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Design and Applications of Learning Conversational Agents Masayuki Okamoto

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Page 1: Design and Applications of Learning Conversational Agents

Design and Applications of LearningConversational Agents

Masayuki Okamoto

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Abstract

In this thesis, we propose a framework to develop learning conversationalagents which support information retrieval, guidance, or mediation amonghumans with a learning functionality. Our goal is constructing learning con-versational agents which join human community.

There are two issues to construct a learning conversational agent as anactor in a community. The first issue is providing information through con-versation. To provide information, there are many works related to con-versational agents which naturally understand a user’s requests and bringinformation to the user. In general, a usual agent is constructed after mak-ing many rules or collecting many corpora. However, it is difficult to debugan agent in a actual communication or collect example conversation in ad-vance.

One solution of this problem is to develop this kind of agents incremen-tally with human cooperation. Combining collecting corpora and learningdialogue models makes both works easier. In this thesis, we adopt the ma-chine learning technology to collection of example dialogues through actualconversation.

The other issue is sharing information for mutual understanding. Toshare information, a real or virtual communication environment is neces-sary. However, only few environments support information sharing betweenpeople while there are are many environments where people can gather fromvarious places. A kind of communication environment where informationis shared among agents and humans is a solution.

Moreover, when a conversational agent join communication environ-

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ment, another issue appears. In this situation, we should consider occa-sional conversation, called scene-driven conversation, which appears be-tween task-oriented conversations in communication environment. Thiskind of conversation itself is not essential for the task accomplishment.However, when we consider a long-term task or application, it comes upbetween the task.

With respect to the above issues, the thesis studies the following topics.

1. Incremental agent construction process through actual conversation

We have proposed a new framework to construct learning conversa-tional agents which talks with users from actual dialogues incremen-tally. In this method, a conversational agent is constructed through thecycle of collecting example dialogues with the Wizard of Oz methodand learning dialogue models from example dialogues. At first, thedeveloper should input almost all answers. As the learning proceeds,the system infers appropriate utterances and the cost of human guide’sinputting utterances reduces. Finally, a conversational agent is con-structed.

We have also developed an incremental probabilistic-DFA learningalgorithm to construct a finite state machine (FSM) as a dialoguemodel. This algorithm decreases the recomputation cost with cachingthe merging information.

We confirmed the reduction of the human guide’s cost to input ormodify utterances as the growth of the dialogue models in the Kyototour guide task, and we also confirmed that our incremental learningalgorithm reduced the total number of checking compatibilities.

2. An environment where a conversational agent mediates human-human communication

We have proposed an environment where people visually share theirinformation such as their background or profile, which is providedfrom agents. This environment is designed to support communication

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in the real world or between remote locations with the following threefunctions: (1) showing topics based on participants’ profiles and cul-tural background; (2) life-sized, large-screen interface; and, (3) dis-playing objects which show feelings of identify.

From the evaluation of these systems, we studied that these systemsadd new functionality to support conversation contents, which may beespecially useful in a cross-cultural context where language skills arean issue, and this type of environment may be especially useful in apre-collaboration context.

3. Agent construction in communication environment

When a developer constructs conversational agents which treat withscene-driven conversation, it is reasonable to put in each occasionalinteraction in actual use in the developer’s judgement rather than toput interactions in advance. We have proposed a kind of conversa-tional agents which treats with scene-driven conversation which de-rives from place-based, verbal, or nonverbal cues, and developed aconstruction system of the agent on the scenario-based agent systemwith a 3-D virtual space. We also developed rules to grasp typicalscene-driven conversation.

Thus, in this research we have made an application-based study of con-versational agents from the viewpoint of providing and sharing information.The application design investigated in the thesis makes the research direc-tion in conversational agents which join human-human communication.

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Acknowledgments

I would like to express my sincere gratitude to my supervisor, ProfessorToru Ishida at Kyoto University, for his continuous guidance, valuable ad-vice, and helpful discussions. I gratefully acknowledge valuable commentsof other members of my thesis committee at Kyoto University, ProfessorKatsumi Tanaka and Professor Hiroshi G. Okuno.

I wish to thank Dr. Katherine Isbister, who played an important role inthe system and experiment design. Lecturer Hirofumi Yamaki and AssistantProfessor Hideyuki Nakanishi at Kyoto University always gave me kindadvice and helpful comments.

I am grateful to other vice advisers, Professor Kenji Mase at NagoyaUniversity, Professor Hiroyuki Tarumi at Kagawa University, Associate Pro-fessor Yasuhiko Kitamura at Osaka City University, and Associate ProfessorHiroki Takakura at Kyoto University, for their valuable advice and discus-sions.

I appreciate the constructive discussions and the kindly advices fromProfessor Hiroshi Ishiguro at Osaka University, Associate ProfessorToshikazu Nishimura at Ritsumeikan University.

I also wish to express my special thanks to Dr. Yasuhiro Katagiri at ATRbefore starting my research of conversational agents. He gave me importantideas about conversational agents. Professor Katashi Nagao at Nagoya Uni-versity gave me many inspiring ideas about communication support systemsat Sony CSL.

Brief mention should be made of the work by my colleagues at ProfessorIshida’s laboratory. Yeonsoo Yang and Mitsushiro Sugayama developed an

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early version of the Web-based conversational agent interface, and collectedmany example dialogues. Nobutoshi Yamanaka wrote a program for thetopic management functions in the Web-based conversational agent, anddeveloped an interface of the monitoring and editing functions in a 3-Dvirtual environment.

Finally, I wish to thank all members of Professor Ishida’s laboratory fortheir help and fruitful discussion.

This research was supported in part by followings:

• The Japan Science and Technology Corporation for the Core Researchfor Evaluational Science and Technology Universal Design of DigitalCity Project.

• The Ministry of Education, Science, Sports and Culture, Grant-in-Aidfor Scientific Research (A), 11358004, 1999.

• The New Energy and Industrial Technology Development Organiza-tion for Senior Support System Project.

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Contents

1 Introduction 11.1 Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.2 Research Issues . . . . . . . . . . . . . . . . . . . . . . . . 21.3 Thesis Outline . . . . . . . . . . . . . . . . . . . . . . . . . 4

2 Background 72.1 Conversational Agents . . . . . . . . . . . . . . . . . . . . 72.2 Communication Environment . . . . . . . . . . . . . . . . . 11

3 Learning Conversational Agents for Information Providing 153.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 153.2 Wizard of Oz Method for Conversational Agents . . . . . . 163.3 Dialogue-model Learning . . . . . . . . . . . . . . . . . . . 19

3.3.1 Preliminaries . . . . . . . . . . . . . . . . . . . . . 193.3.2 General Form of Quadratic Algorithms . . . . . . . 213.3.3 Incremental PDFA Learning Algorithm . . . . . . . 22

3.4 WOZ-based Agent System . . . . . . . . . . . . . . . . . . 293.4.1 System Architecture . . . . . . . . . . . . . . . . . 293.4.2 Dialogue Model . . . . . . . . . . . . . . . . . . . 333.4.3 Knowledge and Topic Management . . . . . . . . . 343.4.4 System Flow . . . . . . . . . . . . . . . . . . . . . 36

3.5 Experimentation . . . . . . . . . . . . . . . . . . . . . . . . 383.5.1 Learning Cost . . . . . . . . . . . . . . . . . . . . . 413.5.2 Wizard’s Load . . . . . . . . . . . . . . . . . . . . 43

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3.6 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

4 Communication Environment for Information Sharing 514.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 514.2 Supporting Communication with a Large Screen . . . . . . . 51

4.2.1 Showing Shared Information . . . . . . . . . . . . . 524.2.2 Large-sized Interface with a Large Screen . . . . . . 544.2.3 Displaying Participants as Real Images and Shadows 55

4.3 Cross-cultural Situation . . . . . . . . . . . . . . . . . . . . 564.4 Supporting Communication in the Real World . . . . . . . . 59

4.4.1 System Design . . . . . . . . . . . . . . . . . . . . 594.4.2 System Implementation . . . . . . . . . . . . . . . 604.4.3 Experimentation . . . . . . . . . . . . . . . . . . . 64

4.5 Supporting Communication between Remote Locations . . . 724.5.1 System Design . . . . . . . . . . . . . . . . . . . . 724.5.2 System Implementation . . . . . . . . . . . . . . . 754.5.3 Experimentation . . . . . . . . . . . . . . . . . . . 78

4.6 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . 814.7 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

5 Participation of Conversational Agents in Communication Environment 855.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 855.2 Scene-driven Conversation . . . . . . . . . . . . . . . . . . 86

5.2.1 Task-driven vs. Scene-driven . . . . . . . . . . . . . 865.2.2 Scene-driven Conversation Model . . . . . . . . . . 87

5.3 Agent System in Communication Environment . . . . . . . 885.3.1 System Architecture . . . . . . . . . . . . . . . . . 885.3.2 Agent Executing Environment . . . . . . . . . . . . 885.3.3 Monitoring/Editing Environment . . . . . . . . . . . 90

5.4 Design Process . . . . . . . . . . . . . . . . . . . . . . . . 925.5 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

6 Conclusion 99

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6.1 Contributions . . . . . . . . . . . . . . . . . . . . . . . . . 996.2 Future Directions . . . . . . . . . . . . . . . . . . . . . . . 102

Bibliography 105

Publications 115

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List of Figures

3.1 Conceptual process of constructing agents . . . . . . . . . . 173.2 Example of PTA . . . . . . . . . . . . . . . . . . . . . . . . 203.3 Intuitive expression of merging two states . . . . . . . . . . 213.4 Procedure merge . . . . . . . . . . . . . . . . . . . . . . . 223.5 General form of quadratic algorithms by lexicographic breadth-first order 233.6 Range of states which needs recomputation . . . . . . . . . 243.7 Procedure incremental merge with renewal of recomputation set 263.8 The general form of incremental quadratic algorithms . . . . 273.9 A step of the state-merging method (probabilities are omitted) 293.10 System architecture . . . . . . . . . . . . . . . . . . . . . . 303.11 Screenshot of each client . . . . . . . . . . . . . . . . . . . 313.12 Dialogue model and example dialogues . . . . . . . . . . . 343.13 Annotation tool . . . . . . . . . . . . . . . . . . . . . . . . 353.14 Example dialogue (the original dialogue is in Japanese) . . . 403.15 Comparison of the count for decision of merging . . . . . . 423.16 Comparison of perplexities . . . . . . . . . . . . . . . . . . 443.17 Change of the wizard’s load . . . . . . . . . . . . . . . . . 453.18 Change of dialogue models . . . . . . . . . . . . . . . . . . 473.19 Dialogue model after learning 100 examples . . . . . . . . . 48

4.1 Silhouettell . . . . . . . . . . . . . . . . . . . . . . . . . . 604.2 Silhouettell system configuration . . . . . . . . . . . . . . . 614.3 Encounter with Silhouettell . . . . . . . . . . . . . . . . . . 634.4 Questionnaire about using Silhouettell (7 highest, 1 lowest ranking) 69

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4.5 Reaction of participants . . . . . . . . . . . . . . . . . . . . 704.6 Networked Silhouettell . . . . . . . . . . . . . . . . . . . . 734.7 Actual use of Networked Silhouettell . . . . . . . . . . . . . 734.8 Contents selection . . . . . . . . . . . . . . . . . . . . . . . 764.9 Changing the kind of information on the screen . . . . . . . 764.10 System configuration . . . . . . . . . . . . . . . . . . . . . 774.11 Questionnaire evaluation of Networked Silhouettell (8 highest, 1 lowest ranking) 79

5.1 Architecture of agent construction environment . . . . . . . 895.2 FreeWalk screen image . . . . . . . . . . . . . . . . . . . . 905.3 Description of a parallel observation with guarded commands 915.4 Monitoring interface . . . . . . . . . . . . . . . . . . . . . 925.5 Edit window . . . . . . . . . . . . . . . . . . . . . . . . . . 935.6 Example conversation triggered by non-linguistic action . . 955.7 Example conversational rule when an avatar stops to turn her body to a shop 965.8 Example conversation triggered by relationship between actors 975.9 Example conversational rule when an avatar stops to turn her body to a shop 98

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List of Tables

3.1 Utterance tags used in the tour-guide task in Kyoto (TS means ‘tour spot’) 383.2 Ratio of each tag of user utterance . . . . . . . . . . . . . . 39

4.1 Comparison between Silhouettell and Networked Silhouettell 594.2 Rates of nationalities . . . . . . . . . . . . . . . . . . . . . 654.3 Where would Silhouettell best be used? . . . . . . . . . . . 654.4 What data should be displayed? . . . . . . . . . . . . . . . 664.5 Where would Silhouettell best be used? . . . . . . . . . . . 674.6 Cultural differences in releasing data . . . . . . . . . . . . . 67

5.1 List of cues and actions . . . . . . . . . . . . . . . . . . . . 91

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Chapter 1

Introduction

1.1 Objectives

The number of the Internet users in East Asia is expected to increase to 300millions. The Internet brings various communications such as cross-culturalcommunications. Electronic communication support systems such as mes-sage services or video conferencing systems are spreading to connect peoplefrom various places or countries. Once they are connected, it becomes moreimportant and interesting to consider an aspect of electronic communica-tion support, the support of conversational contents to let people know eachother and smooth away misunderstandings among them.

Usual works about electronic communication support systems have fo-cused on The computational aspect of such systems, e.g., system perfor-mance, as well as their impact in business offices or laboratories have beendiscussed extensively. However, the aspects of the process of interpersonalunderstanding or socialization between co-workers before the actual task,have not been thoroughly examined.

One solution of this problem is sharing conversational contents by pro-viding them with conversational interface. This interface is spreading forinformation retrieval or guidance task. When you would like to know howwe go from a bus stop to another stop, you can call a voice service systemand just tell the system starting bus stop and destination stop. Then, you can

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hear a proper route from your phone. On the Web, text-based conversationalinterface is used for virtual salespersons. However, this kind of interface isused only for 1-to-1-style conversation.

Our purpose is to construct a kind of conversational agents which medi-ates communication among people with the support of mutual understand-ings by providing shared contents through conversational interface. As suchkind of interface, there are many works related to conversational agentswhich understand a user’s requests and bring information to the user. How-ever, in general, it is difficult to develop an agent in community because adeveloper have to debug many rules or collect many corpora in advance.

In this thesis, we propose a concept, design, and applications of learn-ing conversational agents, a kind of conversational agent which is incre-mentally developed from actual conversations with human cooperation, andwe propose a communication environment to mediate interpersonal com-munication with providing shared contents, where a learning conversationalagent joins a human community. We also treat with another conversationstyle, called scene-driven conversation, which occurs between task execu-tion when an agent joins and lives in a communication environment.

1.2 Research Issues

In this thesis, we present the following research issues of learning conversa-tional agents.

1. How to provide information through conversation

2. How to share information in conversation

To solve a former problem, the reduction of the cost of making conversa-tional rules is important. In example-based construction, this cost is dividedinto the cost of collecting example dialogues and the cost of modeling dia-logue models.

To reduce the collecting cost, we use the Wizard of Oz method enhancedby the functionality of learning dialogue models. In this method, a developer

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collects annotated dialogues by chatting with users. At first, the developershould input almost all answers. As the learning proceeds, the system infersappropriate utterances and the cost of human guide’s inputting utterancesreduces. Finally, a conversational agent is constructed.

