4,379 research outputs found
I Probe, Therefore I Am: Designing a Virtual Journalist with Human Emotions
By utilizing different communication channels, such as verbal language,
gestures or facial expressions, virtually embodied interactive humans hold a
unique potential to bridge the gap between human-computer interaction and
actual interhuman communication. The use of virtual humans is consequently
becoming increasingly popular in a wide range of areas where such a natural
communication might be beneficial, including entertainment, education, mental
health research and beyond. Behind this development lies a series of
technological advances in a multitude of disciplines, most notably natural
language processing, computer vision, and speech synthesis. In this paper we
discuss a Virtual Human Journalist, a project employing a number of novel
solutions from these disciplines with the goal to demonstrate their viability
by producing a humanoid conversational agent capable of naturally eliciting and
reacting to information from a human user. A set of qualitative and
quantitative evaluation sessions demonstrated the technical feasibility of the
system whilst uncovering a number of deficits in its capacity to engage users
in a way that would be perceived as natural and emotionally engaging. We argue
that naturalness should not always be seen as a desirable goal and suggest that
deliberately suppressing the naturalness of virtual human interactions, such as
by altering its personality cues, might in some cases yield more desirable
results.Comment: eNTERFACE16 proceeding
Evorus: A Crowd-powered Conversational Assistant Built to Automate Itself Over Time
Crowd-powered conversational assistants have been shown to be more robust
than automated systems, but do so at the cost of higher response latency and
monetary costs. A promising direction is to combine the two approaches for high
quality, low latency, and low cost solutions. In this paper, we introduce
Evorus, a crowd-powered conversational assistant built to automate itself over
time by (i) allowing new chatbots to be easily integrated to automate more
scenarios, (ii) reusing prior crowd answers, and (iii) learning to
automatically approve response candidates. Our 5-month-long deployment with 80
participants and 281 conversations shows that Evorus can automate itself
without compromising conversation quality. Crowd-AI architectures have long
been proposed as a way to reduce cost and latency for crowd-powered systems;
Evorus demonstrates how automation can be introduced successfully in a deployed
system. Its architecture allows future researchers to make further innovation
on the underlying automated components in the context of a deployed open domain
dialog system.Comment: 10 pages. To appear in the Proceedings of the Conference on Human
Factors in Computing Systems 2018 (CHI'18
ZOE: A cloud-less dialog-enabled continuous sensing wearable exploiting heterogeneous computation
The wearable revolution, as a mass-market phenomenon, has finally
arrived. As a result, the question of how wearables should evolve
over the next 5 to 10 years is assuming an increasing level of societal
and commercial importance. A range of open design and
system questions are emerging, for instance: How can wearables
shift from being largely health and fitness focused to tracking a
wider range of life events? What will become the dominant methods
through which users interact with wearables and consume the
data collected? Are wearables destined to be cloud and/or smartphone
dependent for their operation?
Towards building the critical mass of understanding and experience
necessary to tackle such questions, we have designed and
implemented ZOE – a match-box sized (49g) collar- or lapel-worn
sensor that pushes the boundary of wearables in an important set of
new directions. First, ZOE aims to perform multiple deep sensor
inferences that span key aspects of everyday life (viz. personal, social
and place information) on continuously sensed data; while also
offering this data not only within conventional analytics but also
through a speech dialog system that is able to answer impromptu
casual questions from users. (Am I more stressed this week than
normal?) Crucially, and unlike other rich-sensing or dialog supporting
wearables, ZOE achieves this without cloud or smartphone
support – this has important side-effects for privacy since all user
information can remain on the device. Second, ZOE incorporates
the latest innovations in system-on-a-chip technology together with
a custom daughter-board to realize a three-tier low-power processor
hierarchy. We pair this hardware design with software techniques
that manage system latency while still allowing ZOE to remain energy
efficient (with a typical lifespan of 30 hours), despite its high
sensing workload, small form-factor, and need to remain responsive to user dialog requests.This work was supported by Microsoft Research through its PhD
Scholarship Program. We would also like to thank the anonymous
reviewers and our shepherd, Jeremy Gummeson, for helping us improve
the paper.This is the author accepted manuscript. The final version is available from ACM at http://dl.acm.org/citation.cfm?doid=2742647.2742672
Towards responsive Sensitive Artificial Listeners
This paper describes work in the recently started project SEMAINE, which aims to build a set of Sensitive Artificial Listeners – conversational agents designed to sustain an interaction with a human user despite limited verbal skills, through robust recognition and generation of non-verbal behaviour in real-time, both when the agent is speaking and listening. We report on data collection and on the design of a system architecture in view of real-time responsiveness
Examining the relationship between language divergence and word-of-mouth intentions
More than half the countries in the world are multilingual, and more than half the world’s consumers speak more than one language. Thus, bilingual consumers often receive services provided in a second or nonnative language. This article examines these consumers’ word-of-mouth intentions after a service provision in a second language. Two studies show that consumers served in a second language are less likely to spread positive word of mouth. The results also reveal that consumers served in a second language perceive the service provider as less responsive in general. Furthermore, the service provider’s perceived responsiveness appears far more important for determining positive word-of-mouth intentions than other factors, such as service reliability. This study therefore contributes to the fields of service and sociolinguistics, with important implications for managers as well.publisher: Elsevier
