9,713 research outputs found

    How Do I Address You? Modelling addressing behavior based on an analysis of a multi-modal corpora of conversational discourse

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    Addressing is a special kind of referring and thus principles of multi-modal referring expression generation will also be basic for generation of address terms and addressing gestures for conversational agents. Addressing is a special kind of referring because of the different (second person instead of object) role that the referent has in the interaction. Based on an analysis of addressing behaviour in multi-party face-to-face conversations (meetings, TV discussions as well as theater plays), we present outlines of a model for generating multi-modal verbal and non-verbal addressing behaviour for agents in multi-party interactions

    Reference resolution in multi-modal interaction: Preliminary observations

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    In this paper we present our research on multimodal interaction in and with virtual environments. The aim of this presentation is to emphasize the necessity to spend more research on reference resolution in multimodal contexts. In multi-modal interaction the human conversational partner can apply more than one modality in conveying his or her message to the environment in which a computer detects and interprets signals from different modalities. We show some naturally arising problems but do not give general solutions. Rather we decide to perform more detailed research on reference resolution in uni-modal contexts to obtain methods generalizable to multi-modal contexts. Since we try to build applications for a Dutch audience and since hardly any research has been done on reference resolution for Dutch, we give results on the resolution of anaphoric and deictic references in Dutch texts. We hope to be able to extend these results to our multimodal contexts later

    Survey on Evaluation Methods for Dialogue Systems

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    In this paper we survey the methods and concepts developed for the evaluation of dialogue systems. Evaluation is a crucial part during the development process. Often, dialogue systems are evaluated by means of human evaluations and questionnaires. However, this tends to be very cost and time intensive. Thus, much work has been put into finding methods, which allow to reduce the involvement of human labour. In this survey, we present the main concepts and methods. For this, we differentiate between the various classes of dialogue systems (task-oriented dialogue systems, conversational dialogue systems, and question-answering dialogue systems). We cover each class by introducing the main technologies developed for the dialogue systems and then by presenting the evaluation methods regarding this class

    ANGELICA : choice of output modality in an embodied agent

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    The ANGELICA project addresses the problem of modality choice in information presentation by embodied, humanlike agents. The output modalities available to such agents include both language and various nonverbal signals such as pointing and gesturing. For each piece of information to be presented by the agent it must be decided whether it should be expressed using language, a nonverbal signal, or both. In the ANGELICA project a model of the different factors influencing this choice will be developed and integrated in a natural language generation system. The application domain is the presentation of route descriptions by an embodied agent in a 3D environment. Evaluation and testing form an integral part of the project. In particular, we will investigate the effect of different modality choices on the effectiveness and naturalness of the generated presentations and on the user's perception of the agent's personality

    A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters

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    Most computer game characters are either ``talkers,\u27 i.e., they engage in dialogue with the player, or ``fighters,\u27 i.e., they engage in actions against or with the player, and that may affect the virtual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computational linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games
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