16,058 research outputs found

    Multimodal Speech Recognition for Language-Guided Embodied Agents

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    Benchmarks for language-guided embodied agents typically assume text-based instructions, but deployed agents will encounter spoken instructions. While Automatic Speech Recognition (ASR) models can bridge the input gap, erroneous ASR transcripts can hurt the agents' ability to complete tasks. In this work, we propose training a multimodal ASR model to reduce errors in transcribing spoken instructions by considering the accompanying visual context. We train our model on a dataset of spoken instructions, synthesized from the ALFRED task completion dataset, where we simulate acoustic noise by systematically masking spoken words. We find that utilizing visual observations facilitates masked word recovery, with multimodal ASR models recovering up to 30% more masked words than unimodal baselines. We also find that a text-trained embodied agent successfully completes tasks more often by following transcribed instructions from multimodal ASR models. github.com/Cylumn/embodied-multimodal-asrComment: 5 pages, 5 figures, 24th ISCA Interspeech Conference (INTERSPEECH 2023

    Computers that smile: Humor in the interface

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    It is certainly not the case that wen we consider research on the role of human characteristics in the user interface of computers that no attention has been paid to the role of humor. However, when we compare efforts in this area with efforts and experiments that attempt to demonstrate the positive role of general emotion modelling in the user interface, then we must conclude that this attention is still low. As we all know, sometimes the computer is a source of frustration rather than a source of enjoyment. And indeed we see research projects that aim at recognizing a user’s frustration, rather than his enjoyment. However, rather than detecting frustration, and maybe reacting on it in a humorous way, we would like to prevent frustration by making interaction with a computer more natural and more enjoyable. For that reason we are working on multimodal interaction and embodied conversational agents. In the interaction with embodied conversational agents verbal and nonverbal communication are equally important. Multimodal emotion display and detection are among our advanced research issues, and investigations in the role of humor in human-computer interaction is one of them

    Evaluating embodied conversational agents in multimodal interfaces

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    Based on cross-disciplinary approaches to Embodied Conversational Agents, evaluation methods for such human-computer interfaces are structured and presented. An introductory systematisation of evaluation topics from a conversational perspective is followed by an explanation of social-psychological phenomena studied in interaction with Embodied Conversational Agents, and how these can be used for evaluation purposes. Major evaluation concepts and appropriate assessment instruments – established and new ones – are presented, including questionnaires, annotations and log-files. An exemplary evaluation and guidelines provide hands-on information on planning and preparing such endeavours

    Agent AI: Surveying the Horizons of Multimodal Interaction

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    Multi-modal AI systems will likely become a ubiquitous presence in our everyday lives. A promising approach to making these systems more interactive is to embody them as agents within physical and virtual environments. At present, systems leverage existing foundation models as the basic building blocks for the creation of embodied agents. Embedding agents within such environments facilitates the ability of models to process and interpret visual and contextual data, which is critical for the creation of more sophisticated and context-aware AI systems. For example, a system that can perceive user actions, human behavior, environmental objects, audio expressions, and the collective sentiment of a scene can be used to inform and direct agent responses within the given environment. To accelerate research on agent-based multimodal intelligence, we define "Agent AI" as a class of interactive systems that can perceive visual stimuli, language inputs, and other environmentally-grounded data, and can produce meaningful embodied actions. In particular, we explore systems that aim to improve agents based on next-embodied action prediction by incorporating external knowledge, multi-sensory inputs, and human feedback. We argue that by developing agentic AI systems in grounded environments, one can also mitigate the hallucinations of large foundation models and their tendency to generate environmentally incorrect outputs. The emerging field of Agent AI subsumes the broader embodied and agentic aspects of multimodal interactions. Beyond agents acting and interacting in the physical world, we envision a future where people can easily create any virtual reality or simulated scene and interact with agents embodied within the virtual environment

    The Importance of Multimodal Emotion Conditioning and Affect Consistency for Embodied Conversational Agents

