Exploring Turn-taking Cues in Multi-party Human-robot Discussions about Objects
2015 (English)In: Proceedings of the 2015 ACM International Conference on Multimodal Interaction, Association for Computing Machinery (ACM), 2015Conference paper (Refereed)
In this paper, we present a dialog system that was exhibited at the Swedish National Museum of Science and Technology. Two visitors at a time could play a collaborative card sorting game together with the robot head Furhat, where the three players discuss the solution together. The cards are shown on a touch table between the players, thus constituting a target for joint attention. We describe how the system was implemented in order to manage turn-taking and attention to users and objects in the shared physical space. We also discuss how multi-modal redundancy (from speech, card movements and head pose) is exploited to maintain meaningful discussions, given that the system has to process conversational speech from both children and adults in a noisy environment. Finally, we present an analysis of 373 interactions, where we investigate the robustness of the system, to what extent the system's attention can shape the users' turn-taking behaviour, and how the system can produce multi-modal turn-taking signals (filled pauses, facial gestures, breath and gaze) to deal with processing delays in the system.
Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2015.
Computer Science Language Technology (Computational Linguistics)
IdentifiersURN: urn:nbn:se:kth:diva-180422DOI: 10.1145/2818346.2820749ISI: 000380609500012ScopusID: 2-s2.0-84959259564OAI: oai:DiVA.org:kth-180422DiVA: diva2:893714
ACM International Conference on Multimodal Interaction, ICMI 2015; Seattle, United States; 9-13 November 2015
QC 201603312016-01-132016-01-132016-09-22Bibliographically approved