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Methods of Efficiently Constructing Text-Dialogue-Agent System Using Existing Anime Character

机译:使用现有的动漫性格有效地构建文本对话 - 代理系统的方法

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Many surely dream of being able to chat with his/her favorite anime characters from an early age. To make such a dream possible, we propose an efficient method for constructing a system that enables users to text chat with existing anime characters. We tackled two research problems to generate verbal and nonverbal behaviors for a text-chat agent system of an existing character. In the generation of verbal behavior, it is a major issue to be able to generate utterance text that reflects the personality of existing characters in response to any user questions. For this problem, we propose the use role play-based question-answering to efficiently collect high-quality paired data of user's questions and system's answers reflecting the personality of an anime character. We also propose a new utterance generation method that uses a neural translation model with the collected data. Rich and natural expressions of nonverbal behavior greatly enhance the appeal of agent systems. However, not all existing anime characters move as naturally and as diversely as humans. Therefore, we propose a method that can automatically generate whole-body motion from spoken text in order to make it so that anime characters have human-like and natural movements. In addition to these movements, we try to add a small amount of characteristic movement on a rule basis to reflect personality. We created a text-dialogue agent system of a popular existing anime character using our proposed generation methods. As a result of a subjective evaluation of the implemented system, our models for generating verbal and nonverbal behavior improved the impression of the agent's responsiveness and reflected the personality of the character. In addition, generating characteristic motions with a small amount of on the basis of heuristic rules was not effective, but rather the character generated by our generation model that reflects the average motion of persons had more personality. Therefore, our proposed methods for generating verbal and nonverbal behaviors and the construction method will greatly contribute to the realization of text-dialogue-agent systems of existing characters.
机译:许多人肯定梦想能够与他/她最喜欢的休息年龄聊天。为了使这种梦想成为可能,我们提出了一种构建一个系统的有效方法,使用户能够与现有的动漫字符进行文本聊天。我们解决了两项研究问题,为现有字符的文本聊天代理系统生成口头和非语言行为。在发电的口头行为中,能够生成反映现有字符的个性以响应任何用户问题的话语文本是一个主要问题。对于这个问题,我们提出了基于角色播放的问题回答,以有效地收集用户问题和系统答案的高质量配对数据,反映了一个动漫性格的个性。我们还提出了一种新的话语生成方法,它使用具有收集数据的神经翻译模型。非语言行为的丰富和自然表达大大提高了代理系统的吸引力。然而,并非所有现有的动漫字符都像人类一样自然地移动。因此,我们提出了一种可以从口头文本自动生成全身运动的方法,以便使动漫字符具有人类和自然运动。除了这些运动之外,我们还试图在规则的基础上增加少量的特征运动以反映个性。我们使用我们提出的生成方法创建了一个流行的动漫角色的文本对话代理系统。由于对实施系统的主观评估,我们的模型,用于产生口头和非语言行为改善了代理人的响应的印象,并反映了角色的个性。此外,在启发式规则的基础上产生具有少量的特征运动并不有效,而是我们生成模型产生的角色,这些模型反映了人们的平均运动更多的个性。因此,我们提出的用于生成口头和非语言行为和施工方法的方法将极大地有助于实现现有字符的文本对话代理系统。

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