904 research outputs found

    Towards a unified framework for sub-lexical and supra-lexical linguistic modeling

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2002.Includes bibliographical references (p. 171-178).Conversational interfaces have received much attention as a promising natural communication channel between humans and computers. A typical conversational interface consists of three major systems: speech understanding, dialog management and spoken language generation. In such a conversational interface, speech recognition as the front-end of speech understanding remains to be one of the fundamental challenges for establishing robust and effective human/computer communications. On the one hand, the speech recognition component in a conversational interface lives in a rich system environment. Diverse sources of knowledge are available and can potentially be beneficial to its robustness and accuracy. For example, the natural language understanding component can provide linguistic knowledge in syntax and semantics that helps constrain the recognition search space. On the other hand, the speech recognition component also faces the challenge of spontaneous speech, and it is important to address the casualness of speech using the knowledge sources available. For example, sub-lexical linguistic information would be very useful in providing linguistic support for previously unseen words, and dynamic reliability modeling may help improve recognition robustness for poorly articulated speech. In this thesis, we mainly focused on the integration of knowledge sources within the speech understanding system of a conversational interface. More specifically, we studied the formalization and integration of hierarchical linguistic knowledge at both the sub-lexical level and the supra-lexical level, and proposed a unified framework for integrating hierarchical linguistic knowledge in speech recognition using layered finite-state transducers (FSTs).(cont.) Within the proposed framework, we developed context-dependent hierarchical linguistic models at both sub-lexical and supra-lexical levels. FSTs were designed and constructed to encode both structure and probability constraints provided by the hierarchical linguistic models. We also studied empirically the feasibility and effectiveness of integrating hierarchical linguistic knowledge into speech recognition using the proposed framework. We found that, at the sub-lexical level, hierarchical linguistic modeling is effective in providing generic sub-word structure and probability constraints. Since such constraints are not restricted to a fixed system vocabulary, they can help the recognizer correctly identify previously unseen words. Together with the unknown word support from natural language understanding, a conversational interface would be able to deal with unknown words better, and can possibly incorporate them into the active recognition vocabulary on-the-fly. At the supra-lexical level, experimental results showed that the shallow parsing model built within the proposed layered FST framework with top-level n-gram probabilities and phrase-level context-dependent probabilities was able to reduce recognition errors, compared to a class n-gram model of the same order. However, we also found that its application can be limited by the complexity of the composed FSTs. This suggests that, with a much more complex grammar at the supra-lexical level, a proper tradeoff between tight knowledge integration and system complexity becomes more important ...by Xiaolong Mou.Ph.D

    Directional adposition use in English, Swedish and Finnish

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    Directional adpositions such as to the left of describe where a Figure is in relation to a Ground. English and Swedish directional adpositions refer to the location of a Figure in relation to a Ground, whether both are static or in motion. In contrast, the Finnish directional adpositions edellä (in front of) and jäljessä (behind) solely describe the location of a moving Figure in relation to a moving Ground (Nikanne, 2003). When using directional adpositions, a frame of reference must be assumed for interpreting the meaning of directional adpositions. For example, the meaning of to the left of in English can be based on a relative (speaker or listener based) reference frame or an intrinsic (object based) reference frame (Levinson, 1996). When a Figure and a Ground are both in motion, it is possible for a Figure to be described as being behind or in front of the Ground, even if neither have intrinsic features. As shown by Walker (in preparation), there are good reasons to assume that in the latter case a motion based reference frame is involved. This means that if Finnish speakers would use edellä (in front of) and jäljessä (behind) more frequently in situations where both the Figure and Ground are in motion, a difference in reference frame use between Finnish on one hand and English and Swedish on the other could be expected. We asked native English, Swedish and Finnish speakers’ to select adpositions from a language specific list to describe the location of a Figure relative to a Ground when both were shown to be moving on a computer screen. We were interested in any differences between Finnish, English and Swedish speakers. All languages showed a predominant use of directional spatial adpositions referring to the lexical concepts TO THE LEFT OF, TO THE RIGHT OF, ABOVE and BELOW. There were no differences between the languages in directional adpositions use or reference frame use, including reference frame use based on motion. We conclude that despite differences in the grammars of the languages involved, and potential differences in reference frame system use, the three languages investigated encode Figure location in relation to Ground location in a similar way when both are in motion. Levinson, S. C. (1996). Frames of reference and Molyneux’s question: Crosslingiuistic evidence. In P. Bloom, M.A. Peterson, L. Nadel & M.F. Garrett (Eds.) Language and Space (pp.109-170). Massachusetts: MIT Press. Nikanne, U. (2003). How Finnish postpositions see the axis system. In E. van der Zee & J. Slack (Eds.), Representing direction in language and space. Oxford, UK: Oxford University Press. Walker, C. (in preparation). Motion encoding in language, the use of spatial locatives in a motion context. Unpublished doctoral dissertation, University of Lincoln, Lincoln. United Kingdo