To reduce the modeling cost, we develop an incremental learning algo-rithm to construct a finite state machine (FSM) as a dialogue model. Forlearning FSMs, learning algorithms which learn cyclic probabilistic finite-state automata with the state merging method are useful. However, thesealgorithms should learn the whole data every time the number of exampledialogues increases. Therefore, the learning cost is larger when we con-struct dialogue models gradually. We proposed a learning method whichdecreases the recomputation cost with caching the merging information, andevaluated the number of checking compatibilities for merging states and theperplexities of learned models.

For the latter problem, we believe that the following three functions areimportant:

• showing topics based on participants’ profiles and cultural back-ground,

• life-sized, large-screen interface, and

• displaying objects which show feelings of identify.

In this paper, we discuss the design, implementation, and the evaluationof two systems that were designed to support communication in the realworld or between remote locations. As an applied situation, we focused onthe cross-cultural situation in which people gather from various places orcountries.

We also address the occasional conversation in communication environ-ment. Usual studies on conversational agents have focused on only task-oriented conversation. However, there is another kind of conversation, orscene-driven conversation, which occurs between task-oriented conversa-tions in communication environment such as a 3-D virtual space.

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When a developer constructs conversational agents which treats withscene-driven conversation, it is reasonable to put in each occasional inter-action in actual use in the developer’s judgement rather than to put interac-tions in advance. In this paper, we propose a kind of conversational agentswhich treat with scene-driven conversations, and propose an architecture ofconversational agents which supports scene-driven conversation in commu-nication environment.

1.3 Thesis Outline

This thesis consists of six chapters, including this chapter as the introduc-tion.

Chapter 2 is dedicated to introduce the background of this thesis to showwhy a new approach is necessary to develop an communication environmentand conversational agent to mediate interpersonal communication.

Chapter 3 describes a new kind of agents called learning conversationalagents, and a framework to develop learning conversational agents by col-lecting example dialogues with the Wizard of Oz method and learning dia-logue models with the machine learning technology. In collecting dialogues,we used the method to infer and add an utterance tag which means the meansof each utterance and is decided in advance. This method reduces the cost ofhuman and makes the learning process easier. A finite state machine whichis learned by a probabilistic DFA learning algorithm is used for a dialoguemodel. Since the algorithm is not effective in the incremental model con-struction, we proposed a technique to reduce computational cost by cachinginformation of the previous learning session. We also present the effect ofreduction of learning costs and reduction of the cost of collecting dialoguesthrough the experimentation of tour-guide task.

Chapter 4 introduces a communication support environment with large-screen interface. We developed Silhouettell which promotes people to knoweach other by providing shared information including the common interestsand the difference among them. We also show the result of experimenta-

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tion in cross-cultural situations where it is hard to communicate because ofdifferences in the participants’ native language.

Chapter 5 shows the method of constructing conversational agents incommunication environment. In the actual conversation, a scene-drivenconversation which accidentally occurs without other conversational con-texts, such as a conversation which begins with finding out some objects inwalking along the street, is important as well as a task-driven conversationsuch as searching information, guidance, and instruction. We propose an ar-chitecture of scenario-based agent in a 3-D virtual space and a constructionsystem of the agent.

Chapter 6 concludes the thesis summarizing the result obtained throughthis research and the prospect of the future research.

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Chapter 2

Background

To construct learning conversational agents which can join human com-munities, the technology of conversational interface which an agent pro-vides information through conversation with humans and the technology ofcommunication environment where information is shared among agents andpeople. In this chapter, we take a general view of both research areas.

2.1 Conversational Agents

For providing various information naturally, conversational agents whichhave spoken or text-based natural language interface is a solution of thisproblem.

There are two types of conversational agents: one kind of agents useslinguistic aspect such as spoken language or text, and the other kind ofagents uses both linguistic and non-linguistic aspect including gestures orfacial expressions. The former focuses on telling information briefly andprecisely with only speech, such as in hotel reservation or call center do-main. For example, VOYAGER [Zue90] is a voice system which communi-cates with users about tourist and travel information for the Greater Bostonarea. Whereas, the latter focuses on combine non-linguistic informationsuch as visual cues. Necessarily, this kind of agents has some bodies. There-fore, it is important to pay attention to agents themselves and design them

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as a kind of social existence with their characters and emotions.This kind of conversational agents with their own bodies is called em-

bodied conversational agent (ECA) [Cassell00a]. ECAs have their own bod-ies and communicates another actors with not only speech but also multi-modal conversation in which agents acquire many cues and communicatewith users in various ways with combinations of some modalities such asindication to objects, speech, gesture, facial expression.

Most agents have their own 3-D-modeled body, and some agents live inthe 3-D virtual space. Social Agent [Nagao94a][Nagao94b] has facial ex-pression and join two users’ conversation. Rea [Cassell00b] plays the roleof a real estate salesperson in a 3-D virtual house. Mission Rehearsal Exer-cise Project provides a virtual world which imitates a small town in Bosniafor military soldiers to have experience peacekeeping activity [Traum02].

There are also many synthetic ECAs on the Web which introduce Websites through task-oriented dialogues. For example, Jennifer in Extempo∗ sells cars virtually, and Luci in Artificial Life † introduces her own Website. The Nijo Castle bus tour guide in Digital City Kyoto [Isbister00] guides3D-modeled Nijo Castle to participants of a virtual bus tour. They play therole of guides, and prevent users from clicking all links of these sites. Thenumber of such kind of interface agents is increasing.

An issue of conversational agent research is how to make an agent’s dia-logue model. There are two methods for developing a dialogue model: oneis a rule-based approach, and the other is a statistical approach. In rule-based approaches, for example, there are scenario design tools such as theCSLU Speech Toolkit [Sutton98]. This approach directly reflects devel-opers’ intentions. ExpertClerk [Shimazu01] models conversation betweensalesclerks and shoppers and navigates appropriate merchandises by askingor proposing. However, the task/scenario designers should also design thewhole rules, keywords, and the program.

In statistical approaches, for example, there are many works about slot-

∗http://www.extempo.com/†http://www.artificial-life.com/

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filling dialogue models with the Markov decision process [Singh00]. Thesemethods learn models from dialogues.

Generally, in the actual systems, many conversational agents with fi-nite state machines (FSMs) as their dialogue models have been developed[Alexandersson95][Stent99]. Usually, each system is used for a limited do-main, therefore its FSM as a dialogue model is designed only for this do-main. We should make up new FSMs whenever we change the scenarios ortasks.

Therefore, learning algorithms in which FSMs can be learned from ex-amples are helpful for solving this problem. In general, it takes much timeto collect example dialogues and people who collect dialogues should inputmany utterances or sentences. We proposed a framework to construct dia-logue models incrementally through collecting example dialogues with theWizard of Oz (WOZ) method [Fraser91] in which a human who pretendsof a system (called wizard) talks with a user and learning dialogue modelsfrom collected dialogues [Okamoto01].

Deterministic finite-state automata (DFA) learning algorithms are appli-cable for learning FSMs from examples. There are many studies related toDFA learning, and learning minimum automata with finite positive exam-ples and negative examples belongs to the NP-hard class [Gold78]. There-fore, some algorithms with heuristics for obtaining better results in polyno-mial time have been proposed (e.g. RPNI algorithm [Oncina92]).

In developing practical systems, there are some problems in exampledialogues.

(1) Negative examples cannot be collected, though positive examples arecollected.

(2) Examples may include noises.

(3) The number of examples gradually increases.

If only (1) should be solved, an algorithm which needs only positiveexamples is proposed [Denis01], and if only (1) and (2) should be solved,

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probabilistic deterministic finite-state automata (PDFA) with probabilisticparameters which can treat with noises are used. The first algorithm whichlearns PDFA is ALERGIA [Carrasco94] based on RPNI. ALERGIA learnscyclic automata with the state-merging method. MDI [Thollard00] is a bet-ter version of ALERGIA. MDI uses the Kullback-Leibler divergence for adecision of merging states.

However, these algorithms should recompute the whole steps when thenumber of example data increases. When the condition includes (3), thesealgorithms take much time. There is no algorithm which satisfies thesethree conditions, and algorithms which reduce the cost of recomputationare needed.

Another issue of conversational agent research is when and how theagent decides and speaks utterances from many sentences.

Usual conversational agents or conversational systems limit the domainof their users’ utterances by making their tasks or goals clear in order tohandle these utterances easily.

Most conversational agents treat with a search/guidance task, or a ped-agogical/presentation task. In the search/guidance task, it is important tofill slots to generate output answers with these slots. Therefore, the con-versational task is to bring out keywords which fit these slots from theuser. InfoWiz [Cheyer99] works as an information kiosk in a laboratory,and CommandTalk [Stent99] is an spoken interface of a battlefield simula-tor. Bayesian Receptionist [Horvitz99] limits user’s goal with a user modelbased on the Bayesian network.

In the pedagogical/presentation task, contents presented in a task or theorder of them are predefined. An agent executes the task with confirminghis/her user’s understanding in each step, changing the manner of speakingaccording to the degree of each user’s understanding, or answering user’squestions assumed in the task.

PPP Persona [Andre98] is a presentation agent on the Web. This agenthas plans about presentation contents, and answers to a user’s request basedon the described plans. Cosmo [Lester99] is a pedagogical agent whichinteractively advises knowledges about routers or networks, with gestures

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and speech. Steve [Rickel98] demonstrates how to inspect a high-pressureair compressor aboard a ship in a immersive virtual space.

From the viewpoint of interaction with human, a brief or short conver-sation is not always good, and it is necessary to treat with topics which arenot related to the task directly. Some agents have introduced some param-eters about expressions or personalities to be life-like conversational agentswhich are easy to talk with.

Agents on Extempo’s Web site have their own social backgrounds, emo-tional parameters, and emotion-dependent answers for each topic to answerquestions about themselves and express their emotions.

In an actual conversation in usual life, especially a conversation in thereal world, each situation around a user which does not depend on conver-sational context or flow effects the conversation occasionally.

For example, deciding a route is a slot-filling task in a guidance. How-ever, various conversations occur when the agent walk with the user alongthe route, and the time of these conversations is often longer than that of theguidance itself.

However, there is few works about conversational agents which treatwith such kind of conversation.

When a developer constructs an agent which supports the occasionalconversation, particularly the target space (the real world or a virtual space)is restricted, it is reasonable to put in each occasional interaction in actualuse in the developer’s judgement rather than to put interactions in advance.

2.2 Communication Environment

The previous section mentioned some approaches to provide informationwith conversational interface. To apply this interface to mediate human-human communication, we need consider communication environmentswhere a conversation agent joins.

To support interpersonal communication, various electronic communi-cation support systems have been studied and developed. One approach is

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to provide a virtual meeting space where people join from distributed loca-tions.

In the groupware research area, video conferencing tools have been de-veloped for supporting formal meetings between separated people. Medi-aSpace [Bly93], MAJIC [Okada94], InPerson‡, and CU-SeeMe§ providesvirtual spaces through computer networks. These systems are used mainlyfor supporting collaborations in companies or research activities.

There are another kind of communication or community-formation,named communityware or community computing [Ishida98a][Ishida98b].This approach focuses on informal communication and socialization, whichare earlier stages of collaboration; while groupware focuses on the collabo-ration itself. FreeWalk [Nakanishi96], for example, provides a virtual 3-Dspace to realize accidental encounters. Socia [Yamaki96] supports asyn-chronous meeting.

The other approach is to provide contents which socially connect people,while above systems are aimed to provide a virtual meeting space. There arealso several projects or systems supporting collaboration or communicationamong users.

AIDE [Mase98] and a series of CoMeMo-Community activities[Nishida98][Kubota00] promotes discussion or knowledge sharing by struc-turing or visualizing each user’s topics or knowledge; while our systemsprovide cues to know each other by showing each user’s profile or interests.HyperDialog [Nagao98] supports face-to-face communications, using mo-bile agents whereby information is managed in each user’s mobile computerand is displayed personally. Let’s browse [Lieberman99] supports collabo-rative Web browsing among people by extracting profiles from users’ ownweb pages.

In recent years, systems which provide people with information usingLarge-screen device been developed. For example, the Campiello Project[Grasso98] is aimed at supporting interpersonal interactions using a shared

‡http://www.sgi.com/software/inperson/§http://www.cuseemeworld.com/

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large screen. In AgentSalon [Sumi01], each user has a personal agent whichcomes and goes between the user’s PDA and a shared large screen. In thisenvironment, personal agents gathers on the screen and talk about users’interests collected through operating their own PDAs.

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Chapter 3

Learning Conversational Agentsfor Information Providing

3.1 Introduction

Our purpose is constructing conversational Web agents which learn task-oriented dialogue models and reduce human guides’ load gradually throughcollecting text dialogues.

In this chapter, we propose a framework to construct task-oriented con-versational agents by the Wizard of Oz (WOZ) method [Fraser91], which isa dialogue-collecting method, and the incremental-learning technology. Wealso propose an algorithm which reduces recomputation costs against in-creasing examples by caching what states are merged in the previous learn-ing session. This chapter shows a system for supporting development ofthese agents. The features of this system are (a) finite-state machine (FSM)based dialogue models learned by an incremental probabilistic DFA learn-ing algorithm, (b) annotations for putting meanings to utterances and ac-cessing information associated to Web pages, and (c) an interface characterwith a text and voice interface. We also confirm the effect of the system andthe learning algorithm from the actual development of a tour-guide agent inKyoto, Japan.

Section 3.2 describes the framework of developing conversational Web

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agents, Section 3.4 shows the architecture of the support system, and Sec-tion 3.5 reports the empirical evaluation of the experimental system.

3.2 Wizard of Oz Method for ConversationalAgents

The Wizard of Oz [Fraser91] is a method to simulate a dialogue system un-der development. In this method, a human who pretends of a system (calledwizard) talks with a user using a microphone, a synthetic voice, a text in-terface via a network, and so on. The wizard joins the conversation as asystem instead of a natural person because a human-human dialogue shouldnot be applied to human-computer dialogue interface. Since the user thinksthe wizard as a real system, the dialogue in the WOZ situation is nearerto the conversation between a user and a system than the normal conversa-tion between humans [Carroll88]. So far, the WOZ method is used in thespoken dialogue system area, and it is also used in the human-computer in-teraction area for simulating intelligent agents such as instructible agents[Maulsby93].

The WOZ method is proper to simulate the human-computer interactionon a not-fully developed system, i.e., it is proper to confirm the behavior of asystem before development and to confirm a partially developed system withcomplementing functions which are not developed. It also allows the systemdesigner to observe user’s operation with a partially developed system, ofwhich missing services are supplemented by the wizard [Itou99].

The original WOZ method is used for only simulations, and the design-ers and developers need to implement the actual system based on the resultof the simulations. The dialogues used for the prototyping are not fullyreflected in the final system.

We believe that we can construct task-oriented conversational agentswhich meet the tasks and scenarios gradually from example dialogues whenwe apply the learning technology to the WOZ, and the system absorbs anduses the example dialogues collected by the WOZ well.

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ExampleDialogues

Collecting DialogsLearning Model

DialogueModel

Collecting annotateddialogues through

Wizard of Oz method

Learning dialoguemodels by an incremental learning algorithm

Figure 3.1: Conceptual process of constructing agents

Learning Process

Figure 3.1 shows the conceptual process of constructing an agent.In this framework, a conversational agent is gradually constructed

through a cycle of collecting example dialogues and learning dialogue mod-els with an incremental learning algorithm. The process is as follows:

1. The wizard collects dialogues with the WOZ method. Only the firststep is same as the usual WOZ method, in which the conversation isactually done between humans. The wizard annotates each utteranceto give sufficient information for the learning algorithm.

