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Virtual Agents for Professional Social Skills Training: An Overview of the State-of-the-Art

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Abstract

Training of interpersonal communication skills is typically done using role play, by practising relevant scenarios with the help of professional actors. However, as a result of the rapid developments in human-computer interaction, there has been an increasing interest in the use of computers for training of social and communicative skills. This type of training offers opportunities to complement traditional training methods with a novel paradigm that is more scalable and cost-effective. The main idea of such applications is that of a simulated conversation between a human trainee and a virtual agent. By developing the system in such a way that the communicative behaviour of the human has a direct impact on the behaviour of the virtual agent, an interactive learning experience is created. In this article, we review the current state-of-the-art in virtual agents for social skills training. We provide an overview of existing applications, and discuss various properties of these applications.

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... Several surveys have explored training systems, including for virtual patients (Battegazzorre, Bottino, and Lamberti 2020) and those utilizing virtual reality (Zahabi and Abdul Razak 2020). The closest to our work is by Bosman, Bosse and Formolo (2018), where they explored 12 agent-based training systems, including those with changing states, and analysed them across six dimensions (e.g. internal reasoning and feedback). ...
... Although our objective was not to conduct a systematic literature review, we defined the architecture and the characteristics by examining a wide range of literature on agent-based training systems and conversational agents in general. To extract recent examples of such systems, we used different sources: (1) by searching for keywords, such as: 'training system', 'social skills', 'agent', and 'virtual agent', on Google Scholar and Google, (2) by looking at systems mentioned in three literature reviews on social skills training that fits within our scope (Battegazzorre, Bottino, and Lamberti 2020;Bosman, Bosse and Formolo 2018;Ding 2020), (3) by extracting relevant papers published in the Interactive Virtual Agents conference (IVA) between 2019-2022, a period chosen to include also the latest research published after these three literature reviews mentioned, and (4) by looking at reverse citations, where literature references were screened when deemed relevant. The included systems also had to fit within the scope of our architecture, i.e. training individuals in social skills through communicating with an agent. ...
... For example, to train student doctors in asking specific appropriate questions and collecting information for diagnosing (Shah et al. 2012). However, such dialogues are experienced as being static and inflexible (Bosman, Bosse and Formolo 2018). Therefore, some proposals have been made to tackle this. ...
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Agent-based training systems can enhance people's social skills. The effective development of these systems needs a comprehensive architecture that outlines their components and relationships. Such an architecture can pinpoint improvement areas and future outlooks. This paper presents ARTES: a general architecture illustrating how components of agent-based social training systems work together. We studied existing systems and architectures for training and tutoring to design ARTES and identify its essential components and interaction characteristics. ARTES comprises two core components: the agent simulation of social situations, and educational elements to provide guided learning. We link ARTES's crucial components to four primary learning theories (behaviourism, cognitivism, social cognitive theory, and constructivism) to illustrate the role of agent simulation and tutoring elements in establishing desired learning outcomes. Furthermore, we map ARTES's components against eight architectures, 43 systems and three tools to indicate the components' relevance, completeness, generalisation, and deployment potential across contexts. In addition to ARTES, the paper also contributes by identifying future improvements and research directions, such as the agent's thinking, tutoring methods, knowledge transfer, and ethical implications. We believe ARTES can help bridge the gap between virtual human simulations and impactful educational learning, offering training system developers desirable features like understandability and adaptability.
... Second, to be taken seriously, the development of the activities could require both specialist knowledge and professional actors' involvement. Lastly, roleplaying can also be threatening to the people who do not feel comfortable talking in the presence of others (Van Ments, 1989;Sogunro, 2004;Bosman et al., 2019). In response, the rapid technological advances with virtual agents in computergenerated environments offer an opportunity to complement and support traditional training delivery methods with a practical and cost-effective approach (Guadagno et al., 2007;Kim K. et al., 2018;Bosman et al., 2019). ...
... Lastly, roleplaying can also be threatening to the people who do not feel comfortable talking in the presence of others (Van Ments, 1989;Sogunro, 2004;Bosman et al., 2019). In response, the rapid technological advances with virtual agents in computergenerated environments offer an opportunity to complement and support traditional training delivery methods with a practical and cost-effective approach (Guadagno et al., 2007;Kim K. et al., 2018;Bosman et al., 2019). Based on these observations, we consider that an effective leadership training solution should provide continuous practice while interacting with others, similar to the traditional role-playing, but with improvements able to overcome current limitations. ...
