800 research outputs found

    Statistical natural language generation for dialogue systems based on hierarchical models

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    Due to the increasing presence of natural-language interfaces in our life, natural language processing (NLP) is currently gaining more popularity every year. However, until recently, the main part of the research activity in this area was aimed to Natural Language Understanding (NLU), which is responsible for extracting meanings from natural language input. This is explained by a wider number of practical applications of NLU such as machine translation, etc., whereas Natural Language Generation is mainly used for providing output interfaces, which was considered more as a user interface problem rather than a functionality issue. Generally speaking, natural language generation (NLG) is the process of generating text from a semantic representation, which can be expressed in many different forms. The common application of NLG takes part in so called Spoken Dialogue System (SDS), where user interacts directly by voice with a computer- based system to receive information or perform a certain type of actions as, for example, buying a plane ticket or booking a table in a restaurant. Dialogue systems represent one of the most interesting applications within the field of speech technologies. Usually the NLG part in this kind of systems was provided by templates, only filling canned gaps with requested information. But nowadays, since SDS are increasing its complexity, more advanced and user-friendly interfaces should be provided, thereby creating a need for a more refined and adaptive approach. One of the solutions to be considered are the NLG models based on statistical frameworks, where the system’s response to user is generated in real-time, adjusting their response to the user performance, instead of just choosing a pertinent template. Due to the corpus-based approach, these systems are easy to adapt to the different tasks in a range of informational domain. The aim of this work is to present a statistical approach to the problem of utterance generation, which uses cooperation between two different language models (LM) in order to enhance the efficiency of NLG module. In the higher level, a class- based language model is used to build the syntactic structure of the sentence. Inthe second layer, a specific language model acts inside each class, dealing with the words. In the dialogue system described in this work, a user asks for an information regarding to a bus schedule, route schemes, fares and special information. Therefore in each dialogue the user has a specific dialogue goal, which needs to be met by the system. This could be used as one of the methods to measure the system performance, as well as the appropriate utterance generation and average dialogue length, which is important when speaking about an interactive information system. The work is organized as follows. In Section 2 the basic approaches to the NLG task are described, and their advantages and disadvantages are considered. Section 3 presents the objective of this work. In Section 4 the basic model and its novelty is explained. In Section 5 the details of the task features and the corpora employed are presented. Section 6 contains the experiments results and its explanation, as well as the evaluation of the obtained results. The Section 7 resumes the conclusions and the future investigation proposals

    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)

    A Spoken Dialogue System for Enabling Comfortable Information Acquisition and Consumption

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    早大学位記番号:新8137早稲田大

    Language and Linguistics in a Complex World Data, Interdisciplinarity, Transfer, and the Next Generation. ICAME41 Extended Book of Abstracts

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    This is a collection of papers, work-in-progress reports, and other contributions that were part of the ICAME41 digital conference

    Language and Linguistics in a Complex World Data, Interdisciplinarity, Transfer, and the Next Generation. ICAME41 Extended Book of Abstracts

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    This is a collection of papers, work-in-progress reports, and other contributions that were part of the ICAME41 digital conference

    VR Technologies in Cultural Heritage

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    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    Proceedings of the 12th European Workshop on Natural Language Generation (ENLG 2009)

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