Interspeech'2005 - Eurospeech

Lisbon, Portugal
September 4-8, 2005

Detecting Politeness and Frustration State of a Child in a Conversational Computer Game

Serdar Yildirim (1), Chul Min Lee (1), Sungbok Lee (1), Alexandros Potamianos (2), Shrikanth Narayanan (1)

(1) University of Southern California, USA; (2) Technical University of Crete, Greece

In this study, we investigate politeness and frustration behavior of children during their spoken interaction with computer characters in a game. We focus on automatically detecting frustrated, polite and neutral attitudes from the child's speech (acoustic and language) communication cues and study their differences as a function of age and gender. The study is based on a Wizard-of-Oz dialog corpus of 103 children playing a voice activated computer game. Statistical analysis revealed that there was a significant gender effect on politeness with girls in this data exhibiting more explicit politeness markers. The analysis also showed that there is a positive correlation between frustration and the number of dialog turns reflecting the fact that longer time spent solving the puzzle of the game led to a more frustrated child. By combining acoustic and language cues for the task of automatic detection of politeness and frustration, we obtain average accuracy of 84.7% and 71.3%, respectively, by using age dependent models and 85% and 72%, respectively, for gender dependent models.

Full Paper

Bibliographic reference.  Yildirim, Serdar / Lee, Chul Min / Lee, Sungbok / Potamianos, Alexandros / Narayanan, Shrikanth (2005): "Detecting Politeness and frustration state of a child in a conversational computer game", In INTERSPEECH-2005, 2209-2212.