Tony Veale’s research while affiliated with University College Dublin and other places

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Publications (200)


“Somewhere along your pedigree, a bitch got over the wall!” A proposal of implicitly offensive language typology
  • Article

December 2023

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43 Reads

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1 Citation

Lodz Papers in Pragmatics

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Tony Veale

The automatic detection of implicitly offensive language is a challenge for NLP, as such language is subtle, contextual, and plausibly deniable, but it is becoming increasingly important with the wider use of large language models to generate human-quality texts. This study argues that current difficulties in detecting implicit offence are exacerbated by multiple factors: (a) inadequate definitions of implicit and explicit offense; (b) an insufficient typology of implicit offence; and (c) a dearth of detailed analysis of implicitly offensive linguistic data. In this study, based on a qualitative analysis of an implicitly offensive dataset, a new typology of implicitly offensive language is proposed along with a detailed, example-led account of the new typology, an operational definition of implicitly offensive language, and a thorough analysis of the role of figurative language and humour in each type. Our analyses identify three main issues with previous datasets and typologies used in NLP approaches: (a) conflating content and form in the annotation; (b) treating figurativeness, particularly metaphor, as the main device of implicitness, while ignoring its equally important role in the explicit offence; and (c) an over-focus on form-specific datasets (e.g. focusing only on offensive comparisons), which fails to reflect the full complexity of offensive language use.


Great Expectations and EPIC Fails: A Computational Perspective on Irony and Sarcasm

December 2023

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5 Reads

The Cambridge Handbook of Irony and Thought offers the first comprehensive collection of chapters in multidisciplinary irony scholarship. These chapters explore the significance of irony, both verbal and situational, in language, thought, human action, and artistic expression. They cover five main themes: the scope of irony in human experience; irony's impact (both personal and in social life); irony in linguistic communication; irony and affect, and irony in expressive contexts. Contributions come from a wide range of academic disciplines, including psychology, linguistics, philosophy, literature, computer science, film and media studies, and music, making this a truly cross-disciplinary collection of benefit to a wide range of students and researchers.



FIGURE 4 | Depending on the narrative context, the action A insult B can cause B to feel "insulted" (C(x)1E(x)) or to feel "attacked" (C(x)1E(x)). B's emotional response will then dictate the actor's physical reaction on stage.
FIGURE 5 | Selective projection in a situation in which an insult is interpreted as an attack. Situational relevance is determined by the emotional valence of the current action. Figure based on context-dependent blending theory by Brandt and Brandt (2005), and adapted from Li et al. (2012).
Examples of gestures: Iconic, Deictic, Metaphoric, Cohesive and Beats by a robot. Each gesture is ascribed a general property, along with its hardware requirements.
Creative Action at a Distance: A Conceptual Framework for Embodied Performance With Robotic Actors
  • Preprint
  • File available

April 2021

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157 Reads

Acting, stand-up and dancing are creative, embodied performances that nonetheless follow a script. Unless experimental or improvised, the performers draw their movements from much the same stock of embodied schemas. A slavish following of the script leaves no room for creativity, but active interpretation of the script does. It is the choices one makes, of words and actions, that make a performance creative. In this theory and hypothesis article, we present a framework for performance and interpretation within robotic storytelling. The performance framework is built upon movement theory, and defines a taxonomy of basic schematic movements and the most important gesture types. For the interpretation framework, we hypothesise that emotionally-grounded choices can inform acts of metaphor and blending, to elevate a scripted performance into a creative one. Theory and hypothesis are each grounded in empirical research, and aim to provide resources for other robotic studies of the creative use of movement and gestures.

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FIGURE 4 | Depending on the narrative context, the action A insult B can cause B to feel "insulted" (C(x)1E(x)) or to feel "attacked" (C(x)1E(x)). B's emotional response will then dictate the actor's physical reaction on stage.
FIGURE 5 | Selective projection in a situation in which an insult is interpreted as an attack. Situational relevance is determined by the emotional valence of the current action. Figure based on context-dependent blending theory by Brandt and Brandt (2005), and adapted from Li et al. (2012).
Examples of gestures: Iconic, Deictic, Metaphoric, Cohesive and Beats by a robot. Each gesture is ascribed a general property, along with its hardware requirements.
Creative Action at a Distance: A Conceptual Framework for Embodied Performance With Robotic Actors

April 2021

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690 Reads

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2 Citations

Frontiers in Robotics and AI

Acting, stand-up and dancing are creative, embodied performances that nonetheless follow a script. Unless experimental or improvised, the performers draw their movements from much the same stock of embodied schemas. A slavish following of the script leaves no room for creativity, but active interpretation of the script does. It is the choices one makes, of words and actions, that make a performance creative. In this theory and hypothesis article, we present a framework for performance and interpretation within robotic storytelling. The performance framework is built upon movement theory, and defines a taxonomy of basic schematic movements and the most important gesture types. For the interpretation framework, we hypothesise that emotionally-grounded choices can inform acts of metaphor and blending, to elevate a scripted performance into a creative one. Theory and hypothesis are each grounded in empirical research, and aim to provide resources for other robotic studies of the creative use of movement and gestures.