2. The system learns a small dialogue model from the first example di-alogues. The system cannot infer many appropriate utterances fromthis model.

3. The wizard collects more dialogues with the WOZ and system infer-ence. In this situation, the system shows some candidate answers. Ifat least one of them is suitable, the wizard selects it, otherwise he/sheinputs his/her own utterance.

4. The system learns a larger dialogue model than the previous model.

5. Through the repeat of this cycle, a conversational agent is constructedincrementally.

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This framework includes the following two features:

• Example-based developmentInstead of dialogues which developers guess, dialogues from actualtalks between each user the wizard are used for the system. An appro-priate situation causes users’ situated actions [Suchman87], thoughambiguous situations or purposes may cause digressions. In the book[Reeves96], the range of actions which a person does is limited if thesituation is established clearly.

When a situated scenario is prepared, the example-based approach issuited to the construction of task-oriented conversational agents.

• Development by cooperation between human and machineThe role of the wizard is to assist the learning process.

At the beginning, a system with a few example dialogues has little in-telligence, and the wizard has a large role of the agent. As the systemprogresses, the role of the wizard is replaced by the system, and thesystem can be evolved to the real interface agent. Therefore, we con-sider the WOZ as a cooperative method by the human and the systemfor learning interface agents.∗

The agent developed through this method is a task-oriented agent be-cause it is constructed from actual dialogues on the task with users andit talks with another users on the same task. Moreover, this agent is alsowizard-oriented as well as task-oriented. It is because agents by differentwizards behave in different ways even if they treat with the same task.

For constructing a learning conversational agent, the following elementsare needed:

• An environment and a method for collecting example dialogues ofgood qualityFirst, we need to design the task or scenario. In this work, we should

∗In the context about the WOZ, both the wizard and the system play the role of theagent.

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give a role to the agent, and follow the guidelines in each phase of thedialogue [Isbister01].

Then, we need to use a developing environment. We will show ouragent-developing environment in Section 3.4.1.

• An internal model and an incremental learning mechanism of whichthe agent consistsThere are many approaches for dialogue models. For example, thereare (a) statistical models such as Markov Models, Hidden MarkovModels, and n-gram models, (b) finite-state machine (FSM) basedmodels, and so on.

In this chapter, we use an FSM-based dialogue model because an FSMis suitable for visualizing its dialogue flow. It is difficult for the devel-opers to understand the learned model in progress. Moreover, someconstraints from the scenario or the task are learnable by using knowl-edge structures or keyword scoring methods. In this framework, anincremental algorithm is desirable to reduce the cost of learning. Thedetailed description is shown in Section 3.4.2.

3.3 Dialogue-model Learning

3.3.1 Preliminaries

A Probabilistic DFA (PDFA) is defined as a five-tuple (Q,Σ, δ,q0,γ) whereQ means a finite set of states, Σ means a finite set of alphabet symbols, δmeans a transition function Q× Σ→ Q, q0 means the initial state, and γmeans the next symbol probability function Q×Σ∪#→ [0,1] (# means theend of string symbol).

In each state q, the following equation is satisfied:

∑a∈Σ∪{#}

δ(q,a) = 1

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0

1

2

3

4

5

a[2]

b[2]

[5,0]

[1,0]

[1,1]

[1,1][4,0]

[2,0]

[2,2]

[2,0]

[1,1]

a[1]

a[1]

b[4]

a[2]

a[1]

b[1]

6

7

8

Figure 3.2: Example of PTA

A tree-formed PDFA in which the initial state is considered as a root iscalled a prefix tree acceptor (PTA). For example, if there are five inputs {aa,baa, baa, bba, bbb}, the PTA is shown as Figure 3.2. Each number s in acircle means state s. The numbers are named in the lexicographic breadth-first order. In a tuple [m,n] below each circle, m means the number howmany times input strings passed the state (we define c(s) as this count), andn means the number how many times inputs finished at the state (we definec(s,#) as this count). Each double circle means that the state is an acceptedstate. Each symbol a[l] above a transition means that an alphabet a passedthe transition l times (we define c(s,a) as this count).

In learning a PDFA with the state merging method, a PTA which canaccept example inputs is made first, then a general PDFA is constructed bymerging pairs of two states.

The Kullback-Leibler divergence (or relative entropy) D(A||A′) betweentwo PDFA A = (Q,Σ, δ,q0,γ) and A′ = (Q′,Σ′, δ′,q′0,γ

′) is defined as thefollowing expression [Carrasco97]:

D(A||A′) =∑qi∈Q

∑q′j∈Q′

∑a∈Σ∪{#}

ci jγ(qi,a) logγ(qi,a)γ′(q′j,a)

where ci j means the probability mass in A of the example inputs of prefixescommon to state qi in A and q′j in A′.

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s1

s2

initial

state

merging state s2

into state s1

Figure 3.3: Intuitive expression of merging two states

Section 3.3.2 and Section 3.3.3 describe polynomial-time learning algo-rithms which learn PDFA with the state merging method.

3.3.2 General Form of Quadratic Algorithms

Merging of state s1 and state s2 means folding two subtrees of a PTA inwhich s1 and s2 are the roots of these subtrees (Figure 3.3).

Procedure merge(A, s1, s2) describes the process (Figure 3.4).Figure 3.5 shows the general form of quadratic algorithms by lexico-

graphic breadth-first order.The quality of each algorithm changes according to the compatibility

criterion (b) in Figure 3.5. If needed, preprocess (a) is used.In the ALERGIA algorithm, there is no preprocess corresponding to (a),

and the compatibility measure

compatible(si, s j,αH)

is used for (b). It returns true if the Hoeffding bound [Hoeffding63] is satis-fied for the common suffixes of two states si and s j. alphaH is a parameter.The condition is described as follows:

∣∣∣∣∣∣c(si,a)c(si)

− c(s j,a)

c(s j)

∣∣∣∣∣∣ <√

12

ln2αH

1√c(si)

+1√c(s j)

,

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input: PDFA A, state s1, s2(s1 < s2)output: merged PDFA

beginc(s1) ← c(s1)+ c(s2)c(s1,a) ← c(s1,a)+ c(s2,a), ∀a ∈ Σ∪{#}if both δ(s1,a) and δ(s2,a) for a ∈ Σ

exist thenmerge(A, δ(s1,a), δ(s2,a)) // merging of states recursively

end ifA ← A−{s2}return A

end

Figure 3.4: Procedure merge

∀a ∈ Σ∪{#}

compatible(δ(si,a), δ(s j,a),αH) = true, ∀a ∈ ΣIn the MDI algorithm, the preprocess

A′ ← merge(A, s j, si)

is used for (a), and the compatibility measure

D(PT A(I+)||A′)−D(PT A(I+)||A)|A| − |A′| < αM

is used for (b).A′ is a PDFA which is derived by merging of state si and state s j. |A|

and |A′| are the numbers of A and A′, respectively. αM is a parameter.

3.3.3 Incremental PDFA Learning Algorithm

The algorithm shown in Section 3.3.2 assume that there is the whole learn-ing set. When the number of data increases gradually, these algorithmsshould confirm all compatibilities again.

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input: I+ // a positive example setα // a precision parameter

output: PDFA // probabilistic DFA

begin// n means the number of states in PT A(I+)// s0, s1, · · · , sn−1 is sorted in the lexicographic// breadth-first order of PT A(I+)S← {s0, s1, · · · , sn−1}, A ← PT A(I+)for i = 1 to n−1

for j = 0 to i−1(needed preprocess) · · · · · ·(a)if the compatibility is confirmed then · · · · · ·(b)

A ← merge(A, s j, si)break

end ifend for

end forreturn Aend

Figure 3.5: General form of quadratic algorithms by lexicographic breadth-first order

In this section, we try to reduce the cost of compatibility checks by stor-ing pairs of merged states and a set of states which need to be recomputed.

Recomputing all possible changes To extend a PDFA-learning algorithmto an incremental one, we need to manage the difference between the currentPTA and the previous PTA, and states with the potential that the compati-bility changes.

When the phenomenon that a state which was merged in the previousprocess changes not to be merged or that a state which was not mergedin the previous process changes to be merged occurs (we call the state

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states which need

recomputation

a compatibility-changed

state

Figure 3.6: Range of states which needs recomputation

compatibility-changed state), the following states have such kind of pos-sibility:

(1) States in a subtree of the PTA in which the compatibility-changedstate is the root

(2) States on a path from the root of the PTA to the compatibility-changedstate (all predecessors of the compatibility-changed state in the PTA)

(3) States acquired by applying (1) and (2) to the states which are (orwere) merged with the changed state

Figure 3.6 shows the range of above processes. The function effect(s)returns these states when s is changed.

In general, the changes to apply a PDFA-learning algorithm to an incre-mental situation are described below.

There are two additional inputs and the initial values, which are the setof pairs of merged states in the previous learning

M← {(s01, s02), (s11, s12), · · · , (sm1, sm2)}

and the set of states which need recomputation

R← {sr1 , sr2 , · · · , srm}

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where each (sk1, sk2) corresponds to merge(A, sk1, sk2) called directly fromthe algorithm in the previous learning, and each srk is the state correspond-ing to a prefix of added examples.

The changes about the process to confirm compatibilities and the post-process are as follows:

• When R does not include the target two states, that is, there is nodifference from the previous learning, they are merged ifM includesthe pair. IfM does not include the pair, this step is skipped.

• If at least one state belongs to R, the compatibility is calculated.

– If the target two states are compatible, two states are merged.Then, effect(s) for these two states and the merged state areadded to R.

– If the target two states are not compatible and the pair is inM,i.e., the two states become to be not compatible, two states andeffect(s) for them are added to R.

– If the target two states are not compatible and the pair is not inM, i.e., there is no change, this step is skipped.

This means that the decision of compatibility involving a state whichneeds recomputation follows

• the previous result when the compatibility is not changed, or

• the result after the renewal of R and recomputation when the compat-ibility is changed.

Figure 3.7 is a procedure that above renewing process is added to thestate merging procedure described in Figure 3.4, and Figure 3.8 is an algo-rithm that above renewing process is added to the algorithm described inFigure 3.5.

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input: PDFA Astates s1, s2(s1 < s2)//a set including pairs of merged statesM← {(s01, s02), (s11, s12), · · · , (sm1, sm2)}//a set including states which need recomputationR← {sr1 , sr2 , · · · , srm}

output: merged PDFA

beginc(s1) ← c(s1)+ c(s2)c(s1,a) ← c(s1,a)+ c(s2,a), ∀a ∈ Σ∪{#}if s2 ∈ R then// because state s2 which will be merged is in R,// add state s1 which includes state s2 to RR ← R∪{s1}

end ifR ← R−{s2}remove (sk, s2) except for (s1, s2) fromMif both δ(s1,a) and δ(s2,a) exist for a ∈ Σ then

merge(A, δ(s1,a), δ(s2,a),M,R) // merging recursivelyend ifA ← A−{s2}return A

end

Figure 3.7: Procedure incremental merge with renewal of recomputation set

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input: I+ // positive examples (including increased examples)α // a compatibility parameter//a set of pairs of merged states in the previous executionM← {(s01, s02), (s11, s12), · · · , (sm1, sm2)}// a set of states which need recomputation// each state corresponds to a prefix of added examplesR← {sr1 , sr2 , · · · , srm}

output: PDFA // probabilistic DFAbegin// n : the number of states in PT A(I+)// s0, · · · , sn−1 : prefixed of I+ sorted in the lexicographic breadth-first orderS← {s0, s1, · · · , sn−1}, A ← PT A(I+)for i = 1 to n−1

for j = 0 to i−1if si ∈ R or s j ∈ R then

(needed preprocess) · · · · · ·(a)if the compatibility is confirmed then · · · · · ·(b)

A ← incremental merge(A, s j, si,M,R)R ← R∪ effect(si)∪ effect(s j) · · · · · · (∗)break

elseif (s j, si) ∈M thenM ← M−{(s j, si)}R ← R∪{si, s j}∪ effect(si)∪ effect(s j) · · · · · · (∗∗)

end ifend if

else if (s j, si) ∈M thenA ← merge(A, s j, si) // normal mergingbreak

end ifend for

end forreturn Aend

Figure 3.8: The general form of incremental quadratic algorithms

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Recomputing only changed states In above algorithm, when mergingoperations which involve states near the initial state (or the root of the PTA)occur, almost all states are included in the recomputation set. Therefore, thecost of checking compatibilities may not reduce.

However, the recomputation occurs in various states of the PDFA whenthe number of learning data increases gradually. It means that almost sameresults in quality can be acquired even if we do not consider all possiblechanges.

The algorithm which merges only changed states is what the two lines(∗) and (∗∗) are removed from Figure 3.8.

The algorithm works as follows:

1. A tree-formed PDFA (called prefix tree acceptor or PTA) PT A(I+) isconstructed from example sequences I+.

2. For each pair of two states, except for states not in the recomputationset R, in the lexicographic breadth-first order, a PDFA A′ in whichthese states are merged from the current PDFA A is constructed. If thenew FSM has non-deterministic states, these states are also mergedrecursively by the function merge (Figure 3.9 shows an example ofthe merging method).

3. The Kullback-Leibler divergence between A and the PTAD(PT A(I+)||A) is computed, and the divergence between the A′ andthe PTA D(PT A(I+)||A′) is also examined. Then, the average increaseof Kullback-Leibler divergence per reduced state is calculated by thefollowing expression:

D(PT A(I+)||A′)−D(PT A(I+)||A)|A| − |A′|

If this value is less than the precision parameter α, the original PDFAand the merged PDFA are considered as compatible.

4. If the two PDFAs are decided as compatible, the merging functionincremental merge is adopted and the merged PDFA is used in thenext steps. In this process, these states are added to R.

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merging of 2 and 1 merging of 5 and 3

(determinization)

Figure 3.9: A step of the state-merging method (probabilities are omitted)

5. In the step 2., if the both states are not in R, the decision follows theprevious learning session.

6. After the repetition of above steps, a PDFA is constructed. It meansthe generalized PDFA.

3.4 WOZ-based Agent System

We implemented a support system with the mechanism described in Section3.2. This system is used for developing conversational agent treating withsimple tasks easily.

This section describes the system architecture, the user interface, thedialogue model and learning algorithm, and the knowledge and topic man-agement.

3.4.1 System Architecture

The system architecture is shown as Figure 3.10. In our implementation,each client is a Java applet which works on Web browsers. The other com-ponents are Java programs which work on many platforms. We also usedthe Microsoft Agent† for interface characters.†http://www.microsoft.com/msagent/

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User-side

Client

Wizard-side

Client WOZ

Interface

user utterance

agent utterance

inferred utterance

modified utterance

modified

utterance

modified

utterance user

utterance

inferred

utterance

knowledge

Knowledge

Base

Knowledge

Server

Inference

EngineLearner

Example

Dialoguedialogue

structured

dialoguestructured

dialogue

Dialogue

Model

request

knowledge

Database

Access

only WOZ

condition

TCP/IP

Figure 3.10: System architecture

Each component of the architecture has the functions and contents asbelow:

User-side Client The User-side Client (Figure 3.11(a)) is a text-based chatsystem which is expanded with an interface character. The agent talksboth with text and speech. When the agent talks about a topic, Webpages related to the topic will be shown in the user’s Web browser.

