A language modeling approach to information retrieval
Proceedings of the 21st annual international ACM SIGIR conference on Research and development in information retrieval
A probabilistic model of information retrieval: development and comparative experiments
Information Processing and Management: an International Journal
Building a large annotated corpus of English: the penn treebank
Computational Linguistics - Special issue on using large corpora: II
Dialogue and domain knowledge management in dialogue systems
SIGDIAL '00 Proceedings of the 1st SIGdial workshop on Discourse and dialogue - Volume 10
The palace of memory: virtual tourism and tours of duty in Tactical Iraqi and Virtual Iraq
Proceedings of the 2006 international conference on Game research and development
Natural language processing for information retrieval: the time is ripe (again)
Proceedings of the ACM first Ph.D. workshop in CIKM
Developing intercultural competence through videogames
Proceedings of the 2009 international workshop on Intercultural collaboration
Serious Games for Immersive Cultural Training: Creating a Living World
IEEE Computer Graphics and Applications
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
A look at parsing and its applications
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
An easy to author dialogue management system for serious games
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
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"Conversational Agents" (CAs) are virtual characters controlled by the computer and able to dialogue with users in natural language. CAs are usually employed in virtual world applications, such as for training, gaming or advertising, in order to increase the situation realism and user involvement. We are implementing a natural language interaction system with a clear focus on instructional dialogues aimed at favoring a player's acquisition of knowledge on specific topics through interaction with specialized NPC. Another key requirement for the system is easy and efficient writing and maintenance of the texts, also by author with no specific expertise on computational language technology. The system we propose includes a strategy and a tactical level. The former is responsible for managing the high-level aspects of the conversation, while the latter responds to the player's queries by relying on an original combination of an essential syntactical analysis and an ITF-IDF-based procedure. The technique specifically targets a (educational) gaming application domain. However, we believe that the technique could be extended to meet the requirements of other application domains.