Introducing Spoken Dialogue Systems into Intelligent by Tobias Heinroth

By Tobias Heinroth

Introducing Spoken discussion structures into clever Environments outlines the formalisms of a unique knowledge-driven framework for spoken discussion administration and offers the implementation of a model-based Adaptive Spoken discussion Manager(ASDM) referred to as OwlSpeak. The authors have pointed out 3 stakeholders that potentially effect the habit of the ASDM: the consumer, the SDS, and a fancy clever surroundings (IE) which include numerous units, companies, and activity descriptions.

The theoretical starting place of a operating ontology-based spoken discussion description framework, the prototype implementation of the ASDM, and the review actions which are offered as a part of this ebook give a contribution to the continued spoken discussion examine by means of constructing the fertile flooring of model-based adaptive spoken discussion administration.

This monograph is perfect for complex undergraduate scholars, PhD scholars, and postdocs in addition to educational and commercial researchers and builders in speech and multimodal interactive systems.

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The GUI mediator provides a widget-based framework. This framework can easily be adapted by adding or removing widgets for different tasks. However, for the following reasons the realisation of spoken dialogue interface adaptation is more complex: • Spoken language is not as precise as a GUI usually is. For example, if the user utters “lights on” it is not defined which light he wishes to switch on. If a GUI provides a similar feature, a specific button would directly control the light. In the case of spoken interaction the system would have to query the user: “Which light?

5. The provision of specific taskdependent models allows for a dynamic dialogue combination. , control task) via voice in parallel. In Sect. 1 we present the architecture of the ASDM and show how it is integrated into the ATRACO IE. In the following we provide an overview on different approaches to HCI within IEs and explain how they influenced our own approach. 3 Interaction Within Intelligent Environments International research projects have been concerned with multimodal spoken language dialogue interaction within IEs for several years.

An interesting approach to avoid these limitations was presented within the context of the TrindiKit framework. An improvement has been achieved by combining the logic-based Prolog attempt with a Natural Language Understanding (NLU) paradigm: The Total Information State (TIS). The idea of an Information State goes back to Ginzburg’s Dialogue Gameboard (DGB). The DGB describes all information that is needed to proceed with a specific dialogue (Ginzburg and Cooper 2004). A simplified DGB may consist of: ⎡ ⎤ FACT S set of facts ⎣ LATEST − MOVE (illocutionary) fact ⎦ QUD set of questions Here facts refer to shared information between the dialogue participants.

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