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Jill Fain Lehman

dblp:03/2381 · also Jill Lehman · DBLP profile ↗
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35ranked-venue papers
5as first author
5since 2021 · last 2025
0000-0001-7906-4899ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 20 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 20 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
5 papers
Human-robot interaction · 36% Human-AI interaction · 27% Haptics and multimodal interaction · 19%
Artificial intelligence
3 papers
Information extraction and text analysis · 66% Planning, search and constraint satisfaction · 31% Knowledge representation and reasoning · 1%
Databases, data mining, and information retrieval
1 paper
Knowledge graphs · 100%

Topics — the 8 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
learning from demonstration
0.912025
Scaling Context-Aware Task Assistants that Learn from Demonstration and Adapt through Mixed-Initiative Dialogue · UIST 2025
Knowledge graphs
link prediction
0.512021
Robust Knowledge Graph Completion with Stacked Convolutions and a Student Re-Ranking Network · ACL/IJCNLP (1) 2021
Haptics and multimodal interaction
haptic feedback
0.212015
FeelSleeve: Haptic Feedback to Enhance Early Reading · CHI 2015
Natural language and speech › Information extraction and text analysis › discourse analysis
discourse structure
0.112020
MedFilter: Improving Extraction of Task-relevant Utterances through Integration of Discourse Structure and Ontological Knowledge · EMNLP (1) 2020
Accessibility and assistive technology
alternative input
0.112011
A tongue input device for creating conversations · UIST 2011
Games and playful interaction › game control
voice-controlled games
0.112017
Creating Prosodic Synchrony for a Robot Co-player in a Speech-controlled Game for Children · HRI 2017
Haptics and multimodal interaction
wearable haptic device
0.112015
FeelSleeve: Haptic Feedback to Enhance Early Reading · CHI 2015
Automata and formal languages
grammatical inference
0.011990
A General Method for Learning Idiosyncratic Grammars · ML 1990

Methods — techniques the papers use, named apart from their topics

mixed-initiative dialogue · 1.7learning from demonstration · 1.7ontological knowledge · 0.9discourse structure · 0.9user study · 0.5student network · 0.5knowledge distillation · 0.5convolutional network · 0.5pneumatic actuation · 0.3force control · 0.3prosodic feature measurement · 0.3dynamic bayesian network · 0.3comprehension and memory assessment · 0.2silicone fabrication with conductive thread · 0.1statistical analysis · 0.0
YearPublicationVenuePosition
2025 Scaling Context-Aware Task Assistants that Learn from Demonstration and Adapt through Mixed-Initiative Dialogue
Riku Arakawa, Prasoon Patidar, Will Page, Jill Fain Lehman, Mayank Goel
UIST4
2022 Adapting to the Long Tail: A Meta-Analysis of Transfer Learning Research for Language Understanding Tasks
abstract
Abstract Natural language understanding (NLU) has made massive progress driven by large benchmarks, but benchmarks often leave a long tail of infrequent phenomena underrepresented. We reflect on the question: Have transfer learning methods sufficiently addressed the poor performance of benchmark-trained models on the long tail? We conceptualize the long tail using macro-level dimensions (underrepresented genres, topics, etc.), and perform a qualitative meta-analysis of 100 representative papers on transfer learning research for NLU. Our analysis asks three questions: (i) Which long tail dimensions do transfer learning studies target? (ii) Which properties of adaptation methods help improve performance on the long tail? (iii) Which methodological gaps have greatest negative impact on long tail performance? Our answers highlight major avenues for future research in transfer learning for the long tail. Lastly, using our meta-analysis framework, we perform a case study comparing the performance of various adaptation methods on clinical narratives, which provides interesting insights that may enable us to make progress along these future avenues.
Aakanksha Naik, Jill Fain Lehman, Carolyn P. Rosé
Trans. Assoc. Comput. Linguistics2
2021 Robust Knowledge Graph Completion with Stacked Convolutions and a Student Re-Ranking Network
abstract
Knowledge Graph (KG) completion research usually focuses on densely connected benchmark datasets that are not representative of real KGs. We curate two KG datasets that include biomedical and encyclopedic knowledge and use an existing commonsense KG dataset to explore KG completion in the more realistic setting where dense connectivity is not guaranteed. We develop a deep convolutional network that utilizes textual entity representations and demonstrate that our model outperforms recent KG completion methods in this challenging setting. We find that our model's performance improvements stem primarily from its robustness to sparsity. We then distill the knowledge from the convolutional network into a student network that re-ranks promising candidate entities. This re-ranking stage leads to further improvements in performance and demonstrates the effectiveness of entity re-ranking for KG completion.
