This paper introduces GestureCoach, a system designed to help speakers deliver more engaging talks by guiding them to gesture effectively during rehearsal. GestureCoach combines an LLM-driven gesture recommendation model with a rehearsal interface that proactively cues speakers to gesture appropriately. Trained on experts' gesturing patterns from TED talks, the model consists of two modules: an emphasis proposal module, which predicts when to gesture by identifying gesture-worthy text segments in the presenter notes, and a gesture identification module, which determines what gesture to use by retrieving semantically appropriate gestures from a curated gesture database. Results of a model performance evaluation and user study (N=30) show that the emphasis proposal module outperforms off-the-shelf LLMs in identifying suitable gesture regions, and that participants rated the majority of these predicted regions and their corresponding gestures as highly appropriate. A subsequent user study (N=10) showed that rehearsing with GestureCoach encouraged speakers to gesture and significantly increased gesture diversity, resulting in more engaging talks. We conclude with design implications for future AI-driven rehearsal systems.
Understanding human language in real world scenarios involves not just natural language processing but also speech, vision, knowledge graphs, user modeling, and other AI techniques. Doing this at Google scale involves planetary-scale cloud computing as well as tiny-scale edge computing. I'll share a behind-the-scenes look at how Google uses Language AI to power its billion-user products, and discuss some of the newer approaches we are developing to make sense of human language. I'll end with our vision to democratize AI and how you can use Google AI in your own work.
Google has created 8 products with over a billion users each. These products are powered by AI (artificial intelligence) at every level - from the core infrastructure and software platform to the application logic and the user interface. I'll share a behind-the-scenes look at how Google AI works and how we use it to create innovative UX (user experience) at a planetary scale. I'll end with our vision to democratize AI and how you can use Google AI in your own work.
Conversational agents are exploding in popularity. However, much work remains in the area of non goal-oriented conversations, despite significant growth in research interest over recent years. To advance the state of the art in conversational AI, Amazon launched the Alexa Prize, a 2.5-million dollar university competition where sixteen selected university teams built conversational agents to deliver the best social conversational experience. Alexa Prize provided the academic community with the unique opportunity to perform research with a live system used by millions of users. The subjectivity associated with evaluating conversations is key element underlying the challenge of building non-goal oriented dialogue systems. In this paper, we propose a comprehensive evaluation strategy with multiple metrics designed to reduce subjectivity by selecting metrics which correlate well with human judgement. The proposed metrics provide granular analysis of the conversational agents, which is not captured in human ratings. We show that these metrics can be used as a reasonable proxy for human judgment. We provide a mechanism to unify the metrics for selecting the top performing agents, which has also been applied throughout the Alexa Prize competition. To our knowledge, to date it is the largest setting for evaluating agents with millions of conversations and hundreds of thousands of ratings from users. We believe that this work is a step towards an automatic evaluation process for conversational AIs.
Dialog evaluation is a challenging problem, especially for non task-oriented dialogs where conversational success is not well-defined. We propose to evaluate dialog quality using topic-based metrics that describe the ability of a conversational bot to sustain coherent and engaging conversations on a topic, and the diversity of topics that a bot can handle. To detect conversation topics per utterance, we adopt Deep Average Networks (DAN) and train a topic classifier on a variety of question and query data categorized into multiple topics. We propose a novel extension to DAN by adding a topic-word attention table that allows the system to jointly capture topic keywords in an utterance and perform topic classification. We compare our proposed topic based metrics with the ratings provided by users and show that our metrics both correlate with and complement human judgment. Our analysis is performed on tens of thousands of real human-bot dialogs from the Alexa Prize competition and highlights user expectations for conversational bots.