articletitle: Examining the relationship between language divergence and word-of-mouth intentions
journaltitle: Journal of Business Research
articlelink: http://dx.doi.org/10.1016/j.jbusres.2013.09.008
content_type: article
copyright: Copyright © 2013 Elsevier Inc. All rights reserved.status: publishe
Contours of Inclusion: Inclusive Arts Teaching and Learning
The purpose of this publication is to share models and case examples of the process of inclusive arts curriculum design and evaluation. The first section explains the conceptual and curriculum frameworks that were used in the analysis and generation of the featured case studies (i.e. Understanding by Design, Differentiated Instruction, and Universal Design for Learning). Data for the cases studies was collected from three urban sites (i.e. Los Angeles, San Francisco, and Boston) and included participant observations, student and teacher interviews, curriculum documentation, digital documentation of student learning, and transcripts from discussion forum and teleconference discussions from a professional learning community.The initial case studies by Glass and Barnum use the curricular frameworks to analyze and understand what inclusive practices look like in two case studies of arts-in-education programs that included students with disabilities. The second set of precedent case studies by Kronenberg and Blair, and Jenkins and Agois Hurel uses the frameworks to explain their process of including students by providing flexible arts learning options to support student learning of content standards. Both sets of case studies illuminate curricular design decisions and instructional strategies that supported the active engagement and learning of students with disabilities in educational settings shared with their peers. The second set of cases also illustrate the reflective process of using frameworks like Universal Design for Learning (UDL) to guide curricular design, responsive instructional differentiation, and the use of the arts as a rich, meaningful, and engaging option to support learning. Appended are curriculum design and evaluation tools. (Individual chapters contain references.
An Analysis of Mixed Initiative and Collaboration in Information-Seeking Dialogues
The ability to engage in mixed-initiative interaction is one of the core
requirements for a conversational search system. How to achieve this is poorly
understood. We propose a set of unsupervised metrics, termed ConversationShape,
that highlights the role each of the conversation participants plays by
comparing the distribution of vocabulary and utterance types. Using
ConversationShape as a lens, we take a closer look at several conversational
search datasets and compare them with other dialogue datasets to better
understand the types of dialogue interaction they represent, either driven by
the information seeker or the assistant. We discover that deviations from the
ConversationShape of a human-human dialogue of the same type is predictive of
the quality of a human-machine dialogue.Comment: SIGIR 2020 short conference pape
Incremental Unit Networks for Distributed, Symbolic Multimodal Processing and Representation
Incremental dialogue processing has been an important topic in spoken dialogue systems research, but the broader research community that makes use of language interaction (e.g., chatbots, conversational AI, spoken interaction with robots) have not adopted incremental processing despite research showing that humans perceive incremental dialogue as more natural. In this paper, we extend prior work that identifies the requirements for making spoken interaction with a system natural with the goal that our framework will be generalizable to many domains where speech is the primary method of communication. The Incremental Unit framework offers a model of incremental processing that has been extended to be multimodal, temporally aligned, enables real-time information updates, and creates complex network of information as a fine-grained information state. One challenge is that multimodal dialogue systems often have computationally expensive modules, requiring computation to be distributive. Most importantly, when speech is the means of communication, it brings the added expectation that systems understand what they (humans) say, but also that systems understand and respond without delay. In this paper, we build on top of the Incremental Unit framework and make it amenable to a distributive architecture made up of a robot and spoken dialogue system modules. To enable fast communication between the modules and to maintain module state histories, we compared two different implementations of a distributed Incremental Unit architecture. We compare both implementations systematically then with real human users and show that the implementation that uses an external attribute-value database is preferred, but there is some flexibility in which variant to use depending on the circumstances. This work offers the Incremental Unit framework as an architecture for building powerful, complete, and natural dialogue systems, specifically applicable to robots and multimodal systems researchers
A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons
We present the design of an online social skills development interface for
teenagers with autism spectrum disorder (ASD). The interface is intended to
enable private conversation practice anywhere, anytime using a web-browser.
Users converse informally with a virtual agent, receiving feedback on nonverbal
cues in real-time, and summary feedback. The prototype was developed in
consultation with an expert UX designer, two psychologists, and a pediatrician.
Using the data from 47 individuals, feedback and dialogue generation were
automated using a hidden Markov model and a schema-driven dialogue manager
capable of handling multi-topic conversations. We conducted a study with nine
high-functioning ASD teenagers. Through a thematic analysis of post-experiment
interviews, identified several key design considerations, notably: 1) Users
should be fully briefed at the outset about the purpose and limitations of the
system, to avoid unrealistic expectations. 2) An interface should incorporate
positive acknowledgment of behavior change. 3) Realistic appearance of a
virtual agent and responsiveness are important in engaging users. 4)
Conversation personalization, for instance in prompting laconic users for more
input and reciprocal questions, would help the teenagers engage for longer
terms and increase the system's utility
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