   the   project   are:   humor,   affect   and   pragmatic  aspects  of  language.  Personality  studies  will  also  be  taken  into  account.  

 

  11  

It  has  been  shown  that  variations  of  familiar  expressions  (quotations,  proverbs,  movie  titles  etc.)   is  particularly  well   suited   for  getting  across  an  evoking  message    provided   it   follows  the  aesthetic  principle  of    optimal  innovation  [Giora  2002].    For  this  reason,  an  advertising  message  must  be  original  but,  at  the  same  time,  connected  to  what  is  familiar.  Preliminary  work  has  also  shown  the  feasibility  of  an  approach  aiming  at  automatic  production  of  those  creative  variations  [see  Valitutti  et  al.  ,2008].  

 An   important  methodological   aspect   is   impact   evaluation,   which   for   general   assessments  can   exploit   the   web   (for   instance   through   crowdsourcing   [Mason   and   Suri   2011]   or  ecological  studies    [Guerini  et  al.,  2010]),  and  for  the  complementary  aspect  can  be  oriented  toward  assessing  the  impact  on  the  individual.      b)   Defense   from   subtle   persuasive   language   in   broadcast   messages,   including   social  networks,  web  advertising  and  specific   cases   such  as  political   speech.        This   latter   theme  will   become   very   important   for   the   progress   in   democracy   –   one   important   case   being  defending   the  audience   from  political  bias   in  news.     “Viral”  messages  have  become  a  very  important   factor   of   persuasion   and   are   currently   almost   entirely   out   of   control.   Current  approaches   tend   to   focus   only   on   the   social   aspect,   mostly   leaving   aside   contents   -­‐   and  especially  communication  means.  Study  will  be  oriented  both  at  automatically  detecting  the  use   of   specific   techniques   aimed   at   obtaining   a   persuasive   effect   through   the   net,   and   to  develop  defenses  against  subtle  persuasive  messages.  Though  different  in  scope,  reference  technology  include  the  work  developed  by  Koppel  et  al  [2009]  for  detecting  text  authorship,  and  by  Abbasi  and  Chen  [2005]  for  detecting  authorship  of  dangerous  messages.  Protection   is   also   needed   in   competitive   commercial   situations.   For   example   preventing  deceptive  consumer  reviews  on  sites   like   trip-­‐advisor   is   fundamental  both   for  consumers,  seeking   genuine   reviews,   and   for   the   reputation   of   the   site   itself.   Deceptive   consumer  reviews  are  fictitious  opinions  that  have  been  deliberately  written  to  sound  authentic.    An  interesting  example  of  technology  concerned  with  online  advertising  is  [Sculley  et  al  2011];  it   discusses   detecting   fraudulent   ads   in   the   interest   of   users,   of   service   providers   (e.g.  Google  Adwords  system)  and  other  advertisers.    

 

3. PERSUASION  AS  AN  EFFECT  OF  AWARENESS  AND  DISCUSSION  

This  part  will  deal  with  persuasion  as  an  effect  of  situation  awareness  and  discussion.  The  idea   is   that   the  characteristics  of   the  task,   the  affordances  of   the   interface,  and  the  overall  computer-­‐facilitated  human  activity  will  lead  to  a  change  in  attitude.  The  chosen  scenario  is  of  high  social   importance:  we  focus  on  conflicts.  So  called  intractable  conflicts  can  become  more  tractable  if  people  come  to  know  the  humanity  of  the  other  side.  A  common  approach  has   been   to   involve   participants   to   the   two   sides   of   the   conflict   in   producing   a   joint  narration.  Several  studies  have  shed  light  on  the  effectiveness  of  this  approach.    Technology  can  bring  in  a  very  important  contribution  and  actually  realize  on  a  large  scale  concepts  that  are   very   difficult   to   implement   without   it.   And   in   some   cases   it   may   even   enable   the  realization   of   specific   techniques   for   inducing   an   attitude   change   in   the   involved  participants,  altering  the  enmity  image  by  a  ‘colleague  identity’.  