Justin Lovelace, Denis Newman-Griffis, Shikhar Vashishth, Jill Fain Lehman, Carolyn P. Rosé
ACL/IJCNLP (1)4
2021 Adapting Event Extractors to Medical Data: Bridging the Covariate Shift
abstract
We tackle the task of adapting event extractors to new domains without labeled data, by aligning the marginal distributions of source and target domains.As a testbed, we create two new event extraction datasets using English texts from two medical domains: (i) clinical notes, and (ii) doctor-patient conversations.We test the efficacy of three marginal alignment techniques: (i) adversarial domain adaptation (ADA), (ii) domain adaptive fine-tuning (DAFT), and (iii) a new instance weighting technique based on language model likelihood scores (LIW).LIW and DAFT improve over a no-transfer BERT baseline on both domains, but ADA only improves on notes.Deeper analysis of performance under different types of shifts (e.g., lexical shift, semantic shift) explains some of the variations among models.Our best-performing models reach F1 scores of 70.0 and 72.9 on notes and conversations respectively, using no labeled target data.
Aakanksha Naik, Jill Fain Lehman, Carolyn P. Rosé
EACL2
2021 Translational NLP: A New Paradigm and General Principles for Natural Language Processing Research
abstract
Denis Newman-Griffis, Jill Fain Lehman, Carolyn Rosé, Harry Hochheiser. Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2021.
Denis Newman-Griffis, Jill Fain Lehman, Carolyn P. Rosé, Harry Hochheiser
NAACL-HLT2
2020 MedFilter: Improving Extraction of Task-relevant Utterances through Integration of Discourse Structure and Ontological Knowledge
abstract
Information extraction from conversational data is particularly challenging because the task-centric nature of conversation allows for effective communication of implicit information by humans, but is challenging for machines.The challenges may differ between utterances depending on the role of the speaker within the conversation, especially when relevant expertise is distributed asymmetrically across roles.Further, the challenges may also increase over the conversation as more shared context is built up through information communicated implicitly earlier in the dialogue.In this paper, we propose the novel modeling approach MEDFILTER, which addresses these insights in order to increase performance at identifying and categorizing task-relevant utterances, and in so doing, positively impacts performance at a downstream information extraction task.We evaluate this approach on a corpus of nearly 7,000 doctor-patient conversations where MEDFILTER is used to identify medically relevant contributions to the discussion (achieving a 10% improvement over SOTA baselines in terms of area under the PR curve).Identifying task-relevant utterances benefits downstream medical processing, achieving improvements of 15%, 105%, and 23% respectively for the extraction of symptoms, medications, and complaints.
Sopan Khosla, Shikhar Vashishth, Jill Fain Lehman, Carolyn P. Rosé
EMNLP (1)3
2018 Force Jacket: Pneumatically-Actuated Jacket for Embodied Haptic Experiences
abstract
Immersive experiences seek to engage the full sensory system in ways that words, pictures, or touch alone cannot. With respect to the haptic system, however, physical feedback has been provided primarily with handheld tactile experiences or vibration-based designs, largely ignoring both pressure receptors and the full upper-body area as conduits for expressing meaning that is consistent with sight and sound. We extend the potential for immersion along these dimensions with the Force Jacket, a novel array of pneumatically-actuated airbags and force sensors that provide precisely directed force and high frequency vibrations to the upper body. We describe the pneumatic hardware and force control algorithms, user studies to verify perception of airbag location and pressure magnitude, and subsequent studies to define full-torso, pressure and vibration-based feel effects such as punch, hug, and snake moving across the body. We also discuss the use of those effects in prototype virtual reality applications.