Wizard-side Client The Wizard-side Client (Figure 3.11(b)) is the ex-tended version of the User-side Client for the WOZ method. It hastwo additional features. The wizard can input utterances by selectingan utterance from inferred answers by the system or preset utterancesfrom the menu. The wizard can also put two kinds of tags on ut-terances so that the system could handle dialogues easily. One is an

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(1) Chat window

(usual text chat interface)

(2) Interface agent

(it talks both with text and voice)

(3) Web page related to contents

(when a Web page is associated

to the agent's utterance, the page

pops up at the same time the

agent speaks)

(1)

(2)

(3)

(a) User-side Client

(1) Interface agent

(2) Web page related to contents

(the same page the user sees)

(3) Log window (chat log)

(4) Inferred message window

(inferred utterances by the system)

(5) Preset dialogues and utterance tags

(the wizard can input or modify

the utterance)

(1)

(2)

(3) (4)

(5)

(b) Wizard-side Client

Figure 3.11: Screenshot of each client

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utterance tag on each utterance by a user or the wizard. Each utter-ance tags are designed based on the task. The other is an inner tagwhich is associated to a keyword or a URL related to the content.

WOZ Interface The WOZ Interface controls the dialogue-data streamamong each client, the Learner, and the Inference Engine. When theWizard-side Client is disconnected (when broken lines are removedfrom Figure 3.10), the utterance inferred by the system is directlysent to the user as the answer. Therefore, the whole system works asan individual agent system.

Example Dialogue The Example Dialogue has the collected dialogues.Each utterance is annotated by the wizard. From these dialogues,dialogue models are learned.

Dialogue Model The Dialogue Model has the current FSM and all utter-ances of which the FSM consists. The FSM is constructed by theLearner, and referred by the Learner and the Inference Engine.

Learner The Learner constructs an FSM from annotated dialogues in theExample Dialogue, and updates each keyword’s score of utterances inthe WOZ condition according to the utterances from the WOZ Inter-face.

Inference Engine The Inference Engine infers next utterance from an inputfrom a user. Then, it sends the utterance to the Wizard-side Client inthe WOZ condition, otherwise it sends the best candidate to the User-side Client. If an utterance contains annotations related to informationwhich are to be shown, the concrete sentences from the KnowledgeBase are implanted in the utterance.

Knowledge Base The Knowledge Base contains the knowledge which ispresented to users as a topic. It consists of URLs, sentences of con-tents, some additional information.

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Knowledge Server The Knowledge Server checks whether words in auser’s utterance exist in the Knowledge Base. If there is one or moreinformation, this component extracts the contents.

3.4.2 Dialogue Model

We use FSMs for the dialogue models of WOZ-based conversational agents.There are some FSM-based systems. For example, the VERBMO-

BIL project uses a layered architecture including FSM [Alexandersson95].CommandTalk [Stent99] uses the combination of small FSMs. We try toadd the learning functionality to FSMs for dialogue models.

We consider a dialogue as a series of utterances. Each utterance consistsof the following components: (a) the speaker (user or agent), (b) the contentinput by the speaker, and (c) an utterance tag (decided based on the taskdesign).

An FSM constructed from dialogues as series of utterance tags meansthe dialogue flow in the detail based on the tag design. Each tag has thekeyword scores based on utterances.

We consider an algorithm which learns cyclic automata and treats withnoises or errors in a learning set. Thus, we choose a cyclic Probabilistic DFA(PDFA) learning algorithm with a high performance for learning FSMs. Inthis area, the ALERGIA algorithm [Carrasco94], which is originally usedfor the grammatical inference area, is a famous algorithm. The MDI algo-rithm [Thollard00] has a higher performance than the ALERGIA. However,there are not any algorithms which treat with increasing data or incrementalsituations.

In this section, we use an incremental algorithm derived from the MDI,which is described in Section 3.3.3.

In this chapter, each utterance tag means an FSM symbol, the learnedFSM means a dialogue model, and the original example dialogues mean theplausible sets of a user’s inputs and the agent’s outputs. Figure 3.12 showsthe dialogue structure.

We introduce the keyword score of each words to recognize the user’s

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A. Hello. <open>

U. Tell me about Arashiyama. <request tour spot>

A. Do you want to know Arashiyama? <confirm request>

.

.

.

.

.

U. Thank you.

A. See you.1

2

3

4

6

A.

suggest

tour spot

U.

request

tour spot

U. hello

A. guide

tour spot

A.

confirm request

U. accept

suggestion

A.

<close>

7

A.

open

5

. . . . .

.

.

.

.

.

.

.

.

A. Hello. <open>

U. I want to go to the Kinkakuji temple

<request tour spot>

A. (show the contents of the Kinkakuji temple)

<guide tour spot>

.

.

U. Thank you. <accept closing>

A. See you. <close>

Dialogue model

(constraint of dialogue flow)Example Dialogues

(recognition of user's inputs,

and answers from the agent)

Dialogue n

current state : 2 user's input : ``I want to see the Ryoanji temple''

1. the nearest utterance with the highest score

Dialogue 1

3. the actual content is changed to

the current topic (concrete sentences are

implanted by the Knowledge Server

2. answer from

the agent

(the contents can be changed)

agent's answer : ``The Ryoanji temple is built in ...''

Figure 3.12: Dialogue model and example dialogues

utterance. When a user inputs an utterance, the nearest example utterance iscalculated by the simple dot product of word score vectors.

3.4.3 Knowledge and Topic Management

We collect knowledges from the Web. There are many activity of the Se-mantic Web [Berners-Lee01], and we will be able to use a lot of informationin future. Currently, there are few pages to which e can apply this technol-ogy. Therefore, we put some annotated informations on our knowledge basemade with an annotation tool (Figure 3.13), and we use the information foreach user’s requests. Each information is searched by keywords or cate-gories.

Each content has the following annotated information.

• name of the content

• aliases of the content

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list of tour spots Web page of

the guide information

edit frame which contains

keywords, a URL, a guide

content, and so on

Figure 3.13: Annotation tool

• category (in the case of tour guide, classifications such as temples orshrines)

• sentences of the content

• additional information (in the case of tour guide, the transportation,the entrance fee, and so on)

The agent system appropriately answers to each user’s request with thistopic-management structure. In this system, the guidance contents and cat-egories are managed. There are three situations for a tour-guiding task.Constraints in each situation is show as follows:

1. Direct request from a userWhen a user directly requests a tour spot as “tell me about theKinkakuji temple,” the system simply shows the information aboutthe Kinkakuji temple. At this time, “the Kinkakuji temple” is set asthe current topic, and “temple” is set as the current category. Then, if

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the user requests some additional information as “tell me how to gothere,” the system shows the information about the transportation ofthe current topic “the Kinkakuji temple.”

2. Indirect request from a userWhen a user indirectly requests a tour spot as “recommend me a tem-ple,” the system shows a temple which belongs to the “temple” cate-gory. In the case of requests such as “tell me another temple” after aguidance of a temple, the system shows a tour spot which belongs tothe category “temple.”

3. Suggestion from the agentWhen an agent suggests a tour spot as “Can I show a temple?”, the“temple” is set as the current category. When the user accepts thesuggestion such as “Yes, please,” the system shows a tour spot of thecurrent category.

3.4.4 System Flow

This section describes the system flow.The following items are needed for constructing a conversational agent

of a specific task:

• the task or scenario

• utterance tags which the agent needs for following the scenario (theyshould be domain-specific tags because the agent is a domain-specificor task-oriented agent)

• Web sites used for guidance and annotated additional information

• preset utterances used by the wizard (they are not necessary, but theyreduce the wizard’s cost in the task)

The agent system works as follows:

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1. When a user inputs an utterance, the Inference Engine infers the can-didate answers, and sends them to the Wizard-side Client via theWOZ Interface. For example, a user inputs “I want to see the Ryoanjitemple,” when the current state is 2 in Figure 3.12, then the systemsearches the pair of a user’s utterance and an wizard’s utterance ofwhich state transitions can be done from the current state with theutterance tags. For each user utterance, the product of the keywordvectors are calculated, and the utterances with the highest scores areshown to the wizard. In Figure 3.12, an utterance “I want to go tothe Kinkakuji temple” is selected with the highest score, and then,if the keywords in the utterance are in the Knowledge Base, the ac-tual content is changed to the current topic. In this case, the key-word Kinkakuji temple” is selected with the highest score, and then,if the keywords in the utterance are in the Knowledge Base, the ac-tual content is changed to the current topic. In this case, the keyword“Kinkakuji temple” is changed to “Ryoanji temple,” and the contentsabout the Ryoanji temple becomes the candidate answer.

If there is not the wizard, the ‘best’ candidate with the highest scoreis sent to the user.

2. When the wizard selects a candidate answer, the inferred utteranceand its utterance tag are sent to the Inference Engine. If there are notany proper candidates, the wizard selects an utterance from the presetutterances or inputs one, and annotates both the user’s utterance andthe agent’s utterance. The wizard can add a URL to the utterance ifthe wizard wants to show an Web page to the user. Finally, the statetransition is executed according to the utterance tags.

3. In any cases, the utterance is spoken by the interface agent. If anWeb page is associated with the utterance, the page is shown on theUser-side client.

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Table 3.1: Utterance tags used in the tour-guide task in Kyoto (TS means‘tour spot’)

user utterance tag agent utterance tag

greeting openclose

response self introductionrequest for TS guide TSambiguous request for TS suggest TS

impossible to guidequestion about TS answer for questionreject leading to another TS lead to another TS

lead to closing

3.5 Experimentation

We constructed a tour-guide agent in Kyoto, and examined the learning costand the changes of the wizard’s load.

The scenario is as follows: First, the agent introduces himself. Second,he confirms the user’s request or suggests a tour spot. When a tour spot isdecided, he shows the tour spot and explains the contents. After the expla-nation, the agent leads the user to another tour spot. If there is no request orthe user rejects the leading, he closes the dialogue.

Table 3.1 shows all utterance tags used in this scenario. Each tags aredefined according to the scenario phase.

We examined how much the quality of the agent’s inference increasedas the number of example dialogues increased.

As the example dialogues, we used Japanese example dialogues aboutKyoto tour guide collected by the NEDO for Senior Support System Project.100 dialogues (2198 agent utterances and 799 user utterances) are collectedin the Kyoto tour-guide task by the WOZ method. We used 31 dialogues forthe learning data, and 10 dialogues for the test data.

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Table 3.2: Ratio of each tag of user utterance

tag of user utterance number ratio

request for TS 384 48.1%question about TS 136 17.0%

meaningless response 101 12.6%reject leading to another TS 98 12.3%ambiguous request for TS 36 4.5%

accept suggestion 36 4.5%others 8 1.0%

The features of this dialogues are as follows:

• Users are university students in Kyoto area.

• Each dialogue includes not only usual written language but also col-loquial language which will be used in informal text chats. There arevarious style of utterances from users.

• In some dialogues, the user requests another tour spots such as “Couldyou show me another spots?” Many of them are requests of tourspots in the same categories supported our system such as templesor shrines, and the others includes another categories such as “Tellme another things which is related to Sakyo area.”

• There are two kinds of dialogues, one kind of dialogues includes manyomissions or colloquial words, and utterances with which can not betreated by the system such as requests about transportation expensesfrom somewhere or questions about contents in the Web sites whichare shown to users. The other includes many direct requests.

Figure 3.14 shows an example dialogue.Table 3.2 shows the ratio of each tag of user utterance in these dialogues.

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A. (means agent) Hello, I’m Kyoto tour guide, Peedy.Nice to meet you. 〈open〉

A. I was a guide of ... Where do you want to go sightseeing?〈self introduction〉

U. (means user) Please tell me Nijo Castle. 〈request TS〉A. Nijo Castle is ... 〈guide TS〉

(A Web page related to Nijo Castle appears in user’s browser)U. I see. 〈response〉A. Do you want to go to another place? 〈lead to another TS〉U. I want to buy my souvenir. 〈request TS〉A. Can I introduce a famous shrine in Kyoto? 〈suggest TS〉U. Yes. 〈request TS〉A. I’ll introduce Kamo-Betsurai shrine in Kita-ku. ...〈guide TS〉

U. I see. 〈response〉A. Do you want to go to another place? 〈lead to another TS〉U. Please tell me some shops where I can buy my souvenir. 〈requestTS〉A. How about the paper shop Kakimoto? 〈guide TS〉

(A Web page related to the shop in user’s browser)A. There are many Japanese-paper shop in Teramachi street. 〈guideTS〉

· · · · · ·A. How about today’s guide? Is it good? 〈lead to closing〉A. See you. 〈close〉

Figure 3.14: Example dialogue (the original dialogue is in Japanese)

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3.5.1 Learning Cost

In this section, we examined the following two items:

1. the quality of the learned model

2. the number of compatibility checks

We used 100 dialogues of 110 dialogues for the learning set, and theother 10 dialogues for the test set. We examined the number of compatibil-ity checks and the quality of learned dialogue models for a normal PDFA-learning algorithm, an incremental algorithm with effect(s), and an incre-mental algorithm without effect(s) which recomputes only compatibility-changed states.

We used the MDI algorithm as the target PDFA-learning algorithm.

The number of comparisons for compatibility

Figure 3.15 shows the number of decisions for the merging method. Inthis evaluation, we used αM = 0.03 for the parameter.

From Figure 3.15, the algorithm with effect(s) does not reduce the re-computation cost. It is because when a merge involves a state near the ini-tial state, almost all states are included in effect(s), therefore the algorithmworks almost same as the usual MDI.

On the other hand, the algorithm without effect(s) reduced the numberof comparison 33.0% in average and 21.3% in total.

Perplexity

We used the test set perplexity PP to examine the quality of learnedmodels.It is given by PP = 2LL.

When n strings S = {s1, · · · , sn} (each sk consists of series of mk symbolsxk

1 · · · xkmk

) are input into the PDFA, the per symbol log-likelihood of strings

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0

1000

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5000

6000

7000

8000

0 20 40 60 80 100Number of learned dialogues

Nu

mb

er o

f co

mp

atib

ilit

y c

hec

ks

MDIincremental algorithm with effect(s)incremental algorithm without effect(s)

(a) each learning

0

50000

100000

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Nu

mb

er

of

co

mp

ati

bil

ity

ch

eck

s (t

ota

l)

MDIincremental algorithm with effect(s)incremental algorithm without effect(s)

(b) total

Figure 3.15: Comparison of the count for decision of merging

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is denoted by:

LL = − 1||S ||

n∑i=1

mi∑j=1

log P(xij|qi

j)

where P(xij|qi

j) denotes the probability (weight) that i-th symbol xij in the

string si will be input in state qij. ||S || denotes the number of symbols in all

strings.When the transition probability δ(qi

j, xij) is used as P(xi

j|qij), the perplex-

ity cannot be measured if there is an input which is not in the transition.Therefore, we also use the simple occurrence probability (unigram) of eachsymbol in the test data.

When P(x) denotes the occurrence probability of symbol x in all inputs,P(xi

j|qij) is denoted as

P(xij|qi

j) = βδ(qij, x

ij)+ (1−β)P(xi

j)

where β (0 ≤ β ≤ 1) is a parameter. We used β = 0.5 for the parameter.Figure 3.16 shows the comparison of the perplexities between the MDI

and the incremental algorithm which recomputes only renewed states.From Figure 3.16, we found the algorithm without effect(s) does not

make perplexities worse so much.As the result, the method which manages only states in which the de-

cision of merging changed reduced the number of comparisons without in-crease of perplexity, while the algorithm which includes effect(s) in the setof states which need recomputation does not perform more than the usualalgorithm.

3.5.2 Wizard’s Load

We also examined how much the quality of the agent’s inference improvedas the number of example dialogues increased.

We used the same dialogues in Kyoto tour guide task. We used 100 dia-logues for the learning data, and 5 dialogues (including 114 agent utterancesand 79 user utterances) for the test data.

