2,233 research outputs found

    Domain and subtask-adaptive conversational agents to provide an enhanced human-agent interaction

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    Proceedings of: 12th International Conference on Practical Applications of Agents and Multi-Agent Systems, PAAMS 2014, Salamanca, Spain, June 4-6, 2014One of the most demanding tasks when developing conversational agents consists of designing the dialog manager, which decides the next system response considering the user's actions and the dialog history. A previously developed statistical dialog management technique is adapted in this work to reduce the effort and time required to design the dialog manager. This technique allows not only an easy adaptation to new domains, but also to deal with the different subtasks by means of specific dialog models adapted to each dialog objective in the domain of a multiagent system. The practical application of the proposed technique to develop a conversational agent providing railway information shows that the use of these specific dialog models increases the quality and number of successful interactions with the agent in comparison with developing a single dialog model for the complete domain.This work was supported in part by Projects MINECO TEC2012-37832-C02-01, CICYT TEC2011-28626-C02-02, CAM CONTEXTS (S2009/TIC-1485

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    Adaptable dialogue architecture and runtime engine (AdaRTE): A framework for rapid prototyping of health dialog systems

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    International audienceSpoken dialog systems have been increasingly employed to provide ubiquitous access via telephone to information and services for the non-Internet-connected public. They have been successfully applied in the health care context; however, speech technology requires a considerable development investment. The advent of VoiceXML reduced the proliferation of incompatible dialog formalisms, at the expense of adding even more complexity. This paper introduces a novel architecture for dialogue representation and interpretation, AdaRTE, which allows developers to lay out dialog interactions through a high-level formalism, offering both declarative and procedural features. AdaRTE's aim is to provide a ground for deploying complex and adaptable dialogs whilst allowing experimentation and incremental adoption of innovative speech technologies. It enhances augmented transition networks with dynamic behavior, and drives multiple back-end realizers, including VoiceXML. It has been especially targeted to the health care context, because of the great scale and the need for reducing the barrier to a widespread adoption of dialog systems

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

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    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility

    A study of the very high order natural user language (with AI capabilities) for the NASA space station common module

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    The requirements are identified for a very high order natural language to be used by crew members on board the Space Station. The hardware facilities, databases, realtime processes, and software support are discussed. The operations and capabilities that will be required in both normal (routine) and abnormal (nonroutine) situations are evaluated. A structure and syntax for an interface (front-end) language to satisfy the above requirements are recommended

    The (New) roles of prototypes during the co-development of digital product service systems

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    This paper investigates different roles that prototypes play during the development of digital Product Service Systems (PSSs). A literature review reveals that prototyping supports designers during the design process, as well as during knowledge sharing processes with stakeholders. To create a better understanding of these two co-existing roles of prototyping, we executed a research-through-design project in the healthcare domain. This design project was centred around the development of four different prototypes that the designer sequentially developed. A major input into the design process was co-reflection sessions between the designer and different stakeholders. We analysed the prototyping process and the co-reflection sessions. Moreover, we executed a conversational analysis to understand the actual knowledge sharing processes between the designer and the different stakeholders. The results present a detailed overview of the different (co-existing) roles of the prototypes. We distinguished two new types of prototypes which were both related to the development of the intangible aspects of the digital PSS: (1) service interface prototrial aimed at exploring several options for detailing the different intangible aspects of the digital PSS, and (2) service provotype to stimulate collaborative creation of the intangible aspects of the digital PSS in an early stage

    King's speech: pronounce a foreign language with style

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    Computer assisted pronunciation training requires strategies that capture the attention of the learners and guide them along the learning pathway. In this paper, we introduce an immersive storytelling scenario for creating appropriate learning conditions. The proposed learning interaction is orchestrated by a spoken karaoke. We motivate the concept of the spoken karaoke and describe our design. Driven by the requirements of the proposed scenario, we suggest a modular architecture designed for immersive learning applications. We present our prototype system and our approach for the processing of spoken and visual interaction modalities. Finally, we discuss how technological challenges can be addressed in order to enable the learner's self-evaluation
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