The   subproject   builds   on   a   previous   experience   that   aimed   to   support   a   shift   to   a   more  

 

  12  

positive   attitude   toward   a   peer   from   another   culture   (Israeli-­‐Jewish   versus   Palestinian-­‐Arab)  via  a  technology  supported  joint  narration  task.  The  rationale  and  design  concepts  of  this  novel  co-­‐located  interface  for  conflict  reconciliation  emanated  from  conflict  escalation  and   de-­‐escalation   theory  with   a   particular   focus   on   the   need   for   visibility   and   the   notion  that  increased  awareness  enables  a  participant  to  deal  with  a  dyadic  cycle  of  conflict  related  actions  and   reactions   [Eisikovits   and  Winstok  2002].  We  aimed   to   channel   escalation  and  de-­‐escalation   dynamics   that   could   otherwise   lead   to   physical   aggression   into   a   process  wherein  both  parties  are  perceived  to  be  understanding  of  and  getting  closer  to  each  other..  We  hypothesized  and  eventually  had  experimental  confirmation  that  such  dynamics  could  eventually  lead  to  a  shift  in  attitude  or  to  reconciliation.  

The  current  subproject  project  has  the  ambition  of  producing  something  practical  that  will  have   a   social   impact   and     will   also   include   a   business   prospect.     The   first   target   area   of  conflict   is   the   conflict   between   Israelis   and   the   Palestinians   and   the   suggested   model   is  applicable  to  many  other  conflict  areas.  

We  aim  at  developing  a  new  system  whose  main  characteristics  are:  

• It  will  provide  two  groups  in  a  situation  of  conflict  with  the  possibility  of  developing  jointly   a   good   quality   multimedia   product.   It   is   meant   that   the   multimedia   product   is  concerned  with  narration,  documentation  or  otherwise  inspired  by  the  conflict  reality.  • The   two   groups   will   be   remote,   possibly   across   the   border.   The   technology   will  guarantee   “presence”   of   the   other   group.   Recognition   of   aspects   of   the   behavior   and  expression  of  the  other  group  and  aids  for  the  interpretation  will  be  continuously  granted.  

 

 

4.  COMPUTATIONAL  ETHICS  

The   theme   of   ethical   behavior   in   automated   systems   is   novel   as   a   serious   general  challenge.  For  several  years  now  there  has  been  attention  to  issues  of  privacy  for  computer  systems,  but  privacy,  albeit  very  important  in  our  society,  is  a  rather  narrow  theme  and  in  practice   it   is   mostly   approached   with   the   focus   on   the   designer   and   without   necessarily  connecting   it   to   the   autonomous   behavior   of   the   system.   Our  main   objective   is   to   try   to  define   a   reasonable   approach   to   ethics   in   autonomous   artificial   agents,  with   focus   on   the  case   of   communication   and   in   particular   on   persuasion,   and   propose   a   set   of   abstract  principles.    

We  believe  the  best  starting  point  is    in  the  recent  cognitive-­‐philosophical  literature  [see  for  instance  Nichols   and  Mallon  2006,  Dwyer   et   al   2010].  No  ultimate  word  was  pronounced  but  what  appears  is  that  different  components  intervene  in  our  judgment  about  the  ethical  standing  of  an  action.  For  instance  experiments  with  moral  dilemmas  have  shown  there  is  a  role  for  utilitarian,  deontic  and  emotion-­‐based  decision-­‐making.  Some  limited  attempts  have  also   been   made   to   reproduce   moral   decision   making   computationally   [for   instance  Dehghani  et  al  2008].  

 

  13  

Of  course   there   is  a   lot  of  sensitivity  when  we  talk  about  persuasion  by  a  machine   -­‐  and  rightly   so.   Actually   it   is   quite   peculiar   that   in   our   society   there   is   not   the   same   attention  when  we  consider  human  produced  persuasion,  as  for  instance  in  politics  or  advertisement.  From   a   pragmatic   point   of   view,   one   can   also   observe   how   for   instance   the   car   industry  developed  without  thinking  of  the  environmental  impact,  and  now  painfully  has  to  come  to  terms   with   this   fact.   Intelligent   persuasive   technologies   should   be   aware   of   those  considerations.   Therefore   it   is   good   to   take   the   initiative   and   being   at   the   forefront   of  research  aiming  at  endowing  computers  of  an  ethical  sense  [initial  work  in  this  direction  in  Stock  and  Guerini  in  press].      

