arXiv AI

Can You Say This for Me? Speaking Up by Proxy in Co-Located Discussion

SecondVoice is a mixed‑reality system that lets participants speak up in co‑located discussions via an embodied virtual proxy, separating the content of a point from the speaker’s identity. Users input their intent through a structured process, and the system reformulates and vocalizes it into the conversation. In a study with 16 participants, the proxy channel led to more points being voiced than an anonymous text board and sparked multi‑turn engagement that the text board did not elicit.

arXiv AI
Sep 4

Speak for Me: Giving LLMs the Situational Awareness to Participate in a Meeting

The paper introduces CAPA, a Collaborative Agent Predictive Architecture designed to give large language model (LLM) agents situational awareness in online meetings. CAPA uses a Perceiver to update meeting state, a Predictor to forecast conversation flow, a Controller to decide speaking actions, and a Generator to phrase contributions. Evaluated on 137 AMI meetings, CAPA reduces the silence rate from 51.4% to 2.5%, doubles credited recovery, and maintains low hallucination, demonstrating that structured state tracking is key to effective delegation.

By Muneeb Khan, Frederic Kirstein, Terry Ruas, Bela Gipp
Hugging Face Trending Papers
Sep 3

Speak for Me: Giving LLMs the Situational Awareness to Participate in a Meeting

The paper introduces CAPA, a Collaborative Agent Predictive Architecture designed to improve large language model (LLM) participation in online meetings. CAPA tracks meeting state with a Perceiver, predicts conversation flow, decides when and what to speak, and generates contributions in the participant’s style, all while being calibrated by judges. In experiments on 137 AMI meetings, CAPA cuts the LLM’s silence rate from 51.4% to 2.5%, doubles credited recovery, and maintains low hallucination.

arXiv Computation and Language
Aug 31

Do LLM Agents Mirror Socio-Cognitive Effects in Power-Asymmetric Conversations?

The paper investigates whether large language models (LLMs) replicate socio‑cognitive effects of power asymmetry observed in human communication. By assigning high or low status personas to LLMs in simulated multi‑turn dialogues across diverse professions, the study measures language coordination, pronoun usage, persuasion success, and compliance with unsafe requests. Results indicate that LLMs exhibit key power‑related socio‑cognitive behaviors, though with nuances and variability, linking these simulated interactions to both desirable and unsafe outcomes.

By Anvesh Rao Vijjini, Sagar Manjunath, Snigdha Chaturvedi
arXiv AI
Jul 31

The Social Cost of an AI Teammate: How an Artificial Teammate Reshapes Human-Human Communication in Small-Team Decision-Making

arXiv:2607. 27179v1 Announce Type: cross Abstract: Conversational AI is increasingly positioned as a teammate rather than a tool, yet we know little about how its presence reshapes communication among the humans on the team.

By Nia Nixon, Jaeyoon Choi, Pedro Martins De Bastos, Mohammad Amin Samadi, Luise Mehner, Seehee Park, Spencer JaQuay
Hugging Face Trending Papers
Jul 29

The Social Cost of an AI Teammate: How an Artificial Teammate Reshapes Human-Human Communication in Small-Team Decision-Making

Conversational AI is increasingly positioned as a teammate rather than a tool, yet we know little about how its presence reshapes communication among the humans on the team. We examined sociocognitive communication dynamics in team decision-making using Group Communication Analysis (GCA), team surveys, and lexical analyses of team discourse.

arXiv AI
Sep 25

PUBG Ally: A Conversational Embodied Agent as an AI Teammate

PUBG Ally is an embodied, voice‑enabled AI teammate for PUBG: BATTLEGROUNDS that can perceive the game world, interpret player speech, and autonomously decide actions while keeping speech synchronized with gameplay. It combines a language‑model agent that uses a controlled interface to gather game information and a faster control layer for movement, combat, and recovery. The system was trained on nearly 39,000 real‑player sessions and evaluated through player feedback and preference comparisons, with live deployment requiring low‑latency on‑device execution and safety safeguards.

By Beomsoo Kim, Byeongju Kim, Dohyun Kim, Dongwon Kim, Eunchong Kim, Hongmin Kim, Hyeojung Im, Hyeonbin Hwang, Hyeonghwan Kim, Hyoseok Seol, Insub Im, Irene Chen, Jaeseung Jeon, Jimin Hong, Kiyoon Yoo, Minkyoung Park, Seohyeon Jung, Seungjun Chung, Sue Hyun Park, Sungwoo Kim, Youngin Cho, Yujeong Son, Kangwook Lee, Hyunseung Kim
Hugging Face Trending Papers
Aug 20

Hear2Act: Benchmarking When Prosody Should Change What an Assistant Does

Prosodic cues can convey task-relevant information that alters the trajectory and outcome of a task-oriented dialogue, even when the words themselves remain unchanged. Yet existing benchmarks typically evaluate prosodic perception, response appropriateness, and task-oriented dialogue in isolation, making it difficult to test whether prosodic evidence changes downstream decisions.