    Towards multi-domain speech understanding with flexible and dynamic vocabulary

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.Includes bibliographical references (p. 201-208).In developing telephone-based conversational systems, we foresee future systems capable of supporting multiple domains and flexible vocabulary. Users can pursue several topics of interest within a single telephone call, and the system is able to switch transparently among domains within a single dialog. This system is able to detect the presence of any out-of-vocabulary (OOV) words, and automatically hypothesizes each of their pronunciation, spelling and meaning. These can be confirmed with the user and the new words are subsequently incorporated into the recognizer lexicon for future use. This thesis will describe our work towards realizing such a vision, using a multi-stage architecture. Our work is focused on organizing the application of linguistic constraints in order to accommodate multiple domain topics and dynamic vocabulary at the spoken input. The philosophy is to exclusively apply below word-level linguistic knowledge at the initial stage. Such knowledge is domain-independent and general to all of the English language. Hence, this is broad enough to support any unknown words that may appear at the input, as well as input from several topic domains. At the same time, the initial pass narrows the search space for the next stage, where domain-specific knowledge that resides at the word-level or above is applied. In the second stage, we envision several parallel recognizers, each with higher order language models tailored specifically to its domain. A final decision algorithm selects a final hypothesis from the set of parallel recognizers.(cont.) Part of our contribution is the development of a novel first stage which attempts to maximize linguistic constraints, using only below word-level information. The goals are to prevent sequences of unknown words from being pruned away prematurely while maintaining performance on in-vocabulary items, as well as reducing the search space for later stages. Our solution coordinates the application of various subword level knowledge sources. The recognizer lexicon is implemented with an inventory of linguistically motivated units called morphs, which are syllables augmented with spelling and word position. This first stage is designed to output a phonetic network so that we are not committed to the initial hypotheses. This adds robustness, as later stages can propose words directly from phones. To maximize performance on the first stage, much of our focus has centered on the integration of a set of hierarchical sublexical models into this first pass. To do this, we utilize the ANGIE framework which supports a trainable context-free grammar, and is designed to acquire subword-level and phonological information statistically. Its models can generalize knowledge about word structure, learned from in-vocabulary data, to previously unseen words. We explore methods for collapsing the ANGIE models into a finite-state transducer (FST) representation which enables these complex models to be efficiently integrated into recognition. The ANGIE-FST needs to encapsulate the hierarchical knowledge of ANGIE and replicate ANGIE's ability to support previously unobserved phonetic sequences ...by Grace Chung.Ph.D

    MULTI-MODAL TASK INSTRUCTIONS TO ROBOTS BY NAIVE USERS

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    This thesis presents a theoretical framework for the design of user-programmable robots. The objective of the work is to investigate multi-modal unconstrained natural instructions given to robots in order to design a learning robot. A corpus-centred approach is used to design an agent that can reason, learn and interact with a human in a natural unconstrained way. The corpus-centred design approach is formalised and developed in detail. It requires the developer to record a human during interaction and analyse the recordings to find instruction primitives. These are then implemented into a robot. The focus of this work has been on how to combine speech and gesture using rules extracted from the analysis of a corpus. A multi-modal integration algorithm is presented, that can use timing and semantics to group, match and unify gesture and language. The algorithm always achieves correct pairings on a corpus and initiates questions to the user in ambiguous cases or missing information. The domain of card games has been investigated, because of its variety of games which are rich in rules and contain sequences. A further focus of the work is on the translation of rule-based instructions. Most multi-modal interfaces to date have only considered sequential instructions. The combination of frame-based reasoning, a knowledge base organised as an ontology and a problem solver engine is used to store these rules. The understanding of rule instructions, which contain conditional and imaginary situations require an agent with complex reasoning capabilities. A test system of the agent implementation is also described. Tests to confirm the implementation by playing back the corpus are presented. Furthermore, deployment test results with the implemented agent and human subjects are presented and discussed. The tests showed that the rate of errors that are due to the sentences not being defined in the grammar does not decrease by an acceptable rate when new grammar is introduced. This was particularly the case for complex verbal rule instructions which have a large variety of being expressed

