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Human conversational partners are able, at least to a certain extent, to detect the speaker’s or listener’s emotional state and may attempt to respond to it accordingly. When instead one of the interlocutors is a computer a number of questions arise, such as the following: To what extent are dialogue systems able to simulate such behaviors? Can we learn the mechanisms of emotional be- viors from observing and analyzing the behavior of human speakers? How can emotionsbeautomaticallyrecognizedfromauser’smimics,gesturesandspeech? What possibilities does a dialogue system have to express emotions itself? And, very importantly, would emotional system behavior be desirable at all? Given the ...
A description of the design and implementation of spoken language dialogue within the context of spoken language dialogue systems development. Using an applications-oriented SLDS developed through the Danish Dialogue project, the authors describe the complete process involved; and in so doing present several innovative practical tools, such as dialogue design guidelines, in-depth evaluation methodologies, and speech functionality analysis. Their approach is firmly applications-oriented, describing the results applicable to industry and showing how the development of advanced applications drives research rather than vice versa. For everyone working on the R&D of spoken language services, especially in the area of telecommunications.
"Birds in Origami" is aimed at beginners as well as those experienced in paper folding. Enjoy and fold the models, or immerse yourself in design philosophy that draws on the letters and models of origami artist Simon Andersen (1946-2013). The book contains instructions for folding 45 different origami models, including 31 birds. All models are described with difficulty level, time to fold, designer and sizes of paper and model. In addition, there is a thorough explanation of symbols and techniques. The models are divided thematically according to design ideas and thereby provide a wealth of insight into folding and designing origami. With a foreword by Gideon Løwy, professor and brother of Simon Andersen. Sections: Preface. Symbols and technique. About Japanese folding. Folding sequences. Neobirds. Etiology. Blind fold. Origami nova. Stomach birds. Bubbles. Skin or bone. Square fold. Templates. A format. Hard and soft forms. Afterword.
This book constitutes the strictly refereed post-workshop documentation of the ECAI'96 Workshop on Dialogue Processing in Spoken Language Systems, held in Budapest, Hungary, in August 1996, during ECAI'96. The volume presents 16 revised full papers including a detailed introduction and survey paper by the volume editors. The papers are organized in sections on foundations of spoken language dialogue systems, dialogue systems and prosodic aspects of spoken dialogue processing, spoken dialogue systems-design and implementation, and evaluation of systems. The book reports on work being pursued both in academia and in industry as a crucial issue in speech processing.
This book constitutes the refereed proceedings of the International Tutorial and Research Workshop on Perception and Interactive Technologies, PIT 2006, held at Kloster Irsee, Germany, June 2006. The book presents 16 revised full papers together with 4 revised poster papers and 6 system demonstration papers, organized in topical sections on head pose and eye gaze tracking, modeling and simulation of perception, integrating information from multiple channels, and more.
This preface tells the story of how Multimodal Usability responds to a special challenge. Chapter 1 describes the goals and structure of this book. The idea of describing how to make multimodal computer systems usable arose in the European Network of Excellence SIMILAR – “Taskforce for cre- ing human-machine interfaces SIMILAR to human-human communication”, 2003– 2007, www. similar. cc. SIMILAR brought together people from multimodal signal processing and usability with the aim of creating enabling technologies for new kinds of multimodal systems and demonstrating results in research prototypes. Most of our colleagues in the network were, in fact, busy extracting features and guring ...
The Commission of the European Union, through its Fourth Framework R&D programme is committed to the development of the Information Society. There is no doubt that there will be many radical changes in all aspects of society caused by the far-reaching impact of continuing advances in information and communi cation technologies. Many of these changes cannot be predicted, but that uncer tainty must not stop us from moving forward. The challenge is to ensure that these technologies are put to use in the most beneficial manner, taking fully into account the rich cultural and linguistic backgrounds within the peoples of Europe. We have a duty to ensure that the ultimate end-users of the technolog...
This volume covers key topics in the field from a variety of leading researchers. In one volume, readers gain exposure to several perspectives in the areas of corpus annotation and analysis, dialogue system construction, theoretical perspectives on communicative intention, context-based generation, and modeling of discourse structure. Based on the 2nd SIGdial workshop on Discourse and Dialogue held in conjunction with Eurospeech 2001, it is of interest to researchers and practitioners in dialogue and discourse processing.
The eleven chapters of this book represent an original contribution to the field of multimodal spoken dialogue systems. The material includes highly relevant topics, such as dialogue modeling in research systems versus industrial systems. The book contains detailed application studies, including speech-controlled MP3 players in a car environment, negotiation training with a virtual human in a military context and the application of spoken dialogue to question-answering systems.
From the voice on the phone, to the voice on the computer, to the voice from the toaster, speech user interfaces are coming into the mainstream and are here to stay forever. Soundly anchored in HCI, cognitive psychology, linguistics, and social psychology, this supremely practical book is loaded with examples, how-to advice, and design templates. Drawing widely on decades of research—in lexicography, conversation analysis, computational linguistics, and social psychology—author Randy Allen Harris outlines the principles of how people use language interactively, and illustrates every aspect of design work.In the first part of the book, Harris provides a thorough conceptual basis of langua...