... During the early 1980s, short movies displaying high-quality animations involving realistic VHs (e.g., The Juggler from Adam Powers and Sexy Robot from Robert Abel; Magnenat-Thalmann and Thalmann, 2005) began to appear. Since then, computer graphics has increasingly evolved in computational speed and control methods, allowing the rendering of three-dimensional (3D) VHs much faster, with realistic graphics, and also suitable for real interactive applications (Badler, 1997;Waltemate et al., 2018;Bosman et al., 2019). ...
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This article reports on a study to evaluate the effectiveness of virtual human (VH) role-players as leadership training tools within two computer-generated environments, virtual reality (VR) and mixed reality (MR), compared to a traditional training method, real human (RH) role-players in a real-world (RW) environment. We developed an experimental training platform to assess the three conditions: RH role-players in RW (RH-RW), VH role-players in VR (VH-VR), and VH role-players in MR (VH-MR), during two practice-type opportunities, namely pre-session and post-session. We conducted a user study where 30 participants played the role of leaders in interacting with either RHs or VHs before and after receiving a leadership training session. We then investigated (1) if VH role-players were as effective as RH role-players during pre- and post-sessions, and (2) the impact that the human-type (RH, VH) in conjunction with the environment-type (RW, VR, MR) had on the outcomes. We also collected user reactions and learning data from the overall training experience. The results showed a regular increase in performance from pre- to post-sessions in all three conditions. However, we did not find a significant difference between VHs and RHs. Interestingly, the VH-MR condition had a more significant influence on performance and task engagement compared to the VH-VR and RH-RW conditions. Based on our findings, we conclude that VH role-players can be as effective as RH role-players to support the practice of leadership skills, where VH-MR could be the best method due to its effectiveness.
... Another two emerging trends are the use of agents as companions (e.g., as therapy partners) and the modeling of agent personality and empathy. Other articles focused on IVAs in a certain domain, for example, for education and training [300], professional skills training [42], or healthcare [225]. Some reviews specifcally address empathy [270] or the nonverbal behavior [30] of agents. ...
... Although some of the above-mentioned trainings are virtual, there are no examples mentioned yet of training programs for assertiveness with a virtual agent. However, virtual agents, sometimes in combination with virtual reality devices, are used for many different types of training programs, among which are social skills [36,37]. An example is the automated social skills trainer (ASST) [38], a training in which human-agent interaction takes place via user speech and language interaction. ...
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Doorstep scams, scams in which con artists tell convincing but fraudulent stories in order to enter the house of a victim and/or steal personal belongings or information, have a high impact on victims. These victims are often elderly people. Existing campaigns mostly focus on the behavioural aspects that help to prevent a doorstep scam from happening, but verbal skills also contribute to the resilience of possible victims. In this research, a serious game is designed and evaluated for this purpose. The results of the evaluation are positive. The serious game is specifically seen as a valuable addition to existing training meetings.
... Medeiros et al. [47] designed a chatbot that can reduce stress. Bosman et al. [48] summarized the virtual agents of professional social skills training in recent technologies. Formolo et al. [49] obtained interpersonal posture by extracting information from human voice signals. ...
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Simulation emergency evacuation is an important part in the field of safety engineering, affective computing plays a vital role in the popularization of artificial intelligence, computer simulation and human-computer interaction. Inspired by this field, this paper proposes a method for simulating group interactions during emergency evacuation. First, each individual is assigned with dynamic survival needs and psychological quality based on urgent event and the external influence. Second, the emotional interaction of the group is realized based on OCEAN (Openness, Conscientiousness, Extroversion, Agreeableness, Neuroticism) personality trait and the improved CA-SIRS (Cellular Automaton-Susceptible Infected Recovered Susceptible) model. Third, after the perception of the external environment changes, the accident experience and panic level are used as factors of emotion update. At last, the environmental familiarity and nearby flow factors are introduced to path planning process. Based on emotion contagion, this method explores individual’s emotional changes in different scenarios and situations. Combined with personality traits and emotional contagion, the experimental results show that the proposed method can simulate dynamic emotional changes in emergency situations in both efficient and reasonable way and provide guidance for emergency evacuation.
... For example, Tanaka et al. [4] used virtual agents to assess listening skills and Jones et al. [5] used them for expressing social attitudes. See [6] for an overview interactive agents dedicated to social training. Theoretical background work involving small group formations, including the definition of F-formations, o-spaces and personal spaces [7], [8] is a basis for designing the social demonstrator and have been used to model and study group joining and leaving behavior [9]. ...
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