809 research outputs found

    Agents for educational games and simulations

    Get PDF
    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Moving together: the organisation of non-verbal cues during multiparty conversation

    Get PDF
    PhDConversation is a collaborative activity. In face-to-face interactions interlocutors have mutual access to a shared space. This thesis aims to explore the shared space as a resource for coordinating conversation. As well demonstrated in studies of two-person conversations, interlocutors can coordinate their speech and non-verbal behaviour in ways that manage the unfolding conversation. However, when scaling up from two people to three people interacting, the coordination challenges that the interlocutors face increase. In particular speakers must manage multiple listeners. This thesis examines the use of interlocutors’ bodies in shared space to coordinate their multiparty dialogue. The approach exploits corpora of motion captured triadic interactions. The thesis first explores how interlocutors coordinate their speech and non-verbal behaviour. Inter-person relationships are examined and compared with artificially created triples who did not interact. Results demonstrate that interlocutors avoid speaking and gesturing over each other, but tend to nod together. Evidence is presented that the two recipients of an utterance have different patterns of head and hand movement, and that some of the regularities of movement are correlated with the task structure. The empirical section concludes by uncovering a class of coordination events, termed simultaneous engagement events, that are unique to multiparty dialogue. They are constructed using combinations of speaker head orientation and gesture orientation. The events coordinate multiple recipients of the dialogue and potentially arise as a result of the greater coordination challenges that interlocutors face. They are marked in requiring a mutually accessible shared space in order to be considered an effective interactional cue. The thesis provides quantitative evidence that interlocutors’ head and hand movements are organised by their dialogue state and the task responsibilities that the bear. It is argued that a shared interaction space becomes a more important interactional resource when conversations scale up to three people

    A Narrative Sentence Planner and Structurer for Domain Independent, Parameterizable Storytelling

    Get PDF
    Storytelling is an integral part of daily life and a key part of how we share information and connect with others. The ability to use Natural Language Generation (NLG) to produce stories that are tailored and adapted to the individual reader could have large impact in many different applications. However, one reason that this has not become a reality to date is the NLG story gap, a disconnect between the plan-type representations that story generation engines produce, and the linguistic representations needed by NLG engines. Here we describe Fabula Tales, a storytelling system supporting both story generation and NLG. With manual annotation of texts from existing stories using an intuitive user interface, Fabula Tales automatically extracts the underlying story representation and its accompanying syntactically grounded representation. Narratological and sentence planning parameters are applied to these structures to generate different versions of the story. We show how our storytelling system can alter the story at the sentence level, as well as the discourse level. We also show that our approach can be applied to different kinds of stories by testing our approach on both Aesop’s Fables and first-person blogs posted on social media. The content and genre of such stories varies widely, supporting our claim that our approach is general and domain independent. We then conduct several user studies to evaluate the generated story variations and show that Fabula Tales’ automatically produced variations are perceived as more immediate, interesting, and correct, and are preferred to a baseline generation system that does not use narrative parameters

    Gesture and Speech in Interaction - 4th edition (GESPIN 4)

    Get PDF
    International audienceThe fourth edition of Gesture and Speech in Interaction (GESPIN) was held in Nantes, France. With more than 40 papers, these proceedings show just what a flourishing field of enquiry gesture studies continues to be. The keynote speeches of the conference addressed three different aspects of multimodal interaction:gesture and grammar, gesture acquisition, and gesture and social interaction. In a talk entitled Qualitiesof event construal in speech and gesture: Aspect and tense, Alan Cienki presented an ongoing researchproject on narratives in French, German and Russian, a project that focuses especially on the verbal andgestural expression of grammatical tense and aspect in narratives in the three languages. Jean-MarcColletta's talk, entitled Gesture and Language Development: towards a unified theoretical framework,described the joint acquisition and development of speech and early conventional and representationalgestures. In Grammar, deixis, and multimodality between code-manifestation and code-integration or whyKendon's Continuum should be transformed into a gestural circle, Ellen Fricke proposed a revisitedgrammar of noun phrases that integrates gestures as part of the semiotic and typological codes of individuallanguages. From a pragmatic and cognitive perspective, Judith Holler explored the use ofgaze and hand gestures as means of organizing turns at talk as well as establishing common ground in apresentation entitled On the pragmatics of multi-modal face-to-face communication: Gesture, speech andgaze in the coordination of mental states and social interaction.Among the talks and posters presented at the conference, the vast majority of topics related, quitenaturally, to gesture and speech in interaction - understood both in terms of mapping of units in differentsemiotic modes and of the use of gesture and speech in social interaction. Several presentations explored the effects of impairments(such as diseases or the natural ageing process) on gesture and speech. The communicative relevance ofgesture and speech and audience-design in natural interactions, as well as in more controlled settings liketelevision debates and reports, was another topic addressed during the conference. Some participantsalso presented research on first and second language learning, while others discussed the relationshipbetween gesture and intonation. While most participants presented research on gesture and speech froman observer's perspective, be it in semiotics or pragmatics, some nevertheless focused on another importantaspect: the cognitive processes involved in language production and perception. Last but not least,participants also presented talks and posters on the computational analysis of gestures, whether involvingexternal devices (e.g. mocap, kinect) or concerning the use of specially-designed computer software forthe post-treatment of gestural data. Importantly, new links were made between semiotics and mocap data

    Accessing spoken interaction through dialogue processing [online]