Alexandra Delazio, Ken Nakagaki, Roberta L. Klatzky, Scott E. Hudson, Jill Fain Lehman, Alanson P. Sample
CHI5
2018 Incremental Acquisition and Reuse of Multimodal Affective Behaviors in a Conversational Agent
abstract
To feel novel and engaging over time it is critical for an autonomous agent to have a large corpus of potential responses. As the size and multi-domain nature of the corpus grows, however, traditional hand-authoring of dialogue content is no longer practical. While crowdsourcing can help to overcome the problem of scale, a diverse set of authors contributing independently to an agent's language can also introduce inconsistencies in expressed behavior. In terms of affect or mood, for example, incremental authoring can result in an agent who reacts calmly at one moment but impatiently moments later with no clear reason for the transition. In contrast, affect in natural conversation develops over time based on both the agent's personality and contextual triggers. To better achieve this dynamic, an autonomous agent needs to (a) have content and behavior available for different desired affective states and (b) be able to predict what affective state will be perceived by a person for a given behavior. In this proof-of-concept paper, we explore a way to elicit and evaluate affective behavior using crowdsourcing. We show that untrained crowd workers are able to author content for a broad variety of target affect states when given semi-situated narratives as prompts. We also demonstrate that it is possible to strategically combine multimodal affective behavior and voice content from the authored pieces using a predictive model of how the expressed behavior will be perceived.
Maike Paetzel-Prüsmann, James Kennedy 0001, Ginevra Castellano, Jill Fain Lehman
HAI4
2017 Persistent Memory in Repeated Child-Robot Conversations
abstract
Persistent memory is a critical mechanism in long-term human-robot interaction. In this work, we investigate how a robot can use information from prior conversations with the same child to foster a sense of relationship over time. To address this question, we conducted a repeated interaction study with three experimental conditions: a baseline control condition, in which the robot retains no information between conversations and relies on a typical elicitation-response paradigm; a persistence condition, in which children experience the same topic flow but with some robot turns that refer back to prior shared events; and a pro-active persistence condition, in which the robot attempts to offer its own feelings and opinions pro-actively and congruently with what it knows about the child. Our results indicate age differences with respect to the measures of interest. During conversations with the robot, older children who were assigned to the persistence conditions exhibited more positive affect, while younger children showed more positive affect in the control condition. Moreover, in a set of comparative judgments among robots they had played with, children in the augmented persistence condition considered PIPER to be the most intelligent and their favorite more often than children in the other conditions, overall, but the effect was more evident in the older children.
Iolanda Leite, André Pereira 0001, Jill Fain Lehman
IDC3
2017 Collaborative Storytelling between Robot and Child: A Feasibility Study
abstract
Joint storytelling is a common parent-child activity and brings multiple benefits such as improved language learning for children. Most existing storytelling robots offer rigid interaction with children and do not contribute to children's stories. In this paper, we envision a robot that collaborates with a child to create oral stories in a highly interactive manner. We performed a Wizard-of-Oz feasibility study, which involved 78 children between 4 and 10 years old, to compare two collaboration strategies: (1) inserting new story content and relating it to the existing story and (2) inserting content without relating it to the existing story. We hypothesize the first strategy can foster true collaboration and create rapport, whereas the second is a safe strategy when the robot cannot understand the story. We observed that, although the first strategy creates a heavier cognitive load, it was as enjoyable as the second. We also observed some indications that the first strategy may mitigate the difficulties in story creation for young children under the age of 7 and encourage children to speak more. This study suggests that a mixture strategy is feasible for robots in collaborative storytelling, providing sufficient cognitive challenge while concealing its shortcomings on natural language understanding.
Iolanda Leite, Jill Fain Lehman, Boyang Li 0001
IDC3
2017 Creating Prosodic Synchrony for a Robot Co-player in a Speech-controlled Game for Children
abstract
Synchrony is an essential aspect of human-human interactions. In previous work, we have seen how synchrony manifests in low-level acoustic phenomena like fundamental frequency, loudness, and the duration of keywords during the play of child-child pairs in a fast-paced, cooperative, language-based game. The correlation between the increase in such low-level synchrony and increase in enjoyment of the game suggests that a similar dynamic between child and robot co-players might also improve the child's experience. We report an approach to creating on-line acoustic synchrony by using a dynamic Bayesian network learned from prior recordings of child-child play to select from a predefined space of robot speech in response to real-time measurement of the child's prosodic features. Data were collected from 40 new children, each playing the game with both a synchronizing and non-synchronizing version of the robot. Results show a significant order effect: although all children grew to enjoy the game more over time, those that began with the synchronous robot maintained their own synchrony to it and achieved higher engagement compared with those that did not.
