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This paper describes an approach to con- textual reasoning for interpretation of spoken multimodal dialogue. The ap- proach is based on combining recency- based search for antecedents with an ob- ject-oriented domain representation in such a way that the search is highly con- strained by the type information of the antecedents. By furthermore repre...
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... This can be used to simplify the understanding of the users' verbal input, thus making speech-enabled computer games feasible. Boye et al [12] argue that in order to interpret referring expressions in the computer game domain, the system has to be able to keep track of the visual context (all objects visible on the screen) as well as past events (all earlier actions related to objects). As long as speech is used to refer to physical, concrete objects in the 3D world, our results indicated that high levels of lexical convergence can be achieved. ...
This paper describes an empirical study of children's spontaneous interactions with an animated character in a speech-enabled computer game. More specifically, it deals with convergence of referring expressions. 49 children were invited to play the game, which was initiated by a collaborative "put-that-there" task. In order to solve this task, the children had to refer to both physical objects and icons in a 3D environment. For physical objects, which were mostly referred to using straight-forward noun phrases, lexical convergence took place in 90% of all cases. In the case of the icons, the children were more innovative and spontaneously referred to them in many different ways. Even after being prompted by the system, lexical convergence took place for only 50% of the icons. In the cases where convergence did take place, the effect of the system's prompts were quite local, and the children quickly resorted to their original way of referring when naming new icons in later tasks.
Elliptical utterances in dialogue are here investigated using Optimality Theory (OT). The focus is on generation, and the
analysis as well as the examples used are based on a study of elliptical utterances in corpora of recorded dialogues. The
OT analysis makes use of the information structural notions of focus and ground. Two important optimisations of elliptical utterances are investigated. One concerns the optimisation of the part of the
context that the elliptical utterance is connected to, and the other concerns the determination of whether an elliptical or
a non-elliptical utterance is to be produced.