Results 1 - 10
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13
Smartbody: Behavior realization for embodied conversational agents
- In 7th International Conference on Intelligent Virtual Agents (IVA
, 2007
"... Researchers demand much from their embodied conversational agents (ECAs), requiring them to be both life-like, as well as responsive to events in an interactive setting. We find that a flexible combination of animation approaches may be needed to satisfy these needs. In this paper we present SmartBo ..."
Abstract
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Cited by 19 (4 self)
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Researchers demand much from their embodied conversational agents (ECAs), requiring them to be both life-like, as well as responsive to events in an interactive setting. We find that a flexible combination of animation approaches may be needed to satisfy these needs. In this paper we present SmartBody, an open source modular framework for animating ECAs in real time, based on the notion of hierarchically connected animation controllers. Controllers in SmartBody can employ arbitrary animation algorithms such as keyframe interpolation, motion capture or procedural animation. Controllers can also schedule or combine other controllers. We discuss our architecture in detail, including how we incorporate traditional approaches, and develop the notion of a controller as a reactive module within a generic framework, for realizing modular animation control. To illustrate the versatility of the architecture, we also discuss a range of applications that have used SmartBody successfully.
Learning a Model of Speaker Head Nods using Gesture
"... During face-to-face conversation, the speaker’s head is continually in motion. These movements serve a variety of important communicative functions. Our goal is to develop a model of the speaker’s head movements that can be used to generate head movements for virtual agents based on a gesture annota ..."
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Cited by 4 (2 self)
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During face-to-face conversation, the speaker’s head is continually in motion. These movements serve a variety of important communicative functions. Our goal is to develop a model of the speaker’s head movements that can be used to generate head movements for virtual agents based on a gesture annotation corpora. In this paper, we focus on the first step of the head movement generation process: predicting when the speaker should use head nods. We describe our machine-learning approach that creates a head nod model from annotated corpora of face-to-face human interaction, relying on the linguistic features of the surface text. We also describe the feature selection process, training process, and the evaluation of the learned model with test data in detail. The result shows that the model is able to predict head nods with high precision and recall.
Giving instructions in virtual environments by corpus based selection
"... Instruction giving can be used in several applications, ranging from trainers in simulated worlds to non player characters for virtual games. In this paper we present a novel algorithm for rapidly prototyping virtual instruction-giving agents from human-human corpora without manual annotation. Autom ..."
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Cited by 3 (2 self)
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Instruction giving can be used in several applications, ranging from trainers in simulated worlds to non player characters for virtual games. In this paper we present a novel algorithm for rapidly prototyping virtual instruction-giving agents from human-human corpora without manual annotation. Automatically prototyping full-fledged dialogue systems from corpora is far from being a reality nowadays. Our approach is restricted in that only the virtual instructor can perform speech acts while the user responses are limited to physical actions in the virtual worlds. We have defined an algorithm that, given a task-based corpus situated in a virtual world, which contains human instructor’s speech acts and the user’s responses as physical actions, generates a virtual instructor that robustly helps a user achieve a given task in the virtual world. We explain how this algorithm can be used for generating a virtual instructor for a game-like, task-oriented virtual world. We evaluate the virtual instructor with human users using task-oriented as well as user satisfaction metrics. We compare our results with both human and rule-based virtual instructors hand-coded for the same task. 1
CL system: Giving instructions by corpus based selection
- In Proceedings of the Generation Challenges Session at the 13th European Workshop on Natural Language Generation
, 2011
"... The CL system uses an algorithm that, given a task-based corpus situated in a virtual world, which contains human instructor’s speech acts and the user’s responses as physical actions, generates a virtual instructor that helps a user achieve a given task in the virtual world. In this report, we expl ..."