Are You Not Entertained? Computational Storytelling with Non-Verbal Interaction

March 2021

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147 Reads

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5 Citations

We describe the design and implementation of a multi-modal storytelling system. Multiple robots narrate and act out an AI-generated story whose plots can be dynamically altered via non-verbal audience feedback. The enactment and interaction focuses on gestures and facial expression, which are embedded in a computational framework that draws on cognitive-linguistic insights to enrich the storytelling experience. With the absence of in-person user studies in this late breaking research, we present the validity of the separate modules of this project and introduce it to the HRI field.



Leaps and Bounds: An Introduction to the Field of Computational Creativity

November 2020

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109 Reads

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14 Citations

New Generation Computing

Computers have enhanced productivity and cost-effectiveness in all of the creative industries, and their value as tools is rarely doubted. But can machines serve as more than mere tools, and assume the role and responsibilities of a co-creative partner, or even become goal-setting, autonomous creators in their own right? These are the questions that define the discipline of computational creativity. The answers require an algorithmic understanding of how humans give meaning to form, but a transformation in the way we think about creativity is unlikely to occur in a single bound. Rather, interdisciplinary insights from diverse fields must first inform our models, and shape a narrative of creativity in which machines are both tools and creators. To set the stage for the newest work, this introduction to the special issue on computational creativity shows where the field is going, and where it has come from.


[Poster] Show, Don’t (Just) Tell: Embodiment and Spatial Metaphor in Computational Story-Telling

September 2020

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82 Reads

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3 Citations

To a human storyteller, a story is more than a textual artifact. Rather, as stories are both generated and generative, each is also a blueprint for performances to come. Tellers must draw on their own bodily affordances – from voice and gesture to movement around a stage – to bring stories to life, much as a conductor and an orchestra must translate a written score into actual music. This work explores the creative challenge of translating from a story-text to a story-performance, from words to physical actions and characters to embodied actors. The mapping requires distinct models for gesture, narration, orientation, dialogue and stage direction if computer-generated tales are to transcend the limitations of their production process. Using the Scéalability framework, we evaluate the interlocking role of spatial metaphor and pantomime in turning a narrative artifact into a coherent performance.


Fig. 2 Illustration of a gesture that makes use of two image/spatial schemas, CYCLE and UP.
Fig. 4 A robotic pantomime. One robot accuses another with a pointing gesture. The other reacts with a hissy f it gesture, in which it throws its arms in the air and shakes its head.
Fig. 5 Interpersonal distances, after Hall [11]. Proxemics, the study of how humans use space, informs how our robot actors interact. From Creative Commons (CC BY-SA 3.0).
Fig. 6 Each ring is one robot-step wide. The expansiveness of a robot's gesture is tailored to its ring.
Fig. 7 A storyboard of the key video segments presented to participants. Each black-screen panel provides context for the action to be enacted by the robots in the clip to follow.
The Show Must Go On: On the Use of Embodiment, Space and Gesture in Computational Storytelling

September 2020

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238 Reads

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10 Citations

New Generation Computing

Stories are made to be told, yet the computational generation of stories has principally focused on stories as textual artifacts, rather than on the telling, or indeed the performance, of stories. The performative aspect of stories, in which a teller brings a tale to life, requires more than the written word. We humans use our bodies to enact a story, through the apt use of motion, space, timing and gesture. This work explores the physical enactment of computer-generated stories using multiple robots, which narrate the tale, and take on different roles of characters within it. They use pantomime to enhance the drama of narrative events, and use naturalistic gestures for more subtle communicative effects. They also use space as a mirror for abstract concerns such as affect and social relations. The paper outlines the Scéalability framework for turning story artifacts into performances, and presents empirical findings on the effectiveness of various embodied strategies. In particular, we show that audiences are sensitive to the coherent use of space in embodied story-telling, and appreciate the schematic use of spatial movements as much as more culturally specific pantomime gestures. For the presented study, we focus on one dimension of spatial movement involving two robot actors.


Citations (65)


... Based on empirical examples analyzed from a combined ecological-enacted approach to language and cognition, I argue that metaphoric creativity is not reserved to the use of complex linguistic metaphors but can also be understood as embodied creative actions that afford new perspectives and new action possibilities. These metaphorical performances can be defined as creative since they appear adaptive in the sense of both novel ( i.e., original and unexpected) and appropriate ( i.e., adaptive concerning task constraint) as defined in creativity research ( Sternberg and Lubart 1999;Runco 2004;Veale et al. 2013). Adaptiveness as a phenomenon is what " enables us to understand novelty as conditioned by contextual factors" ( Hildalgo-Downing 2020, p. 5). ...

