Asia
Active Learning for Generating Motion and Utterances in Object Manipulation Dialogue Tasks
Sugiura, Komei (National Institute of Information and Communications Technology) | Iwahashi, Naoto (National Institute of Information and Communications Technology) | Kawai, Hisashi (National Institute of Information and Communications Technology) | Nakamura, Satoshi (National Institute of Information and Communications Technology)
In an object manipulation dialogue, a robot may misunderstand an ambiguous command from a user, such as 'Place the cup down (on the table)," potentially resulting in an accident. Although making confirmation questions before all motion execution will decrease the risk of this failure, the user will find it more convenient if confirmation questions are not made under trivial situations. This paper proposes a method for estimating ambiguity in commands by introducing an active learning framework with Bayesian logistic regression to human-robot spoken dialogue. We conducted physical experiments in which a user and a manipulator-based robot communicated using spoken language to manipulate objects.
Natural Programming of a Social Robot by Dialogs
Gorostiza, Javi F. (Universidad Carlos III de Madrid) | Salichs, Miguel A. (Universidad Carlos III de Madrid)
This paper aims at bringing social robots closer to naive users. A Natural Programming System that allows the end-user to give instructions to a Social Robot has been developed. The instructions derive in a sequence of actions and conditions, that can be executed while the own sequence verbal edition continues. A Dialogue Manager System (DMS) has been developed in a Social Robot. The dialog is described in a voiceXML structure, where a set of information slots is defined. These slots are related to the necessary attributes for the construction of the sequence in execution time. The robot can make specific requests on encountering unfilled slots. Temporal aspects of dialog such as barge-in property, mixed-initiative, or speech intonation control are also considered. Dialog flow is based on Dialog Acts. The dialog specification has also been extended for multimodality management. The presented DMS has been used as a part of a Natural Programming System but can also be used for other multimodal humanrobot interactive skills.
Framework of Communication Activation Robot Participating in Multiparty Conversation
Matsuyama, Yoichi (Waseda University) | Taniyama, Hikaru (Waseda University) | Fujie, Shinya (Waseda University) | Kobayashi, Tetsunori (Waseda University)
We propose a framework for a robot to participate in and activate multiparty conversation. In multiparty conversation, the robot should select its behavior based on both linguistic information and participation structure. In this paper, we focus on multiparty conversation game "Nandoku," which is often played in elderly care facilities. The robot acts as one of the participants, and tries to promote the communication activeness. The framework handles the dialogue situation from three aspects: multiparty conversation, game progress and communication activation, and selects the most effective robot's behavior according to these three aspects.
Human Computation Game for Commonsense Data Verification
Chang, Tao-Hsuan (National Taiwan University) | Chan, Cheng-wei (National Taiwan University) | Hsu, Jane Yung-jen (National Taiwan University)
Games With A Purpose (or GWAP) provide an interesting way to collect data from web users. With over a million sentences collected and growing steadily, data verification becomes increasingly important. This research explores the alternative of designing human computation games specifically for verification purposes. Two games, Top10 and Pirate and Ghost, are designed for commonsense data verification. Top10 is a single-player game, in which the player attempts to guess the top answers to a given question. We use the frequency data to verify if the assertion is truly common. Pirate and Ghost is a multiplayer guessing role playing game in a network of concepts from the CSKB. We use the game data to identify the relation between two concepts. This paper presents the design of both games, and evaluate the efficiency and precision of each with two experiments. The results show that the two games can be coupled to achiever higher efficiency and precision in the data verification process.
