This is an internal, incomplete preview of a proposed change to the ACL Anthology.
For efficiency reasons, we don't generate MODS or Endnote formats, and the preview may be incomplete in other ways, or contain mistakes.
Do not treat this content as an official publication.
MagalieOchs
Fixing paper assignments
Please select all papers that belong to the same person.
Indicate below which author they should be assigned to.
The growing number of generative AI-based dialogue systems has made their evaluation a crucial challenge. This paper presents our contribution to this important problem through the Dialogue System Technology Challenge (DSTC-12, Track 1), where we developed models to predict dialogue-level, dimension-specific scores. Given the constraint of using relatively small models (i.e. fewer than 13 billion parameters) our work follows two main strategies: employing Language Models (LMs) as evaluators through prompting, and training encoder-based classification and regression models.Our results show that while LM prompting achieves only modest correlations with human judgments, it still ranks second on the test set, outperformed only by the baseline.The regression and classification models, with significantly fewer parameters, demonstrate high correlation for some dimensions on the validation set. Although their performance decreases on the test set, it is important to note that the test set contains annotations with significantly different score ranges for some of the dimensions with respect to the train and validation sets.
In the realm of human communication, feedback plays a pivotal role in shaping the dynamics of conversations. This study delves into the multifaceted relationship between listener feedback, narration quality and distraction effects. We present an analysis conducted on the SMYLE corpus, specifically enriched for this study, where 30 dyads of participants engaged in 1) face-to-face storytelling (8.2 hours) followed by 2) a free conversation (7.8 hours). The storytelling task unfolds in two conditions, where a storyteller engages with either a “normal” or a “distracted” listener. Examining the feedback impact on storytellers, we discover a positive correlation between the frequency of specific feedback and the narration quality in normal conditions, providing an encouraging conclusion regarding the enhancement of interaction through specific feedback in distraction-free settings. In contrast, in distracted settings, a negative correlation emerges, suggesting that increased specific feedback may disrupt narration quality, underscoring the complexity of feedback dynamics in human communication. The contribution of this paper is twofold: first presenting a new and highly enriched resource for the analysis of discourse phenomena in controlled and normal conditions; second providing new results on feedback production, its form and its consequence on the discourse quality (with direct applications in human-machine interaction).
To create conversational systems with human-like listener behavior, generating short feedback responses (e.g., “mhm”, “ah”, “wow”) appropriate for their context is crucial. These responses convey their communicative function through their lexical form and their prosodic realization. In this paper, we transplant the prosody of feedback responses from human-human U.S. English telephone conversations to a target speaker using two synthesis techniques (TTS and signal processing). Our evaluation focuses on perceived naturalness, contextual appropriateness and preservation of communicative function. Results indicate TTS-generated feedback were perceived as more natural than signal-processing-based feedback, with no significant difference in appropriateness. However, the TTS did not consistently convey the communicative function of the original feedback.
There has been a lot of work on predicting the timing of feedback in conversational systems. However, there has been less focus on predicting the prosody and lexical form of feedback given their communicative function. Therefore, in this paper we present our preliminary annotations of the communicative functions of 1627 short feedback tokens from the Switchboard corpus and an analysis of their lexical realizations and prosodic characteristics. Since there is no standard scheme for annotating the communicative function of feedback we propose our own annotation scheme. Although our work is ongoing, our preliminary analysis revealed lexical tokens such as “yeah” are ambiguous and therefore lexical forms alone are not indicative of the function. Both the lexical form and prosodic characteristics need to be taken into account in order to predict the communicative function. We also found that feedback functions have distinguishable prosodic characteristics in terms of duration, mean pitch, pitch slope, and pitch range.
The aim of this study is to investigate conversational feedbacks that contain smiles and laughs. Firstly, we propose a statistical analysis of smiles and laughs used as generic and specific feedbacks in a corpus of French talk-in-interaction. Our results show that smiles of low intensity are preferentially used to produce generic feedbacks while high intensity smiles and laughs are preferentially used to produce specific feedbacks. Secondly, based on a machine learning approach, we propose a hierarchical classification of feedback to automatically predict not only the presence/absence of a smile but, also the type of smiles according to an intensity-scale (low or high).
Dialogue act classification becomes a complex task when dealing with fine-grain labels. Many applications require such level of labelling, typically automatic dialogue systems. We present in this paper a 2-level classification technique, distinguishing between generic and specific dialogue acts (DA). This approach makes it possible to benefit from the very good accuracy of generic DA classification at the first level and proposes an efficient approach for specific DA, based on high-level linguistic features. Our results show the interest of involving such features into the classifiers, outperforming all other feature sets, in particular those classically used in DA classification.
