Joakim Gustafson
Royal Institute of Technology
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Publication
Featured researches published by Joakim Gustafson.
Speech Communication | 2008
Jens Edlund; Joakim Gustafson; Mattias Heldner; Anna Hjalmarsson
This paper presents an overview of methods that can be used to collect and analyse data on user responses to spoken dialogue system components intended to increase human-likeness, and to evaluate how well the components succeed in reaching that goal. Wizard-of-Oz variations, human-human data manipulation, and micro-domains are discussed in this context, as is the use of third-party reviewers to get a measure of the degree of human-likeness. We also present the two-way mimicry target, a model for measuring how well a human-computer dialogue mimics or replicates some aspect of human-human dialogue, including human flaws and inconsistencies. Although we have added a measure of innovation, none of the techniques is new in its entirety. Taken together and described from a human-likeness perspective, however, they form a set of tools that may widen the path towards human-like spoken dialogue systems.
Natural Language Engineering | 2000
Joakim Gustafson; Linda Bell
In this paper, the August spoken dialogue system is described. This experimental Swedish dialogue system, which featured an animated talking agent, was exposed to the general public during a trial period of six months. The construction of the system was partly motivated by the need to collect genuine speech data from people with little or no previous experience of spoken dialogue systems. A corpus of more than 10,000 utterances of spontaneous computer- directed speech was collected and empirical linguistic analyses were carried out. Acoustical, lexical and syntactical aspects of this data were examined. In particular, user behavior and user adaptation during error resolution were emphasized. Repetitive sequences in the database were analyzed in detail. Results suggest that computer-directed speech during error resolution is increased in duration, hyperarticulated and contains inserted pauses. Design decisions which may have influenced how the users behaved when they interacted with August are discussed and implications for the development of future systems are outlined.
international conference on social robotics | 2013
Martin Johansson; Gabriel Skantze; Joakim Gustafson
We present a data collection setup for exploring turn-taking in three-party human-robot interaction involving objects competing for attention. The collected corpus comprises 78 minutes in four interactions. Using automated techniques to record head pose and speech patterns, we analyze head pose patterns in turn-transitions. We find that introduction of objects makes addressee identification based on head pose more challenging. The symmetrical setup also allows us to compare human-human to human-robot behavior within the same interaction. We argue that this symmetry can be used to assess to what extent the system exhibits a human-like behavior.
International Workshop on Dialogue Systems | 2014
Johan Boye; Morgan Fredriksson; Jana Götze; Joakim Gustafson; Jürgen Königsmann
Recently there has been an interest in spatially aware systems for pedestrian routing and city exploration, due to the proliferation of smartphones with GPS receivers among the general public. Since GPS readings are noisy, giving good and well-timed route instructions to pedestrians is a challenging problem. This paper describes a spoken-dialogue prototype for pedestrian navigation in Stockholm that addresses this problem by using various grounding strategies.
annual meeting of the special interest group on discourse and dialogue | 2009
Gabriel Skantze; Joakim Gustafson
This paper presents a simple, yet effective model for managing attention and interaction control in multimodal spoken dialogue systems. The model allows the user to switch attention between the system and other humans, and the system to stop and resume speaking. An evaluation in a tutoring setting shows that the users attention can be effectively monitored using head pose tracking, and that this is a more reliable method than using push-to-talk.
intelligent virtual agents | 2005
Joakim Gustafson; Johan Boye; Morgan Fredriksson; Lasse Johanneson; Jürgen Königsmann
This paper presents the NICE fairy-tale game system, which enables adults and children to engage in conversation with animated characters in a 3D world. In this paper we argue that spoken dialogue technology have the potential to greatly enrichen the users experience in future computer games. We also present some requirements that have to be fulfilled to successfully integrate spoken dialogue technology with a computer game application. Finally, we briefly describe an implemented system that has provided computer game characters with some conversational abilities that kids have interacted with in studies.
perception and interactive technologies | 2008
Joakim Gustafson; Mattias Heldner; Jens Edlund
This paper presents a Wizard-of-Oz (Woz) experiment in the call routing domain that took place during the development of a call routing system for the TeliaSonera residential customer care in Sweden. A corpus of 42,000 calls was used as a basis for identifying problematic dialogues and the strategies used by operators to overcome the problems. A new Woz recording was made, implementing some of these strategies. The collected data is described and discussed with a view to explore the possible benefits of more human-like dialogue behaviour in call routing applications.
Speech Communication | 2006
Johan Boye; Joakim Gustafson; Mats Wirén
We present and evaluate a robust method for the interpretation of spoken input to a conversational computer game. The scenario- of the game is that of a player interacting with embodied fairy-tale ...
annual meeting of the special interest group on discourse and dialogue | 2015
Raveesh Meena; José Lopes; Gabriel Skantze; Joakim Gustafson
In this paper, we present a data-driven approach for detecting instances of miscommunication in dialogue system interactions. A range of generic features that are both automatically extractable and manually annotated were used to train two models for online detection and one for offline analysis. Online detection could be used to raise the error awareness of the system, whereas offline detection could be used by a system designer to identify potential flaws in the dialogue design. In experimental evaluations on system logs from three different dialogue systems that vary in their dialogue strategy, the proposed models performed substantially better than the majority class baseline models.
annual meeting of the special interest group on discourse and dialogue | 2014
Raveesh Meena; Johan Boye; Gabriel Skantze; Joakim Gustafson
We present a technique for crowd-sourcing street-level geographic information using spoken natural language. In particular, we are interested in obtaining first-person-view information about what can be seen from different positions in the city. This information can then for example be used for pedestrian routing services. The approach has been tested in the lab using a fully implemented spoken dialogue system, and is showing promising results.