130,757 research outputs found
Specification Techniques for Multi-Modal Dialogues in the U-Wish Project
In this paper we describe the development of a specification\ud
technique for specifying interactive web-based services. We\ud
wanted to design a language that can be a means of\ud
communication between designers and developers of interactive services, that makes it easier to develop web-based services fitted to the users and that shortens the pathway from design to implementation. The language, still under development, is based on process algebra and can be\ud
connected to the results of task analysis. We have been\ud
working on the automatic generation of executable prototypes\ud
out of the specifications. In this way the specification\ud
language can establish a connection between users, design\ud
and implementation. A first version of this language is\ud
available as well as prototype tools for executing the specifications. Ideas will be given as to how to make the connection between specifications and task analysis
Textual Economy through Close Coupling of Syntax and Semantics
We focus on the production of efficient descriptions of objects, actions and
events. We define a type of efficiency, textual economy, that exploits the
hearer's recognition of inferential links to material elsewhere within a
sentence. Textual economy leads to efficient descriptions because the material
that supports such inferences has been included to satisfy independent
communicative goals, and is therefore overloaded in Pollack's sense. We argue
that achieving textual economy imposes strong requirements on the
representation and reasoning used in generating sentences. The representation
must support the generator's simultaneous consideration of syntax and
semantics. Reasoning must enable the generator to assess quickly and reliably
at any stage how the hearer will interpret the current sentence, with its
(incomplete) syntax and semantics. We show that these representational and
reasoning requirements are met in the SPUD system for sentence planning and
realization.Comment: 10 pages, uses QobiTree.te
Summarisation and visualisation of e-Health data repositories
At the centre of the Clinical e-Science Framework (CLEF) project is a repository of well organised,
detailed clinical histories, encoded as data that will be available for use in clinical care and in-silico
medical experiments. We describe a system that we have developed as part of the CLEF project, to perform the task of generating a diverse range of textual and graphical summaries of a patientās clinical history from a data-encoded model, a chronicle, representing the record of the patientās medical history. Although the focus of our current work is on cancer patients, the approach we
describe is generalisable to a wide range of medical areas
Generating a 3D Simulation of a Car Accident from a Formal Description: the CarSim System
The problem of generating a 3D simulation of a car accident from a written description can be divided into two subtasks: the linguistic analysis and the virtual scene generation. As a means of communication between these two system parts, we designed a template formalism to represent a written accident report. The CarSim system processes template formal descriptions and creates corresponding 3D simulations. A planning component models the trajectories and temporal values of every vehicle that is involved in the
accident
VirtualHome: Simulating Household Activities via Programs
In this paper, we are interested in modeling complex activities that occur in
a typical household. We propose to use programs, i.e., sequences of atomic
actions and interactions, as a high level representation of complex tasks.
Programs are interesting because they provide a non-ambiguous representation of
a task, and allow agents to execute them. However, nowadays, there is no
database providing this type of information. Towards this goal, we first
crowd-source programs for a variety of activities that happen in people's
homes, via a game-like interface used for teaching kids how to code. Using the
collected dataset, we show how we can learn to extract programs directly from
natural language descriptions or from videos. We then implement the most common
atomic (inter)actions in the Unity3D game engine, and use our programs to
"drive" an artificial agent to execute tasks in a simulated household
environment. Our VirtualHome simulator allows us to create a large activity
video dataset with rich ground-truth, enabling training and testing of video
understanding models. We further showcase examples of our agent performing
tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral
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