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Toward Integrating Natural-HRI into Spoken Dialog

AAAI Conferences

This paper summarizes our previous works in modeling non-verbal behaviors for natural human-robot interaction (HRI) and discusses a path for integrating them into spoken dialogs. While some non-verbal behaviors can be considered “optional” elements to be added to a spoken dialog, some non-verbal behaviors substantially require a harmonized plan that simultaneously considers both spoken dialog and non-verbal behavior. The paper discusses such unique HRI features.


Robots that Learn to Communicate: A Developmental Approach to Personally and Physically Situated Human-Robot Conversations

AAAI Conferences

This paper summarizes the online machine learning method LCore, which enables robots to learn to communicate with users from scratch through verbal and behavioral interaction in the physical world. LCore combines speech, visual, and tactile information obtained through the interaction, and enables robots to learn beliefs regarding speech units, words, the concepts of objects, motions, grammar, and pragmatic and communicative capabilities. The overall belief system is represented by a dynamic graphical model in an integrated way. Experimental results show that through a small, practical number of learning episodes with a user, the robot was eventually able to understand even fragmental and ambiguous utterances, respond to them with confirmation questions and/or actions, generate directive utterances, and answer questions, appropriately for the given situation. This paper discusses the importance of a developmental approach to realize personally and physically situated human-robot conversations.


Inconsistency in Behaviors of Virtual Agents and Robots: Case Studies on its Influences into Dialogues with Humans

AAAI Conferences

Inconsistency in behaviors of virtual agents and robots, like that between utterance contents, utterance forms, and postures, has a possibility of influences into human impression, cognition, and memory, and as a result, may lead to inhibition of dialogues between humans and these artifacts. In order to discuss about this possibility and its implications on dialogue design, this paper introduces some case studies using simple animated characters and a small-sized humanoid robot in Japan.


Persistence in the Political Economy of Conflict: The Case of the Afghan Drug Industry

AAAI Conferences

Links between licit and illicit economies fuel conflict in countries mired in irregular warfare. We argue that in Afghanistan, cultivating poppy and trading drugs bring stability to farmers who face the unintended consequences of haphazard development efforts while lacking alternative livelihoods and security necessary to access markets. Drug trafficking funds the crime-insurgency nexus and government corruption, in turn foiling attempts to establish a unified governance body. We show how individual rationality, market forces, corruption and opium stocks accumulated at different stages in the supply chain counteract the effects of poppy eradication. To that end, we use initial results from a multiagent model of the Afghan drug industry. We define physical, administrative, social and infrastructural environments in the simulation, and outline objectives and inputs for decision making and the structure of actor interactions.


Instruction Taking in the TeamTalk System

AAAI Conferences

TeamTalk is dialogue framework that supports multi-participant spoken interaction between humans and robots in a task-oriented setting that requires cooperation and coordination between team members. This paper describes some recently added features to the system, in particular the ability for robots to accept and remember location labels and the ability to learn action sequences. These capabilities reflect the incorporation into the system of an ontology and an instruction understanding component.


Automata Modeling for Cognitive Interference in Users' Relevance Judgment

AAAI Conferences

Quantum theory has recently been employed to further advance thetheory of information retrieval (IR). A challenging research topicis to investigate the so called quantum-like interference in users'relevance judgment process, where users are involved to judge therelevance degree of each document with respect to a given query. Inthis process, users' relevance judgment for the current document isoften interfered by the judgment for previous documents, due to theinterference on users' cognitive status. Research from cognitivescience has demonstrated some initial evidence of quantum-likecognitive interference in human decision making, which underpins theuser's relevance judgment process. This motivates us to model suchcognitive interference in the relevance judgment process, which inour belief will lead to a better modeling and explanation of userbehaviors in relevance judgement process for IR and eventually leadto more user-centric IR models. In this paper, we propose to useprobabilistic automaton (PA) and quantum finite automaton (QFA),which are suitable to represent the transition of user judgmentstates, to dynamically model the cognitive interference when theuser is judging a list of documents.


Goal-Oriented Knowledge Collection

AAAI Conferences

Games with A Purpose (GWAP) has been demonstrated to be efficient in collecting large amount of knowledge from online users, e.g. Verbosity and Virtual Pet game. However, its effectiveness in knowledge base (KB) construction has not been explored in previous research. This paper examines the knowledge collected in the Vir- tual Pet game and presents an approach to collect more knowledge driven by the existing relations in KB. In this paper, goal-oriented knowledge collection successfully draws 10572 answers for the "food” domain. The answers are verified by online voting to show that 92.07% of them are good sentences and 95.89% of them are new sentences. This result is a significant improvement over the original Virtual Pet game, with 80.58% good sentences and 67.56% weekly new information.


Towards a Storytelling Humanoid Robot

AAAI Conferences

The useful This paper reports on the ongoing work done in the information is obviously multilevel. In this work we are GVLEX project. The aim of this multidisciplinary project not willing to design complete analysis for each level of is to design and test a storytelling humanoid robot. Ideally, interest but rather to design a multilevel analysis able to the robot would be able to process automatically a given point out the interesting parts of the tale. Based on the tale or short story, and to play it for a children audience.


Grounding New Words on the Physical World in Multi-Domain Human-Robot Dialogues

AAAI Conferences

This paper summarizes our ongoing project on developing an architecture for a robot that can acquire new words and their meanings while engaging in multi-domain dialogues. These two functions are crucial in making conversational service robots work in real tasks in the real world. Household robots and office robots need to be able to work in multiple task domains and they also need to engage in dialogues in multiple domains corresponding to those task domains. Lexical acquisition is necessary because speech understanding cannot be done without enough knowledge on words that are possibly spoken in the task domain. Our architecture is based on a multi-expert model in which multiple domain experts are employed and one of them is selected based on the user utterance and the situation to engage in the control of the dialogue and physical behaviors. We incorporate experts that have an ability to acquire new lexical entries and their meanings grounded on the physical world through spoken interactions. By appropriately selecting those experts, lexical acquisition in multi-domain dialogues becomes possible. An example robotic system based on this architecture that can acquire object names and location names demonstrates the viability of the architecture.


Significance of Classification Techniques in Prediction of Learning Disabilities

arXiv.org Artificial Intelligence

The aim of this study is to show the importance of two classification techniques, viz. decision tree and clustering, in prediction of learning disabilities (LD) of school-age children. LDs affect about 10 percent of all children enrolled in schools. The problems of children with specific learning disabilities have been a cause of concern to parents and teachers for some time. Decision trees and clustering are powerful and popular tools used for classification and prediction in Data mining. Different rules extracted from the decision tree are used for prediction of learning disabilities. Clustering is the assignment of a set of observations into subsets, called clusters, which are useful in finding the different signs and symptoms (attributes) present in the LD affected child. In this paper, J48 algorithm is used for constructing the decision tree and K-means algorithm is used for creating the clusters. By applying these classification techniques, LD in any child can be identified.