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0

5

10

15

20

25

30

0 20 40 60 80 100

Number of learned dialogues

Per

ple

xit

y

MDIincremental algorithm wigh effect(s)incremental algorithm without effect(s)

Figure 3.16: Comparison of perplexities

Figure 3.17 shows the change of the ratio of interventions by the wizard.The horizontal axis means the number of learned dialogues (1, 20, 60,and100 dialogues). The vertical axis means the ratio of the wizard’s interven-tions to candidate answers from the system (0 means the system infers allutterances correctly, and 1 means the wizard inputs all utterances). In Fig-ure 3.17, there are two graphs. One is the ratio when the system infers onlyone candidate. The other is the ratio when the system infers two candidates,and the inference is considered as correct if one of the candidates is right.

From Figure 3.17, we found that the ratio of the wizard’s modificationto inferred utterances by the system with the incremental algorithm withoute f f ect(s) is almost same as that with the original MDI algorithm. In eachutterance, the worst case is the ratio with the incremental algorithm is worseby 6.3% than that with the MDI. This difference means one utterance perexample dialogue, and the cost for human is small.

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0

0.1

0.2

0.3

0.4

0.5

0.6

0 20 40 60 80 100

Number of learned dialogues

Rat

io o

f th

e w

izar

d's

modif

icat

ion

to infe

rred

utter

ance

s

MDI (the system infers only one candidate)

MDI (the system infers two candidates)

incremental algorithm without effect(s) (the system infers only one candidate)

incremental algorithm without effect(s) (the system infers two candidates)

Figure 3.17: Change of the wizard’s load

In general, the load of the wizard decreased as the learning process madeprogress, and the result almost converge when the dialogue model is learnedfrom 100 example dialogues. It means that the task in this evaluation issimple, and the dialogue flow is learned from these examples.

On condition that the system infers two candidates, the quality is contin-uously increasing. It implies that we can improve the system if we considerthe scoring method of utterance recognition and the process of the narrow-ing candidates.

From each result, we found that the system can decrease wizard’s loadas the number of dialogues increase for dialogues which include variousphrases such as the colloquial language. In the case that the ratio of thedialogues which request tour spots directly, the system can infer appropriateanswers at the beginning of the learning. However, increasing the numberof dialogues causes confusions that the system infers answers with another

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tag.We also found that for some kind of utterances in which keywords re-

lated to tour spots is not included and users use different words such as ac-ceptances such as “Yes, please,” refusals such as “No, thank you,” meaning-less responses such as “uh-huh,” the increase of dialogues improves the sys-tem inference. However, some meaningless responses include noisy wordsand caused inference errors. As to utterances requesting another spots in thesame categories, some utterances containing specific words caused good in-ferences, and other utterances caused errors.

Figure 3.18 shows learned dialogue models in the learning process,and Figure 3.19 shows the model after learning 100 dialogues. This 100-dialogue model includes 17 states and 73 transitions. Though there are manytransitions, some states and transitions express some parts of the scenario.

3.6 Summary

In this chapter, we proposed a framework to construct a learning conversa-tional agent from example dialogues.

For collecting the example dialogues, an WOZ method enhanced by amachine learning technology is used. For the dialogue model of the agent,we used an FSM constructed by the incremental algorithm derived from aPDFA-learning algorithm with the state-merging method. We proposed twomethods for reducing the recomputation cost of PDFA-learning algorithmsin the situation that collecting examples takes much cost and the number ofexamples increases gradually. In these methods, the pairs of merged statesand states which need recomputation are cached.

We evaluated the reduction of costs from both aspects of human’s costand computational cost.

From the simulation with tour guide dialogues, we found that

• the method which manages all states which need recomputation didnot performed well, and

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Figure 3.18: Change of dialogue models

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introduction

request-explanation

suggestion

question-answer

Figure 3.19: Dialogue model after learning 100 examples

• the method which manages only compatibility-changed states per-formed reduction of the number of compatibility checks without in-crease of perplexity.

We also applied the algorithm to an actual Web-based conversationalagent, and we confirmed that the cost to input example dialogues and tolearn the dialogue models were reduced. We think the tour-guide agent willbe applicable in Digital City [Ishida02b].

This kind of methods which reduces the recomputation cost are usefulfor domains in which it is hard to construct FSMs in advance and they are

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constructed gradually from actual examples.

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Chapter 4

Communication Environment forInformation Sharing

4.1 Introduction

This chapter describes the design and implementation of two communication-support systems which deal with sharing information both in the real worldand in remote locations, and describes the evaluation of these systemsthrough experimental use of the systems.

Section 4.2 describes the general features of a communication environ-ment with a large screen. Section 4.4 describes the design, implementation,and evaluation of Silhouettell [Okamoto98][Okamoto99], which supportscross-cultural communication in the real world, and Section 4.5 describesNetworked Silhouettell, which supports cross-cultural communications be-tween both local and remote places [Okamoto02c].

4.2 Supporting Communication with a LargeScreen

There are three general concepts to design communication tools[Isbister99]. They are also needed to design tools for supporting communi-

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cation.

• Conversational common groundConversational common ground is a process by which conversationpartners create a shared awareness of what knowledge and assump-tions they have in common.

• Nonverbal cues in social interactionNonverbal cues are signals, which are not in words, that express theemotions of a person, the general qualities such as personalities, theattitude a person has toward the topic other people are speaking, theattitude toward the listener, the relationship with the listener, and soon.

• Situation and role expectations in social interactionsCharacteristics of a situation help people understand its social context,which then helps them determine which actions and roles are relevantand appropriate.

The systems described in this chapter enable the concepts above by in-corporating the following features:

• Showing shared information based on participants’ profiles and cul-tural background. (common ground)

• A life-sized interface with a large screen. (situation expectations aswell as nonverbal cues)

• Displaying participants in the conversation using real images or shad-ows. (nonverbal cues as well as common ground)

In the next three sections, we will discuss each of these features.

4.2.1 Showing Shared Information

A common feature shared by most of the current communication systemssupports conversation by providing a virtual conference room, either on a

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desktop monitor or a large screen. Desktop systems, such as CU-SeeMe typ-ically create a conference room by displaying all participants on the screen.FreeWalk [Nakanishi96] also provides a 3-D virtual space for casual meet-ings. Large screen systems, such as MAJIC [Okada94], connect two ormore locations to create conference rooms shared by people who are in theremote locations.

Unlike the systems mentioned above, the two systems described inthis chapter focus on supporting conversation contents. There are two ap-proaches to support them. One is a method to enable users to understandone another directly, using tools such as interpretation. The other is, as wepropose, a method to tell “who he∗ is” by presenting the user’s information.These systems provide additional information about cultural characteristicsor differences of users to their conversation partners as shared information,projecting topics related to them on-screen. In particular, it is important toconsider the following two effects due to share information related to users:

1. The increase of interaction by knowing common informationAt the early stage of communication, people begin conversations byfinding their (many kinds of) common interests. It is more difficultto find cues in cross-cultural communication than in communicationamong people from the same culture. Thus, showing shared informa-tion is important in order to promote their communication.

2. The decrease of misunderstanding by recognizing differences amongpeopleIn an international project including companies or research organiza-tions from countries, people who do not know each other collaborateat the same place or from remote places. In such situations, troublesdue to misunderstanding about their features or differences easily hap-pen. Thus, it is important to tell their differences, especially culturaldifferences, in advance.

∗“He,” “his,” and “him” should be read as “he or she,” “his or her,” and “him or her”throughout this paper respectively.

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4.2.2 Large-sized Interface with a Large Screen

Using a large screen is more effective for supporting cultural communica-tions than using a CRT monitor for the following reasons:

• Users can move more freely in a wider spaceIf the system has a small display, users must use it in a correspond-ingly narrow physical space. A large screen allows users to play morefreely with the system in a wider sphere, without worrying aboutwhere they are in relation to the screen.

• Users can be projected life-sizedA life-sized, large projection space allows us to display informationof users on the screen in front of each user. Providing informationrelated to each user’s position in the real world is more natural thanproviding information at one location on the screen, as with a tradi-tional desktop interface. In a large-screen environment, each user cansee all participants’ information at a glance.

• Shared viewing is easierA large screen is especially appropriate for shared viewing, becauseall the participants can easily see the information on the screen. Peo-ple who are far away from the screen can also see what is going on,which may draw them into joining the conversation.

• Transmitting nonverbal information is easierIn meetings between remote locations, especially those that requirecross-cultural communication, transmitting nonverbal informationsuch as facial expressions or gestures is important. A large-screensystem can make gestures and expressions more legible to everyonewho is interacting, and create a more effective nonverbal communica-tion.

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4.2.3 Displaying Participants as Real Images and Shad-ows

In communication systems supporting meetings between remote locations,it is customary to project both conversation partners’ images on the screen.It is clear that showing real images of corresponding participants is usefulin this case. We believe that it is also effective to show representations ofusers in local interactions, in order to attract them to use the system. Theimplementation form is decided according to the location which a systemsupports. In the systems discussed in this chapter, the following two displaymethods are used to attract and engage participants.

• Local (face-to-face) system (Sillhouettell): displaying a shadow cor-responding to each local participant on the screen in front of him.

• Remote (over-network) system (Networked Silhouettell): displayingonly real images of all remote participants on the screen. Local partic-ipants see transparent shadows of themselves projected into the samespace as remote participants.

A shadow in Silhouettell is a black shadow or silhouette, and a shadowin Networked Silhouetell is a transparent mirror image instead of a blackshadow.

We consider that a user representation which is linked to his informationis needed. Moreover, only one clear face (which means his “identity”) isneeded per participant. A shared information is shown on the correspondinguser’s real image. In the local environment, we can not show the informationon the user. Therefore, we use his shadow which is natural representation onthe real life, and the information is presented on the screen with the shadow.On the other hand, in the over-network environment, the information of auser is directly presented on the real video image of him. The implementa-tion of the representation depends on the environment in which the systemwill be used.

We believe that for local interaction, it is easier for users to understandthe use of shadows compared to other representation systems. Chatting sys-

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tems often use avatars or icons. When using avatars or icons in a real world,however, users may not be able to map which icon relates to themselves andwhich to their partner—the avatars become a cumbersome additional iden-tity. However, a shadow is a naturally co-present representation of oneself ina physical interaction. Thus, the correspondence between a participant andhis shadow is much more natural and intuitive in a local interface. We couldof course also simply display mirrored video of all participants. However,users might be uncomfortable about having all other participants “looking”at them all the time. A shadow is more subtle and natural, and does notduplicate the face-to-face interaction already taking place.

In the case of the over-network environment, a black shadow causes theproblem that a person cannot see his partner because of overlapping whenhe stands in front of the partner. Therefore, we decide to use a transparentmirror image instead of a black shadow.

4.3 Cross-cultural Situation

Various electronic communication support systems have been studied anddeveloped for supporting collaborations in companies or research activi-ties. The computational aspect of such systems, e.g., system performance,as well as their impact in business offices or laboratories have been dis-cussed extensively (for example, in the groupware research area, this aspectis considered well [Okada94]). However, the cultural aspect, especially incases where people from heterogeneous cultures interact with each other,and aspects of the process of interpersonal understanding or socializationbetween co-workers before the actual task, have not been thoroughly ex-amined. The number of the Internet users in East Asia is expected to in-crease to 300 millions. The Internet brings about great number of cross-cultural communications. This is, especially true in Japan, where manycompanies advance abroad and many foreign companies enter domesticmarkets. Therefore, opportunities for international collaboration and cross-cultural communication among people from heterogeneous cultures (e.g.,

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manufacturers which have subsidiaries from different countries doing re-search and working locally, and research communities at international con-ferences) increase. Thus, it becomes more important and interesting to con-sider these aspects of electronic communication support. However, thereare few Human-Computer Interaction researches in this area. In these sit-uations, cross-cultural differences must be addressed to enable satisfactorycommunication and community-formation. We are studying this kind ofcommunication or community-formation, named communityware or com-munity computing [Ishida98a][Ishida98b]. This approach focuses on infor-mal communication and socialization, which are earlier stages of collabora-tion; while groupware focuses on the collaboration itself. As international-ization in companies or research activities spreads, supporting cross-culturalcommunication is getting a larger research area in community computing.

There are five factors in community computing [Ishida98b]:

• Knowing each other

• Sharing preference and knowledge

• Generating consensus

• Supporting everyday life

• Assisting social events

Supporting socialization encourages people to know each other in five fac-tors of community computing.

The research described in this chapter adopts the theoretical frameworkof community computing and extends it into supporting cross-cultural com-munication. The common concept of this research is “providing an envi-ronment which presents shared information or topics to people in the samespace and from heterogeneous cultures.” Usual community-computing sys-tems provide virtual spaces or interests among users. However, there arefew trials which provide both of them.

By implementing the two systems, we aimed to provide the followingtwo supports for users:

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1. Support of mutual understandings by providing shared contents

2. Support of a mode of communication nearer to face-to-face commu-nication

To support cross-cultural communication, we believe it is necessary toprovide environments in which participants enjoy conversations that allowthem to share one another’s background and profile visually. To satisfy bothof these conditions, we propose systems with large screens that can displayinformation shared by many participants.

We implemented two systems based on the above common concepts,named Silhouettell and Networked Silhouettell. The two systems are differ-ent systems which aim at the same purpose.

There are several differences among these systems.

• LocationWhile Silhouettell supports only local communications, NetworkedSilhouettell supports both local and remote communications.

• Shared informationSilhouettell uses web pages including common topics for shared in-formation among users. Networked Silhouettell uses users’ culturalexperience. In designing our two systems, we decided each contenton the large screen based on two aspects described in Section 4.2.1.That is, we used common topics in Silhouettell because we believea common topic is the most fundamental factor in community. InNetworked Silhouettell, we tried to decrease misunderstandings byshowing each user’s backgrounds and differences among users.

• Representation of shadowWe implemented a shadow as a black silhouette in Silhouettell, and asa transparent image in Networked Silhouettell. The detailed descrip-tion is shown in Section 4.2.3.

• Selecting on-screen informationIn Networked Silhouettell, the selecting operation for on-screen infor-

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Table 4.1: Comparison between Silhouettell and Networked SilhouettellSilhouettell Networked Silhouettell

Locations of users local (face-to-face) remote (over network)

Representationblack shadows of all

the participants

transparent images forthe local users and

video images for others

Shared informationweb pages including

common topicseach user’s

cultural experienceSelection ofinformation

not supported supported

mation is supported, while this operation is not supported in Silhou-ettell.

The comparison of these two systems is shown in Table 4.1.In the next sections, we try to confirm the effects from these points of

view empirically through these systems.

4.4 Supporting Communication in the RealWorld

This section describes Silhouettell [Okamoto99][Okamoto98], a system thatfinds topics common to conversation participants, and displays web pagesrelated to those topics on the large screen along with the participants’ shad-ows. The system provides awareness support, which augments the realworld, to enable users to become aware of other users who have commoninterests and to make communities.

4.4.1 System Design

We believe that the following features are important for supporting and aug-menting real-world communication:

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USER 1A Univ.Softball

USER 2B Univ.Softball

Presented Topic

User’s Shadow

User’s Profile

USER 1

USER 2

(a) Concept (b) Actual use

Figure 4.1: Silhouettell

Silhouettell uses a large screen to display users, their profiles and com-mon interests. Figure 4.1(a) shows the concept of Silhouettell, and Figure4.1(b) shows Silhouettell in use.

