Etiquette

The "Etiquette Quotient": Evaluating Social Skills in Conversational Avatars

This work developed a “believability metric” for assessing and predicting when a given level of etiquette behavior exhibited by a computerized avatar or non-player character (NPC) in a game or simulation would be perceived as “unbelievable” by a human player or observer.

 


Force Multipliers for Urban Operations, April 2005 (aka Etiquette for Avatars)

This program built our method of determining believable etiquette behavior into a computerized characters complete with a modular library of culture-specific etiquette behavior.

 


Etiquette for Directives E4D2)

This program utilized SIFT’s etiquette model and existing cultural knowledge to create a test bed for evaluating the effects of etiquette and culture on task performance.

Note: This project is also seen in the Playbook category

 


Assessment of Discourse Media Indicators of Relative Esteem (ADMIRE)

SIFT has created a computational model of the Brown and Levinson’ s politeness theory, refined it over 5 years of projects, and used it both to simulate behavior in online agents and to predict perceptions of politeness, power, familiarity and imposition among observers.

 


Sensing Using Physical and Psychological Observations for Rehabilitating Troops (SUPPORT)

SUPPORT employs an Intelligent reminding mechanism to monitor user activities and act as a cognitive prosthetic to compensate for the human’s deficits in memory and task tracking.

Note: This project is also seen in the Human Performance, Cognition category

 


Independent Lifestyles Assistant (ILSA) (subcontract to Honeywell)

The goal of the ILSA program was to develop smart home technologies to support independent living for the elderly.

 Note: This project is also seen in the Interface Design category

 


Interactive Phrasebook

SIFT has developed an architecture for Interactive Phrasebook which makes use of our existing etiquette algorithm and embeds it in a broadly usable mission rehearsal tool for cross-cultural interactions.

 

 


Etiquette for Yielding Optimized Decision Aids (EYODA)

The objective of EYODA is to evaluate the claim that the “etiquette”, based on Brown and Levinson's model, with which a non-personified, automated decision aiding system delivers its decision recommendations can have measurable effects on how highly trained users accept and perform with that recommendation.