KMi Seminars
Adaptation and dialogue modelling for speech-based interaction systems
This event took place on Tuesday 10 May 2005 at 10:00

 
Prof. Kristiina Jokinen Professor of Language Technology, University of Helsinki

The state-of-the-art speech and language technology has reached a level that allows us to build applications which enable users to have short conversations with the system in search for information like bus or train timetables, telephone numbers, etc. However, interactions are usually characterised by simple predefined interaction patterns which often leave the user frustrated due to their repetitive and unhelpful nature.

In this talk, I will discuss possibilities for making interaction more flexible, intelligent and natural by taking some human language capabilities into account. Especially, I will focus on Constructive Dialogue Management so as to model aspects of interaction that contribute to smoothness of interaction, and on adaptive user modelling so as to take the user's expertise level into account.

Download PowerPoint Presentation (929kb ZIP file)

 
KMi Seminars Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.