Europe
Minimum Bayes Error Feature Selection for Continuous Speech Recognition
Saon, George, Padmanabhan, Mukund
E lRP such as to achieve minimum Bayes error (or probability of misclassification). Two avenues will be explored: the first is to maximize the ()-average divergence between the class densities and the second is to minimize the union Bhattacharyya bound in the range of (). While both approaches yield similar performance in practice, they outperform standardLDA features and show a 10% relative improvement in the word error rate over state-of-the-art cepstral features on a large vocabulary telephony speech recognition task. 1 Introduction Modern speech recognition systems use cepstral features characterizing the short-term spectrum of the speech signal for classifying frames into phonetic classes. These features are augmented with dynamic information from the adjacent frames to capture transient spectral events in the signal.
Whence Sparseness?
It has been shown that the receptive fields of simple cells in VI can be explained byassuming optimal encoding, provided that an extra constraint of sparseness is added. This finding suggests that there is a reason, independent ofoptimal representation, for sparseness. However this work used an ad hoc model for the noise. Here I show that, if a biologically more plausible noise model, describing neurons as Poisson processes, is used sparseness does not have to be added as a constraint. Thus I conclude thatsparseness is not a feature that evolution has striven for, but is simply the result of the evolutionary pressure towards an optimal representation. 1 Introduction Recently there has been an resurgence of interest in using optimal coding strategies to'explain' the response properties of neuron in the primary sensory areas [1].
Sparse Kernel Principal Component Analysis
'Kernel' principal component analysis (PCA) is an elegant nonlinear generalisationof the popular linear data analysis method, where a kernel function implicitly defines a nonlinear transformation intoa feature space wherein standard PCA is performed. Unfortunately, thetechnique is not'sparse', since the components thus obtained are expressed in terms of kernels associated with every trainingvector. This paper shows that by approximating the covariance matrix in feature space by a reduced number of example vectors,using a maximum-likelihood approach, we may obtain a highly sparse form of kernel PCA without loss of effectiveness. 1 Introduction Principal component analysis (PCA) is a well-established technique for dimensionality reduction,and examples of its many applications include data compression, image processing, visualisation, exploratory data analysis, pattern recognition and time series prediction.
Support Vector Novelty Detection Applied to Jet Engine Vibration Spectra
Hayton, Paul M., Schรถlkopf, Bernhard, Tarassenko, Lionel, Anuzis, Paul
A system has been developed to extract diagnostic information from jet engine carcass vibration data. Support Vector Machines applied to novelty detectionprovide a measure of how unusual the shape of a vibration signatureis, by learning a representation of normality. We describe a novel method for Support Vector Machines of including information from a second class for novelty detection and give results from the application toJet Engine vibration analysis.
Agent-Centered Search
In this article, I describe agent-centered search (also called real-time search or local search) and illustrate this planning paradigm with examples. Agent-centered search methods interleave planning and plan execution and restrict planning to the part of the domain around the current state of the agent, for example, the current location of a mobile robot or the current board position of a game. These methods can execute actions in the presence of time constraints and often have a small sum of planning and execution cost, both because they trade off planning and execution cost and because they allow agents to gather information early in nondeterministic domains, which reduces the amount of planning they have to perform for unencountered situations. These advantages become important as more intelligent systems are interfaced with the world and have to operate autonomously in complex environments. Agent-centered search methods have been applied to a variety of domains, including traditional search, strips-type planning, moving-target search, planning with totally and partially observable Markov decision process models, reinforcement learning, constraint satisfaction, and robot navigation. I discuss the design and properties of several agent-centered search methods, focusing on robot exploration and localization.
Toward Conversational Human-Computer Interaction
Allen, James F., Byron, Donna K., Dzikovska, Myroslava, Ferguson, George, Galescu, Lucian, Stent, Amanda
The belief that humans will be able to interact with computers in conversational speech has long been a favorite subject in science fiction, reflecting the persistent belief that spoken dialogue would be the most natural and powerful user interface to computers. With recent improvements in computer technology and in speech and language processing, such systems are starting to appear feasible. There are significant technical problems that still need to be solved before speech-driven interfaces become truly conversational. This article describes the results of a 10-year effort building robust spoken dialogue systems at the University of Rochester.
Controlling the Behavior of Animated Presentation Agents in the Interface: Scripting versus Instructing
Andre, Elisabeth, Rist, Thomas
Lifelike characters, or animated agents, provide a promising option for interface development because they allow us to draw on communication and interaction styles with which humans are already familiar. In this contribution, we revisit some of our past and ongoing projects to motivate an evolution of character-based presentation systems. This evolution starts from systems in which a character presents information content in the style of a TV presenter. It moves on with the introduction of presentation teams that convey information to the user by performing role plays. To explore new forms of active user involvement during a presentation, the next step can lead to systems that convey information in the style of interactive performances. From a technical point of view, this evaluation is mirrored in different approaches to determine the behavior of the employed characters. By means of concrete applications, we argue that a central planning component for automated agent scripting is not always a good choice, especially not in the case of interactive performances where the user might take on an active role as well.
On the Origin of Environments by Means of Natural Selection
The field of adaptive robotics involves simulations and real-world implementations of robots that adapt to their environments. In this article, I introduce adaptive environmentics -- the flip side of adaptive robotics -- in which the environment adapts to the robot. To illustrate the approach, I offer three simple experiments in which a genetic algorithm is used to shape an environment for a simulated khepera robot. I then discuss at length the potential of adaptive environmentics, also delineating several possible avenues of future research.
Embodied Conversational Agents: Representation and Intelligence in User Interfaces
How do we decide how to represent an intelligent system in its interface, and how do we decide how the interface represents information about the world and about its own workings to a user? This article addresses these questions by examining the interaction between representation and intelligence in user interfaces. The rubric representation covers at least three topics in this context: (1) how a computational system is represented in its user interface, (2) how the interface conveys its representations of information and the world to human users, and (3) how the system's internal representation affects the human user's interaction with the system. I argue that each of these kinds of representation (of the system, information and the world, the interaction) is key to how users make the kind of attributions of intelligence that facilitate their interactions with intelligent systems. In this vein, it makes sense to represent a systmem as a human in those cases where social collaborative behavior is key and for the system to represent its knowledge to humans in multiple ways on multiple modalities. I demonstrate these claims by discussing issues of representation and intelligence in an embodied conversational agent -- an interface in which the system is represented as a person, information is conveyed to human users by multiple modalities such as voice and hand gestures, and the internal representation is modality independent and both propositional and nonpropositional.
Interface Agents in Model World Environments
Amant, Robert St., Young, R. Michael
Choosing an environment is an important decision for agent developers. A key issue in this decision is whether the environment will provide realistic problems for the agent to solve, in the sense that the problems are true to the issues that arise in addressing a particular research question. In addition to realism, other important issues include how tractable problems are that can be formulated in the environment, how easy agent performance can be measured, and whether the environment can be customized or extended for specific research questions. In the ideal environment, researchers can pose realistic but tractable problems to an agent, measure and evaluate its performance, and iteratively rework the environment to explore increasingly ambitious questions, all at a reasonable cost in time and effort. As might be expected, trade-offs dominate the suitability of an environment; however, we have found that the modern graphic user interface offers a good balance among these trade-offs. This article takes a brief tour of agent research in the user interface, showing how significant questions related to vision, planning, learning, cognition, and communication are currently being addressed.