In   the   long   run  we   aim  at   building   a   persuasive   system  able   to  decide   the  morality   of   a  persuasion  action  of  its  own  in  a  given  context.  

 

   

 

  14  

 

OPERATIONS  

 

1  A.  COFFEE  MACHINE  IN  FBK  

The  importance  of  internal  communication  is  today  widely  recognized  [Dawkins,  2004]:  in  particular   for  the  knowledge  and  creative   industry,  an  understanding  by  the  employees  of  the  mission  and  whole  culture  of  the  enterprise  is  crucial  to  improve  job  satisfaction.  Most  often,   this   kind   of   knowledge   though   is   not   communicated   by   the   traditional   internal  communication  means  (newsletter,  internal  TV,  but  also  more  recently  web  sites,  corporate  blogs  etc.)  but   rather   in   the  context  of   informal  gatherings  by  spontaneous  aggregation  of  communities  of  practices  [Wegner,  1998;  Wegner  et  al.  2002]  -­‐  groups  of  people  that  share  the  same  competencies  or  backgrounds  but  without   formal  work  relations.   In  this  project,  we  will  merge  a  newsticker  media   (a  public  display  presenting   information  related   to   the  internal   life   of   the   company)   placed   in   a   place   of   informal   gathering   (like   the   coffee  machine)   together   with   persuasive   technology   to   affect   group   behavior.   The   aim   of   the  system  is  to  put  in  place  persuasive  communication  strategies  to  maximize  the  information  shared  among  the  individuals  around  the  place:  different  strategies  will  consider  how  much  the   individuals  are  connected  (for  example  by   looking  at   the  patterns  of   their  emails)  and  how  they  are  interacting  the  contextual  situation  (who  is  talking  to  whom).    

 

 

 

 

  15  

One  attractive  aspect  of   this  scenario   is   the  possibility  of  experimenting   in  FBK  which  can  become  a  sort  of   living   lab   for  possible   future   involvement  of  companies   interested   in   the  experimentation   or   in   exploitation.   Of   course,  we   expect   that   the   core   technology  will   be  portable  in  several  domains.  The  system  will  be  based  and  it  will  progress  on  the  results  of  the  café  table  experience  e  (Zancanaro  et  al  2011).  The  new  scenario  will  be  possibly  more  attractive   for   future   business   opportunities   and   it   will   be   easier   to   organized   long-­‐term  evaluations;  also,  it  is  recurrent,  people  tend  go  back  every  day  to  the  same  site,  often  in  the  same  group  configuration.  The  system  can  exploit  that  and  intervene  taking  into  account  the  progress  of  the  group  interaction.  

 

MILESTONES  FOR  THE  FIRST  YEAR  

During  the  first  year  of  the  project,  an  initial  prototype  will  be  developed  starting  from  the  basic   components   already   developed   for   the   café   table   prototype.   The  museum   cafeteria  scenario  will  be  considered  as  a  joint  endeavor  with  a  project  together  with  MUSE.  

• M2:   initial   design   of   the   concept   :   specification   of   sensors   architecture   (including  visual  and  acoustical  analysis  of  the  environment)  and  definition  of  the  main  communicative  strategies  to  be  implemented;  • M6:  integration  of  the  newsticker  architecture  and  content  • M6:    integration  of  sensors  and  first  prototype;  • M7   –   M10:   data   collection   for   sensing   and   behavior   analysis;   implementation   of  communicative  strategies.  • M11:  first  prototype  developed  and  tested  in  FBK  for  the  first  year  

 

 

 

1  B.  MOBILE  SMALL  GROUP-­‐ORIENTED  PERSUASION    

Narrative   Persuasion   is   an   alternate   method   for   persuasion   that   employs   emotional  techniques   for   convincing   people   as   opposed   to   traditional   rational   approaches   such   as  structured  argumentation   [Strothmann,  2009].     It   uses   the   characters   and  actions   in  brief  stories  [de  Graaf  et  al.,  2011]  to  indirectly  present  arguments  in  a  familiar  way  to  readers  or  listeners,  and  by  forging  identity  relationships  between  the  user  and  the  drama's  characters.    Empathetic   reaction   to   those   characters   and   the   situations   they   find   themsleves   in   are  believed  by  communication  and  social  scientists  to  both  augment  the  impact  of  a  persuasive  message  and  suppress  adverse  reactions  [Slater  and  Rouner,  2002].  

