52 research outputs found

    Model based development of speech recognition grammar for VoiceXML

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    Speech interaction is a natural form of interaction between human and devices. This interaction technology is currently in high demand but often has limitations. A limited form of interaction is thus in use to achieve best possible efficiency. The limited form of speech interaction uses direct commands instead of complete natural language. The VoiceXML is a W3C (World wide consortium) recommended web based speech interaction application development language that performs the dialogue management. It has been used as a base language in this thesis for the case study. The VoiceXML uses a grammatical base to recognise the user utterance for the commands. This thesis applies the model based development approach to create a hierarchical data model for the speech grammar. Further, the grammar has been separated from the interaction code. MetaEdit+ tool has been used for developing the grammar model and for generating the grammar file. The approach is further compared with other grammar models. In conclusion, the applied approach is found suitable for the grammar modelling in VoiceXML application development. Descriptors: Data Model, Grammar Model, MetaEdit+ , VoiceXML, Grammar generation, Hierarchical Model, Speech interactio

    User interfaces for anyone anywhere

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    In a global context of multimodal man-machine interaction, we approach a wide spectrum of fields, such as software engineering, intelligent communication and speech dialogues. This paper presents technological aspects of the shifting from the traditional desktop interfaces to more expressive, natural, flexible and portable ones, where more persons, in a greater number of situations, will be able to interact with computers. Speech appears to be one of the best forms of interaction, especially in order to support non-skilled users. Modalities such as speech, among others, tend to be very relevant to accessing information in our future society, in which mobile devices will play a preponderant role. Therefore, we are placing an emphasis on verbal communication in open environments (Java/XML) using software agent technology.Fundação para a Ciência e a Tecnologia – PRAXIS XXI /BD/20095/99 ; Germany. Ministry of Science and Education – EMBASSI – 01IL90

    Survey on Evaluation Methods for Dialogue Systems

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    In this paper we survey the methods and concepts developed for the evaluation of dialogue systems. Evaluation is a crucial part during the development process. Often, dialogue systems are evaluated by means of human evaluations and questionnaires. However, this tends to be very cost and time intensive. Thus, much work has been put into finding methods, which allow to reduce the involvement of human labour. In this survey, we present the main concepts and methods. For this, we differentiate between the various classes of dialogue systems (task-oriented dialogue systems, conversational dialogue systems, and question-answering dialogue systems). We cover each class by introducing the main technologies developed for the dialogue systems and then by presenting the evaluation methods regarding this class

    The use of domain ontologies for improving the adaptability and collaborative ability of a web dialogue system

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    Dialogue systems can be used for guiding the users accessing web services, enhancing the web usability. However, they are expensive to develop and difficult to adapt to different types of web services. The knowledge model of a web service can be seen as the basis to define the semantics of the information to be exchanged among the components of a dialogue system. This approach facilitates the integration of the different types of knowledge involved in human-machine communication and provides a unified framework easier to apply to new web services. Furthermore, the representation of the web service knowledge according to an ontology can enhance the reasoning capabilities of the underlying system. This article describes the use of domain ontologies in a mixed-initiative web dialogue system for improving both its adaptability and its collaborative ability.Peer ReviewedPostprint (published version

    A flexible and reusable framework for dialogue and action management in multi-party discourse

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    This thesis describes a model for goal-directed dialogue and activity control in real-time for multiple conversation participants that can be human users or virtual characters in multimodal dialogue systems and a framework implementing the model. It is concerned with two genres: task-oriented systems and interactive narratives. The model is based on a representation of participant behavior on three hierarchical levels: dialogue acts, dialogue games, and activities. Dialogue games allow to take advantage of social conventions and obligations to model the basic structure of dialogues. The interactions can be specified and implemented using reoccurring elementary building blocks. Expectations about future behavior of other participants are derived from the state of active dialogue games; this can be useful for, e. g., input disambiguation. The knowledge base of the system is defined in an ontological format and allows individual knowledge and personal traits for the characters. The Conversational Behavior Generation Framework implements the model. It coordinates a set of conversational dialogue engines (CDEs), where each participant is represented by one CDE. The virtual characters can act autonomously, or semi-autonomously follow goals assigned by an external story module (Narrative Mode). The framework allows combining alternative specification methods for the virtual characters\u27; activities (implementation in a general-purpose programming language, by plan operators, or in the specification language Lisa that was developed for the model). The practical viability of the framework was tested and demonstrated via the realization of three systems with different purposes and scope.Diese Arbeit beschreibt ein Modell für zielgesteuerte Dialog- und Ablaufsteuerung in Echtzeit für beliebig viele menschliche Konversationsteilnehmer und virtuelle Charaktere in multimodalen Dialogsystemen, sowie eine Softwareumgebung, die das Modell implementiert. Dabei werden zwei Genres betrachtet: Task-orientierte Systeme und interaktive Erzählungen. Das Modell basiert auf einer Repräsentation des Teilnehmerverhaltens auf drei hierarchischen Ebenen: Dialogakte, Dialogspiele und Aktivitäten. Dialogspiele erlauben es, soziale Konventionen und Obligationen auszunutzen, um die Dialoge grundlegend zu strukturieren. Die Interaktionen können unter Verwendung wiederkehrender elementarer Bausteine spezifiziert und programmtechnisch implementiert werden. Aus dem Zustand aktiver Dialogspiele werden Erwartungen an das zukünftige Verhalten der Dialogpartner abgeleitet, die beispielsweise für die Desambiguierung von Eingaben von Nutzen sein können. Die Wissensbasis des Systems ist in einem ontologischen Format definiert und ermöglicht individuelles Wissen und persönliche Merkmale für die Charaktere. Das Conversational Behavior Generation Framework implementiert das Modell. Es koordiniert eine Menge von Dialog-Engines (CDEs), wobei jedem Teilnehmer eine CDE zugeordet wird, die ihn repräsentiert. Die virtuellen Charaktere können autonom oder semi-autonom nach den Zielvorgaben eines externen Storymoduls agieren (Narrative Mode). Das Framework erlaubt die Kombination alternativer Spezifikationsarten für die Aktivitäten der virtuellen Charaktere (Implementierung in einer allgemeinen Programmiersprache, durch Planoperatoren oder in der für das Modell entwickelten Spezifikationssprache Lisa). Die Praxistauglichkeit des Frameworks wurde anhand der Realisierung dreier Systeme mit unterschiedlichen Zielsetzungen und Umfang erprobt und erwiesen

    Programming Language Techniques for Natural Language Applications

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    It is easy to imagine machines that can communicate in natural language. Constructing such machines is more difficult. The aim of this thesis is to demonstrate how declarative grammar formalisms that distinguish between abstract and concrete syntax make it easier to develop natural language applications. We describe how the type-theorectical grammar formalism Grammatical Framework (GF) can be used as a high-level language for natural language applications. By taking advantage of techniques from the field of programming language implementation, we can use GF grammars to perform portable and efficient parsing and linearization, generate speech recognition language models, implement multimodal fusion and fission, generate support code for abstract syntax transformations, generate dialogue managers, and implement speech translators and web-based syntax-aware editors. By generating application components from a declarative grammar, we can reduce duplicated work, ensure consistency, make it easier to build multilingual systems, improve linguistic quality, enable re-use across system domains, and make systems more portable

    IMAGINE Final Report

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    Products and Services

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    Today’s global economy offers more opportunities, but is also more complex and competitive than ever before. This fact leads to a wide range of research activity in different fields of interest, especially in the so-called high-tech sectors. This book is a result of widespread research and development activity from many researchers worldwide, covering the aspects of development activities in general, as well as various aspects of the practical application of knowledge
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