Reference:

Metaphoric Creativity as Embodied Performance in Social Interaction
1. Creativity and the Agile Mind
  • Citing Chapter
  • May 2013

... Numerous studies have indicated that integrating VR into education can enhance students' learning motivation and interactivity. When individuals enter a state of flow, they tend to exhibit higher levels of creativity [28,29]. Therefore, assessing this flow state might help us better understand creativity. ...

2. E Unis Pluribum: Using Mental Agility to Achieve Creative Duality in Word, Image and Sound
  • Citing Chapter
  • May 2013

... Wicke and Veale (2018a) and Meza et al. (2016) introduced technologies focused on the relationship between robots and narrative generation or storytelling. In addition to the study of storytelling Veale (2017), research on human-robot interactions Wicke and Veale (2018b), robotic gestures Ham et al. (2011), educational support for children Kory and Breazeal (2014), movie descriptions Rohrbach et al. (2015), and narrative performances Wicke and Veale (2020) has been conducted. As mentioned below, a characteristic of our narrative generation study is the emphasis on the roles of narrative knowledge, such as the cultural and regional values of narratives and human emotions and behaviors regarding love and sex. ...

[Poster] Show, Don’t (Just) Tell: Embodiment and Spatial Metaphor in Computational Story-Telling

... There are many factors that affect the stage performance of environmental protection music and dance drama, including the distance between the audience and the actors, the design of the stage environment, the training of the actors, the costumes of the actors, the makeup of the actors, and the musical accompaniment. Here, we will explain how these factors affect the stage performance of environmental protection music and dance dramas in the following [11]. ...

Creative Action at a Distance: A Conceptual Framework for Embodied Performance With Robotic Actors

Frontiers in Robotics and AI

... In the context of Geriatronics, this could involve labeling and recognizing various everyday objects used by elderly individuals, such as medication bottles, walkers, or assistive devices. Additionally, transparent methods have been employed to enhance communication between robots and humans in various settings [16], [17], [18]. For example, a spatial referencing system for mobile robots allows users to add waypoints using augmented reality, enabling precise navigation assistance [19]. ...

Are You Not Entertained? Computational Storytelling with Non-Verbal Interaction

... Notre travail vise précisément à comprendre la manière dont le terme « féminazi » fonctionne dans les discours, au sein de contextes énonciatifs spécifiques 1 et plus particulièrement en lien avec les dispositifs numériques 2 . Dans cette optique, nous étudierons la manière dont ce terme est peu à peu devenu viral et habituel dans certaines cultures communautaires en ligne 3 , tout en faisant appel à une tradition antiféministe qui dépasse largement les phénomènes strictement numériques 4 . 2 Notre article s'inscrit dans la tradition de la linguistique appliquée, et plus particulièrement l'analyse de discours outillée et informée par un corpus. ...

Harvesting and understanding on-line neologisms
  • Citing Chapter
  • January 2010

... The ability to create and interpret novel metaphors (particularly those grounded in intense personal and emotional experiences; see Turner & Littlemore, 2023) is considered one of the pinnacles of human cognitive abilities, extending literal language and perhaps involving sophisticated analogical reasoning (Bowdle & Gentner, 2005;Holyoak & Stamenković, 2018). In artificial intelligence (AI), researchers are exploring the potential for artistic and literary forms of computational creativity (e.g., Veale et al., 2020;Zylinska, 2023). If AI aims to ultimately reach or exceed human cognitive abilities, then models of natural language processing and general intelligence will need to acquire the ability to interpret (and perhaps create) novel metaphors. ...

Leaps and Bounds: An Introduction to the Field of Computational Creativity
  • Citing Article
  • November 2020

New Generation Computing

... They applied different combinations of four characteristic body emotion expressions (sadness, fear, pride, and happiness) and described how the emotional movement of each robot's body influenced the relationships between the two robots and interpreted them using the valence-arousal model. Wicke et al. [42] developed a storytelling system using multiple social robots by focusing on pantomime and naturalistic gestures to enhance the storytelling contents. They conducted a web-based survey with videos, i.e. a passive-social-medium approach, and evaluated their developed system using spatial movements in embodied performances. ...

The Show Must Go On: On the Use of Embodiment, Space and Gesture in Computational Storytelling

New Generation Computing

... Based on cognitive-linguistic insights from [20,34,39], the robots aim to spatially mirror the semantics of each story action. For example, an insult action increases emotional distance, so the robots move further apart [41]. When spatial motions and pantomimic gestures are coherently used to mirror the plot, audiences show greater appreciation for a tale and its telling [40]. ...

Walk the Line: Digital Storytelling as Embodied Spatial Performance