38 research outputs found

    Survey on Chatbot Design Techniques in Speech Conversation Systems

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    Human-Computer Speech is gaining momentum as a technique of computer interaction. There has been a recent upsurge in speech based search engines and assistants such as Siri, Google Chrome and Cortana. Natural Language Processing (NLP) techniques such as NLTK for Python can be applied to analyse speech, and intelligent responses can be found by designing an engine to provide appropriate human like responses. This type of programme is called a Chatbot, which is the focus of this study. This paper presents a survey on the techniques used to design Chatbots and a comparison is made between different design techniques from nine carefully selected papers according to the main methods adopted. These papers are representative of the significant improvements in Chatbots in the last decade. The paper discusses the similarities and differences in the techniques and examines in particular the Loebner prize-winning Chatbots

    Chatbots for Modelling, Modelling of Chatbots

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    Tesis Doctoral inédita leída en la Universidad Autónoma de Madrid, Escuela Politécnica Superior, Departamento de Ingeniería Informática. Fecha de Lectura: 28-03-202

    The Future of Information Sciences : INFuture2009 : Digital Resources and Knowledge Sharing

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    A software based mentor system

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    This thesis describes the architecture, implementation issues and evaluation of Mentor - an educational support system designed to mentor students in their university studies. Students can ask (by typing) natural language questions and Mentor will use several educational paradigms to present information from its Knowledge Base or from data-mined online Web sites to respond. Typically the questions focus on the student’s assignments or in their preparation for their examinations. Mentor is also pro-active in that it prompts the student with questions such as "Have you started your assignment yet?". If the student responds and enters into a dialogue with Mentor, then, based upon the student’s questions and answers, it guides them through a Directed Learning Path planned by the lecturer, specific to that assessment. The objectives of the research were to determine if such a system could be designed, developed and applied in a large-scale, real-world environment and to determine if the resulting system was beneficial to students using it. The study was significant in that it provided an analysis of the design and implementation of the system as well as a detailed evaluation of its use. This research integrated the Computer Science disciplines of network communication, natural language parsing, user interface design and software agents, together with pedagogies from the Computer Aided Instruction and Intelligent Tutoring System fields of Education. Collectively, these disciplines provide the foundation for the two main thesis research areas of Dialogue Management and Tutorial Dialogue Systems. The development and analysis of the Mentor System required the design and implementation of an easy to use text based interface as well as a hyper- and multi-media graphical user interface, a client-server system, and a dialogue management system based on an extensible kernel. The multi-user Java-based client-server system used Perl-5 Regular Expression pattern matching for Natural Language Parsing along with a state-based Dialogue Manager and a Knowledge Base marked up using the XML-based Virtual Human Markup Language. The kernel was also used in other Dialogue Management applications such as with computer generated Talking Heads. The system also enabled a user to easily program their own knowledge into the Knowledge Base as well as to program new information retrieval or management tasks so that the system could grow with the user. The overall framework to integrate and manage the above components into a usable system employed suitable educational pedagogies that helped in the student’s learning process. The thesis outlines the learning paradigms used in, and summarises the evaluation of, three course-based Case Studies of university students’ perception of the system to see how effective and useful it was, and whether students benefited from using it. This thesis will demonstrate that Mentor met its objectives and was very successful in helping students with their university studies. As one participant indicated: ‘I couldn’t have done without it.

    A Software-based Knowledge Management System Using Narrative Texts

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    Technical and professional communicators have in recent research been challenged to make significant contributions to the field of knowledge management, and to learn or create the new technologies allowing them to do so. The purpose of this dissertation is to make such a combined theoretical and applied contribution from the context of the emerging discipline of Texts and Technology. This dissertation explores the field of knowledge management (KM), particularly its relationship to the related study of artificial intelligence (AI), and then recommends a KM software application based on the principles of narratology and narrative information exchange. The focus of knowledge is shifted from the reductive approach of data and information to a holistic approach of meaning and the way people make sense of complex events as experiences expressed in stories. Such an analysis requires a discussion of the evolution of intelligent systems and narrative theory as well as an examination of existing computerized and non-computerized storytelling systems. After a thorough discussion of these issues, an original software program that is used to collect, analyze, and distribute thematic stories within any hierarchical organization is modeled, exemplified, and explained in detail