To advance the state of the art in conversational AI, Amazon launched the Alexa Prize, a $2.5 million competition that challenges university teams to build conversational agents, or “socialbots,” that can converse coherently and engagingly with humans on popular topics for 20 minutes. The Alexa Prize offers the academic community a unique opportunity to perform research at scale with real conversational data obtained by interacting with millions of Alexa users, along with user‐provided ratings and feedback, over several months. This opportunity enables teams to effectively iterate, improve, and evaluate their socialbots throughout the competition. Eighteen teams were selected for the inaugural competition last year. To build their socialbots, the students combined state‐of‐the‐art techniques with their own novel strategies in the areas of natural language understanding and conversational AI. This article reports on the research conducted over the 2017–2018 year. While the 20‐minute grand challenge was not achieved in the first year, the competition produced several conversational agents that advanced the state of the art, that are interesting for everyday users to interact with, and that help form a baseline for the second year of the competition.
Conversational agents are exploding in popularity. However, much work remains in the area of social conversation as well as free-form conversation over a broad range of domains and topics. To advance the state of the art in conversational AI, Amazon launched the Alexa Prize, a 2.5-million-dollar university competition where sixteen selected university teams were challenged to build conversational agents, known as socialbots, to converse coherently and engagingly with humans on popular topics such as Sports, Politics, Entertainment, Fashion and Technology for 20 minutes. The Alexa Prize offers the academic community a unique opportunity to perform research with a live system used by millions of users. The competition provided university teams with real user conversational data at scale, along with the user-provided ratings and feedback augmented with annotations by the Alexa team. This enabled teams to effectively iterate and make improvements throughout the competition while being evaluated in real-time through live user interactions. To build their socialbots, university teams combined state-of-the-art techniques with novel strategies in the areas of Natural Language Understanding, Context Modeling, Dialog Management, Response Generation, and Knowledge Acquisition. To support the efforts of participating teams, the Alexa Prize team made significant scientific and engineering investments to build and improve Conversational Speech Recognition, Topic Tracking, Dialog Evaluation, Voice User Experience, and tools for traffic management and scalability. This paper outlines the advances created by the university teams as well as the Alexa Prize team to achieve the common goal of solving the problem of Conversational AI.
Conversational agents are exploding in popularity. However, much work remains in the area of non goal-oriented conversations, despite significant growth in research interest over recent years. To advance the state of the art in conversational AI, Amazon launched the Alexa Prize, a 2.5-million dollar university competition where sixteen selected university teams built conversational agents to deliver the best social conversational experience. Alexa Prize provided the academic community with the unique opportunity to perform research with a live system used by millions of users. The subjectivity associated with evaluating conversations is key element underlying the challenge of building non-goal oriented dialogue systems. In this paper, we propose a comprehensive evaluation strategy with multiple metrics designed to reduce subjectivity by selecting metrics which correlate well with human judgement. The proposed metrics provide granular analysis of the conversational agents, which is not captured in human ratings. We show that these metrics can be used as a reasonable proxy for human judgment. We provide a mechanism to unify the metrics for selecting the top performing agents, which has also been applied throughout the Alexa Prize competition. To our knowledge, to date it is the largest setting for evaluating agents with millions of conversations and hundreds of thousands of ratings from users. We believe that this work is a step towards an automatic evaluation process for conversational AIs.
