Abstract. This paper presents the NICE fairy-tale game system, which enables adults and children to engage in conversation with animated characters in a 3D world. In this paper we argue that spoken dialogue technology have the potential to greatly enrichen the user's experience in future computer games. We also present some requirements that have to be fulfilled to successfully integrate spoken dialogue technology with a computer game application. Finally, we briefly describe an implemented system that has provided computer game characters with some conversational abilities that kids have interacted with in studies.
Recently there has been an interest in spatially-aware systems for pedestrian routing and city exploration, due to the proliferation of smartphones with GPS receivers among the general public. Since GPS readings are noisy, giving good and well-timed route instructions to pedestrians is a challenging problem. This paper describes a spoken dialogue prototype for pedestrian navigation in Stockholm that addresses this problem by using various grounding strategies.
Abstract. This paper reports on the generation of coordinated multimodal output for the NICE (Natural Interactive Communication for Edutainment) system [1]. In its first prototype, the system allows for fun and experientially rich interaction between primarily 10 to 18 years old human users and 3D-embodied fairy tale author H.C. Andersen in his study. User input consists of domainoriented spoken conversation combined with 2D input gesture, entered via a mouse-compatible device. The animated character can move about and interact with his environment as well as communicate with the user through spoken conversation and non-verbal gesture, body posture, facial expression and gaze. The described approach aims to make the virtual agent's appearance, voice, actions, and communicative behavior convey the impression of a character with human-like behavior, emotions, relevant domain knowledge, and a distinct personality. We propose an approach to multimodal output generation, which exploits a richly parameterized semantic instruction from the conversation manager and splits the instruction into synchronized text instructions to the textto-speech synthesizer, and behavioral instructions to the animated character. Based on the implemented version of this approach, we are in the process of creating a behavior sub-system that combines the described multimodal output instructions with parameters representing the current emotional state of the character, producing animations that express emotional state through speech and non-verbal behavior.
We present an analysis of a Pedestrian Navigation and Information dialogue corpus collected using a Wizard-of-Oz interface. We analysed how wizards preferred to communicate to users given three different options: preset buttons that can generate an utterance, sequences of buttons and dropdown lists to construct complex utterances and free text utterances. We present our findings and suggestions for future WoZ design based on our findings.
iii Introduction Spoken dialogue systems used in call centers and car dashboards reflect years of technological development. But the smart devices that now accompany people throughout their daily activities and the extensive integration of sensors and actuators into people's environments demand new concepts in dialogue modeling and management in order to provide intuitive, proactive, personalized, context-aware, multi-modal, multi-domain dialogue systems.The past few years have seen the development of many intelligent speech-enabled virtual assistants for mobile users, such as Siri, S Voice, Google Now, SpeakToIt, Vlingo and Iris. These applications use GIS connectivity for navigation and to contextualize tasks such as search. Other multimodal applications (e.g. Wikitude, WikiHood, FieldTrip) can pro-actively present encyclopedic information about the user's surroundings, such as landmarks and points of interest, as the user walks around. Augmented reality and wearable technology such as Google Glass are presenting new opportunities for dialogue systems 'on the go'.In this proliferation of location-aware systems in the industry, together with research efforts in spatial and mobile contexts, we see a convergence of efforts (e.g. the Word2Actions workshop at NAACL 2012, the Computational Models of Spatial Language Interpretation and Generation workshop series and the Vision and Language workshop at NAACL 2013) towards what we call Dialogue In Motion: any form of interaction between a computer/robot and a human in motion -for example a pedestrian or a driver, in the real world or in a simulated environment. Natural language interactions are promoted as a more direct interaction medium, but they raise additional challenges in the context of dynamic spatial environments. This workshop focuses on these challenging issues in language processing for dialogues in motion.We received 20 submissions; all papers received three reviews from our program committee. We accepted seven papers for oral presentation and six for poster and/or demo presentation. Several of the papers are on in-car dialogue systems, which have a long track record of non-trivial implementations combining voice, GUI, haptic, and gestures with additional constraints on user's cognitive load and environment context. Others are on pedestrian navigation and virtual guides, human-robot interaction, and rapid prototyping and statistical dialogue management for dialogue in motion.We wish to thank all those who submitted papers. We also gratefully acknowledge the work of the members of our program committee. Special thanks go to Tiphaine Dalmas (University of Edinburgh) for acting as main contact for the workshop, and to Bonnie Webber (University of Edinburgh) for helpful comments along the way.We hope you enjoy the workshop! AbstractMobile Internet access via smartphones puts demands on in-car infotainment systems, as more and more drivers like to access the Internet while driving. Spoken dialog systems support the user by less distracting interaction than v...
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