8,625 research outputs found

    Towards Communicating Agents and Avatars in Virtual Worlds

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    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. In addition, in a multi-user version of the system visitors can chat with each other. Our environment is a laboratory for research and for experiments with users interacting with agents in multimodal ways, referring to visualized information and making use of knowledge possessed by domain agents, but also by agents that represent other visitors of this environment. We discuss standards that are under development for designing such environments. Our environment models a local theatre in our hometown. We discuss our attempts to let this environment evolve into a theatre community where we do not only have goal-directed visitors buying tickets, but also visitors that that are not yet sure whether they want to buy or just want information or visitors who just want to look around, talk with others, etc. It is shown that we need a multi-user and multi-agent environment to realize our goals and that we need to have a unifying framework in order to be able to introduce and maintain different agents and user avatars with different abilities, including intellectual, interaction and animation abilities

    Reference Resolution in Multi-modal Interaction: Position paper

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    In this position 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 and how they are treated for different contexts. No generally applicable solutions are given

    Towards responsive Sensitive Artificial Listeners

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    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

    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

    A toolkit of mechanism and context independent widgets

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    Most human-computer interfaces are designed to run on a static platform (e.g. a workstation with a monitor) in a static environment (e.g. an office). However, with mobile devices becoming ubiquitous and capable of running applications similar to those found on static devices, it is no longer valid to design static interfaces. This paper describes a user-interface architecture which allows interactors to be flexible about the way they are presented. This flexibility is defined by the different input and output mechanisms used. An interactor may use different mechanisms depending upon their suitability in the current context, user preference and the resources available for presentation using that mechanism

    Action Selection for Interaction Management: Opportunities and Lessons for Automated Planning

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    The central problem in automated planning---action selection---is also a primary topic in the dialogue systems research community, however, the nature of research in that community is significantly different from that of planning, with a focus on end-to-end systems and user evaluations. In particular, numerous toolkits are available for developing speech-based dialogue systems that include not only a method for representing states and actions, but also a mechanism for reasoning and selecting the actions, often combined with a technical framework designed to simplify the task of creating end-to-end systems. We contrast this situation with that of automated planning, and argue that the dialogue systems community could benefit from some of the directions adopted by the planning community, and that there also exist opportunities and lessons for automated planning

    Designing friends

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    Embodied Conversational Agents are virtual humans that can interact with humans using verbal and non-verbal forms of communication. In most cases, they have been designed for short interactions. This paper asks the question how one would start to design synthetic characters that can become your friends. We look at insights from social psychology and propose a methodology for designing friends
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