    Get PDF
    Zusammenfassung Unser Leben, unsere Leistungen und unsere Umgebung, alles wird derzeit durch Schriftsprache dokumentiert. Die rasante Fortentwicklung der technischen Möglichkeiten Audio, Bilder und Video aufzunehmen, abzuspeichern und wiederzugeben kann genutzt werden um die schriftliche Dokumentation von menschlicher Kommunikation, zum Beispiel Meetings, zu unterstützen, zu ergänzen oder gar zu ersetzen. Diese neuen Technologien können uns in die Lage versetzen Information aufzunehmen, die anderweitig verloren gehen, die Kosten der Dokumentation zu senken und hochwertige Dokumente mit audiovisuellem Material anzureichern. Die Indizierung solcher Aufnahmen stellt die Kerntechnologie dar um dieses Potential auszuschöpfen. Diese Arbeit stellt effektive Alternativen zu schlüsselwortbasierten Indizes vor, die Suchraumeinschränkungen bewirken und teilweise mit einfachen Mitteln zu berechnen sind. Die Indizierung von Sprachdokumenten kann auf verschiedenen Ebenen erfolgen: Ein Dokument gehört stilistisch einer bestimmten Datenbasis an, welche durch sehr einfache Merkmale bei hoher Genauigkeit automatisch bestimmt werden kann. Durch diese Art von Klassifikation kann eine Reduktion des Suchraumes um einen Faktor der Größenordnung 4­10 erfolgen. Die Anwendung von thematischen Merkmalen zur Textklassifikation bei einer Nachrichtendatenbank resultiert in einer Reduktion um einen Faktor 18. Da Sprachdokumente sehr lang sein können müssen sie in thematische Segmente unterteilt werden. Ein neuer probabilistischer Ansatz sowie neue Merkmale (Sprecherinitia­ tive und Stil) liefern vergleichbare oder bessere Resultate als traditionelle schlüsselwortbasierte Ansätze. Diese thematische Segmente können durch die vorherrschende Aktivität charakterisiert werden (erzählen, diskutieren, planen, ...), die durch ein neuronales Netz detektiert werden kann. Die Detektionsraten sind allerdings begrenzt da auch Menschen diese Aktivitäten nur ungenau bestimmen. Eine maximale Reduktion des Suchraumes um den Faktor 6 ist bei den verwendeten Daten theoretisch möglich. Eine thematische Klassifikation dieser Segmente wurde ebenfalls auf einer Datenbasis durchgeführt, die Detektionsraten für diesen Index sind jedoch gering. Auf der Ebene der einzelnen Äußerungen können Dialogakte wie Aussagen, Fragen, Rückmeldungen (aha, ach ja, echt?, ...) usw. mit einem diskriminativ trainierten Hidden Markov Model erkannt werden. Dieses Verfahren kann um die Erkennung von kurzen Folgen wie Frage/Antwort­Spielen erweitert werden (Dialogspiele). Dialogakte und ­spiele können eingesetzt werden um Klassifikatoren für globale Sprechstile zu bauen. Ebenso könnte ein Benutzer sich an eine bestimmte Dialogaktsequenz erinnern und versuchen, diese in einer grafischen Repräsentation wiederzufinden. In einer Studie mit sehr pessimistischen Annahmen konnten Benutzer eines aus vier ähnlichen und gleichwahrscheinlichen Gesprächen mit einer Genauigkeit von ~ 43% durch eine graphische Repräsentation von Aktivität bestimmt. Dialogakte könnte in diesem Szenario ebenso nützlich sein, die Benutzerstudie konnte aufgrund der geringen Datenmenge darüber keinen endgültigen Aufschluß geben. Die Studie konnte allerdings für detailierte Basismerkmale wie Formalität und Sprecheridentität keinen Effekt zeigen. Abstract Written language is one of our primary means for documenting our lives, achievements, and environment. Our capabilities to record, store and retrieve audio, still pictures, and video are undergoing a revolution and may support, supplement or even replace written documentation. This technology enables us to record information that would otherwise be lost, lower the cost of documentation and enhance high­quality documents with original audiovisual material. The indexing of the audio material is the key technology to realize those benefits. This work presents effective alternatives to keyword based indices which restrict the search space and may in part be calculated with very limited resources. Indexing speech documents can be done at a various levels: Stylistically a document belongs to a certain database which can be determined automatically with high accuracy using very simple features. The resulting factor in search space reduction is in the order of 4­10 while topic classification yielded a factor of 18 in a news domain. Since documents can be very long they need to be segmented into topical regions. A new probabilistic segmentation framework as well as new features (speaker initiative and style) prove to be very effective compared to traditional keyword based methods. At the topical segment level activities (storytelling, discussing, planning, ...) can be detected using a machine learning approach with limited accuracy; however even human annotators do not annotate them very reliably. A maximum search space reduction factor of 6 is theoretically possible on the databases used. A topical classification of these regions has been attempted on one database, the detection accuracy for that index, however, was very low. At the utterance level dialogue acts such as statements, questions, backchannels (aha, yeah, ...), etc. are being recognized using a novel discriminatively trained HMM procedure. The procedure can be extended to recognize short sequences such as question/answer pairs, so called dialogue games. Dialog acts and games are useful for building classifiers for speaking style. Similarily a user may remember a certain dialog act sequence and may search for it in a graphical representation. In a study with very pessimistic assumptions users are able to pick one out of four similar and equiprobable meetings correctly with an accuracy ~ 43% using graphical activity information. Dialogue acts may be useful in this situation as well but the sample size did not allow to draw final conclusions. However the user study fails to show any effect for detailed basic features such as formality or speaker identity
    • …
    corecore