5,085 research outputs found
Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation
This paper surveys the current state of the art in Natural Language
Generation (NLG), defined as the task of generating text or speech from
non-linguistic input. A survey of NLG is timely in view of the changes that the
field has undergone over the past decade or so, especially in relation to new
(usually data-driven) methods, as well as new applications of NLG technology.
This survey therefore aims to (a) give an up-to-date synthesis of research on
the core tasks in NLG and the architectures adopted in which such tasks are
organised; (b) highlight a number of relatively recent research topics that
have arisen partly as a result of growing synergies between NLG and other areas
of artificial intelligence; (c) draw attention to the challenges in NLG
evaluation, relating them to similar challenges faced in other areas of Natural
Language Processing, with an emphasis on different evaluation methods and the
relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118
pages, 8 figures, 1 tabl
Personalizing Human-Robot Dialogue Interactions using Face and Name Recognition
Task-oriented dialogue systems are computer systems that aim to provide an interaction
indistinguishable from ordinary human conversation with the goal of completing user-
defined tasks. They are achieving this by analyzing the intents of users and choosing
respective responses. Recent studies show that by personalizing the conversations with
this systems one can positevely affect their perception and long-term acceptance.
Personalised social robots have been widely applied in different fields to provide assistance.
In this thesis we are working on development of a scientific conference assistant. The goal
of this assistant is to provide the conference participants with conference information and
inform about the activities for their spare time during conference. Moreover, to increase
the engagement with the robot our team has worked on personalizing the human-robot
interaction by means of face and name recognition.
To achieve this personalisation, first the name recognition ability of available physical
robot was improved, next by the concent of the participants their pictures were taken
and used for memorization of returning users. As acquiring the consent for personal data
storage is not an optimal solution, an alternative method for participants recognition
using QR Codes on their badges was developed and compared to pre-trained model in
terms of speed. Lastly, the personal details of each participant, as unviversity, country of
origin, was acquired prior to conference or during the conversation and used in dialogues.
The developed robot, called DAGFINN was displayed at two conferences happened this
year in Stavanger, where the first time installment did not involve personalization feature.
Hence, we conclude this thesis by discussing the influence of personalisation on dialogues
with the robot and participants satisfaction with developed social robot
Entertaining and Opinionated but Too Controlling: A Large-Scale User Study of an Open Domain Alexa Prize System
Conversational systems typically focus on functional tasks such as scheduling
appointments or creating todo lists. Instead we design and evaluate SlugBot
(SB), one of 8 semifinalists in the 2018 AlexaPrize, whose goal is to support
casual open-domain social inter-action. This novel application requires both
broad topic coverage and engaging interactive skills. We developed a new
technical approach to meet this demanding situation by crowd-sourcing novel
content and introducing playful conversational strategies based on storytelling
and games. We collected over 10,000 conversations during August 2018 as part of
the Alexa Prize competition. We also conducted an in-lab follow-up qualitative
evaluation. Over-all users found SB moderately engaging; conversations averaged
3.6 minutes and involved 26 user turns. However, users reacted very differently
to different conversation subtypes. Storytelling and games were evaluated
positively; these were seen as entertaining with predictable interactive
structure. They also led users to impute personality and intelligence to SB. In
contrast, search and general Chit-Chat induced coverage problems; here users
found it hard to infer what topics SB could understand, with these
conversations seen as being too system-driven. Theoretical and design
implications suggest a move away from conversational systems that simply
provide factual information. Future systems should be designed to have their
own opinions with personal stories to share, and SB provides an example of how
we might achieve this.Comment: To appear in 1st International Conference on Conversational User
Interfaces (CUI 2019
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