In   this  project  we  will  develop  a  mobile  application   for   small  groups,  based  on  behavior  assessment   and   co-­‐ordinated   system   actions   across   multiple   devices,   where   persuasive  content  is  delivered  in  the  form  of  short  narrated  dramas  [Yale,  2011].  We  shall  start  from  

 

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the  work  we  developed  for  mobile  co-­‐ordinated  dramatic  presentations  for  small  groups  of  museum   visitors   (see   for   instance   [Callaway   et   al.   2011]).   This   work   is   inspired   by   the  concept   of   mobile   urban   drama,   and   introduces   sophisticated   technology   based   on  smartphones  and  sensors  embedded  in  the  environment.  

In   recent   activity   we   have   begun   experimenting   with   flexible   techniques   that   induce   a  desired  behavior  in  the  group  during  a  museum  visit.  We  intend  to  develop  this  concept  into  something  more   flexible,  potentially   in   the  MUSE  setting,   in   tourism  (e.g.   a   location-­‐based  recommendation  system),  or   in  a   socially  oriented     scenario,   for   instance  with   the  goal  of  having   people   discuss   a   social   situation   (a   small   group   visit   to   a   city   quarter)   or   in   a  commercial  scenario  (e.g.  small  group  shopping).  

For  instance  in  the  city  quarter  scenario,  a  small  group  of  friends  would  visit  a  part  of  the  city  of  Trento  different  from  their  own,  and  a  persuasive  audio  drama  would  be  presented  piece   by   piece   as   they   walked   together   within   that   area.   Each   would   receive   a   slightly  different  narrative  about  current  societal   issues  in  that  area,  and  they  would  be  invited  by  characters   in   the  drama  to  compare  those   issues  with  current   issues  where  they   live  (e.g.,  trash  disposal,   traffic,  or  school  safety).    This   type  of  scenario  would   involve  a  wide-­‐array  localization  system  such  as  GPS,  and  with  5  separate  dramas  would  last  around  30  minutes.  

In  the  tourism  scenario,  a  small  group  of  friends  would  walk  around  Trento's  historic  city  center.    Upon  reaching  a  point  of  interest,  they  would  hear  a  drama  that  is  written  around  both   historic   and   modern   themes   of   the   place   where   they   are   currently   standing.     Each  person  would  also  hear  a  second  part  that  was  different  than  what  the  others  heard,  e.g.  one  might   hear   about   options   for   eating   lunch,   another   about   nearby   shopping,   and   a   third  about   a   famous   person   who   had   lived   nearby.     This   would   merge   interesting   touristic  information  with  more   pragmatic   “what   do  we   do   now”   questions,   providing   both   useful  and  thought-­‐provoking  themes  for  group  discussion.  

Each   of   these   scenarios   would   require   research   in   the   following   areas:   intelligent  adaptivity   for   persuasion   via   dynamic   presentations,   context,   user   and   group   modelling  especially   over   a   series   of   interactions,   behavior   analysis   and   decision-­‐making   from  streaming  group-­‐based  sensor  data,  utilizing  information  from  mobile  versus  fixed  sensors,  and   seamless   movement   between   sensor   environments   (e.g.   from   a   building   into   a   city  street).  

It  is  meant  that  the  mobile  persuasion  part  will    potentially  involve  Telecom  Italia  and  its  project  WantEAT.  

 

MILESTONES  

During  the  first  year  of  the  project,  an  initial  prototype  will  be  developed  starting  from  the  basic  components  already  developed  for  the  group  smartphone  prototype.  