Silhouettell displays the shadows of the participants as objects on thescreen with their profiles above their shadows so that they can identify oneanother. The system also enriches encounters and encourages conversationby presenting web pages as common topics. The connection lines betweeneach topic and the shadows show groups interested in the same topic.

4.4.2 System Implementation

Figure 4.2 shows the system configuration of Silhouettell. It consists of twocomputers, an SGI ONYX and an SGI INDY, connected via Ethernet. TheONYX is connected to a large graphics screen. The INDY is connected tothe output of a video camera.

Images from the video camera are processed by the Video Process in theINDY, and the results are sent to the Main Process in the ONYX. The MainProcess generates the screen image from the profile stored in the ProfileFile, web pages, and the data from the Video Process.

The system works as follows. It generates the shadow of a user by

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World Wide Web

INDY

ONYXUSER 1Kyoto Univ.Skiing

USER 2Kyoto Univ.Tennis

Video Camera

Profile File

Human MediaExperimentRoom

MainProcess

VideoProcess

USER 1

USER 2

Large Graphics Screen

WWW Page

User Information

Image Data

Figure 4.2: Silhouettell system configuration

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comparing the current image to the background image, and distinguishesparticipants using their clothing color. It averages the value of the pixelscorresponding to the user’s chest area and identifies the participants by thestored values (they are input at first use). The system also uses each user’smovement computed from two continuous frames. The use of both colorand location reduces misidentification†. When a user is recognized, the sys-tem reads his profile (name, birthplace, and interests), which is registered inadvance.

We use web pages for various topics. If there are common key-words among several users (they are found by string matching), the sys-tem searches web pages for selected keywords and displays the resultingpages between corresponding users on the screen (The system first searchespages registered by the system manager in advance and next searches usinga general search engine). In addition, the system changes the size of thetopic display windows to reflect the physical distance between users. Whenthey are far from each other, the topic windows are quite small in size. Asthey approach each other, the topic windows increase in size. This is to en-courage users to approach each other with the idea of confirming the topicslisted.

Example Use Figure 4.3 shows an example of an encounter using Silhou-ettell.

1. One person shows up:User SAGAWA enters the media room, his shadow and profile aredisplayed on the screen (Figure 4.3(a)). The profile shows, from thetop, that his name is SAGAWA Ryusuke, his affiliation is Kyoto Uni-versity, and his interest is skiing.

†Though we used this method for the experimental prototype system, it is not sufficientfor real-world applications (for example, if people change clothes, the system does not workwell). We think that some kind of tag-based small device, such as Active Badge system[Want92] or Meme tags [Borovoy98], would be useful for more robust user-recognition infuture versions.

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One approaches the other

Figure 4.3: Encounter with Silhouettell

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2. Another person comes to the room:Next, another user (name: TANAKA Hironori, affiliation: Kyoto Uni-versity, interest: Softball) enters the room. A WWW page related tothe common topic, Kyoto University, is presented by Silhouettell (Fig-ure 4.3(b)). Lines are drawn to link the page and the two shadows toindicate that the topic is shared by SAGAWA and TANAKA.

3. One approaches to another:They are motivated by the topic, and one approaches to the other.The WWW page is then magnified (Figure 4.3(c)). Consequently,conversation about the page occurs.

4. A third person joins:The third user (name: MATSUMOTO Hiroaki, affiliation: Kyoto Uni-versity, interest: Softball) joins, as a result of finding two peopletalking to each other. The topic of Softball which is also shared byTANAKA is newly displayed, and the page about Kyoto Universitywhich is common to all of them moves to the center of the screen(Figure 4.3(d)).

4.4.3 Experimentation

We observed actual use of Silhouettell by people from various countries.This section describes the experiment and our observations and analysisabout what happened.

Before the experimentation, we asked 5 Japanese and 25 non-Japanesein Kyoto University to answer a questionnaire to clear the situation to usethis environment. The latter were from Europe, America, Asia, and Africa,and they are mainly research fellows or (under)graduate students. Table 4.2shows the nationalities and their numbers.

The following features were obtained from the results of the question-naire.

• Where would Silhouettell best be used?Table 4.3 shows the results. Over 70% of the subjects selected com-

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Table 4.2: Rates of nationalities

nationality JapanAsia, except

JapanAfrica

Europe andAmerica

number 5 11 3 11rate (%) 16.7 36.7 10.0 36.7

Table 4.3: Where would Silhouettell best be used?

Order(1 means most suited)

1 2 3 4

Public Space2

(7.1%)5

(17.9%)6

(21.4%)15

(53.6%)

Event Hall10

(34.5%)8

(27.6%)7

(24.1%)4

(13.8%)

Community Space12

(42.9%)8

(28.6%)8

(28.6%)0

(0.0%)

Private Party6

(22.2%)7

(25.9%)6

(22.2%)8

(29.6%)

munity space (student union buildings and so on) as being very useful(1) or useful (2). 62% also selected event hall (the site for an inter-national conference and so on). In contrast, over 70% thought thatSilhouettell would not be useful in public spaces (i.e. a street corner).The responses for Private Party (home party and so on) varied widely.

• Contents of profile which a user showsTable 4.4 shows the profile contents that were considered acceptableto the subjects. Most subjects accepted the display of name, affilia-tion, interest, and nationality. However, few accepted the display ofphone number and address.

• Cultural Differences

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Table 4.4: What data should be displayed?

content number

name 25affiliation 21nationality 24

address 9phone number 7

interest 22birthday 12

According to the results of this questionnaire, we found the followingcultural differences.

– Places suitable for Silhouettell useTable 4.5(a) shows the answers of the subjects from Asia, wherethe data are the those in Table 4.3, while Table 4.5(b) shows theanswers of the subjects from Europe and America. While 90%of Asians have affirmative opinions about the use in communityspace, only half those from Europe and America shared the sameopinion. Though 70% of Asians had negative impressions aboutits use in private parties, European and American people hadvarious opinions.

– Displayed ProfileTable 4.6 shows the same data as Table 4.4, but they are dividedinto two columns according to the region the subjects were from.The left column shows the number of positive answers for eachcontent from Asian people, while the right column shows thosefrom European and American people. European and Ameri-can people have negative opinion for displaying their affiliation,while Asians are more liberal on this issue.

We summarize these results from three points of view.

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Table 4.5: Where would Silhouettell best be used?

(a) Asiaevaluation 1 2 3 4

Public Space (%) 9.1 27.3 36.4 27.3Event Hall (%) 18.2 36.4 18.2 27.3

Community Space (%) 70.0 20.0 10.0 0.0Private Party (%) 10.0 20.0 30.0 40.0

(b) Europe and Americaevaluation 1 2 3 4

Public Space (%) 10.0 20.0 10.0 60.0Event Hall (%) 27.3 36.4 27.3 9.1

Community Space (%) 20.0 30.0 50.0 0.0Private Party (%) 40.0 20.0 10.0 30.0

Table 4.6: Cultural differences in releasing data

content number (Asia) number (Europe and America)name 10 (90.9%) 8 (72.7%)

affiliation 10 (90.9%) 4 (36.4%)nationality 10 (90.9%) 8 (72.7%)

address 5 (45.5%) 2 (18.2%)phone number 4 (36.4%) 2 (18.2%)

interest 8 (72.7%) 7 (63.6%)birthday 3 (27.3%) 3 (27.3%)

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1. Utility of SilhouettellIn community spaces where people who have common topics and donot know each other gather, Silhouettell can be an effective tool inhelping people to start conversations.

2. PrivacyPeople hesitate to release their complete details to the public.

3. Cultural DifferenceWe suggest that there are some differences of sense about present-ing topics and privacy between areas. The sense on what topics orattribute one can open to public depends the area he/she come from.

Based on this preliminary result, we designed and studied the followingexperiment.

Thirteen people participated in our experiment: eight from Japan andfive from the United States, Canada, and France. One of them was an indus-try researcher, and the rest were graduate and undergraduate students. Sevenof the Japanese did not have much experience in English conversation. Ineach session, two persons talked to each other for fifteen minutes with thescenario that they were students of the same department of a university. Wepaired up the participants in advance (some participants were involved inmore than one experiment condition) and prepared common topics (aboutsports, music, food, and books) for each pair from pre-test questionnaires.We used two to three web pages to represent a single common topic for eachpair for the experiment. We also used each participant’s own web page as atopic if he had one. Name, birthplace, and the chosen common topic wereused as the user’s on-screen profile.

We obtained the following feedback from the questionnaire adminis-tered after the experiment. The items reported here were rated on a seven-point scale by twelve of the thirteen participants (Figure 4.4).

From Figure 4.4, we found:

• Almost all users answered that they could talk smoothly.

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3 4 5 6 7

3 4 5 6 7

Japanese

the others

total

Relation between talked topics

and presented topics

Conversation smoothness

with the system

Figure 4.4: Questionnaire about using Silhouettell (7 highest, 1 lowest rank-ing)

• There is a difference between topics that users actually talked aboutand topics that the system presented. While Japanese users relatedtheir own topics to on-screen topics, the others did not do so.

We also observed and analyzed the video record of all conversations tohelp us understand when and how differently Silhouettell might be used incross-cultural encounters.

Figure 4.5 is a sample section of a conversation between two subjects,Shigeta (from Japan) and Stefan (from the United States). After an interval,Shigeta’s home page (in Japanese language) is shown and they begin to talkabout this page.

The two subjects are looking at the screen, to try to find a topic to talkto each other about after the previous topic has ended. Then, Shigeta’s ownhome page is projected, and Shigeta points the screen (Figure 4.5(a)) andsays, ’This is my web page’ with turning to Stefan (Figure 4.5(b)(c)). Stefanturns to Shigeta after a moment when Shigeta began to talk, and then turnsto the screen again (Figure 4.5(d)), just after he recognizes that Shigeta ispointing to the web page. Stefan watches the page, which is his conversa-tion partner’s own page (he examines it for about 3 seconds), and then heindicates that he want to see the corresponding page in English, by saying

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(a) (b) (c)

(d) (e)

Figure 4.5: Reaction of participants

‘I choose English’ while pointing at a link on which the sentence ‘Englishpage’ is written (Figure 4.5(e)). After these actions, the conversation aboutShigeta’s page continues for a while. In this particular example, topic infor-mation about the subject, that was shown by system successfully triggeredthe next conversation topic.

The following examples were collected from the video logs:

• At the beginning of the conversation, both users checked their part-ners’ profile using the screen. Both participants always faced thescreen and did not turn to face each other (two users from Japan).

• Conversations related to the screen contents occurred first, and thepair later extended it to include various other topics (two users from

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Japan).

• Participants who could hardly communicate (mainly due to languageproblems) sometimes talked only about the profile and the web pagesshown by the system. In such cases, the pair faced the screen andtalked with each other with their face to their partner and frequentlyturning their face back to the screen. However, when they talked abouta topic for a long time, their bodies would also turn toward each other(observed in a pair from Japan and the United States, and a pair fromJapan and France).

In every case where a person’s own home page appeared on-screen, therewas a strong positive reaction from the individual user, and conversationabout the page ensued. Moreover, users moved around in many cases.

Through these investigations, we confirmed the following features ofcross-cultural communication in the Silhouettell environment.

• Information directly related to participants, such as their own homepages, plays a helpful role in initiating conversation.

• On-screen topics are frequently referred when there is a language bar-rier between conversation partners. We think this is because using thedisplayed information as a topic allows them to concentrate on talkingitself, instead of having to do the additional work of starting new andappropriate topics.

• We could not find the apparent effect of shadows.

Based on our observations and short questionnaire to participants, areasfor future work include:

• Expanding the range of what is displayed on-screen to include generaltopics such as news to help expand conversation support.

• Allowing users to give feedback to the system about what is displayedduring conversations.

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4.5 Supporting Communication between Re-mote Locations

In this section, we describe a system called Networked Silhouettell.The video technology used in Networked Silhouettell is similar to what

is used in other meeting systems [Watabe90]. However, we use a large-screen environment, which makes nonverbal information such as eye gazeand expression, facial expression, and gestures easier to read. Also, the life-size representation of the participants helps to mitigate the demonstrated ef-fects of screen size on perception of one’s conversation partner [Reeves96].

There are other large-screen communication environments that have re-cently been developed. For example, MAJIC [Okada94] is aimed at support-ing gaze awareness, which is useful and important, but users need specialequipment, and the system cannot really be used by many people at once.HyperMirror [Morikawa98] is another large-screen communication systemthat projects both local and remote users onto the same screen using videotransmitted with chroma key. Networked Silhouettell uses HyperMirror-likedisplay technology, but also augments the display with information aboutusers’ cultural backgrounds.

Below, we will describe the design and implementation of NetworkedSilhouettell, and we will also describe the results of experimental use of thesystem by students from Japan and the United States.

4.5.1 System Design

Figure 4.6(a) shows the concept of Networked Silhouettell, and Figure4.6(b) shows on-screen image of the system in use. Figure 4.7 is an ex-ample of actual use.

The key features of the system, shared view and cross-cultural experi-ence information, will be discussed in the next two sections:

• Shared ViewIn the Networked Silhouettell system, the images of remote users are

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User A (local)

User B (remote)

user A

Japaneseuser B

B’s

Background Image

B’s

Background Image

Cultural Background Information

Topic Selection

Icon

American

User A’s

Shadow

User B’s

Real Image

Overlapped Shadow

Cultural Background Information

Real Image

Topic Selection Icon

(a) Concept (b) On-screen image

Figure 4.6: Networked Silhouettell

Figure 4.7: Actual use of Networked Silhouettell

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displayed on a large screen, and the images of local users are over-lapped on the same screen as transparent mirror images.

This style of representation in the communication environment hasthe following benefits. Since participants from both places aremapped onto the same screen, they can have a greater sense of sharingan environment compared to users of traditional, multiple-box videoconference displays, and they can indicate with their gestures whatthey are referring to on the screen. Particularly in cross-cultural com-munications where verbal communication may be difficult, nonverbalinformation is an important component for a successful conversation.The life-sized display helps make nonverbal cues more legible, en-hancing that aspect of communication. HyperMirror also uses thesame kind of displaying technologies. However, it suffers from aproblem due to its implementation—sometimes a person cannot seehis partner because of overlapping when he stands in front of the part-ner. Using Networked Silhouettell, on the other hand, participants canstill see the behavior of their partners even when he is in front of them,because their own image is transparent.

• Cross-cultural Experience InformationUsers of Networked Silhouettell can more easily develop a rapportwith their conversation partner, by looking at or touching informationabout his background that is readily available on-screen. We displaythe following three kinds of information about each user’s culturalbackground:

Language knowledge This includes language training and confi-dence in the partner’s native language as well as any other foreignlanguage (e.g., How many years have you studied the language? Howconfident are you about your speaking ability?).Culture literacy and experience This includes any experience inliving in any other culture and warmth toward and/or understandingof that culture’s ways (e.g., How long were you immersed the cul-

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ture?).Culture affinity and ties This includes information about friendsfrom other cultures, and other ties to the culture (e.g., How manyfriends from these other countries do you have?).

All information were entered by each user using a web form beforethey started using the system.

The cultural information is shown on-screen arrayed around the cor-responding participant both in the participant’s native language and inhis partners’ language, and each person’s information is displayed bya characteristic color. Thus, all participants can easily map informa-tion to users based on location as well as color.

Each item is selected by gesturing at the screen with a special de-vice, which is a plate which can be simply recognized by colors‡. Atfirst, each item in a given category is shown as a title (Figure 4.8(a)).When a user selects an item, its more detailed version appears (Figure4.8(b)). By observing changes in the display, a participant can un-derstand what the other participant finds interesting about their back-ground. For example, a participant who sees Figure 4.9 easily un-derstands that the remote participant is trying to change the kind ofinformation displayed on the screen.