How Quantum Theory Is Developing the Field of Information Retrieval
Song, Dawei (The Robert Gordon University) | Lalmas, Mounia (University of Glasgow) | Rijsbergen, Keith van (University of Glasgow) | Frommholz, Ingo (University of Glasgow) | Piwowarski, Benjamin (University of Glasgow) | Wang, Jun (The Robert Gordon University) | Zhang, Peng (The Robert Gordon University) | Zuccon, Guido (University of Glasgow) | Bruza, Peter (Queensland University of Technology) | Arafat, Sachi (University of Glasgow) | Azzopardi, Leif (University of Glasgow) | Buccio, Emanuele Di (University of Padua) | Huertas-Rosero, Alvaro (University of Glasgow) | Hou, Yuexian (Tianjin University) | Melucci, Massimo (University of Padua) | Rueger, Stefan (The Open University)
A Japanese Natural Language Toolset Implementation for ConceptNet
Roberts, Tyson Michael (Hokkaido University) | Rzepka, Rafal (Hokkaido University) | Araki, Kenji (Hokkaido University)
In recent years, ConceptNet has gained notoriety in the Natural Language Processing (NLP) as a textual commonsense knowledge base (CSKB) for its utilization of k-lines (Liu and Sing, 2004a) which make it suitable for making practical inferences on corpora (Liu and Sing, 2004b). However, until now, ConceptNet has lacked support for many non-English languages. To alleviate this problem, we have implemented a software toolset for the Japanese Language that allows Japanese to be used with ConceptNet's concept inference system. This paper discusses the implementation of this toolset and a possible path for the development of toolsets in other languages with similar features.
Explanation of Relevance Judgement Discrepancy with Quantum Interference
Wang, Jun (Robert Gordon University) | Song, Dawei (Robert Gordon University) | Zhang, Peng (Robert Gordon University) | Hou, Yuexian (Tianjin University) | Bruza, Peter (Queensland University of Techonology )
A key concept in many Information Retrieval (IR) tasks, e.g. document indexing, query language modelling, aspect and diversity retrieval, is the relevance measurement of topics, i.e. to what extent an information object (e.g. a document or a query) is about the topics. This paper investigates the interference of relevance measurement of a topic caused by another topic. For example, consider that two user groups are required to judge whether a topic q is relevant to a document d, and q is presented together with another topic (referred to as a companion topic). If different companion topics are used for different groups, interestingly different relevance probabilities of q given d can be reached. In this paper, we present empirical results showing that the relevance of a topic to a document is greatly affected by the companion topic’s relevance to the same document, and the extent of the impact differs with respect to different companion topics. We further analyse the phenomenon from classical and quantum-like interference perspectives, and connect the phenomenon to nonreality and contextuality in quantum mechanics. We demonstrate that quantum like model fits in the empirical data, could be potentially used for predicting the relevance when interference exists.
A Commonsense Knowledge Base for Generating Children’s Stories
Ong, Ethel ChuaJoy (De La Salle University - Manila)
This paper presents our work in developing a commonsense knowledge source based on semantic concepts about objects, activities and their relationships in a child’s daily life. This commonsense ontology is then used by our automatic story generator to output children's stories of the fable form from a given input picture. The generated story is a narration of the events of a basic plot that flows from negative to positive (rule violation to value acquisition), using themes that are familiar to children. The paper ends with descriptions of further investigations that are underway to extend the system, including using a formal upper ontology to represent storytelling knowledge, and the generation of stories from a given set of sequential scenes.
Do You Really Want to Know? Display Questions in Human-Robot Dialogues. A Position Paper
Makatchev, Maxim (Carnegie Mellon University) | Simmons, Reid (Carnegie Mellon University)
Not all questions are asked with the same intention. Humans tend to address the implicit meaning of the question (that contributes to its pragmatic force), which requires knowledge of the context and a degree of common ground, more so than addressing the explicit propositional content of the question. Is recognizing the pragmatic force in today's human-robot dialogue systems worth the trouble? We focus on display questions (questions to which the asker already knows the answer) and argue that there are realistic human-robot interaction scenarios in existence today that would benefit from the deeper intention recognition. We also propose a method for obtaining display question annotations by embedding an elicitation question into the dialogue. The preliminary study of our robot receptionist shows that at least 16.7% of interactions with the embedded elicitation question include a display question.
The Role of Embodiment and Perspective in Direction-Giving Systems
Hasegawa, Dai (Hokkaido University) | Cassell, Justine (Carnegie Mellon University) | Araki, Kenji (Hokkaido University)
In this paper, we describe an evaluation of the impact of embodiment, the effect of different kinds of embodiment, and the benefits of different aspects of embodiment, on direction-giving systems. We compared a robot, embodied conversational agent (ECA), and GPS giving directions, when these systems used speaker-perspective gestures, listener-perspective gestures and no gestures. Results demonstrated that, while there was no difference in direction-giving performance between the robot and the ECA, and little difference in participants’perceptions, there was a considerable effect of the type of gesture employed, and several interesting interactions between type of embodiment and aspects of embodiment.