M3:    Initial  design  of  the  concept  M6:    Completion  of    mobile  corpus  acquisition  M12:    Completion  of  initial  prototype  

 

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2A.  INDIVIDUAL  ORIENTED  PERSUASION  BASED  ON  CREATIVE  TEXT  VARIATION  

This  work  will  include:    

a)   Techniques   that   rely   on   extraction   and   modification   (e.g.   affective   loading),   for  advertising   concepts,   products,  museum   exhibits   and   so   on.   The   rationale   is   given   by   the  assumption  that  emotionally   loaded  messages  get  the  focus  on  the  object  more  easily  than  un-­‐loaded  ones.  Persuasive  messages  have  the  ability  to  foster  the  attention  of  the  recipient,  and  possibly,  the  level  of  his/her  emotional  arousal.  In  this  sense  attention  is  influenced  by  the   positive   (or   negative)   attitudes   toward   the   object   being   advertised.   Starting   point   for  this  work   is   Valentino,   a   tool   for   valence   shifting   of   natural   language   texts   [Guerini   et   al,  2011].   Valentino   can   modify   existing   textual   expressions   towards   more   positively   or  negatively  valenced  versions.  

b)  Automatic  production  of  creative  variations  of   familiar  expressions  (such  as  proverbs,  movie  titles,  news  headlines,  etc…),  possibly  humorous  and  taking  into  account  the  affective  content   of   the   produced   text.   The   rationale   is   based   on   playing   with   existing   linguistic  material   and   producing   novel   expressions   that   catch   the   attention   of   the   audience,  guarantee   memorization   and   of   course   hint   to   the   product   or   concept   that   the   message  wants  to  promote.  We  want  our  approach  to  be  adaptive,  so  it  is  fundamentally  not  based  on  lexical   or   other   knowledge   bases.   Rather,   it   is   corpus-­‐based   and   exploits   basic   learning  techniques  at  various  levels.    

c)  personalization  and  contextualization,  for  the  individual  in  a  given  situation.  

The  expected   result   is   a   system   for   contextual   individual  oriented  persuasion,     based  on    variation  of  familiar  expressions.      

The  main  steps  required  are:    

1)   introduction   of     a   sophisticated   system   for   deciding   lexical   variations,   learning  automatically  from  a  large  corpus;    

2)  some  level  of  functional  and  rhetorical  analysis    

3)  evaluation  of  techniques  (incremental);    

4)  introduction  of  a  user  personality  and  context  model  so  to  adapt  the  system  to  the  user  situation  and  taste;    

5)  an  implementation  in  a  mobile  setting  (to  be  decided)    

6)  evaluation.    

 

 

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Evaluation  experiments  and  persuasion  metrics.  In  close  interaction  with  the  previous  point,  evaluation  experiments  and  methodologies  must  be  defined  in  order  to  assess  the  effects  of  persuasive  messages  on  users.  We  want  to   focus  on  novel  “cheap  and  fast”  approaches  for  evaluating:    a. Output  quality.  In  case  a  persuasive  message  is  automatically  produce  the  first  step  is  the  evaluation  of  the  output  quality  (e.g.  grammatical  and  affective  consistency).  We  plan  to  use  Mechanical  Turk,  to  test  different  NLP  metrics  on  different  specialized  datasets  (to  be  built)  to  evaluate  Valentino  output  quality.      b. Persuasive   impact.  We  want   to   refine   the  methodology   presented   in   [Guerini   et   al  2010]   by   conducting   a   large   scale   campaign   on   persuasive   messages.   Some   of   these  messages  will  be  Valentino  outputs.          The  output  will  be  (i)  two  experimental  design  models  for  evaluating  text  quality  and  text  impact  (ii)  a  series  of  evaluation  experiments  to  test  the  feasibility  of  the  approaches  and  to  validate  Valentino  output.      

