275 research outputs found

    On the Development of Adaptive and User-Centred Interactive Multimodal Interfaces

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    Multimodal systems have attained increased attention in recent years, which has made possible important improvements in the technologies for recognition, processing, and generation of multimodal information. However, there are still many issues related to multimodality which are not clear, for example, the principles that make it possible to resemble human-human multimodal communication. This chapter focuses on some of the most important challenges that researchers have recently envisioned for future multimodal interfaces. It also describes current efforts to develop intelligent, adaptive, proactive, portable and affective multimodal interfaces

    The SEMAINE API: Towards a Standards-Based Framework for Building Emotion-Oriented Systems

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    This paper presents the SEMAINE API, an open source framework for building emotion-oriented systems. By encouraging and simplifying the use of standard representation formats, the framework aims to contribute to interoperability and reuse of system components in the research community. By providing a Java and C++ wrapper around a message-oriented middleware, the API makes it easy to integrate components running on different operating systems and written in different programming languages. The SEMAINE system 1.0 is presented as an example of a full-scale system built on top of the SEMAINE API. Three small example systems are described in detail to illustrate how integration between existing and new components is realised with minimal effort

    A web-based AI assistant Application using Python and JavaScript

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    Our research is mainly based on a chatbot which is powered by Artificial Intelligence. Nowadays, Artificial Intelligence assistants such as Apple’s Siri, Google’s Now and Amazon’s Alexa are currently fast-growing and widely integrated with many smart devices. These assistants are built with the primary purpose of being personal assistants for every individual user in certain contexts. In this research, we would highlight the development process of the chatbots, features, problems, case studies and limitations. This research delivers the information, helps developers to build answer bots and integrate chatbots with business accounts. The aim is to assist users and allow transactions between client companies and their customers. As a result, users can accomplish results to queries as well as clients can grow their business

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Customisable chatbot as a research instrument

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    Abstract. Chatbots are proliferating rapidly online for a variety of different purposes. This thesis presents a customisable chatbot that was designed and developed as a research instrument for online customer interaction research. The developed chatbot facilitates creation of different bot personas, data management tools, and a fully functional online chat user interface. Customer-facing bots in the system are rulebased, with basic input processing and text response selection based on best match. The system uses its own database to store user-chatbot dialogue history. Further, bots can be assigned unique dialogue scripts and their profiles can be customised concerning name, description and profile image. In the presented validation studies, participants completed a task by taking part in a conversation with different bots, as hosted by the system and invoked through distinct URL parameters. Second, the participants filled in a questionnaire on their experience with the bot, designed to reveal differences in how the bots were perceived. Our results suggest that the chatbot’s personality impacted how customers experienced the interactions. Therefore, the developed system can facilitate research scenarios that deal with investigating participant responses to different chatbot personas. Future work is necessary for a wider range of applications and enhanced response control.Personoitava chatbot tutkimustyökaluna. Tiivistelmä. Chatbotit yleistyvät nopeasti Internetissä ja niitä käytetään enenevissä määrin useissa eri käyttötarkoituksissa. Tämä diplomityö esittelee personoitavan chatbotin, joka on kehitetty tutkimustyökaluksi verkon yli tapahtuvaan vuorovaikutustutkimukseen. Kehitetty chatbot sisältää erilaisten bottipersoonien luonnin, apuvälineitä datan käsittelyn, ja itse botin käyttöliittymän. Järjestelmän käyttäjille vastailevat bottipersoonat ovat sääntöihin perustuvia, niiden syötteet käsitellään suoraviivaisesti ja vastaukseksi valitaan vertailun mukaan paras ennaltamääritellyn skriptin mukaisesti. Järjestelmä käyttää omaa tietokantaa tallentamaan käyttäjä-botti keskusteluhistorian. Lisäksi boteille voidaan asettaa uniikki dialogimalli, ja niiden profiilista voidaan personoida URL-parametrillä nimi, botin kuvaus ja profiilikuva. Chatbotin tekninen toiminta todettiin tutkimuksella, jossa osallistujat suorittivat annetun tehtävän seuraamalla osittain valmista käsikirjoitusta eri bottien kanssa. Tämän jälkeen osallistujat täyttivät käyttäjäkyselyn liittyen heidän kokemukseensa botin kanssa. Kysely oli suunniteltu paljastamaan mahdolliset eroavaisuudet siinä, kuinka botin käyttäytyminen miellettiin keskustelun aikana. Käyttäjätestin tulokset viittaavat siihen, että chatbotin persoonalla oli vaikutus käyttäjien kokemukseen. Kehitetty järjestelmä siis pystyy mahdollistamaan tutkimusasetelmia, joissa tutkitaan osallistujien reaktioita erilaisten chattibottien persooniin. Jatkotyö kehitetyn chatbotin yhteydessä keskittyy monimutkaisempien käyttötarkoitusten lisäämiseen ja botin vastausten parantamiseen edistyksellisemmän luonnollisen kielen käsittelyn avulla

    The Arabic (Re)dubbing of Wordplay in Disney Animated Films

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    Although audiovisual translation (AVT) has received considerable attention in recent years, evidence suggests that there is a paucity of empirical research carried out on the dubbing of wordplay in the Arabophone countries. This piece of research sets to identify, describe and assess the most common translation techniques adopted by translators when dubbing English-language animated films into Arabic. The focus is on the special case of dubbing Disney animated films into Egyptian Arabic (EA) and their subsequent redubbing into Modern Standard Arabic (MSA), during the 1975-2015 period. The ultimate goal is to ascertain the similarities as well as the differences that set the two versions apart, particularly when it comes to the transfer of wordplay. To reach this objective, the methodological approach adopted for this study is a corpus of instances of wordplay that combines a quantitative phase, which has the advantage of identifying correlations between the types of wordplay and particular translation techniques and results and is then followed by a qualitative analysis that further probes the results and determines the different factors that contribute to the way wordplay is translated. The analysis reveals that, in their attempt to render this type of punning humour, in both Arabic dubbed versions, Arabic translators resort to a variety of translation techniques, namely, loan, direct translation, explication, paraphrase, substitution and omission. The examination of the data shows that achieving a humorous effect in the target dialogue is the top priority and driving factor influencing most of the strategies activated in the process of dubbing wordplay into EA. Dissimilarly, there is a noticeable lower amount of puns crossing over from the original films to the MSA dubbed versions, highlighting the fact that the approach generally taken by the dubbing teams seems to give priority to the denotative, informative dimension rather than the socio-pragmatic one. By shedding light on the intricacies of dubbing, it is hoped that this study would contribute to the advancement of knowledge in the translation of wordplay in the Arabophone countries and, more specifically, in the field of dubbing children’s programmes

    Application-driven visual computing towards industry 4.0 2018

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    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: autónomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificación de la producción, el diseño de producto, la simulación de procesos, pruebas y verificación. El Operario Virtual muestra cómo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra información relevante al trabajador de una manera no intrusiva. 3. Gestión Interactiva de Modelos 3D: gestión online y visualización de modelos CAD multimedia, mediante conversión automática de modelos CAD a la Web. La tecnología Web3D permite la visualización e interacción de estos modelos en dispositivos móviles de baja potencia.Además, estas contribuciones han permitido analizar los desafíos presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desafíos: en factores humanos, simulación, visualización e integración de modelos
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