7,176 research outputs found

    On the simulation of interactive non-verbal behaviour in virtual humans

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    Development of virtual humans has focused mainly in two broad areas - conversational agents and computer game characters. Computer game characters have traditionally been action-oriented - focused on the game-play - and conversational agents have been focused on sensible/intelligent conversation. While virtual humans have incorporated some form of non-verbal behaviour, this has been quite limited and more importantly not connected or connected very loosely with the behaviour of a real human interacting with the virtual human - due to a lack of sensor data and no system to respond to that data. The interactional aspect of non-verbal behaviour is highly important in human-human interactions and previous research has demonstrated that people treat media (and therefore virtual humans) as real people, and so interactive non-verbal behaviour is also important in the development of virtual humans. This paper presents the challenges in creating virtual humans that are non-verbally interactive and drawing corollaries with the development history of control systems in robotics presents some approaches to solving these challenges - specifically using behaviour based systems - and shows how an order of magnitude increase in response time of virtual humans in conversation can be obtained and that the development of rapidly responding non-verbal behaviours can start with just a few behaviours with more behaviours added without difficulty later in development

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

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    In this paper, an overview of human-robot interactive communication is presented, covering verbal as well as non-verbal aspects of human-robot interaction. Following a historical introduction, and motivation towards fluid human-robot communication, ten desiderata are proposed, which provide an organizational axis both of recent as well as of future research on human-robot communication. Then, the ten desiderata are examined in detail, culminating to a unifying discussion, and a forward-looking conclusion

    Inferring team task plans from human meetings: A generative modeling approach with logic-based prior

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    We aim to reduce the burden of programming and deploying autonomous systems to work in concert with people in time-critical domains such as military field operations and disaster response. Deployment plans for these operations are frequently negotiated on-the-fly by teams of human planners. A human operator then translates the agreed-upon plan into machine instructions for the robots. We present an algorithm that reduces this translation burden by inferring the final plan from a processed form of the human team's planning conversation. Our hybrid approach combines probabilistic generative modeling with logical plan validation used to compute a highly structured prior over possible plans, enabling us to overcome the challenge of performing inference over a large solution space with only a small amount of noisy data from the team planning session. We validate the algorithm through human subject experimentations and show that it is able to infer a human team's final plan with 86% accuracy on average. We also describe a robot demonstration in which two people plan and execute a first-response collaborative task with a PR2 robot. To the best of our knowledge, this is the first work to integrate a logical planning technique within a generative model to perform plan inference.United States. Dept. of Defense. Assistant Secretary of Defense for Research & Engineering (United States. Air Force Contract FA8721-05-C-0002

    A Real-Time Architecture for Conversational Agents

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    Consider two people having a face-to-face conversation. They sometimes listen, sometimes talk, and sometimes interrupt each other. They use facial expressions to signal that they are confused. They point at objects. They jump from topic to topic opportunistically. When another acquaintance walks by, they nod and say hello. All the while they have other concerns on their mind, such as not missing the meeting that starts in 10 minutes. Like many other humans behaviors, these are not easy to replicate in artificial agents. In this work we look into the design requirements of an embodied agent that can participate in such natural conversations in a mixed-initiative, multi-modal setting. Such an agent needs to understand participating in a conversation is not merely a matter of sending a message and then waiting to receive a response -- both partners are simultaneously active at all times. This agent should be able to deal with different, sometimes conflicting goals, and be always ready to address events that may interrupt the current topic of conversation. To address those requirements, we have created a modular architecture that includes distributed functional units that compete with each other to gain control over available resources. Each of these units, called a schema, has its own sense- think-act cycle. In the field of robotics, this design is often referred to as behavior-based or schema-based. The major contribution of this work is merging behavior-based robotics with plan- based human-computer interaction

    Enhance the Language Ability of Humanoid Robot NAO through Deep Learning to Interact with Autistic Children

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    Autism spectrum disorder (ASD) is a life-long neurological disability, and a cure has not yet been found. ASD begins early in childhood and lasts throughout a person’s life. Through early intervention, many actions can be taken to improve the quality of life of children. Robots are one of the best choices for accompanying children with autism. However, for most robots, the dialogue system uses traditional techniques to produce responses. Robots cannot produce meaningful answers when the conversations have not been recorded in a database. The main contribution of our work is the incorporation of a conversation model into an actual robot system for supporting children with autism. We present the use a neural network model as the generative conversational agent, which aimed at generating meaningful and coherent dialogue responses given the dialogue history. The proposed model shares an embedding layer between the encoding and decoding processes through adoption. The model is different from the canonical Seq2Seq model in which the encoder output is used only to set-up the initial state of the decoder to avoid favoring short and unconditional responses with high prior probability. In order to improve the sensitivity to context, we changed the input method of the model to better adapt to the utterances of children with autism. We adopted transfer learning to make the proposed model learn the characteristics of dialogue with autistic children and to solve the problem of the insufficient corpus of dialogue. Experiments showed that the proposed method was superior to the canonical Seq2sSeq model and the GAN-based dialogue model in both automatic evaluation indicators and human evaluation, including pushing the BLEU precision to 0.23, the greedy matching score to 0.69, the embedding average score to 0.82, the vector extrema score to 0.55, the skip-thought score to 0.65, the KL divergence score to 5.73, and the EMD score to 12.21

    PRESENCE: A human-inspired architecture for speech-based human-machine interaction

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    Recent years have seen steady improvements in the quality and performance of speech-based human-machine interaction driven by a significant convergence in the methods and techniques employed. However, the quantity of training data required to improve state-of-the-art systems seems to be growing exponentially and performance appears to be asymptotic to a level that may be inadequate for many real-world applications. This suggests that there may be a fundamental flaw in the underlying architecture of contemporary systems, as well as a failure to capitalize on the combinatorial properties of human spoken language. This paper addresses these issues and presents a novel architecture for speech-based human-machine interaction inspired by recent findings in the neurobiology of living systems. Called PRESENCE-"PREdictive SENsorimotor Control and Emulation" - this new architecture blurs the distinction between the core components of a traditional spoken language dialogue system and instead focuses on a recursive hierarchical feedback control structure. Cooperative and communicative behavior emerges as a by-product of an architecture that is founded on a model of interaction in which the system has in mind the needs and intentions of a user and a user has in mind the needs and intentions of the system
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