BACKGROUND:Novel methods of promoting self-monitoring and social support are needed to ensure long-term maintenance of behavior change. In this paper, we directly investigate the effects of group support in an exercise and nutrition program delivered by an mHealth application called Fittle.OBJECTIVE:Our first specific study aim was to explore whether social support improved adherence in wellness programs. Our second specific study aim was to assess whether media types (ePaper vs mobile) were associated with different levels of compliance and adherence to wellness programs. The third aim was to assess whether the use of an mHealth application led to positive changes to participants' eating behavior, physical activity, and stress level, compared to traditional paper-based programs.METHODS:A 2 × 2 (eg, Media: Mobile vs ePaper × Group Type: Team vs Solo) factorial design feasibility study was conducted. A sample of 124 volunteers who were interested in improving eating behavior, increasing physical activity, or reducing stress participated in this study. The study duration was 8 weeks. All groups were self-directed with no ongoing human input from the research team.RESULTS:Participants in ePaper conditions had higher attrition rates compared to participants in Mobile conditions, χ3(2)=9.96, P=.02 (N=124). Participants in Mobile conditions reported their compliance with a much higher frequency closer to the time of challenge activity completion (2-sample Kolmogorov-Smirnov test comparing distributions was highly significant-KS=0.33, P<.001 [N=63]). Participants in ePaper conditions had a much higher frequency of guessing while reporting as compared with those in Mobile conditions-χ1(2)=25.25, P<.001 (N=63). Together, these findings suggest that the mobile app allowed a more accurate method to report and track health behaviors over a longer period than traditional ePaper-based diaries or log books. There was a significant difference in the overall compliance score for Mobile-Solo (Mean [SD] 0.30 [0.39]) and Mobile-Team (Mean [SD] 0.49 [0.35]) conditions (t50.82=1.94, P=.05). This suggests that working in a team increased participants' overall compliance within Fittle. Survival analysis showed that participants assigned to Team conditions are 66% more likely to engage longer with mHealth app-based intervention than those assigned to the Solo condition. Overall, participants across all groups reported some positive changes in eating behavior, physical activity, and stress level; however, participants in the Mobile-Solo condition reported higher perceived stress levels at the end of the study.CONCLUSIONS:The team-based Fittle app is an acceptable and feasible wellness behavior change intervention and a full randomized controlled trial to investigate the efficacy of such an intervention is warranted.
We present an approach that uses learning from demonstration in a computer role playing game to create a controller for a companion team member. We describe a behavior engine that uses case-based reasoning. The behavior engine accepts observation traces of human playing decisions and produces a sequence of actions which can then be carried out by an artificial agent within the gaming environment. Our work focuses on teambased role playing games, where the agents produced by the behavior engine act as team members within a mixed human-agent team. We present the results of a study we conducted, where we assess both the quantitative and qualitative performance difference between human-only teams compared with hybrid human-agent teams. The results of our study show that human-agent teams were more successful at task completion and, for some qualitative dimensions, hybrid teams were perceived more favorably than human-only teams.
Believable agents designed for long-term interaction with human users need to adapt to them in a way which appears emotionally plausible while maintaining a consistent personality. For short-term interactions in restricted environments, scripting and state machine techniques can create agents with emotion and personality, but these methods are labor intensive, hard to extend, and brittle in new environments. Fortunately, research in memory, emotion and personality in humans and animals points to a solution to this problem. Emotions focus an animal’s attention on things it needs to care about, and strong emotions trigger enhanced formation of memory, enabling the animal to adapt its emotional response to the objects and situations in its environment. In humans this process becomes reflective: emotional stress or frustration can trigger re-evaluating past behavior with respect to personal standards, which in turn can lead to setting new strategies or goals. To aid the authoring of adaptive agents, we present an artificial intelligence model inspired by these psychological results in which an emotion model triggers case-based emotional preference learning and behavioral adaptation guided by personality models. Our tests of this model on robot pets and embodied characters show that emotional adaptation can extend the range and increase the behavioral sophistication of an agent without the need for authoring additional hand-crafted behaviors.
We develop an innovative approach to delivering relevant information using a combination of socio-semantic search and filtering approaches. The goal is to facilitate timely and relevant information access through the medium of conversations by mixing past community specific conversational knowledge and web information access to recommend and connect users and information together. Conversational Information Access is a socio-semantic search and recommendation activity with the goal to interactively engage people in conversations by receiving agent supported recommendations. It is useful because people engage in online social discussions unlike solitary search; the agent brings in relevant information as well as identifies relevant users; participants provide feedback during the conversation that the agent uses to improve its recommendations.