    Proceedings

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    Proceedings of the Ninth International Workshop on Treebanks and Linguistic Theories. Editors: Markus Dickinson, Kaili Müürisep and Marco Passarotti. NEALT Proceedings Series, Vol. 9 (2010), 268 pages. © 2010 The editors and contributors. Published by Northern European Association for Language Technology (NEALT) http://omilia.uio.no/nealt . Electronically published at Tartu University Library (Estonia) http://hdl.handle.net/10062/15891

    Gesture generation by imitation : from human behavior to computer character animation

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    This dissertation shows how to generate conversational gestures for an animated agent based on annotated text input. The central idea is to imitate the gestural behavior of human individuals. Using TV show recordings as empirical data, gestural key parameters are extracted for the generation of natural and individual gestures. For each of the three tasks in the generation pipeline a software was developed. The generic ANVIL annotation tool allows to transcribe gesture and speech in the empirical data. The NOVALIS module uses the annotations to compute individual gesture profiles with statistical methods. The NOVA generator creates gestures based on these profiles and heuristic rules, and outputs them in a linear script. In all, this work presents a complete work pipeline from collecting empirical data to obtaining an executable script and provides the necessary software, too.Die vorliegende Dissertation stellt einen Ansatz zur Generierung von Konversationsgesten für animierte Agenten aus annotatiertem Textinput vor. Zentrale Idee ist es, die Gestik menschlicher Individuen zu imitieren. Als empirisches Material dient eine Fernsehsendung, aus der Schlüsselparameter zur Generierung natürlicher und individueller Gesten extrahiert werden. Die Generierungsaufgabe wurde in drei Schritten mit eigens entwickelter Software gelöst. Das generische ANVIL-Annotationswerkzeug ermöglicht die Transkription von Gestik und Sprache in den empirischen Daten. Das NOVALIS-Modul berechnet aus den Annotationen individuelle Gestenprofile mit Hilfe statistischer Verfahren. Der NOVAGenerator erzeugt Gesten anhand dieser Profile und allgemeiner Heuristiken und gibt diese in Skriptform aus. Die Arbeit stellt somit einen vollständigen Arbeitspfad von empirischer Datenerhebung bis zum abspielfertigen Skript vor und liefert die entsprechenden Software-Werkzeuge dazu

    Gesture generation by imitation : from human behavior to computer character animation

    Get PDF
    This dissertation shows how to generate conversational gestures for an animated agent based on annotated text input. The central idea is to imitate the gestural behavior of human individuals. Using TV show recordings as empirical data, gestural key parameters are extracted for the generation of natural and individual gestures. For each of the three tasks in the generation pipeline a software was developed. The generic ANVIL annotation tool allows to transcribe gesture and speech in the empirical data. The NOVALIS module uses the annotations to compute individual gesture profiles with statistical methods. The NOVA generator creates gestures based on these profiles and heuristic rules, and outputs them in a linear script. In all, this work presents a complete work pipeline from collecting empirical data to obtaining an executable script and provides the necessary software, too.Die vorliegende Dissertation stellt einen Ansatz zur Generierung von Konversationsgesten für animierte Agenten aus annotatiertem Textinput vor. Zentrale Idee ist es, die Gestik menschlicher Individuen zu imitieren. Als empirisches Material dient eine Fernsehsendung, aus der Schlüsselparameter zur Generierung natürlicher und individueller Gesten extrahiert werden. Die Generierungsaufgabe wurde in drei Schritten mit eigens entwickelter Software gelöst. Das generische ANVIL-Annotationswerkzeug ermöglicht die Transkription von Gestik und Sprache in den empirischen Daten. Das NOVALIS-Modul berechnet aus den Annotationen individuelle Gestenprofile mit Hilfe statistischer Verfahren. Der NOVAGenerator erzeugt Gesten anhand dieser Profile und allgemeiner Heuristiken und gibt diese in Skriptform aus. Die Arbeit stellt somit einen vollständigen Arbeitspfad von empirischer Datenerhebung bis zum abspielfertigen Skript vor und liefert die entsprechenden Software-Werkzeuge dazu
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