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    Previous studies regarding the perception of emotions for embodied virtual agents have shown the effectiveness of using virtual characters in conveying emotions through interactions with humans. However, creating an autonomous embodied conversational agent with expressive behaviors presents two major challenges. The first challenge is the difficulty of synthesizing the conversational behaviors for each modality that are as expressive as real human behaviors. The second challenge is that the affects are modeled independently, which makes it difficult to generate multimodal responses with consistent emotions across all modalities. In this work, we propose a conceptual framework, ACTOR (Affect-Consistent mulTimodal behaviOR generation), that aims to increase the perception of affects by generating multimodal behaviors conditioned on a consistent driving affect. We have conducted a user study with 199 participants to assess how the average person judges the affects perceived from multimodal behaviors that are consistent and inconsistent with respect to a driving affect. The result shows that among all model conditions, our affect-consistent framework receives the highest Likert scores for the perception of driving affects. Our statistical analysis suggests that making a modality affect-inconsistent significantly decreases the perception of driving affects. We also observe that multimodal behaviors conditioned on consistent affects are more expressive compared to behaviors with inconsistent affects. Therefore, we conclude that multimodal emotion conditioning and affect consistency are vital to enhancing the perception of affects for embodied conversational agents

    Symbol Emergence in Robotics: A Survey

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    Humans can learn the use of language through physical interaction with their environment and semiotic communication with other people. It is very important to obtain a computational understanding of how humans can form a symbol system and obtain semiotic skills through their autonomous mental development. Recently, many studies have been conducted on the construction of robotic systems and machine-learning methods that can learn the use of language through embodied multimodal interaction with their environment and other systems. Understanding human social interactions and developing a robot that can smoothly communicate with human users in the long term, requires an understanding of the dynamics of symbol systems and is crucially important. The embodied cognition and social interaction of participants gradually change a symbol system in a constructive manner. In this paper, we introduce a field of research called symbol emergence in robotics (SER). SER is a constructive approach towards an emergent symbol system. The emergent symbol system is socially self-organized through both semiotic communications and physical interactions with autonomous cognitive developmental agents, i.e., humans and developmental robots. Specifically, we describe some state-of-art research topics concerning SER, e.g., multimodal categorization, word discovery, and a double articulation analysis, that enable a robot to obtain words and their embodied meanings from raw sensory--motor information, including visual information, haptic information, auditory information, and acoustic speech signals, in a totally unsupervised manner. Finally, we suggest future directions of research in SER.Comment: submitted to Advanced Robotic

    Towards End-to-End Embodied Decision Making via Multi-modal Large Language Model: Explorations with GPT4-Vision and Beyond

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    In this study, we explore the potential of Multimodal Large Language Models (MLLMs) in improving embodied decision-making processes for agents. While Large Language Models (LLMs) have been widely used due to their advanced reasoning skills and vast world knowledge, MLLMs like GPT4-Vision offer enhanced visual understanding and reasoning capabilities. We investigate whether state-of-the-art MLLMs can handle embodied decision-making in an end-to-end manner and whether collaborations between LLMs and MLLMs can enhance decision-making. To address these questions, we introduce a new benchmark called PCA-EVAL, which evaluates embodied decision-making from the perspectives of Perception, Cognition, and Action. Additionally, we propose HOLMES, a multi-agent cooperation framework that allows LLMs to leverage MLLMs and APIs to gather multimodal information for informed decision-making. We compare end-to-end embodied decision-making and HOLMES on our benchmark and find that the GPT4-Vision model demonstrates strong end-to-end embodied decision-making abilities, outperforming GPT4-HOLMES in terms of average decision accuracy (+3%). However, this performance is exclusive to the latest GPT4-Vision model, surpassing the open-source state-of-the-art MLLM by 26%. Our results indicate that powerful MLLMs like GPT4-Vision hold promise for decision-making in embodied agents, offering new avenues for MLLM research. Code and data are open at https://github.com/pkunlp-icler/PCA-EVAL/.Comment: FMDM@NeurIPS2023, Code and data: https://github.com/pkunlp-icler/PCA-EVAL

    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

    Reference Resolution in Multi-modal Interaction: Position paper

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    In this position paper we present our research on multimodal interaction in and with virtual environments. The aim of this presentation is to emphasize the necessity to spend more research on reference resolution in multimodal contexts. In multi-modal interaction the human conversational partner can apply more than one modality in conveying his or her message to the environment in which a computer detects and interprets signals from different modalities. We show some naturally arising problems and how they are treated for different contexts. No generally applicable solutions are given
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