292 research outputs found

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    A common ground for virtual humans: using an ontology in a natural language oriented virtual human architecture

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    When dealing with large, distributed systems that use state-of-the-art components, individual components are usually developed in parallel. As development continues, the decoupling invariably leads to a mismatch between how these components internally represent concepts and how they communicate these representations to other components: representations can get out of synch, contain localized errors, or become manageable only by a small group of experts for each module. In this paper, we describe the use of an ontology as part of a complex distributed virtual human architecture in order to enable better communication between modules while improving the overall flexibility needed to change or extend the system. We focus on the natural language understanding capabilities of this architecture and the relationship between language and concepts within the entire system in general and the ontology in particular. 1

    Towards automated generation of scripted dialogue: some time-honoured strategies

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    The main aim of this paper is to introduce automated generation of scripted dialogue as a worthwhile topic of investigation. In particular the fact that scripted dialogue involves two layers of communication, i.e., uni-directional communication between the author and the audience of a scripted dialogue and bi-directional pretended communication between the characters featuring in the dialogue, is argued to raise some interesting issues. Our hope is that the combined study of the two layers will forge links between research in text generation and dialogue processing. The paper presents a first attempt at creating such links by studying three types of strategies for the automated generation of scripted dialogue. The strategies are derived from examples of human-authored and naturally occurring dialogue

    Dramatic Expression in Opera, and Its Implications for Conversational Agents

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    This article has discussed principles, techniques, and methods of dramatic portrayal in opera, and their application to the development of embodied conversational agents. Investigations such as this complement studies of natural human behavior, and offer insights as to how to make such behavior understandable and interesting when adapted for use by embodied conversational agents. However, one should use caution in applying such lessons. The unique characteristics of computer-based media are still being identified and explored. In any case, one must always be careful about applying principles blindly to any artistic form. Such principles are post-hoc analysis of the intuitive skill of great artists; this was as true in Aristotle's day as it is today. We should not let structural principles stand in the way of injecting creativity into the design of ECAs. Opera at its best possesses an element of magic that is difficult to describe, much less analytically reconstruct. We can only hope to achieve a similar result with conversational agents

    A Discussion of Interactive Storytelling Techniques for Use in a Serious Game

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    This report addresses a collection of interactive storytelling systems to provide an overview of state-of-the-art methods of narrative management and of enabling social interaction between users and virtual agents. This is done to inform the construction of a social cues and training demonstrator (a serious game) that enables its users to improve their social behaviour. In this report, a distinction is made between strong story and strong autonomy approaches to narrative management. The former rely on central management of the narrative through drama managers, not giving their agents much freedom. Inversely, the latter focus on the autonomy of agents, without explicit top-down control over the narrative. The autonomy of such agents allows an unscripted narrative to emerge from the user's interaction with the system. The trade-off between a strict storyline and freedom of action in these approaches is called the narrative paradox. It is concluded that a strong autonomy approach can feature social behaviour of agents more easily than a strong story one, because it is inherent with this approach that its agents have more complex models. For the demonstrator, some control over the narrative is required to let its users reach given goals in the created scenarios. Therefore, our future work will focus on creating a hybrid approach that enables agents to direct the story autonomously

    Computational models of social and emotional turn-taking for embodied conversational agents: a review

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    The emotional involvement of participants in a conversation not only shows in the words they speak and in the way they speak and gesture but also in their turn-taking behavior. This paper reviews research into computational models of embodied conversational agents. We focus on models for turn-taking management and (social) emotions. We are particularly interested in how in these models emotions of the agent itself and those of the others in uence the agent's turn-taking behavior and vice versa how turn-taking behavior of the partner is perceived by the agent itself. The system of turn-taking rules presented by Sacks, Schegloff and Jefferson (1974) is often a starting point for computational turn-taking models of conversational agents. But emotions have their own rules besides the "one-at-a-time" paradigm of the SSJ system. It turns out that almost without exception computational models of turn-taking behavior that allow "continuous interaction" and "natural turntaking" do not model the underlying psychological, affective, attentional and cognitive processes. They are restricted to rules in terms of a number of supercially observable cues. On the other hand computational models for virtual humans that are based on a functional theory of social emotion do not contain explicit rules on how social emotions affect turn-taking behavior or how the emotional state of the agent is affected by turn-taking behavior of its interlocutors. We conclude with some preliminary ideas on what an architecture for emotional turn-taking should look like and we discuss the challenges in building believable emotional turn-taking agents
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