We present a novel ensemble architecture for learning problem-solving techniques from a very small number of expert solutions and demonstrate its effectiveness in a complex real-world domain. The key feature of our “Generalized Integrated Learning Architecture” (GILA) is a set of heterogeneous independent learning and reasoning (ILR) components, coordinated by a central meta-reasoning executive (MRE). The ILRs are weakly coupled in the sense that all coordination during learning and performance happens through the MRE. Each ILR learns independently from a small number of expert demonstrations of a complex task. During performance, each ILR proposes partial solutions to subproblems posed by the MRE, which are then selected from and pieced together by the MRE to produce a complete solution. The heterogeneity of the learner-reasoners allows both learning and problem solving to be more effective because their abilities and biases are complementary and synergistic. We describe the application of this novel learning and problem solving architecture to the domain of airspace management, where multiple requests for the use of airspaces need to be deconflicted, reconciled, and managed automatically. Formal evaluations show that our system performs as well as or better than humans after learning from the same training data. Furthermore, GILA outperforms any individual ILR run in isolation, thus demonstrating the power of the ensemble architecture for learning and problem solving.
Computer games are an increasingly popular application for Artificial Intelligence (AI) research, and conversely AI is an increasingly popular selling point for commercial digital games. AI for non playing characters (NPC) in computer games tends to come from people with computing skills well beyond the average user. The prime reason behind the lack of involvement of novice users in creating AI behaviors for NPC's in computer games is that construction of high quality AI behaviors is a hard problem. There are two reasons for it. First, creating a set of AI behavior requires specialized skills in design and programming. The nature of the process restricts it to certain individuals who have a certain expertise in this area. There is little understanding of how the behavior authoring process can be simplified with easy-to-use authoring environments so that novice users (without programming and design experience) can carry out the behavior authoring task. Second, the constructed AI behaviors have problems and bugs in them which cause a break in player experience when the problematic behaviors repeatedly fail. It is harder for novice users to identify, modify and correct problems with the authored behavior sets as they do not have the necessary debugging and design experience. The two issues give rise to a couple of interesting questions that need to be investigated: (a) How can the AI behavior construction process be simplified so that a novice user (without programming and design experience) can easily conduct the authoring activity and (b) How can the novice users be supported to help them identify and correct problems with the authored behavior sets? In this thesis, I explore the issues related to the problems highlighted and propose a solution to them within an application domain, named Second Mind(SM). In SM novice users who do not have expertise in computer programming employ an authoring interface to design behaviors for intelligent virtual characters performing a service in a virtual world. These services range from shopkeepers to museum hosts. The constructed behaviors are further repaired using an AI based approach. To evaluate the construction and repair approach, we conduct experiments with human subjects. Based on developing and evaluating the solution, I claim that a design solution with behavior timeline based interaction design approach for behavior construction supported by an understandable vocabulary and reduced feature representation formalism enables novice users to author AI behaviors in an easy and understandable manner for NPCs performing a service in a virtual world. I further claim that an introspective reasoning approach based on comparison of successful and unsuccessful execution traces can be used as a means to successfully identify breaks in player experience and modify the failures to improve the experience of the player interacting with NPCs performing a service in a virtual world. The work contributes in the following three ways by providing: (1) a novel introspective reasoning approach for successfully detecting and repairing failures in AI behaviors for NPCs performing a service in a virtual world.; (2) a novice user understandable authoring environment to help them create AI behaviors for NPCs performing a service in a virtual world in an easy and understandable manner; and (3) Design, debugging and testing scaffolding to help novice users modify their authored AI behaviors and achieve higher quality modified AI behaviors compared to their original unmodified behaviors.
The paper describes the first phase of development of a CaseBase Reasoning (CBR) system to support early conceptual design of buildings. As specific context of application, the research focuses on energy performance of commercial buildings, and the early identification of energy-related features that contribute to its outcomes. The hypothesis is that bringing knowledge from relevant precedents may facilitate this identification process, thus offering a significant contribution for early analysis and decisionmaking. The paper introduces a proof-of-concept for such a system, proposing a novel integration of Case-Based Reasoning, Parametric Modeling (Building Information Modeling), and Ontology Classification. While CBR provides a framework to store and retrieve cases at an instance level, Parametric Modeling offers a framework for rule-based geometric adaptation and evaluation. The ontology is intended to provide a semantic representation, so that new design concepts can be created, classified and retained for further reuse. Potential advantages and limitations of this three-level integration approach are discussed along with recommendations for future development.
D. Scott Mccrickard合作论文数Virginia Tech;Department of Computer Science4