SBIR-STTR Award

A virtual role-playing simulation for social emotional learning using artificially intelligent characters and crowdsourcing
Award last edited on: 9/15/2017

Sponsored Program
SBIR
Awarding Agency
NSF
Total Award Amount
$1,315,984
Award Phase
2
Solicitation Topic Code
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Principal Investigator
Dan Tomaschko

Company Information

Giant Otter Technologies Inc (AKA: GiantOtter)

245 1st Street
Cambridge, MA 02142
   (410) 294-6786
   support@giantotter.com
   www.giantotter.com
Location: Single
Congr. District: 07
County: Middlesex

Phase I

Contract Number: ----------
Start Date: ----    Completed: ----
Phase I year
2014
Phase I Amount
$150,000
This SBIR Phase I project proposes to create a pro-social simulation to reduce aggressive behaviors in children, using a novel platform for simulated role-playing from crowdsourced data. Through a browser or mobile app, participants enter a 3D virtual school environment where they play the roles of a bullying victim and bystander, and interact with characters controlled by artificial intelligence (AI). By walking in another's shoes, users take the perspective of others and empathize with them -- capacities proven to foster improved relationships. The effectiveness of the simulation lies in allowing users to interact in the virtual world as they would in their real-world school. Virtual characters respond authentically by drawing from a massive database of recorded human dialogue, providing individualized responses tailored to unique user input. The project makes three important intellectual merit contributions. In furthering computer science, it integrates advanced computing techniques -- AI, natural language processing, and crowdsourcing -- in a novel way. Second, it makes theoretical contributions to social science by enhancing understanding of how social psychology principles function in the virtual world. Third, in the field of analytics, software tools will mine patterns of communication strategies, generating knowledge about the impact of specific phrases on relationships. The broader/commercial impact of reducing bullying and improving relationships between children through unscripted, psychologically vivid, safely-controlled interactions in virtual environments is enormous. An extensive and deep body of research shows that bullying is pervasive in schools and has significant acute and chronic effects on learning and health outcomes. Despite the tremendous societal cost of bullying -- estimated around $25 billion -- and legal mandates to address the problem, a majority of schools do not have anti-bullying interventions in place. Existing interventions are expensive, difficult to implement, and focus on building awareness, rather than changing behaviors. This project will create a cost-effective and rapidly-scalable technology that mimics the complexities of human interaction to increase social perspective taking and empathy in children and adolescents. Dozens of middle and high schools have already agreed to implement the technology once developed. Improvement in student relationships and learning in these schools will be immediate. The technology developed has tremendous commercial potential for any training that relies on social and communication skills, such as corporate management, doctor-patient communication, autism therapy, and English language learning. Applications in these and other areas will generate dozens of new jobs for educators, engineers, developers, and data analysts.

Phase II

Contract Number: ----------
Start Date: ----    Completed: ----
Phase II year
2015
(last award dollars: 2017)
Phase II Amount
$1,165,984

This SBIR Phase II project will develop novel 3D web and mobile role-playing simulations that can improve social skills in children. Virtual characters participate in nuanced conversations with students, powering a transformational experience for practicing and assessing communication skills. Rigorous evaluations have demonstrated the feasibility and efficacy of teaching perspective-taking and social skills through simulated role-playing, beneficial to students struggling with autism spectrum disorder (ASD), attention deficit hyperactivity disorder (ADHD), or bullying. These simulations will disrupt the multi-billion dollar market for social emotional learning (SEL) by allowing students to learn and practice social skills as they would with teachers or therapists, but at a fraction of the cost. Current solutions for practicing and assessing social skills rely on face-to-face interaction, which is costly and difficult to scale. Producing socially rich, open-ended simulations has previously been infeasible, due to technical challenges required to replicate the complexity of human language. This project overcomes these barriers using an innovative technology with the potential to revolutionize how people learn and practice social skills by delivering real-time personalized feedback at scale. Future applications of the social behavior capture (So-Cap) technology that underlies this project range from contextually aware intelligent personal assistants to socially aware robotics.This project's unprecedented ability to respond authentically to open-ended natural language input relies on an innovative crowdsourced approach to artificial intelligence (AI), which imbues machines with the ability to understand dialogue in context and engage in extended conversations covering multiple topics. Individualized responses are tailored to user input by drawing from a massive database of recorded human dialogue, captured from online role-playing. The process for mining meaningful patterns from this data also employs crowdsourcing, relying on non-experts hired online to cluster and annotate words, utterances, and events. A computational model formed by these patterns powers a real-time conversational engine, which selects responses by combining AI techniques including plan recognition and case-based planning. The goal of this research is to pioneer a practical, repeatable process for democratizing the production of social simulations, minimizing cost while maximizing societal impact by providing social skills practice at scale.