15,037 research outputs found

    Five-Factor Model as a Predictor for Spoken Dialog Systems

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    Human behavior varies widely as does the design of spoken dialog systems (SDS). The search for predictors to match a user’s preference and efficiency for a specific dialog interface type in an SDS was the focus of this research. By using personality as described by the Five-Factor Method (FFM) and the Wizard of Oz technique for delivering three system initiatives of the SDS, participants interacted with each of the SDS initiatives in scheduling an airline flight. The three system initiatives were constructed as strict system, which did not allow the user control of the interaction; mixed system, which allowed the user some control of the interaction but with a system override; and user system, which allowed the user control of the interaction. In order to eliminate gender bias in using the FFM as the instrument, participants were matched in gender and age. Participants were 18 years old to 70 years old, passed a hearing test, had no disability that prohibited the use of the SDS, and were native English speakers. Participants completed an adult consent form, a 50-question personality assessment as described by the FFM, and the interaction with the SDS. Participants also completed a system preference indication form at the end of the interaction. Observations for efficiency were recorded on paper by the researcher. Although the findings did not show a definitive predictor for a SDS due to the small population sample, by using a multinomial regression approach to the statistical analysis, odds ratios of the data helped draw conclusions that support certain personality factors as important roles in a user’s preference and efficiency in choosing and using a SDS. This gives an area for future research. Also, the presumption that preference and efficiency always match was not supported by the results from two of the three systems. An additional area for future research was discovered in the gender data. Although not an initial part of the research, the data shows promise in predicting preference and efficiency for certain SDS. Future research is indicated

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Social talk capabilities for dialogue systems

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    Small talk capabilities are an important but very challenging extension to dialogue systems. Small talk (or “social talk”) refers to a kind of conversation, which does not focus on the exchange of information, but on the negotiation of social roles and situations. The goal of this thesis is to provide knowledge, processes and structures that can be used by dialogue systems to satisfactorily participate in social conversations. For this purpose the thesis presents research in the areas of natural-language understanding, dialogue management and error handling. Nine new models of social talk based on a data analysis of small talk conversations are described. The functionally-motivated and content-abstract models can be used for small talk conversations on various topics. The basic elements of the models consist of dialogue acts for social talk newly developed on basis of social science theory. The thesis also presents some conversation strategies for the treatment of so-called “out-of-domain” (OoD) utterances that can be used to avoid errors in the input understanding of dialogue systems. Additionally, the thesis describes a new extension to dialogue management that flexibly manages interwoven dialogue threads. The small talk models as well as the strategies for handling OoD utterances are encoded as computational dialogue threads

    PARADISE: A Framework for Evaluating Spoken Dialogue Agents

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    This paper presents PARADISE (PARAdigm for DIalogue System Evaluation), a general framework for evaluating spoken dialogue agents. The framework decouples task requirements from an agent's dialogue behaviors, supports comparisons among dialogue strategies, enables the calculation of performance over subdialogues and whole dialogues, specifies the relative contribution of various factors to performance, and makes it possible to compare agents performing different tasks by normalizing for task complexity.Comment: 10 pages, uses aclap, psfig, lingmacros, time

    Social talk capabilities for dialogue systems

    Get PDF
    Small talk capabilities are an important but very challenging extension to dialogue systems. Small talk (or social talk) refers to a kind of conversation, which does not focus on the exchange of information, but on the negotiation of social roles and situations. The goal of this thesis is to provide knowledge, processes and structures that can be used by dialogue systems to satisfactorily participate in social conversations. For this purpose the thesis presents research in the areas of natural-language understanding, dialogue management and error handling. Nine new models of social talk based on a data analysis of small talk conversations are described. The functionally-motivated and content-abstract models can be used for small talk conversations on various topics. The basic elements of the models consist of dialogue acts for social talk newly developed on basis of social science theory. The thesis also presents some conversation strategies for the treatment of so-called out-of-domain (OoD) utterances that can be used to avoid errors in the input understanding of dialogue systems. Additionally, the thesis describes a new extension to dialogue management that flexibly manages interwoven dialogue threads. The small talk models as well as the strategies for handling OoD utterances are encoded as computational dialogue threads

    Producing Acoustic-Prosodic Entrainment in a Robotic Learning Companion to Build Learner Rapport

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    abstract: With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between people promotes successful collaboration, motivation, and task success. Dialogue systems which can build rapport with their user may produce similar effects, personalizing interactions to create better outcomes. This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of speech, such as tone of voice or loudness, to one another over the course of a conversation. Correlated with liking and task success, a dialogue system which entrains may enhance rapport. Entrainment, however, is very challenging to model. People entrain on different features in many ways and how to design entrainment to build rapport is unclear. The first goal of this dissertation is to explore how acoustic-prosodic entrainment can be modeled to build rapport. Towards this goal, this work presents a series of studies comparing, evaluating, and iterating on the design of entrainment, motivated and informed by human-human dialogue. These models of entrainment are implemented in the dialogue system of a robotic learning companion. Learning companions are educational agents that engage students socially to increase motivation and facilitate learning. As a learning companion’s ability to be socially responsive increases, so do vital learning outcomes. A second goal of this dissertation is to explore the effects of entrainment on concrete outcomes such as learning in interactions with robotic learning companions. This dissertation results in contributions both technical and theoretical. Technical contributions include a robust and modular dialogue system capable of producing prosodic entrainment and other socially-responsive behavior. One of the first systems of its kind, the results demonstrate that an entraining, social learning companion can positively build rapport and increase learning. This dissertation provides support for exploring phenomena like entrainment to enhance factors such as rapport and learning and provides a platform with which to explore these phenomena in future work.Dissertation/ThesisDoctoral Dissertation Computer Science 201
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