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Overview
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Overview
In 1994, I was part of an ambitious effort to build a
prototype conversational agent led by Justine Cassell
during a visting professorship at Penn. We wrote a program that could
form hypothetical plans for multiple agents to act in a domain, and
could enlist the help of another agent to confirm the hypotheses
underlying the plan and carry out the actions described in the plan.
The programs were realized as embodied agents whose communicative
behavior included not just text but spoken intonation, hand gesture,
head movement and facial displays. We ran two copies of this program
as agents with different knowledge and ability, and showed that
together these agents could achieve goals that neither had the
knowledge or capability to accomplish independently. We called the
result animated conversation.
Since then, much of my research has been motivated by the
shortcomings in the implementation of that first prototype. One big
problem was the computational cost of running the prototype. My generation research on SPUD helps address this
by providing an NLG module with fewer search demands and with a better
fit in the conversational agent (that eliminates expensive, redundant
stages of processing). My logic and knowledge
representation research helps by providing more efficient ways to
reason about actions in the domain and the states of knowledge of
participants in the conversation. Our animation work
helps by providing reusable components for synchronized facial
animation and speech synthesis whose design and implementation aims at
a natural fit with other modules in conversational agents.
Publications
Cassell et al. 94a
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Justine Cassell, Catherine Pelachaud, Norm Badler, Mark Steedman,
Brett Achorn, Tripp Becket, Brett Douville, Scott Prevost, and
Matthew Stone. Animated Conversation: Rule-based generation of facial
expression, gesture and spoken intonation for multiple conversational
agents. SIGGRAPH 1994, pages 413-420.
This paper describes the animated conversation project from a
graphics point of view.
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Cassell et al. 94b
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Justine Cassell, Matthew Stone, Brett Douville, Scott Prevost,
Brett Achorn, Mark Steedman, Norm Badler and Catherine Pelachaud.
Modeling the interaction between speech and gesture.
Cognitive Science Society 1994.
This paper describes the animated conversation project from a
cognitive science point of view. (Link to submitted version.)
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Cassell et al. 00
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Justine Cassell, Matthew Stone and Hao Yan.
Coordination and context-dependence in the generation of embodied conversation.
First International Conference on Natural Language Generation, 2000,
pages 171-178.
This paper summarizes the methodology Hao used to gather sample
real-estate descriptions from people and formalize the communicative
functions and behaviors people used in these descriptions; it then
shows how we used this data and a psycholinguistic theory of
communicative action to get REA to output similar descriptions using
SPUD.
A preliminary version, including
an extended discussion of the psycholinguistic and computational
principles behind our approach, appeared in 1999 in the AAAI Fall
Symposium on Psychological Models of Communication in Collaborative
Systems.
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DeCarlo et al. 04
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Doug DeCarlo, Corey Revilla, Matthew Stone and Jennifer
J. Venditti. Specifying and
animating facial signals for discourse in embodied conversational
agents.
In this paper, we describe a freely-available cross-platform real-time
facial animation system, RUTH, that animates the high-level nonverbal
signals, typical of face-to-face discourse,
in synchrony with speech and lip movements. RUTH adopts an open,
layered archi-tecture in which fine-grained features of the animation
can be derived by rule from inferred linguistic structure.
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Stone et al. 04
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Speaking
with hands: Creating Animated Conversational Characters from
Recordings of Human Performance. Matthew Stone, Doug DeCarlo,
Insuk Oh, Christian Rodriguez, Adrian Stere, Alyssa Lees, and Chris
Bregler.
People's utterances in conversation are composed of short,
clearly-delimited phrases; in each phrase, gesture and speech go
together meaningfully and synchronize at a common point of maximum
emphasis. This paper shows how to exploit this structure in methods
to create animated
conversational characters using databases of recorded speech and
captured motion. By framing problems for
utterance generation and synthesis so that they can draw closely on a
talented performance, our techniques support the rapid construction of
animated characters with rich and appropriate expression.
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Cassell, Stone and Traum 05
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Selected Published Research on Modeling Face-to-face Conversation.
Justine Cassell, Matthew Stone and David Traum.
This annotated bibliography, prepared to accompany our course on
formal pragmatics for face to face conversation at ESSLLI 2005 in
Edinburgh, gives an overview of key research up to 2005 that can
inform current computational models of face-to-face conversation.
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Oh and Stone 07
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Insuk Oh and Matthew Stone. Understanding RUTH: Creating Believable Behaviors
for a Virtual Human under Uncertainty.
In this paper, we present an evaluation of RUTH and demonstrate the
usefulness of RUTH in uncovering new insights into how people use
their faces in face to face conversation. We focus on the case of
uncertainty. Our results show that people can pick up on different
levels of uncertainty both from videos of peopl and from
corresponding simulations on RUTH. In addition, we used RUTH
animations containing different subsets of facial signals to
understand in more detail how nonverbal behavior conveys uncertainty.
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Links
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