4.5.2 System Implementation

This section describes the implementation of the Networked Silhouettellsystem. Figure 4.10 shows the system configuration.

The system works as follows. In a client machine, the Video Processsends the input images to the other client, and draws the image from theother client and the local client on the screen. The image from the otherclient is displayed as it is. In the case of the local image, the system detectsthe difference of the image from the background image recorded in advance,

‡This device should be changed to some more robust devices in general applications.

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(a) Selecting a title (b) The detailed information appears

Figure 4.8: Contents selection

Figure 4.9: Changing the kind of information on the screen

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Server

Server ProcessSGI O2

Cultural Background

Data File

Client

SGI O2

Voice Process

Video Process

ClientSGI O2

WWW Browser

Part of Cultural Background

Data Processing

Converter

Projector

Voice Data

Video Data

Synchronizing Displayed

Contents

Cultural Background Data

Microphone

Audio

Output

Speaker

Audio

Input

Video

Output

Video

Input

CCD Camera

Voice Process

Video Process

Figure 4.10: System configuration

cuts it out, creates a mirrored image, makes it transparent, and overlays it onthe screen. The Voice Process simply sends the input voice and outputs thevoice from the other client. As for the server machine, the Server Processgets users’ information from the Cultural Background Data File, and sendsit to each client. It also synchronizes on-screen contents of both clients withVideo Processes.

The Cultural-Background-Data Processing Component semi-automati-cally converts each user’s cultural information which is obtained from theweb-based form into the data of the system, where some items are manuallyconverted. The contents are displayed in both Japanese and English. Eachpiece of information is shown near the corresponding participant. The lo-cation and contents are sent to the server first, collected, then sent to both

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clients.When a user wants to select a kind of cultural information or a specific

piece of information, he uses a pointing device. In this implementation, theuser holds up a flat plate of a particular color, and the system detects itslocation using the input image from a CCD camera. If the detected point isat the same place on the screen as an icon, the system changes the kind ofcultural information displayed. In the same way, if the point is in the samelocation as a particular piece of information, the system pops up the detailedinformation for that item.

As for user identification, we did not use any special technique of useridentification but used a simple method in which a user selects his own namein the user menu, because we assumed one-to-one experimental use in thisimplementation.

The client and the server run on Silicon Graphics O2.

4.5.3 Experimentation

We evaluated the system by observing actual conversations among under-graduate students from Japan and the United States.

Method Seven pairs of students participated. Each pair consisted of a stu-dent from Japan and a student from the United States. The students fromJapan had all been to other countries or studied conversation in English. Thestudents from the United States were taking classes in Japan and had studiedJapanese for a few months. We had participants enter cultural informationusing a web form, before the experiment began. Since the Networked Sil-houettell system is a tool for supporting the users knowing each other, wealso instructed them to do a task together after using the Networked Sil-houettell system for evaluating the system. The participants were told thattheir task was to work together to make a mini-guide to their own universityfor students from their partner’s university, and that they were to use the

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3 4 5 6 7 8

3 4 5 6 7 8

Japanese

American

total

useful

entertaining

secure

safe

pleasant

trustworthy

enjoyable

Figure 4.11: Questionnaire evaluation of Networked Silhouettell (8 highest,1 lowest ranking)

Networked Silhouettell system for twenty minutes before the task§.

Result We obtained the following opinions from the questionnaire admin-istered after the experiment. The items reported here were rated on an eight-point scale by eight or more of the fourteen participants (Figure 4.11).

• Impressions of the conversation partner and the Networked Silhouet-tell systemThe conversation partner was rated ‘trustworthy,’ and the system wasrated ‘pleasant,’ ‘safe,’ ‘secure,’ and ‘entertaining.’

There were also some positive comments, “bilingual information waseasy to use,” “I can easily know my partner’s feeling with gesture,”and “transparent display is easy to use.” As an interesting comment,a user wrote that this interface would be more appropriate for n-to-ncommunication than 1-to-1 communication.

§The time twenty minutes is not so long for introducing themselves.

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• Comparison between Japanese and AmericanIn almost all items, Japanese students answered more positively thanAmerican students. We think it is because Japanese students had lessexperience of cross-cultural communications than American students.

We also observed the video log of this experiment.The typical flow of conversation with the Networked Silhouettell system

was as follows. First, participants talked about their own affiliations. Theyenjoyed talking about each others’ birthplaces and travel experiences to eachothers’ countries. Then, topics about the current environment where theparticipants lived (living, part-time job, and so on) began.

The following patterns were also observed in use of the cultural infor-mation.

• First, a participant read all of the information on the screen. Once theconversation began, however, he concentrated only on speaking.

• A participant talked while staring at the information.

In both cases, there were not any cases in which a participant related theinformation to the conversation topic directly. We did observe that some-times, once a participant began to change the contents on the screen, theother participant would also begin to do so. As to the use of gestures,some were observed. For example, an American student showed three fin-gers to his Japanese partner while speaking, when the partner could nothear his sentence ‘Are you in your third degree?’ Interestingly, there weresome bilingual conversations in which participants each spoke the other’slanguage (the Japanese student spoke English, while the American studentspoke Japanese).

For the system performance, since the system has a problem of imagelatency (0.6 second) due to system resolution and machine speed, there werecomplaints about system performance.

Through the whole experiment, we confirmed the following features ofcross-cultural communication in the Networked Silhouettell environment.

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• The non-native users (Japanese) in conversation rated the system morepositively.

• Users use gestures in this environment without any special attentionto the system.

• The transparent shadow is helpful for the users to understand thepointing function, while we could not find the apparent effect of thefeeling of existence.

4.6 Discussion

In this chapter, we have described factors needed to support cross-culturalsocialization, both in the real world and between remote locations, and dis-cussed the design, implementation, and evaluation of two systems designedto support this kind of socialization.

From the actual use of two systems, we empirically confirmed the fol-lowing effects of the systems:

Shared information On-screen common topics are frequently referredwhen there is a language barrier. That is, users who do not have muchexperience of cross-cultural communication or is not non-native frequentlyreferred common topics. The apparent effects of cultural backgrounds arenot found.

Large-sized interface Each user’s movement and gestures were donewithout any special attention to the systems. Therefore, when we develop asystem which aims at a natural mode of communication, the nonverbal func-tionalities should be designed to be enable without any operation as verbalfunctionalities, e.g., the voice communication.

Displaying shadows We believe shadow is useful to handle informationon-screen. In the experiment of Networked Silhouettell, we got opinions

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that the shadow is helpful in using the pointing devices. We could not findout whether this interface provides the feeling of existence or effects in iden-tifying users.

We also confirmed the importance of response speed in an interactivesystem. There was no feedback about image latency from users of Silhou-ettell, which does not incorporate user feedback into the display. However,there were many complaints about image latency from users of NetworkedSilhouettell, which allows users to make changes on-screen with a point-ing device. Thus, latency seems like a larger problem in a system whichincorporates user feedback.

We could not find some effects, i.e., the effects of cultural backgrounds,the feeling of existence or effects from shadows. We think it is becausethe systems are not task-oriented and the conversations in each experimentincludes only two persons. We have to consider these points in future works.

4.7 Summary

In this chapter, we discussed the importance of tools to support informationsharing, especially focusing on early socialization in cross-cultural collabo-ration. We proposed two support systems, which present shared informationbased on each participant’s profile and cultural background by both using alife-sized interface with a large screen and representing participants in intu-itive and natural ways on-screen during the interaction. We also discussedexperimental evaluation of both systems.

Silhouettell is a system which supports real-world communications bypresenting web pages related to common interests of participants located inthe same place. The system shows shadows on a large screen, which attractparticipants and displays common topic web pages based on users’ profiles.Through observations of the actual use of the system, we found that (1)information directly related to participants is referred in initiating conver-sation, and (2) participants frequently refer to the contents on the screenin a situation whereby it is hard to communicate to each other because of

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difference in participants’ native language.Networked Silhouettell is a remote communication tool, which gives

participants a sense of a shared environment by displaying them on the samescreen. It encourages understanding among users by showing each user’scultural experience and background information on-screen. A participantcan select and examine detailed information about his partner’s backgroundusing gestures with a pointing device. We found out that (1) The non-nativeusers used the system more positively, and (2) the transparent shadow ishelpful with the pointing function.

As a result of both studies, we empirically confirmed that: shared in-formation is referred in situations where it is hard to communicate becauseof differences in the participants’ native language; and users use movementand gestures naturally in the large-sized interface.

We believe that a learning conversational agent can join human commu-nity with sharing information between agents and people in this way.

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Chapter 5

Participation of ConversationalAgents in CommunicationEnvironment

5.1 Introduction

In this chapter, we focus on another kind of conversation, called scene-driven conversation, which is a kind of context-independent occasional con-versation. This appears when a conversational agent participates the com-munication environment where there are many agents and people.

We describe this style of conversation, and we propose a framework todevelop an agent which treats with scene-driven conversation in a virtualspace [Yamanaka03]. We also show the typical example of conversationbetween a user and an agent.

Section 5.2 describes the scene-driven conversation, Section 5.3 presentsthe architecture of our implementation, and Section 5.4 shows the designprocess and an example construction of the conversational agent.

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5.2 Scene-driven Conversation

A scene is a set of each actor’s perceptual information, and a scene-drivenconversation is a kind of conversation which happens after that an actorspeaks or attracts another actor’s attention with a scene as a start. This kindof conversation is independent of previous conversational contexts, whilethe meaning of each scene depends on the task.

In this section, we describe the differences between task-oriented ortask-driven conversations and scene-driven conversations, and scenes in a3-D virtual space.

5.2.1 Task-driven vs. Scene-driven

An issue of conversational agent is to collect users’ requests. In usual task-driven conversation, the domain of a user’s utterance is restricted by settingthe task adequately. For example, ‘where to go,’ ‘how to go,’ and ‘what toguide’ will be tasks in a guidance scenario.

Whereas, in a scene-driven conversation, each scene which an actor per-ceives restricts his/her utterances. For example, cues such as ‘notice some-thing’ and ‘find out something,’ will be scenes in a guidance scenario.

Moreover, in the process of constructing an agent, method to handletask-driven conversation and method to handle scene-driven conversationare different.

In a task-driven conversation, it is important to model a conversationalflow. Therefore, it is necessary to collect a history of conversation andmake a model from the history. There are some modeling method suchas describing the conversational flow or slots by hand or learning a modelstatistically. For example, some method to construct dialogue models withthe Hidden Markov Model or the Markov Decision Process are proposed[Levin98][Singh00]. Agent construction process with the WOZ and themachine learning technology described in Chapter 3 also models the taskflow.

In a scene-driven conversation, it is important to decide each scene pro-

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vided by an actor’s behavior. Therefore, it is necessary to define elementsof which a scene is composed. We propose a method to decide each scenefrom actual behavior of user and agent in monitoring them, make conversa-tion rule from the scene, and put the rule into the agent’s scenario.

In the next sections, we deal with conversational agents in a 3-D vir-tual environment where actors behave in various ways, and developer cancapture their behavior more easily than in the real world.

5.2.2 Scene-driven Conversation Model

A scene in a 3-D virtual environment consists of the collection of followingelements.

• Place:the position of actor (agent or avatar) or in which area the actor isex.) in front of which shop is the actor

• Linguistic action:utterance by an actor or association from some keywords in an utter-anceex.) a topic which appears as an association of guide utterance

• Non-linguistic action:non-linguistic action by an actor, such as movement or gestures in-cluding looking around or pointing

• Relationship with another actors or objects:relationship with another participants or objects in the environmentex.) position, direction, visual field, passing each other

Example Situation

Some examples of scene-driven conversation are described below.Suppose a guidance with a guide on the Shijo street in Kyoto. When

they walk from Shijo-Teramachi crossroad to Shijo-Kawaramachi crossroad

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eastward, you may find some interesting shops or be interested in anotherperson.

• You find out a building, and then say “What is that shop?” or “Shallwe enter this shop?”, or let the partner know your interest by turningto or pointing the building.

• When you listen to the guidance about Fujii-Daimaru departmentstore, you may say a related topic such as “By the way, where isDaimaru?” This topic is association with the word ‘Daimaru.’

• You may pay attention to the clothes of a person who passed eachother, and then “His clothes are attractive. Do you know what brandclothes he wears?”

5.3 Agent System in Communication Environ-ment

This section describes the implementation of an agent which uses scene-driven conversation proposed in the previous section and the agent-construction environment.

5.3.1 System Architecture

Figure 5.1 shows the system architecture. The agent system consists of theagent executing environment and the monitoring/editing environment.

5.3.2 Agent Executing Environment

The agent executing environment provides a space in which agents actuallybehave and an interaction model of agents.This environment consists of the following systems.

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scenario

processor

agent

system

monitoring/editing environment

cue, action

request for

scenario analisys

agent executiong environment

monitoring

agent

monitoring

scenario

renewing

scenario

Figure 5.1: Architecture of agent construction environment

• agent systemThe agent system is a system in which agents behave such as movingor speaking. In our implementation, FreeWalk [Nakanishi99] is used(Figure 5.2). FreeWalk consists of the Community Server which man-ages agents and avatars in the 3-D virtual space and client systems. Oneach client system, a 3-D virtual space is drawn with VRML models,and there are two kinds of actors in the space, avatars controlled by thecorresponding users and agents controlled by scenario description.

• scenario processorIt is a processor to execute scenarios which describe behavior or in-teraction of agents. In our implementation, a scenario description lan-guage Q [Ishida02a] and its processor is used.

In the Q language, each event observed by agents is described as acue, and each request to agent to change the environment is describedas an action. An interaction rule is composed of cues and actions.Interactions among agents and avatars are described with parallel ob-servation of rules and state transitions. Table 5.1 shows the full list ofcues and actions implemented in FreeWalk environment.

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Figure 5.2: FreeWalk screen image

Figure 5.3 shows an example of parallel observation with guardedcommand. In this example, The observation by agent continues untilthe agent hear User’s speech “Do you know this shop?”, see Userturn left, or see Yasaka shrine. If one of these cues is observed, thecorresponding action is executed.

5.3.3 Monitoring/Editing Environment

The monitoring/editing environment has an interface for the developer tomonitor the behavior of agents and avatars in the agent system, and toappend scenes or rules (Figure 5.4). This interface is implemented withDrScheme∗, which is an implementation of Scheme language processors.

∗http://www.drscheme.org/

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Table 5.1: List of cues and actions

Function Cue Action

Motion?position(get location and direction)

Movement!walk(walking a route)

?observe(observe gestures or actions)

!approach(approach anotheragent/avatar)

?see(see objects)

!block(block another agent’sway)

Rotation !turn (turn body)!face (turn face)

Gesture!point(point at an object)!behave(perform some gesture)

Appearance !appear (show up)!disappear (hide self)

Conversation?hear(hear voice)

!speak

?receive(receive text messages)

!send (send text messages)

Miscellaneous?finish(finish asynchronous actions)

!change

?input !finish (stop asynchronous actions)!output (output logs)

(guard((?hear :name User :word ”Do you know this shop?”)(!speak :sentence ”This shop is famous Indian restaurant in Kyoto”

:to Hanako))((?observe :name User :action turn left)(!speak :sentence ”Are you interested in the shop?”))((?see Yasaka Shrine)(!walk :forward 100.0 :left 50.0)))

Figure 5.3: Description of a parallel observation with guarded commands

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(1) current position

(a black circle means an avatar,

and white circles mean agents)

(2) conversation history

(3) current state in a scenario

(1)

(2)

(3)

Figure 5.4: Monitoring interface

There are two kinds of monitoring functions, monitoring the scenarioprocessor, and monitoring the agent system. In monitoring of the scenarioprocessor, states in a scenario and rules in a state are checked. In monitoringof the agent system, internal states of each agent and the environment itselfare checked.

