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Special seminar report Otake-lab seminar 11/24 Chi Wang, System Innovation, 37-116359 Trading spaces: how humans

s and humanoids use speech and gesture to give directions by Stefan Kopp, Paul A. Tepper, Kimberley Ferriman, Kristina Striengnitz, and Justine Cassell 2007 To convey a massage or to have communications, besides the verbal language, nonverbal language is also used often. However unlike verbal language normally has corresponding meanings of each word, nonverbal language can have several meanings of each movements or gestures, and the meaning would vary between different people. This research proposed Image Description Feature (IDF) as the hypothesis to develop a better humanoid to use speech and gestures in giving directions. The research states IDF as The intermediate level of meaning, which explicates the imagistic content of an iconic gesture, consists of separable, qualitative features describing the meaningful geometric and spatial properties of entities. To prove this hypothesis, they perform an experiment to find relationship between form and meaning of iconic gestures. The methods are that direction-giver describes the route to directionfollower, then follower would have to find the route. The results shows among 3 gesture morphology types, horizontal gesture is the weakest while finger-strong plus plam-weak stringency level is the best way to give direction. NUMACK (the northwestern university multimodal autonomous conversational kiosk) is developed as humanoid which giving directions. It is able to realize direction-giving in quite different ways from other ECAs, and other non-embodied dialogue systems, but different doesn't mean better. Therefore, assessments had been held, and the results indicated NUMACK is capable of a wide variety of direction-giving gestures than agents relied on gesture libraries. Conversation quantization and sustainable knowledge globe by Hideki Kubota, Yasuyuki Sumi, and Toyoaki Nishida 2007 Knowledge in professional conversation is vast amount, and informal, in other words, it is difficult to be computed, since computation knowledge is formal, such as ontology. To solve this problem, and for supporting knowledge creating conversation, conversation quantization approach had been proposed by Nishida, 2005. It is a computational approach for approximating a continuous flow of conversation by using a series of conversation quanta. A conversation quantum represent a reusable knowledge material that is an individually functional, interactive, and synthesizable conversation block. There are four stages in the conversation quantization, quantization, construction, tailoring, and requantization. Based on conversation quantization, sustainable knowledge globe (SKG) had been developed. It

input any electronic files with natural language annotations to produce quanta, and arrange as the story which read out by agents. Three experiments to assess SKG. In building proceedings of meeting experiments, they crossed ten meetings, SKG made a summary story of ten meetings to show monthly proceeding and significant topics. The feedback from participants indicate it was a good overview and a reminder of the meetings. In building personal contents experiments, it focus on investigating the diversity of the card arrangement that SKG offers. There are three subjects constructed their individual landscapes on SKG, the results showed SKG provides general methods to arrange contents by using tree structures, and SKG is a good platform for people to manifest the arbitrary structures in their brains. For the third experiment, reusing conversation quanta, subjects were able to create new presentation content by using quanta provided by SKG.

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