17,288 research outputs found

    An Affect-Rich Neural Conversational Model with Biased Attention and Weighted Cross-Entropy Loss

    Full text link
    Affect conveys important implicit information in human communication. Having the capability to correctly express affect during human-machine conversations is one of the major milestones in artificial intelligence. In recent years, extensive research on open-domain neural conversational models has been conducted. However, embedding affect into such models is still under explored. In this paper, we propose an end-to-end affect-rich open-domain neural conversational model that produces responses not only appropriate in syntax and semantics, but also with rich affect. Our model extends the Seq2Seq model and adopts VAD (Valence, Arousal and Dominance) affective notations to embed each word with affects. In addition, our model considers the effect of negators and intensifiers via a novel affective attention mechanism, which biases attention towards affect-rich words in input sentences. Lastly, we train our model with an affect-incorporated objective function to encourage the generation of affect-rich words in the output responses. Evaluations based on both perplexity and human evaluations show that our model outperforms the state-of-the-art baseline model of comparable size in producing natural and affect-rich responses.Comment: AAAI-1

    I Probe, Therefore I Am: Designing a Virtual Journalist with Human Emotions

    Get PDF
    By utilizing different communication channels, such as verbal language, gestures or facial expressions, virtually embodied interactive humans hold a unique potential to bridge the gap between human-computer interaction and actual interhuman communication. The use of virtual humans is consequently becoming increasingly popular in a wide range of areas where such a natural communication might be beneficial, including entertainment, education, mental health research and beyond. Behind this development lies a series of technological advances in a multitude of disciplines, most notably natural language processing, computer vision, and speech synthesis. In this paper we discuss a Virtual Human Journalist, a project employing a number of novel solutions from these disciplines with the goal to demonstrate their viability by producing a humanoid conversational agent capable of naturally eliciting and reacting to information from a human user. A set of qualitative and quantitative evaluation sessions demonstrated the technical feasibility of the system whilst uncovering a number of deficits in its capacity to engage users in a way that would be perceived as natural and emotionally engaging. We argue that naturalness should not always be seen as a desirable goal and suggest that deliberately suppressing the naturalness of virtual human interactions, such as by altering its personality cues, might in some cases yield more desirable results.Comment: eNTERFACE16 proceeding

    A Personalized System for Conversational Recommendations

    Full text link
    Searching for and making decisions about information is becoming increasingly difficult as the amount of information and number of choices increases. Recommendation systems help users find items of interest of a particular type, such as movies or restaurants, but are still somewhat awkward to use. Our solution is to take advantage of the complementary strengths of personalized recommendation systems and dialogue systems, creating personalized aides. We present a system -- the Adaptive Place Advisor -- that treats item selection as an interactive, conversational process, with the program inquiring about item attributes and the user responding. Individual, long-term user preferences are unobtrusively obtained in the course of normal recommendation dialogues and used to direct future conversations with the same user. We present a novel user model that influences both item search and the questions asked during a conversation. We demonstrate the effectiveness of our system in significantly reducing the time and number of interactions required to find a satisfactory item, as compared to a control group of users interacting with a non-adaptive version of the system
    • …
    corecore