TY - GEN
T1 - Design of multilingual participatory gaming simulations with a communication support agent
AU - Tsunoda, Keisuke
AU - Hishiyama, Reiko
PY - 2010
Y1 - 2010
N2 - People communicating through machine translators cannot tell what the purpose of their communication is or what other people are thinking because of the poor quality of translation services. If they are able to share their understanding within a "common ground" like a communicative or behavioral protocol, they can overcome their difficulties in communication, and we can improve information systems to help them improve mutual understanding. We designed a multilingual participatory gaming simulation, and conducted multilingual gaming experiments with Japanese and Korean participants. We extracted the protocol for conversation with mistranslations from the game logs and designed an agent to support conversation. Then, Japanese and Chinese played it and we observed and analyzed the behaviors of agents and the interaction between players and agents. Consequently, we obtained two main sets of results: (1) an agent function that notified players of the time that had elapsed since the conversation had broken down effectively speeded up their negotiations and achieved more active communications. (2) Tagging by participants was difficult and ineffective in leading to specific protocols and conversations when mistranslations occurred.
AB - People communicating through machine translators cannot tell what the purpose of their communication is or what other people are thinking because of the poor quality of translation services. If they are able to share their understanding within a "common ground" like a communicative or behavioral protocol, they can overcome their difficulties in communication, and we can improve information systems to help them improve mutual understanding. We designed a multilingual participatory gaming simulation, and conducted multilingual gaming experiments with Japanese and Korean participants. We extracted the protocol for conversation with mistranslations from the game logs and designed an agent to support conversation. Then, Japanese and Chinese played it and we observed and analyzed the behaviors of agents and the interaction between players and agents. Consequently, we obtained two main sets of results: (1) an agent function that notified players of the time that had elapsed since the conversation had broken down effectively speeded up their negotiations and achieved more active communications. (2) Tagging by participants was difficult and ineffective in leading to specific protocols and conversations when mistranslations occurred.
KW - Common ground
KW - Communication support
KW - Gaming simulation
KW - Intercultural collaboration
KW - Language-grid
KW - Participatory approach
UR - http://www.scopus.com/inward/record.url?scp=78650870314&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=78650870314&partnerID=8YFLogxK
U2 - 10.1145/1878450.1878454
DO - 10.1145/1878450.1878454
M3 - Conference contribution
AN - SCOPUS:78650870314
SN - 9781450304030
T3 - SIGDOC 2010 - Proceedings of the 28th ACM International Conference on Design of Communication
SP - 17
EP - 25
BT - SIGDOC 2010 - Proceedings of the 28th ACM International Conference on Design of Communication
T2 - 28th ACM International Conference on Design of Communication, SIGDOC 2010
Y2 - 27 September 2010 through 29 September 2010
ER -