1,864 research outputs found

    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

    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

    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

    Advanced Content and Interface Personalization through Conversational Behavior and Affective Embodied Conversational Agents

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    Conversation is becoming one of the key interaction modes in HMI. As a result, the conversational agents (CAs) have become an important tool in various everyday scenarios. From Apple and Microsoft to Amazon, Google, and Facebook, all have adapted their own variations of CAs. The CAs range from chatbots and 2D, carton-like implementations of talking heads to fully articulated embodied conversational agents performing interaction in various concepts. Recent studies in the field of face-to-face conversation show that the most natural way to implement interaction is through synchronized verbal and co-verbal signals (gestures and expressions). Namely, co-verbal behavior represents a major source of discourse cohesion. It regulates communicative relationships and may support or even replace verbal counterparts. It effectively retains semantics of the information and gives a certain degree of clarity in the discourse. In this chapter, we will represent a model of generation and realization of more natural machine-generated output

    Multimodal Accessibility of Documents

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    Designing as Interpretation

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    The paper suggests an interpretative approach to the empirical study of design processes. Design processes are conceived as social processes of interpretation and construction of meaning, and potentially of context generation. In contrast to models which conceive designing as a goal-directed process, an interpretative approach suggests a methodological reorientation. It assumes that design goals are more or less incomplete and vague at the beginning of a design process and are interpreted in contexts and in part are created by designers in the design process on the basis of their experience, embodied skills, and practices. The interpretative paradigm in design research seeks to observe, investigate, and describe practices that designers use in the process. Rather than attempting to determine and prescribe how practitioners ought to do their work, the research question is on how work is actually done - how interpretation is achieved by designers in particular design processes. An extract is analysed in some detail in the paper. These data are taken from the transcript of a case study of a design process in practice. Sociological and socio-linguistic (‘sensitizing’) concepts such as frames and contexts are adopted to describe and analyze some practices observed in the episodes. The paper focuses on an aspect of designing – various forms of involvement and stances designers’ take on in the meaning making process of interpretative design work. Interpretative analysis takes into account designers’ alignments which constitute “participation frameworks” and ground designers’ multimodal practices in different media (language, drawing, gesture). Goffman’s (1981) concept of “footing” is used to reveal more subtle shifts in stances that designers take in designing. Investigation of referential practices designers use in some utterances in the observed design conversation suggests that designers step into, displace, and position themselves in transformed, “keyed” situations to experience the solicitations of design situations more directly and to take the role of others as well as the role of objects. These practices appear to be part of designers’ ability to construct meaning by establishing perspectives and getting “maximal grip” on design situations so as to exert their skills. Analysis of types of stances designers take in an observed design process, some of which addressed in the paper, may provide a way to describe an aspect of designers’ artistry and to characterize the particularities of unique design processes. The suggested approach is intended to contribute to a better theoretical understanding of designing and to the methodology of design research as an ‘epistemology of practice’. Interpretative analysis also aims to provide description of designers’ practices which may, as its practical benefits, contribute to ‘the reflective turn’ in design research. Keywords: Design Research Methodology; Design Practices; Framing; Case Study</p

    Dynamically generated multi-modal application interfaces

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    This work introduces a new UIMS (User Interface Management System), which aims to solve numerous problems in the field of user-interface development arising from hard-coded use of user interface toolkits. The presented solution is a concrete system architecture based on the abstract ARCH model consisting of an interface abstraction-layer, a dialog definition language called GIML (Generalized Interface Markup Language) and pluggable interface rendering modules. These components form an interface toolkit called GITK (Generalized Interface ToolKit). With the aid of GITK (Generalized Interface ToolKit) one can build an application, without explicitly creating a concrete end-user interface. At runtime GITK can create these interfaces as needed from the abstract specification and run them. Thereby GITK is equipping one application with many interfaces, even kinds of interfaces that did not exist when the application was written. It should be noted that this work will concentrate on providing the base infrastructure for adaptive/adaptable system, and does not aim to deliver a complete solution. This work shows that the proposed solution is a fundamental concept needed to create interfaces for everyone, which can be used everywhere and at any time. This text further discusses the impact of such technology for users and on the various aspects of software systems and their development. The targeted main audience of this work are software developers or people with strong interest in software development

    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks

    An Actor-Centric Approach to Facial Animation Control by Neural Networks For Non-Player Characters in Video Games

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    Game developers increasingly consider the degree to which character animation emulates facial expressions found in cinema. Employing animators and actors to produce cinematic facial animation by mixing motion capture and hand-crafted animation is labor intensive and therefore expensive. Emotion corpora and neural network controllers have shown promise toward developing autonomous animation that does not rely on motion capture. Previous research and practice in disciplines of Computer Science, Psychology and the Performing Arts have provided frameworks on which to build a workflow toward creating an emotion AI system that can animate the facial mesh of a 3d non-player character deploying a combination of related theories and methods. However, past investigations and their resulting production methods largely ignore the emotion generation systems that have evolved in the performing arts for more than a century. We find very little research that embraces the intellectual process of trained actors as complex collaborators from which to understand and model the training of a neural network for character animation. This investigation demonstrates a workflow design that integrates knowledge from the performing arts and the affective branches of the social and biological sciences. Our workflow begins at the stage of developing and annotating a fictional scenario with actors, to producing a video emotion corpus, to designing training and validating a neural network, to analyzing the emotion data annotation of the corpus and neural network, and finally to determining resemblant behavior of its autonomous animation control of a 3d character facial mesh. The resulting workflow includes a method for the development of a neural network architecture whose initial efficacy as a facial emotion expression simulator has been tested and validated as substantially resemblant to the character behavior developed by a human actor
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