33,808 research outputs found
Dialogue based interfaces for universal access.
Conversation provides an excellent means of communication for almost all people. Consequently, a conversational interface is an excellent mechanism for allowing people to interact with systems. Conversational systems are an active research area, but a wide range of systems can be developed with current technology. More sophisticated interfaces can take considerable effort, but simple interfaces can be developed quite rapidly. This paper gives an introduction to the current state of the art of conversational systems and interfaces. It describes a methodology for developing conversational interfaces and gives an example of an interface for a state benefits web site. The paper discusses how this interface could improve access for a wide range of people, and how further development of this interface would allow a larger range of people to use the system and give them more functionality
A Personalized System for Conversational Recommendations
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
Vagueness and referential ambiguity in a large-scale annotated corpus
In this paper, we argue that difficulties in the definition of coreference itself contribute to lower inter-annotator agreement in certain cases. Data from a large referentially annotated corpus serves to corroborate this point, using a quantitative investigation to assess which effects or problems are likely to be the most prominent. Several examples where such problems occur are discussed in more detail, and we then propose a generalisation of Poesio, Reyle and Stevensonâs Justified Sloppiness Hypothesis to provide a unified model for these cases of disagreement and argue that a deeper understanding of the phenomena involved allows to tackle problematic cases in a more principled fashion than would be possible using only pre-theoretic intuitions
Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies
This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game
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