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    to interact with people. Many of these systems target different application domains
    such as computer interfaces, Web agents, synthetic characters for entertainment, or
    robots for physical labor. In general, these systems can be either embodied (the
    human interacts with a robot or an animated avatar) or disembodied (the human
    interacts through speech or text entered at a keyboard). The embodied systems have
    the advantage of sending para-linguistic communication signals to a person, such as
    gesture, facialexpression, intonation, gaze direction, or body posture. These
    embodied and expressive cues can be used to complement or enhance the agent’s
    message. At times, para-linguistic cues carry the message on their own, such as
    emotive facialexpressions or gestures. These embodied systems must also address the
    issue of sensing the human, often focusing on perceiving the human’s embodied
    social cues. Hence, the perceptual problem for these systems is more challenging thanthat of disembodied systems. This section highlights a few embodied systems, both
    animated and robotic.
    2.1. Embodied conversation agents
    There are a number of graphics-based systems that combine naturallanguage with
    an embodied avatar. The focus is on natural, conversational discourse accompanied
    by gesture, facialexpression, and so forth (Cassell, 1999). In some applications, the
    human uses these systems to perform a task. One of the most advanced systems in
    this respect is Rea from the Media Lab at MIT (Cassell et al., 2000). Rea is a
    synthetic real-estate agent, situated in a virtual world, that people can query about
    buying property. The system communicates through speech, intonation, gaze
    direction, gesture, and facial expression. It senses the location of people in the room
    and recognizes a few simple gestures. Another significant application area is tutoring
    systems where the agent helps a person learn how to perform a task. An advanced
    pedagogicalsystem is Steve, developed at USC (Rickeland Johnson, 2000). The
    human is immersed in virtualreality to interact with the avatar. It supports domain-
    independent capabilities to support task-oriented dialogs in three-dimensional (3D)
    virtual worlds. For instance, Steve trains people how to operate a variety of
    equipment on a virtualship and guides them through the ship to show them where
    the equipment is located. Sometimes, the task could simply be to communicate with
    others in a virtualspace, a sort of animated ‘‘chatroom’’ with embodied avatars
    (Vilhjalmsson and Cassell, 1998). There are a number of graphicalsystems where the
    avatar predominantly consists of a face with minimal to no body. In Takeuchi and
    Nagao (1993), for instance, the use of an expressive graphicalface to accompany
    dialog is explored. They found that the facial component was good for initiating new
    users to the system, but its benefit was not as pronounced over time. Also of note in
    this issue is the paper on Greta by de Rosis et al. that describes how Greta’s verbal
    and non-verbalsignals are synchronized and animated in 3D.
    2.2. Human-friendly robots
    The ability to interact with people in the human environment has been a recent
    motivator of the humanoid robotics community and the service robotics community.
    For systems such as these, safety and minimizing impact on human living spaces are
    important issues, as well as the issues of performance and ease of use. For example,
    the MOVAID system (Dario and Susani, 1996) and a similar project at Vanderbilt
    University (Kawamura et al., 1996) focus on providing assistance to the elderly or to
    the disabled. In a more educational setting, a number of mobile museum tour guide
    robots are employed around the world such as Sage from the University of
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