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This paper presents a multimodal corpus of spoken human-human dialogues collected as participants played a series of Rapid Dialogue Games (RDGs). The corpus consists of a collection of about 11 hours of spoken audio, video, and Microsoft Kinect data taken from 384 game interactions (dialogues). The games used for collecting the corpus required participants(More)
This paper introduces Eve, a high-performance agent that plays a fast-paced image matching game in a spoken dialogue with a human partner. The agent can be optimized and operated in three different modes of incremental speech processing that optionally include incremental speech recognition, language understanding , and dialogue policies. We present our(More)
This paper presents and analyzes an approach to crowd-sourced spoken dialogue data collection. Our approach enables low cost collection of browser-based spoken dialogue interactions between two remote human participants (human-human condition) as well as one remote human participant and an automated dialogue system (human-agent condition). We present a case(More)
This paper investigates the influence of multimodal incongruent gender cues on the perception of a robot's uncanniness and gender in children. The back-projected robot head Furhat was equipped with a female and male face texture and voice synthesizer and the voice and facial cues were tested in congruent and incongruent combinations. 106 children(More)
In this paper, we present and evaluate an approach to incremental dialogue act (DA) segmentation and classification. Our approach utilizes prosodic, lexico-syntactic and contextual features, and achieves an encouraging level of performance in of-fline corpus-based evaluation as well as in simulated human-agent dialogues. Our approach uses a pipeline of(More)
This work explores the relationship between a robot's embodiment and people's ability to mimic its behavior. It presents a study in which participants were asked to mimic a 3D mixed-embodied robotic head and a 2D version of the same character. Quantitative and qualitative analysis were performed from questionnaires. Quantitative results show no significant(More)
When investigating uncanny feelings towards robots, most researchers focus solely on the dimension of human-likeness as a potential cause. In our research, we aim to broaden the understanding of the so-called uncanny valley effect by exploring the potential multidimensionality of the phenomenon: By using a mixed-embodied robot head, we are able to alter(More)
Most research on the uncanny valley effect is concerned with the influence of unimodal visual cues in the dimensions human-likeness and realism as a trigger of an uncanny feeling in humans. This leads to a lack of investigation how multimodality affects the feeling of uncanniness. In our research project, we use the back-projected robot head Furhat to study(More)
Affordances manifest possibilities of interaction with a spoken dialog system. For example, the act of asking a question affords to the recipient the possibility of answering. In the system we present, the observable act of maneuvering affords the possibility of controlling a motion. Our system thus uses the affordance principle to shape the interaction: to(More)
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