1,399 research outputs found

    A Robust and Efficient Three-Layered Dialogue Component for a Speech-to-Speech Translation System

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    We present the dialogue component of the speech-to-speech translation system VERBMOBIL. In contrast to conventional dialogue systems it mediates the dialogue while processing maximally 50% of the dialogue in depth. Special requirements like robustness and efficiency lead to a 3-layered hybrid architecture for the dialogue module, using statistics, an automaton and a planner. A dialogue memory is constructed incrementally.Comment: Postscript file, compressed and uuencoded, 15 pages, to appear in Proceedings of EACL-95, Dublin

    Agents for educational games and simulations

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    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

    PRESENCE: A human-inspired architecture for speech-based human-machine interaction

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    Recent years have seen steady improvements in the quality and performance of speech-based human-machine interaction driven by a significant convergence in the methods and techniques employed. However, the quantity of training data required to improve state-of-the-art systems seems to be growing exponentially and performance appears to be asymptotic to a level that may be inadequate for many real-world applications. This suggests that there may be a fundamental flaw in the underlying architecture of contemporary systems, as well as a failure to capitalize on the combinatorial properties of human spoken language. This paper addresses these issues and presents a novel architecture for speech-based human-machine interaction inspired by recent findings in the neurobiology of living systems. Called PRESENCE-"PREdictive SENsorimotor Control and Emulation" - this new architecture blurs the distinction between the core components of a traditional spoken language dialogue system and instead focuses on a recursive hierarchical feedback control structure. Cooperative and communicative behavior emerges as a by-product of an architecture that is founded on a model of interaction in which the system has in mind the needs and intentions of a user and a user has in mind the needs and intentions of the system

    System Integration of a Tour Guide Robot

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    In today\u27s world, people visit many attractive places. On such an occasion, It is of utmost importance to be accompanied by a tour guide, who is known to explain about the cultural and historical importance of places. Due to the advancements in technology, smartphones today have the capability to help a person navigate to any place in the world and can itself act as a tour guide by explaining a significance of a place. However, the person while looking into his phone might not watch his/her step and might collide with other moving person or objects. With a phone tour guide, the person is alone and is missing a sense of contact with other travelers. therefore a human guide is necessary to provide tours for a group of visitors. However, Human tour guides might face tiredness, distraction, and the effects of repetitive tasks while providing tour service to visitors. Robots eliminate these problems and can provide tour consistently until it drains its battery. This experiment introduces a tour-guide robot that can be used on such an occasion. Tour guide robots can navigate autonomously in a known map of a given place and at the same time interact with people. The environment is equipped with artificial landmarks. Each landmark provides information about that specific region. An Animated avatar is simulated on the screen. IBM Watson provides voice recognition and text-to-speech services for human-robot interaction

    Social Agents: the first generations

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    Study to determine potential flight applications and human factors design guidelines for voice recognition and synthesis systems

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    A study was conducted to determine potential commercial aircraft flight deck applications and implementation guidelines for voice recognition and synthesis. At first, a survey of voice recognition and synthesis technology was undertaken to develop a working knowledge base. Then, numerous potential aircraft and simulator flight deck voice applications were identified and each proposed application was rated on a number of criteria in order to achieve an overall payoff rating. The potential voice recognition applications fell into five general categories: programming, interrogation, data entry, switch and mode selection, and continuous/time-critical action control. The ratings of the first three categories showed the most promise of being beneficial to flight deck operations. Possible applications of voice synthesis systems were categorized as automatic or pilot selectable and many were rated as being potentially beneficial. In addition, voice system implementation guidelines and pertinent performance criteria are proposed. Finally, the findings of this study are compared with those made in a recent NASA study of a 1995 transport concept

    MOG 2010:3rd Workshop on Multimodal Output Generation: Proceedings

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