   

MILESTONES  

M  6  system  for  lexical  variations  

M  16    system  with  sentence  level  variations  

M  12  conclusion      of  AdWords  experiments  

M  12  definition  of  applied  scenario  

M  18  user  and  context  model    

M  21  conclusion  of    Woz  studies  for  adaptive  scenario  

M  27  mobile    implementation  

M  30  conclusion  of    evaluation  

 

2B.      DEFENSE  FROM  INAPPROPRIATE    PERSUASION  ATTEMPTS  

This   part   aims   at   providing   tools   for   defense   from   inappropriate   (hidden)   persuasive  linguistic   communication,   mainly   in   broadcast   messages,   and   in   social   networks.   “Viral”  messages  have  become  a  very  important  factor  of  persuasion.  Differently  from  most  current  approaches,   which   tend   to   focus   only   on   the   social   aspect,   here   the   focus   is   on   the  investigation   of   language   impact   in   social   networks,   and   in   other   forms   of   potentially  persuasive  communication.      The  main  themes  are:    

 

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1. Predictability   of   hidden   persuasive   and   virality   effects   that   texts   can   have.   E.g.  predicting   phenomena   such   as:   white   and   black     buzz,   controversial   issues,   raising  discussion.    

 Results  will  be:  

a A   model   of   several   persuasive   phenomena   included   under   the   generic   term   of  “virality”.  b A  collection  of  resources  .  c Algorithms   to   be   used   in   user   defense   against   subtle   persuasive   messages   (e.g.   a  prototype   that  makes   the   user   aware   of   the   persuasive   dynamics   underlying   the   content  being  visualized).    d Algorithms  to  be  used  in  applied  scenarios  such  as  Buzz  prediction.   In  our  view  the  prediction  of  viral  phenomena  can  help  Marketing  Companies,  by  improving  efficiency  and  reaction  times  in  their  activity  such  as,  for  example,  Brand  Protection.  Up  to  now,  only  Buzz  monitoring  activities  are  implemented;  they  can  just  recognize  viral  phenomena  that  already  took  place  (e.g.   identifying  positive  and  negative  customer  comments),  rather  than  predict  them.    2. Political  Communication  analysis.  Work  will  start  from  the  exploitation  of      CORPS  (a  CORpus  of  tagged  Political  Speeches)    and  integrate  it  with  a  number  of  analysis  tools,  in  line  with   the   previous   1,   so   to     yield   tools   for   detecting   techniques   adopted   for   subtly   and  possibly  inappropriately  influencing  the  audience  in  political  communication.    Analysis   of   online     comments   on   socio-­‐political   decision   making   and   prediction   of   their  persuasive  impact  will  be  investigated  as  well.        MILESTONES  M12  Metrics  definition  for  virality  and  hidden  persuasion  

M24  Experimentation  results  of    detection  and  prediction  techniques  

 

   

 

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3A.  NEW  NARRATIVE  NEGOTIATION  AND  RECONCILIATION  TABLE  

A    technology-­‐based  negotiation    and  collaboration  environment    will  provide  the  means  for  working   together   and   foster   the  mutual   understanding   and   eventually   a   positive   attitude.    This  technology  will  support  two  small  groups  from  the  two  sides  of  the  conflict  in  working  out  the  task  (multimedia  production)  and  overcoming  their  disagreement  in  a  constructive  way.    

It  will  mainly  consist  of  a  shared  interface  for  working  together  both  in  a  co-­‐located  setting  (for   the     intra-­‐group  communication)  and  remotely  (for   inter-­‐group  communication).    The  two   teams  work   together   on   the   same   interface  while   the   interface   is   divided   in   the   two  sides   of   a   “remotely”   connected   table.   The   two   physical   tables   located   in   different   places  (and   connected   through   an   internet   connection)   are   programmed   to   act   as   a   single   table.    The   setting  will   allow     visual  objects   to  be  moved   from  one   table   to   the  other  by  pushing  them  out  of  the  border  of  one  table  while  appearing  from  the  border  on  the  other  table.  This  possibility,  together    with  a  video-­‐communication  link,  will  allow  the  two  team  to  have  face  to  face  meetings  even  if  remotely  placed.  

Expected  results:  

Social  impact:  we  expect  the  project  to  lead  to  a  real  system  to  be  used  jointly  for  instance  by  Palestinian  and  Jewish  Israeli  schools,  or   in  other  situations  of   informal   learning  and  to  contribute  to  an  attitude  change.  We  intend  the  project  to  be  very  visible  and  to  show  how  technology  can  help  in  a  situation  of  conflict.  