In this paper we present investigation of real-life, bi-directional conversations. We introduce the multimodal corpus derived from these natural conversations alternating between human-human and human-robot interactions. The human-robot interactions were used as a control condition for the social nature of the human-human conversations. The experimental set up consisted of conversations between the participant in a functional magnetic resonance imaging (fMRI) scanner and a human confederate or conversational robot outside the scanner room, connected via bidirectional audio and unidirectional videoconferencing (from the outside to inside the scanner). A cover story provided a framework for natural, real-life conversations about images of an advertisement campaign. During the conversations we collected a multimodal corpus for a comprehensive characterization of bi-directional conversations. In this paper we introduce this multimodal corpus which includes neural data from functional magnetic resonance imaging (fMRI), physiological data (blood flow pulse and respiration), transcribed conversational data, as well as face and eye-tracking recordings. Thus, we present a unique corpus to study human conversations including neural, physiological and behavioral data.
This paper presents an original dataset of controlled interactions, focusing on the study of feedback items. It consists on recordings of different conversations between a doctor and a patient, played by actors. In this corpus, the patient is mainly a listener and produces different feedbacks, some of them being (voluntary) incongruent. Moreover, these conversations have been re-synthesized in a virtual reality context, in which the patient is played by an artificial agent. The final corpus is made of different movies of human-human conversations plus the same conversations replayed in a human-machine context, resulting in the first human-human/human-machine parallel corpus. The corpus is then enriched with different multimodal annotations at the verbal and non-verbal levels. Moreover, and this is the first dataset of this type, we have designed an experiment during which different participants had to watch the movies and give an evaluation of the interaction. During this task, we recorded participant’s brain signal. The Brain-IHM dataset is then conceived with a triple purpose: 1/ studying feedbacks by comparing congruent vs. incongruent feedbacks 2/ comparing human-human and human-machine production of feedbacks 3/ studying the brain basis of feedback perception.
In this paper, we present a tool allowing dynamic prediction and visualization of an individual’s local brain activity during a conversation. The prediction module of this tool is based on classifiers trained using a corpus of human-human and human-robot conversations including fMRI recordings. More precisely, the module takes as input behavioral features computed from raw data, mainly the participant and the interlocutor speech but also the participant’s visual input and eye movements. The visualisation module shows in real-time the dynamics of brain active areas synchronised with the behavioral raw data. In addition, it shows which integrated behavioral features are used to predict the activity in individual brain areas.
L’utilisation des emojis dans les messageries sociales n’a eu de cesse d’augmenter ces dernières années. Plusieurs travaux récents ont porté sur la prédiction d’emojis afin d’épargner à l’utillisateur le parcours de librairies d’emojis de plus en plus conséquentes. Nous proposons une méthode permettant de récupérer automatiquement les catégories d’emojis à partir de leur contexte d’utilisation afin d’améliorer la prédiction finale. Pour ce faire nous utilisons des plongements lexicaux en considérant les emojis comme des mots présents dans des tweets. Nous appliquons ensuite un regroupement automatique restreint aux emojis visages afin de vérifier l’adéquation des résultats avec la théorie d’Ekman. L’approche est reproductible et applicable sur tous types d’emojis, ou lorsqu’il est nécessaire de prédire de nombreuses classes.
In this paper we present the system submitted to the SemEval2018 task2 : Multilingual Emoji Prediction. Our system approaches both languages as being equal by first; considering word embeddings associated to automatically computed features of different types, then by applying bagging algorithm RandomForest to predict the emoji of a tweet.
Nous présentons une interface de recommandation d’emojis porteurs de sentiments qui utilise un modèle de prédiction appris sur des messages informels privés. Chacun étant associé à deux scores de polarité prédits. Cette interface permet permet également d’enregistrer les choix de l’utilisateur pour confirmer ou infirmer la recommandation.
Interpersonal attitudes are expressed by non-verbal behaviors on a variety of different modalities. The perception of these behaviors is influenced by how they are sequenced with other behaviors from the same person and behaviors from other interactants. In this paper, we present a method for extracting and generating sequences of non-verbal signals expressing interpersonal attitudes. These sequences are used as part of a framework for non-verbal expression with Embodied Conversational Agents that considers different features of non-verbal behavior: global behavior tendencies, interpersonal reactions, sequencing of non-verbal signals, and communicative intentions. Our method uses a sequence mining technique on an annotated multimodal corpus to extract sequences characteristic of different attitudes. New sequences of non-verbal signals are generated using a probabilistic model, and evaluated using the previously mined sequences.
This paper presents an adaptive model of multimodal social behavior for embodied conversational agents. The context of this research is the training of youngsters for job interviews in a serious game where the agent plays the role of a virtual recruiter. With the proposed model the agent is able to adapt its social behavior according to the anxiety level of the trainee and a predefined difficulty level of the game. This information is used to select the objective of the system (to challenge or comfort the user), which is achieved by selecting the complexity of the next question posed and the agent’s verbal and non-verbal behavior. We have carried out a perceptive study that shows that the multimodal behavior of an agent implementing our model successfully conveys the expected social attitudes.