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Cited by 1 (1 self)
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The CL system uses an algorithm that, given a task-based corpus situated in a virtual world, which contains human instructor’s speech acts and the user’s responses as physical actions, generates a virtual instructor that helps a user achieve a given task in the virtual world. In this report, we explain how this algorithm can be used for generating a virtual instructor for a game-like, task-oriented virtual world such as GIVE’s. 1
Computer Sciences Heriot-Watt University
"... In this paper we report on a Wizard of Oz interaction study with an Embodied Conversational Agent. The agent was placed on a large display in the university crush area, an informal student meeting space over the course of a week. The main goal of the experiment was to gain information about interest ..."
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In this paper we report on a Wizard of Oz interaction study with an Embodied Conversational Agent. The agent was placed on a large display in the university crush area, an informal student meeting space over the course of a week. The main goal of the experiment was to gain information about interesting conversation topics for the students in order to inform the design of an autonomous version of the agent that can act as a long term companion in a natural social setting. We report the study results, discuss the possible reasons for the lack of meaningful conversation that the ECA could elicit from the students and report on lessons learned from this experiment.
Designing Gaze Behavior for Humanlike Robots
, 2009
"... material are those of the author and do not necessarily reflect those of these funding agencies. ii ..."
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material are those of the author and do not necessarily reflect those of these funding agencies. ii
Toward Learning and Evaluation of Dialogue Policies with Text Examples
"... We present a dialogue collection and enrichment framework that is designed to explore the learning and evaluation of dialogue policies for simple conversational characters using textual training data. To facilitate learning and evaluation, our framework enriches a collection of role-play dialogues w ..."
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We present a dialogue collection and enrichment framework that is designed to explore the learning and evaluation of dialogue policies for simple conversational characters using textual training data. To facilitate learning and evaluation, our framework enriches a collection of role-play dialogues with additional training data, including paraphrases of user utterances, and multiple independent judgments by external referees about the best policy response for the character at each point. As a case study, we use this framework to train a policy for a limited domain tactical questioning character, reaching promising performance. We also introduce an automatic policy evaluation metric that recognizes the validity of multiple conversational responses at each point in a dialogue. We use this metric to explore the variability in human opinion about optimal policy decisions, and to automatically evaluate several learned policies in our example domain. 1
Prototyping virtual instructors from human-human corpora
"... Virtual instructors can be used in several applications, ranging from trainers in simulated worlds to non player characters for virtual games. In this paper we present a novel algorithm for rapidly prototyping virtual instructors from human-human corpora without manual annotation. Automatically prot ..."
Abstract
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Virtual instructors can be used in several applications, ranging from trainers in simulated worlds to non player characters for virtual games. In this paper we present a novel algorithm for rapidly prototyping virtual instructors from human-human corpora without manual annotation. Automatically prototyping full-fledged dialogue systems from corpora is far from being a reality nowadays. Our algorithm is restricted in that only the virtual instructor can perform speech acts while the user responses are limited to physical actions in the virtual world. We evaluate a virtual instructor, generated using this algorithm, with human users. We compare our results both with human instructors and rule-based virtual instructors hand-coded for the same task. 1
Author manuscript, published in "Association for Computational Linguistics: Human Language Technologies (2011)" Prototyping virtual instructors from human-human corpora
, 2011
"... Virtual instructors can be used in several applications, ranging from trainers in simulated worlds to non player characters for virtual games. In this paper we present a novel algorithm for rapidly prototyping virtual instructors from human-human corpora without manual annotation. Automatically prot ..."
Abstract
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Virtual instructors can be used in several applications, ranging from trainers in simulated worlds to non player characters for virtual games. In this paper we present a novel algorithm for rapidly prototyping virtual instructors from human-human corpora without manual annotation. Automatically prototyping full-fledged dialogue systems from corpora is far from being a reality nowadays. Our algorithm is restricted in that only the virtual instructor can perform speech acts while the user responses are limited to physical actions in the virtual world. We evaluate a virtual instructor, generated using this algorithm, with human users. We compare our results both with human instructors and rule-based virtual instructors hand-coded for the same task.