As  for  the  direct  results  of  the  use  of  the  technology,  high  quality  and  original  videos  will  be  produced  and  published  (YouTube,  film  festivals  etc.)  that  were  created  by  two  groups  of  people  with  different  narratives  and  point  of  views.  Material  from  the  sessions  will  be  at  the  basis  of  novel  social  research.  

 

MILESTONES:  

April  2012:  initial  design  and  detailed  workplan  

November   2012:   design   and   implementation   of   the   graphical   interface   and   the   backend  system  to  edit  and  store  videos  (release  0)  

December  2012-­‐June  2013:  user  studies  in  Israel  

 

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4A.  COMPUTATIONAL    ETHICS  

We   propose   a   cognitive   approach,   specific   for   the   case   of   persuasion.   In   the   persuasion  case  the  situation  is  more  complex  than  in  the  general  case  of  assessing  the  moral  status  of  an   action,   because   of   the   involvement   of   two   agents   and   two   different   acts   (if   we   mean  persuasion  to  act)  -­‐  one  communicative  act  by  the  persuader  and  one  act  by  the  persuadee.  

A   series   of   experiments   will   be   conducted   with   humans,   to   assess   the   natural   ethical  attitude  when  persuasion  is  concerned.    The  goal  is  of  determining  the  appropriate  ethical  behavior   of   an   autonomous   persuasive   system,   so   that   it   can   take   decisions   in   different  situations.  

Following   the  experimental   studies   a  model  will   then  be  established  as   a   reference.  The  model  will  serve  as  a  reference  for  subsequently  implementing  a  prototype  of  a  system  able  to  take  decisions  on  a  course  of  action  on  the  basis  of  moral  considerations.  

 

MILESTONES  for  first  18  months  

 M  10  results  of  experiments  submitted  for  publication  

M  18  Model  definition  

 

 

   

 

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REFERENCES  

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Callaway,   C.   ,     Stock,   O.,     Dekoven,   E.,   Noy,     K.   ,   Citron,   Y.   &   Dobrin,   Y.   Mobile   Drama   in   an  Instrumented  Museum:   Inducing   Group   Conversation   via   Coordinated  Narratives.   Proceedings   of    IUI-­‐2011,  International  Conference  on  Intelligent  User  Interfaces,  Palo  Alto,  2011    

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Dehghani   M,   Tomai   E,   Forbus   K,   Klenk   M   (2008)   An   integrated   reasoning   approach   to   moral  decision-­‐making.  In:  Proceedings  of  the  23rd  National  Conference  on  Artificial  Intelligence  -­‐  Volume  3,  AAAI  Press,  pp  1280–1286  

de  Graaf,  A.  Hoeken,  H.,   Sanders,   J.   and  Beentjes,  W.   J.   Identification  as  a  Mechanism  of  Narrative  Persuasion.  Communication  Research,  2011  

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Fogg,  B.  J.,  &  Eckles,  D.  (Eds.).  Mobile  Persuasion:  20  Perspectives  on  the  Future  of  Behavior  Change.  Stanford,  California:  Stanford  Captology  Media,  2007.  

Giora,   R.   On  Our  Mind:   Salience,   Context   and   Figurative   Language.   Oxford   University   Press,   New  York,  2003.  

Guerini,   M.,Strapparava,   C.     &     Stock,   O.     Evaluation   Metrics   for   Persuasive   NLP   with   Google  AdWords.   Proceedings   of   LREC-­‐2010   Seventh   Language   Resources   and   Evaluation   Conference,    Malta,  2010  

Guerini  M.,  Stock  O.,  Zancanaro  M.,  O'Keefe  D.J.,  Mazzotta  I.,  de  Rosis  F.,  Poggi  I.,  Lim  M.  Y.  &  Aylett  R.  Approaches   to   Verbal   Persuasion   in   Intelligent   User   Interfaces.   In   P.   Petta,   R.   Cowie   and   C.  Pelachaud   (eds.)   The   HUMAINE   Handbook   on   Emotion-­‐Oriented   Systems   Technologies.   Springer  2011.  

Guerini  M.,   Strapparava  C.  &  Stock  O.   Slanting  Existing  Text  with  Valentino.   in  Proceedings  of   IUI  2011  

 

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