4,657 research outputs found

    Who am I talking with? A face memory for social robots

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    In order to provide personalized services and to develop human-like interaction capabilities robots need to rec- ognize their human partner. Face recognition has been studied in the past decade exhaustively in the context of security systems and with significant progress on huge datasets. However, these capabilities are not in focus when it comes to social interaction situations. Humans are able to remember people seen for a short moment in time and apply this knowledge directly in their engagement in conversation. In order to equip a robot with capabilities to recall human interlocutors and to provide user- aware services, we adopt human-human interaction schemes to propose a face memory on the basis of active appearance models integrated with the active memory architecture. This paper presents the concept of the interactive face memory, the applied recognition algorithms, and their embedding into the robot’s system architecture. Performance measures are discussed for general face databases as well as scenario-specific datasets

    Listening between the Lines: Learning Personal Attributes from Conversations

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    Open-domain dialogue agents must be able to converse about many topics while incorporating knowledge about the user into the conversation. In this work we address the acquisition of such knowledge, for personalization in downstream Web applications, by extracting personal attributes from conversations. This problem is more challenging than the established task of information extraction from scientific publications or Wikipedia articles, because dialogues often give merely implicit cues about the speaker. We propose methods for inferring personal attributes, such as profession, age or family status, from conversations using deep learning. Specifically, we propose several Hidden Attribute Models, which are neural networks leveraging attention mechanisms and embeddings. Our methods are trained on a per-predicate basis to output rankings of object values for a given subject-predicate combination (e.g., ranking the doctor and nurse professions high when speakers talk about patients, emergency rooms, etc). Experiments with various conversational texts including Reddit discussions, movie scripts and a collection of crowdsourced personal dialogues demonstrate the viability of our methods and their superior performance compared to state-of-the-art baselines.Comment: published in WWW'1

    Towards Question-based Recommender Systems

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    Conversational and question-based recommender systems have gained increasing attention in recent years, with users enabled to converse with the system and better control recommendations. Nevertheless, research in the field is still limited, compared to traditional recommender systems. In this work, we propose a novel Question-based recommendation method, Qrec, to assist users to find items interactively, by answering automatically constructed and algorithmically chosen questions. Previous conversational recommender systems ask users to express their preferences over items or item facets. Our model, instead, asks users to express their preferences over descriptive item features. The model is first trained offline by a novel matrix factorization algorithm, and then iteratively updates the user and item latent factors online by a closed-form solution based on the user answers. Meanwhile, our model infers the underlying user belief and preferences over items to learn an optimal question-asking strategy by using Generalized Binary Search, so as to ask a sequence of questions to the user. Our experimental results demonstrate that our proposed matrix factorization model outperforms the traditional Probabilistic Matrix Factorization model. Further, our proposed Qrec model can greatly improve the performance of state-of-the-art baselines, and it is also effective in the case of cold-start user and item recommendations.Comment: accepted by SIGIR 202

    Theoretical and Factual Meaning in Assisted Instruction

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    Technology determines new borders for knowledge domain while education reflects more complex activities. A solution in this context is to integrate technology in the educational system, extending it as e-Education.E-Education is a dynamic system and a conceptdeveloped on three kinds of infrastructure which are likely to emerge: technological infrastructure, conceptual infrastructure of the type ofthe study programmes, and cognitive infrastructure of all participants involved in the teaching-learning activities. The purpose of this paper is to provide a meaningful framework for contextual learning, developed on the idea that a personal computer can deliver many skills to a student, but only academic environment can connect those skills to a modern community where they belong. This approach is developed on the much known principle which sustain that the educational system becomes the engine of the learning society.Scientific Research in E-Education, Assisted Instruction, E-Classroom, Didactic Knowledge, Concepts Map Approach

    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

    Reinforcement learning for personalized dialogue management

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    Language systems have been of great interest to the research community and have recently reached the mass market through various assistant platforms on the web. Reinforcement Learning methods that optimize dialogue policies have seen successes in past years and have recently been extended into methods that personalize the dialogue, e.g. take the personal context of users into account. These works, however, are limited to personalization to a single user with whom they require multiple interactions and do not generalize the usage of context across users. This work introduces a problem where a generalized usage of context is relevant and proposes two Reinforcement Learning (RL)-based approaches to this problem. The first approach uses a single learner and extends the traditional POMDP formulation of dialogue state with features that describe the user context. The second approach segments users by context and then employs a learner per context. We compare these approaches in a benchmark of existing non-RL and RL-based methods in three established and one novel application domain of financial product recommendation. We compare the influence of context and training experiences on performance and find that learning approaches generally outperform a handcrafted gold standard

    Intelligent Interfaces for Technology-Enhanced Learning

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    Emotion and memory model for social robots: a reinforcement learning based behaviour selection

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    In this paper, we propose a reinforcement learning (RL) mechanism for social robots to select an action based on users’ learning performance and social engagement. We applied this behavior selection mechanism to extend the emotion and memory model, which allows a robot to create a memory account of the user’s emotional events and adapt its behavior based on the developed memory. We evaluated the model in a vocabulary-learning task at a school during a children’s game involving robot interaction to see if the model results in maintaining engagement and improving vocabulary learning across the four different interaction sessions. Generally, we observed positive findings based on child vocabulary learning and sustaining social engagement during all sessions. Compared to the trends of a previous study, we observed a higher level of social engagement across sessions in terms of the duration of the user gaze toward the robot. For vocabulary retention, we saw similar trends in general but also showing high vocabulary retention across some sessions. The findings indicate the benefits of applying RL techniques that have a reward system based on multi-modal user signals or cues

    Adaptive and Reactive Rich Internet Applications

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    In this thesis we present the client-side approach of Adaptive and Reactive Rich Internet Applications as the main result of our research into how to bring in time adaptivity to Rich Internet Applications. Our approach leverages previous work on adaptive hypermedia, event processing and other research disciplines. We present a holistic framework covering the design-time as well as the runtime aspects of Adaptive and Reactive Rich Internet Applications focusing especially on the run-time aspects
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