    Prototype of a Conversational Assistant for Satellite Mission Operations

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    The very first artificial satellite, Sputnik, was launched in 1957 marking a new era. Concurrently, satellite mission operations emerged. These start at launch and finish at the end of mission, when the spacecraft is decommissioned. Running a satellite mission requires the monitoring and control of telemetry data, to verify and maintain satellite health, reconfigure and command the spacecraft, detect, identify and resolve anomalies and perform launch and early orbit operations. The very first chatbot, ELIZA was created in 1966, and also marked a new era of Artificial Intelligence Systems. Said systems answer users’ questions in the most diverse domains, interpreting the human language input and responding in the same manner. Nowadays, these systems are everywhere, and the list of possible applications seems endless. The goal of the present master’s dissertation is to develop a prototype of a chatbot for mission operations. For this purpose implementing a Natural Language Processing (NLP) model for satellite missions allied to a dialogue flow model. The performance of the conversational assistant is evaluated with its implementation on a mission operated by the European Space Agency (ESA), implying the generation of the spacecraft’s Database Knowledge Graph (KG). Throughout the years, many tools have been developed and added to the systems used to monitor and control spacecrafts helping Flight Control Teams (FCT) either by maintaining a comprehensive overview of the spacecraft’s status and health, speeding up failure investigation, or allowing to easily correlate time series of telemetry data. However, despite all the advances made which facilitate the daily tasks, the teams still need to navigate through thousands of parameters and events spanning years of data, using purposely built user interfaces and relying on filters and time series plots. The solution presented in this dissertation and proposed by VisionSpace Technologies focuses on improving operational efficiency whilst dealing with the mission’s complex and extensive databases.O primeiro satélite artificial, Sputnik, foi lançado em 1957 e marcou o início de uma nova era. Simultaneamente, surgiram as operações de missão de satélites. Estas iniciam com o lançamento e terminam com desmantelamento do veículo espacial, que marca o fim da missão. A operação de satélites exige o acompanhamento e controlo de dados de telemetria, com o intuito de verificar e manter a saúde do satélite, reconfigurar e comandar o veículo, detetar, identificar e resolver anomalias e realizar o lançamento e as operações iniciais do satélite. Em 1966, o primeiro Chatbot foi criado, ELIZA, e também marcou uma nova era, de sistemas dotados de Inteligência Artificial. Tais sistemas respondem a perguntas nos mais diversos domínios, para tal interpretando linguagem humana e repondendo de forma similar. Hoje em dia, é muito comum encontrar estes sistemas e a lista de aplicações possíveis parece infindável. O objetivo da presente dissertação de mestrado consiste em desenvolver o protótipo de um Chatbot para operação de satélites. Para este proposito, criando um modelo de Processamento de Linguagem Natural (NLP) aplicado a missoões de satélites aliado a um modelo de fluxo de diálogo. O desempenho do assistente conversacional será avaliado com a sua implementação numa missão operada pela Agência Espacial Europeia (ESA), o que implica a elaboração do grafico de conhecimentos associado à base de dados da missão. Ao longo dos anos, várias ferramentas foram desenvolvidas e adicionadas aos sistemas que acompanham e controlam veículos espaciais, que colaboram com as equipas de controlo de missão, mantendo uma visão abrangente sobre a condição do satélite, acelerando a investigação de falhas, ou permitindo correlacionar séries temporais de dados de telemetria. No entanto, apesar de todos os progressos que facilitam as tarefas diárias, as equipas ainda necessitam de navegar por milhares de parametros e eventos que abrangem vários anos de recolha de dados, usando interfaces para esse fim e dependendo da utilização de filtros e gráficos de series temporais. A solução apresentada nesta dissertação e proposta pela VisionSpace Technologies tem como foco melhorar a eficiência operacional lidando simultaneamente com as suas complexas e extensas bases de dados

    Electronic Literature as Digital Humanities

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    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)––that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    The Nexus between Artificial Intelligence and Economics

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    This book is organized as follows. Section 2 introduces the notion of the Singularity, a stage in development in which technological progress and economic growth increase at a near-infinite rate. Section 3 describes what artificial intelligence is and how it has been applied. Section 4 considers artificial happiness and the likelihood that artificial intelligence might increase human happiness. Section 5 discusses some prominent related concepts and issues. Section 6 describes the use of artificial agents in economic modeling, and section 7 considers some ways in which economic analysis can offer some hints about what the advent of artificial intelligence might bring. Chapter 8 presents some thoughts about the current state of AI and its future prospects.

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present
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