The developer edits and renews the scenario with the edit dialog (Figure5.5) based on information checked in the monitoring dialog.

5.4 Design Process

This section describes the design process of constructing an agent.There are the following four actors in this process.

• Task designer designs and describes scenarios of initial task, e.g.,guidance task.

• Monitor monitors behaviors of avatars and agents, and decides each

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(1)

(2)

(3)

(1) state under edit

(3) new/modified rule

(2) parameters needed for

making a rule

Figure 5.5: Edit window

scene.

• Editor edits the scenarios with putting additional rules treating withscene-driven conversation.

• Each user controls an avatar, and the avatar communicates with con-versational agents or another avatars.

The same person often plays both roles of monitor and editor. The taskdesign or decision of each scene depends on the task designer’s policy andthe editor’s policy, respectively.

The construction process of an agent is as follows.

1. describing scenario:the task designer describes the initial scenario following the task

2. decision of scenes:avatars controlled by users actually communicates with the agent.monitor/editor defines each scene from observation

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3. putting scene-driven conversation:editor puts or modifies rules of scene-driven conversation

4. repeat step 2 and step 3

If needed, additional contents or templates of agent’s utterances are pre-pared.

Example Agent Construction

We show an example construction of guide agent in Shijo street.The initial scenario is as follows.

“The agent introduces some shops while walking along to Shijostreet from Shijo-Teramachi crossroad to Shijo-Kawaramachicrossroad.”

In this scenario, the agent only repeats to stop to speak in front of a shopand walk again.

At first execution, the avatar may fail to keep up with the agent or getahead of the agent. The editor puts the rule “when the distance between theagent and the avatar is more than some threshold, say ‘follow me!’ ” intothe current scenario.

After that, the avatar stops and says “What is that shop?” in front of avariety shop. The agent continues to walk for a minute, and then say “followme!” as the scenario. The editor puts the rule “when the avatar say ‘Whatis that shop?’ in front of the variety shop, introduce the shop.” Figure 5.6shows the example, and Figure 5.7 shows the filled rule. If the avatar asksthe agent of related things and the agent knows some contents, another rulewhich includes “?hear” and “!speak” will be added.

In another execution, an avatar sees another actor (an agent or an avatar)because the actor is attractive or known by the avatar. The agent can tellabout the actor if there is any known profile. In this case, a rule whichreflects relationship between actors will be added. Figure 5.8 shows an

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guide agentavatar controlled

by a user

(1) an avatar follows the guide agent

(2) the avatar stops to turn to a variety shop

(3) the agent turns to the avatar and guide her about the shop

Figure 5.6: Example conversation triggered by non-linguistic action

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((?position :name s Avatar :from coordinate current-coordinates:relative angle turning-right)

(!turn :to Avatar)(!speak :to s Avatar :sentence ”This shop is INOBUN, a variety shop.It is one of the most famous variety shop in Kyoto, and there is anotherchain store in Kitayama area.”)(!turn :angle forward)(!!walk :route Shijo-Kawaramachi)(go next-scene))

Figure 5.7: Example conversational rule when an avatar stops to turn herbody to a shop

example conversation with such kind of trigger, and Figure 5.9 shows thefilled rule. The function “agent-attrib” searches the specified profile of anagent.

Moreover, the avatar says “There is a Mos Burger shop, isn’t it?” whenthe agent is talking about McDonald’s. Then, the editor puts the rule “whenthe avatar refers to Mos Burger, introduce some fast-food restaurants.”

As a result, the agent is constructed by combining pre-defined task andscene-driven rules in actual use.

5.5 Summary

In this chapter, we focused on scene-driven conversation which is not treatedwith in usual conversational agents, and we modeled such kind of conversa-tion. We used position, linguistic actions, non-linguistic actions, and rela-tionships with other actors or objects as the components of each scene, andimplemented an agent construction environment.

We believe that this kind of agents can participate in community spacesuch as digital cities [Ishida02b] naturally.

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guide agentavatar controlled

by a user

(1) an avatar follows the guide agent

pedestrian agents

(2) the avatar finds pedestrian agents and turns to them

(3) the agent turns to the avatar and guide her about their information

Figure 5.8: Example conversation triggered by relationship between actors

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((?position :name s $agent :from Avatar:distance range near :angle range left)

(set! $nearest-agent (get-nearest-agent $agent))(!turn :to Avatar)(!speak :to s Avatar

:sentence (string-append ”That person is ”(agent-attrib $nearest-agent ”name”)”. I have guided him past. ”(agent-attrib $nearest-agent ”open-profile”)))

(!turn :angle forward)(!!walk :route Shijo-Kawaramachi)(go next-scene))

Figure 5.9: Example conversational rule when an avatar stops to turn herbody to a shop

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Chapter 6

Conclusion

6.1 Contributions

In this thesis, we proposed a new approach to develop conversational agentswhich support interpersonal communications. First, we proposed a newframework to develop conversational agents which provide information in-crementally. In this framework, both costs of collecting example dialoguesand of learning dialogue models are reduced. Next, we designed a commu-nication environment Silhouettell where people share conversational topicsand communicates with each other easily. We also focused on scene-drivenconversation which occurs when an agent joins a communication environ-ment and communicates with people.

The major contributions are summarized into the following respects.

• A framework to construct conversational agents incrementally

We proposed a kind of conversational agent which is incremen-tally developed through actual conversation, called learning conversa-tional agent. A problem in constructing a usual conversational agentis to debug conversational rules or collect example dialogues or cor-pus in advance. Our method is an example-based approach, in whichthe dialogue-collection process and the dialogue-model-learning pro-cess are combined. The feature of this method is that the cost of

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collecting example dialogues is reduced gradually because the Wiz-ard of Oz method, which itself is famous method to collect corpus, isenhanced by the machine learning technology.

In the construction process, at first the developer should input almostall answers. As the learning proceeds, the system infers appropriateutterances and the cost of human guide’s inputting utterances reduces.Finally, a conversational agent is constructed. We implemented anWOZ-based agent system on the Web, and we confirmed the reduc-tion of the human guide’s cost as the growth of the dialogue modelsin the Kyoto tour guide task.

• An expansion of PDFA-learning algorithm to incremental situation

We expanded a probabilistic-DFA (PDFA) learning algorithm to copewith the incremental situation. In our conversational agents, a finitestate machine (FSM) is used as a dialogue model because a developercan interpret the model easily in the agent construction. A PDFA-learning algorithm with the state-merging method is useful to makea cyclic FSM from examples including noises. However, there areno algorithm which considers the gradual increase of example data.We proposed an expansion of this algorithm with a caching tech-nique. This algorithm decreases the number of compatibility checksby caching the state-merging information. With the example dia-logues of Kyoto tour guide task, we confirmed that our incrementallearning algorithm reduced the total number of compatibility checks.

• Communication environment for information sharing

We proposed an communication environment where people visuallyshare their information such as their background or profile, which isprovided from agents. Usual communication environment such aselectronic conferencing systems provide a virtual meeting space forpeople. However, in spite of the opportunities of conversation frommany places or countries are increasing, the support for conversa-

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tional contents are not thoroughly examined. Therefore, our envi-ronment focuses on sharing information among users.

This environment is designed to support communication with the fol-lowing three functions: (1) showing topics based on participants’ pro-files and cultural background; (2) life-sized, large-screen interface;and, (3) displaying objects which show feelings of identify. From theevaluation of these systems in the cross-cultural situation, we stud-ied that these systems add new functionality to support conversationcontents, which may be especially useful in a cross-cultural contextwhere language skills are an issue, and this type of environment maybe especially useful in a pre-collaboration context.

• An architecture of conversational agent which supports scene-drivenconversation

We focused on scene-driven conversation which occurs when an agentjoins a communication environment and communicates with people.The feature of this kind of conversation is that it is independent of theconversational context or flow, while the meaning of each scene de-pends on the task. When a developer constructs conversational agentswhich treat with scene-driven conversation, it is reasonable to put ineach occasional interaction in actual use in the developer’s judgementrather than to put interactions in advance.

We proposed an agent-construction framework to add scene-driven-conversation rules, and implemented a monitoring/editing interfacefor an agent system with a 3-D virtual space. We also developed con-versational rules which cope with typical scene-driven conversation.

• Common grounding among human and agent

To design a conversational agent which is used in a daily life, a com-mon ground among humans and agents should be clear. It is impor-tant to limit conversational topics to make it. From the evaluation ofthe Web-based Kyoto tour guide, we found that the task “Kyoto tour

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guide” is too wide for an agent handles. For example, a universitystudent who lives in Kyoto want to know very local information suchas bars, while a user from outside of Kyoto want to know typical fa-mous places. Whereas, we also found the number of digressions istotally small. This experience gives that a conversational agent canlimit topics which a user chooses. The experiment of Silhouettell alsoshowed that people use provided topics when there is a barrier whichcomes from the difference of mother languages. In this case, the topicis clearly limited.

Above result gives us a direction to make conversational agents whichbehave in human community with providing and sharing information.

6.2 Future Directions

We conclude this thesis with the list of possible future research issues ofconversational agents.

• Storing and updating personal information for daily use

Each user’s profile including interest changes according to the flowof conversation, while our communication environment treated witheach user’s profile as static. These information should be collectedin daily work such as Web browsing or reading/writing e-mails. Thisidea raises an idea of personal agents. A personal agent will be workas a secretary in the daily life, and work as a mediator between peoplein a meeting or a conversational situation.

• Combining various displaying devices according to privacy levels

In Silhouettell, only shared information is used for conversational top-ics. Shared information is useful for the first topic to know each other.However, once people make a community, more private informationis needed.

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One solution of this problem is using small devices such as PDA (Per-sonal Digital Assistants) for displaying private information. In thiscase, there are two kinds of forms of the conversational agent. Onestyle is that an agent moves between a PDA and a large screen asa personal agent we mentioned above. In this style, each personalagent communicates with other personal agent and decide the topicsin the conversation. The other style is that there is a personal agentin a PDA and there is a conversational agent in a large screen. In thisstyle, the conversational agent gather each personal agent’s request,and provides topics as a chair of the conversation.

• Conversational agents which join group conversation

In our framework, each conversation occurs between an agent and ahuman. However, in a group conversation, there is a various kindsof conversation such as intervention or participation in other actors’conversation. To realize these kind of conversation, each agent shouldhave an ability of understanding complex conversational contexts. Ina real world or a 3-D virtual environment, gesture recognition andmulti-user speech recognition techniques are required. This func-tionality will be one of the most important features of conversationalagents in human community, while it is a challenging goal.

• Debugging Environment for Humanoid-Human Communication

In future, humanoid robots with physical bodies [Ishiguro01] as wellas software agents in virtual worlds will join human-human commu-nication, while we focused on conversational agents in virtual envi-ronments as communication mediator in this paper.

An issue in constructing a communicative humanoid is to construct adebugging environment because human behavior is difficult to repro-duce. A large-screen environment with video capturing devices willbe a powerful tool to reproduce the same humanoid-human interac-tion.

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Additionally, captured video tracks in the debugging process will becontents as topics.

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Publications

Major Publications

Journals

1. Masayuki Okamoto, Katherine Isbister, Hideyuki Nakanishi, andToru Ishida, “Supporting Cross-Cultural Communication with aLarge-Screen System,” New Generation Computing, Vol. 20, No. 2,pp. 165–185, Ohmsha, Ltd. and Springer-Verlag, 2002.

2. Masayuki Okamoto and Nobutoshi Yamanaka, “Wizard of OzMethod for Constructing Conversational Web Agents,” Transactionsof the JSAI, Vol. 17, No. 3, pp. 293–300, 2002 (in Japanese).

International Conference

1. Masayuki Okamoto, Katherine Isbister, Hideyuki Nakanishi, andToru Ishida, “Supporting Cross-Cultural Communication in Real-World Encounters,” In Proceedings of the 8th International Confer-ence on Human-Computer Interaction (HCI-99), Vol. 2, pp. 442-446,1999.

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Other Publications

Workshops

1. Masayuki Okamoto, Hideyuki Nakanishi, Toshikazu Nishimura, andToru Ishida, “Silhouettell: Awareness Support for Real-World En-counter,” In T. Ishida Ed., Community Computing and Support Sys-tems, Lecture Notes in Computer Science, Vol. 1519, pp. 317–330,Springer-Verlag, 1998.

2. Masayuki Okamoto, Hideyuki Nakanishi, Toshikazu Nishimura,and Toru Ishida, “Silhouettell: Awareness Support for Real-WorldEncounter,” IPSJ DICOMO Symposium, pp. 701–708, 1998 (inJapanese).

3. Toru Ishida, Jun-ichi Akahani, Kaoru Hiramatsu, Katherine Isbister,Stefan Lisowski, Hideyuki Nakanishi, Masayuki Okamoto, YasuhikoMiyazaki, and Ken Tsutsuguchi, “Digital City Kyoto: Towards A So-cial Information Infrastructure,” In M. Klusch, O. Shehory, and G.Weiß Eds., Cooperative Information Agents III (International Work-shop on Cooperative Information Agents (CIA-99)), Lecture Notes inArtificial Intelligence, Vol. 1652, pp. 23–35, Springer-Verlag, 1999.

4. Yeonsoo Yang, Masayuki Okamoto, and Toru Ishida, “Applying Wiz-ard of Oz Method to Prototyping Learning Interface Agent,” IE-ICE Workshop on Software Agent and its Applications (SAA2000),pp. 223–230, 2000.

5. Masayuki Okamoto, Yeonsoo Yang, and Toru Ishida, “Wizard of OzMethod for Learning Dialog Agents,” In M. Klusch and F. ZambonelliEds., Cooperative Information Agents V (International Workshop onCooperative Information Agents (CIA-2001)), Lecture Notes in Arti-ficial Intelligence, Vol. 2182, pp. 20–25, Springer-Verlag, 2001.

6. Masayuki Okamoto and Nobutoshi Yamanaka, “Wizard of Oz

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Method for Learning Conversational Agents,” JSAI MYCOM2002,pp. 1–8, 2002 (in Japanese).

7. Masayuki Okamoto, “Incremental PDFA Learning for ConversationalAgents,” IEEE International Workshop on Knowledge Media Net-working (KMN-02), pp. 161–166, 2002.

8. Masayuki Okamoto, “Incremental Probabilistic DFA Learning forConversational Agents,” Joint Agent Workshop (JAWS2002), pp. 160–167, 2002 (in Japanese).

Conventions

1. Masayuki Okamoto, “Incremental PDFA Learning for ConversationalAgents,” Technical Report of IEICE, AI-2001-43, pp. 71–78, 2001 (inJapanese).

2. Nobutoshi Yamanaka, Masayuki Okamoto, Hideyuki Nakanishi, andToru Ishida, “Conversational Agents Guiding Virtual Cities based onNonverbal Cues,” IPSJ SIG Notes, 2003 (to appear, in Japanese).

3. Hideyuki Nakanishi, Toyokazu Itakura, Kaori Sugiyama, MasayukiOkamoto, Nobutoshi Yamanaka, and Toru Ishida, “Designing Vir-tual Humans for Virtual City Environments,” National Convention ofIPSJ, 2003 (to appear, in Japanese).

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