960 research outputs found

    Combining link and content-based information in a Bayesian inference model for entity search

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    An architectural model of a Bayesian inference network to support entity search in semantic knowledge bases is presented. The model supports the explicit combination of primitive data type and object-level semantics under a single computational framework. A flexible query model is supported capable to reason with the availability of simple semantics in querie

    Speech-driven Animation with Meaningful Behaviors

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    Conversational agents (CAs) play an important role in human computer interaction. Creating believable movements for CAs is challenging, since the movements have to be meaningful and natural, reflecting the coupling between gestures and speech. Studies in the past have mainly relied on rule-based or data-driven approaches. Rule-based methods focus on creating meaningful behaviors conveying the underlying message, but the gestures cannot be easily synchronized with speech. Data-driven approaches, especially speech-driven models, can capture the relationship between speech and gestures. However, they create behaviors disregarding the meaning of the message. This study proposes to bridge the gap between these two approaches overcoming their limitations. The approach builds a dynamic Bayesian network (DBN), where a discrete variable is added to constrain the behaviors on the underlying constraint. The study implements and evaluates the approach with two constraints: discourse functions and prototypical behaviors. By constraining on the discourse functions (e.g., questions), the model learns the characteristic behaviors associated with a given discourse class learning the rules from the data. By constraining on prototypical behaviors (e.g., head nods), the approach can be embedded in a rule-based system as a behavior realizer creating trajectories that are timely synchronized with speech. The study proposes a DBN structure and a training approach that (1) models the cause-effect relationship between the constraint and the gestures, (2) initializes the state configuration models increasing the range of the generated behaviors, and (3) captures the differences in the behaviors across constraints by enforcing sparse transitions between shared and exclusive states per constraint. Objective and subjective evaluations demonstrate the benefits of the proposed approach over an unconstrained model.Comment: 13 pages, 12 figures, 5 table

    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

    An automatic dialog simulation technique to develop and evaluate interactive conversational agents

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    During recent years, conversational agents have become a solution to provide straightforward and more natural ways of retrieving information in the digital domain. In this article, we present an agent-based dialog simulation technique for learning new dialog strategies and evaluating conversational agents. Using this technique, the effort necessary to acquire data required to train the dialog model and then explore new dialog strategies is considerably reduced. A set of measures has also been defined to evaluate the dialog strategy that is automatically learned and to compare different dialog corpora. We have applied this technique to explore the space of possible dialog strategies and evaluate the dialogs acquired for a conversational agent that collects monitored data from patients suffering from diabetes. The results of the comparison of these measures for an initial corpus and a corpus acquired using the dialog simulation technique show that the conversational agent reduces the time needed to complete the dialogs and improve their quality, thereby allowing the conversational agent to tackle new situations and generate new coherent answers for the situations already present in an initial model.This work was supported in part by Projects MINECO TEC2012-37832-C02-01, CICYT TEC2011-28626-C02-02, CAM CONTEXTS S2009/TIC-1485Publicad

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Application of Common Sense Computing for the Development of a Novel Knowledge-Based Opinion Mining Engine

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    The ways people express their opinions and sentiments have radically changed in the past few years thanks to the advent of social networks, web communities, blogs, wikis and other online collaborative media. The distillation of knowledge from this huge amount of unstructured information can be a key factor for marketers who want to create an image or identity in the minds of their customers for their product, brand, or organisation. These online social data, however, remain hardly accessible to computers, as they are specifically meant for human consumption. The automatic analysis of online opinions, in fact, involves a deep understanding of natural language text by machines, from which we are still very far. Hitherto, online information retrieval has been mainly based on algorithms relying on the textual representation of web-pages. Such algorithms are very good at retrieving texts, splitting them into parts, checking the spelling and counting their words. But when it comes to interpreting sentences and extracting meaningful information, their capabilities are known to be very limited. Existing approaches to opinion mining and sentiment analysis, in particular, can be grouped into three main categories: keyword spotting, in which text is classified into categories based on the presence of fairly unambiguous affect words; lexical affinity, which assigns arbitrary words a probabilistic affinity for a particular emotion; statistical methods, which calculate the valence of affective keywords and word co-occurrence frequencies on the base of a large training corpus. Early works aimed to classify entire documents as containing overall positive or negative polarity, or rating scores of reviews. Such systems were mainly based on supervised approaches relying on manually labelled samples, such as movie or product reviews where the opinionist’s overall positive or negative attitude was explicitly indicated. However, opinions and sentiments do not occur only at document level, nor they are limited to a single valence or target. Contrary or complementary attitudes toward the same topic or multiple topics can be present across the span of a document. In more recent works, text analysis granularity has been taken down to segment and sentence level, e.g., by using presence of opinion-bearing lexical items (single words or n-grams) to detect subjective sentences, or by exploiting association rule mining for a feature-based analysis of product reviews. These approaches, however, are still far from being able to infer the cognitive and affective information associated with natural language as they mainly rely on knowledge bases that are still too limited to efficiently process text at sentence level. In this thesis, common sense computing techniques are further developed and applied to bridge the semantic gap between word-level natural language data and the concept-level opinions conveyed by these. In particular, the ensemble application of graph mining and multi-dimensionality reduction techniques on two common sense knowledge bases was exploited to develop a novel intelligent engine for open-domain opinion mining and sentiment analysis. The proposed approach, termed sentic computing, performs a clause-level semantic analysis of text, which allows the inference of both the conceptual and emotional information associated with natural language opinions and, hence, a more efficient passage from (unstructured) textual information to (structured) machine-processable data. The engine was tested on three different resources, namely a Twitter hashtag repository, a LiveJournal database and a PatientOpinion dataset, and its performance compared both with results obtained using standard sentiment analysis techniques and using different state-of-the-art knowledge bases such as Princeton’s WordNet, MIT’s ConceptNet and Microsoft’s Probase. Differently from most currently available opinion mining services, the developed engine does not base its analysis on a limited set of affect words and their co-occurrence frequencies, but rather on common sense concepts and the cognitive and affective valence conveyed by these. This allows the engine to be domain-independent and, hence, to be embedded in any opinion mining system for the development of intelligent applications in multiple fields such as Social Web, HCI and e-health. Looking ahead, the combined novel use of different knowledge bases and of common sense reasoning techniques for opinion mining proposed in this work, will, eventually, pave the way for development of more bio-inspired approaches to the design of natural language processing systems capable of handling knowledge, retrieving it when necessary, making analogies and learning from experience
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