Najmeh Sadoughi, André Pereira 0001, Rishub Jain, Iolanda Leite, Jill Fain Lehman
HRI5
2017 Learning and Reusing Dialog for Repeated Interactions with a Situated Social Agent
James Kennedy 0001, Iolanda Leite, André Pereira 0001, Boyang Li 0001, Rishub Jain, Ricson Cheng, Eli Pincus, Elizabeth J. Carter, Jill Fain Lehman
IVA10
2017 Augmented reality dialog interface for multimodal teleoperation
abstract
We designed an augmented reality interface for dialog that enables the control of multimodal behaviors in telepresence robot applications. This interface, when paired with a telepresence robot, enables a single operator to accurately control and coordinate the robot's verbal and nonverbal behaviors. Depending on the complexity of the desired interaction, however, some applications might benefit from having multiple operators control different interaction modalities. As such, our interface can be used by either a single operator or pair of operators. In the paired-operator system, one operator controls verbal behaviors while the other controls nonverbal behaviors. A within-subjects user study was conducted to assess the usefulness and validity of our interface in both single and paired-operator setups. When faced with hard tasks, coordination between verbal and nonverbal behavior improves in the single-operator condition. Despite single operators being slower to produce verbal responses, verbal error rates were unaffected by our conditions. Finally, significantly improved presence measures such as mental immersion, sensory engagement, ability to view and understand the dialog partner, and degree of emotion occur for single operators that control both the verbal and nonverbal behaviors of the robot.
André Pereira 0001, Elizabeth J. Carter, Iolanda Leite, John Mars, Jill Fain Lehman
RO-MAN5
2016 The Robot Who Knew Too Much: Toward Understanding the Privacy/Personalization Trade-Off in Child-Robot Conversation
abstract
In human-human conversation we elicit, share and use information as a way of defining and building relationships -- how information is revealed, and by whom, matters. A similar goal of using conversation as a relationship-building mechanism in human-robot interaction might or might not require the same degree of nuance. We explore what happens in the increasingly likely situation that a robot has sensed information about a child of which the child is unaware, then discloses that information in conversation in an effort to personalize the child's experience. In a pilot study, 28 children conversed with a social robot that either told a story with characters already introduced into the conversation by the child (control) or characters hidden by the child in a treasure chest that the child was holding (experimental). Cumulative evidence showed that all participants in the experimental condition noticed the robot's violation of expectations, but younger children (4 to 6 years) exhibited more contained emotional reactions than older children (7 to 10 years), and girls expressed more negative affect than boys. Despite the immediate response, post-conversation measures suggest that the single event did not have an impact on children's ratings of robot likeability or their willingness to interact with the robot again.
Iolanda Leite, Jill Fain Lehman
IDC2
2016 Semi-situated learning of verbal and nonverbal content for repeated human-robot interaction
abstract
Content authoring of verbal and nonverbal behavior is a limiting factor when developing agents for repeated social interactions with the same user. We present PIP, an agent that crowdsources its own multimodal language behavior using a method we call semi-situated learning. PIP renders segments of its goal graph into brief stories that describe future situations, sends the stories to crowd workers who author and edit a single line of character dialog and its manner of expression, integrates the results into its goal state representation, and then uses the authored lines at similar moments in conversation. We present an initial case study in which the language needed to host a trivia game interaction is learned pre-deployment and tested in an autonomous system with 200 users "in the wild." The interaction data suggests that the method generates both meaningful content and variety of expression.
Iolanda Leite, André Pereira 0001, Allison Funkhouser, Boyang Li 0001, Jill Fain Lehman
ICMI5
2016 An Acoustic Analysis of Child-Child and Child-Robot Interactions for Understanding Engagement during Speech-Controlled Computer Games
Theodora Chaspari, Jill Fain Lehman
INTERSPEECH2
2016 Estimation of Children's Physical Characteristics from Their Voices
Jill Fain Lehman, Rita Singh
INTERSPEECH1
2016 Multi-party Language Interaction in a Fast-Paced Game Using Multi-keyword Spotting
Jill Fain Lehman, Nikolas Wolfe, André Pereira 0001
IVA1
2016 Imitating human movement with teleoperated robotic head
abstract
Effective teleoperation requires real-time control of a remote robotic system. In this work, we develop a controller for realizing smooth and accurate motion of a robotic head with application to a teleoperation system for the Furhat robot head [1], which we call TeleFurhat. The controller uses the head motion of an operator measured by a Microsoft Kinect 2 sensor as reference and applies a processing framework to condition and render the motion on the robot head. The processing framework includes a pre-filter based on a moving average filter, a neural network-based model for improving the accuracy of the raw pose measurements of Kinect, and a constrained-state Kalman filter that uses a minimum jerk model to smooth motion trajectories and limit the magnitude of changes in position, velocity, and acceleration. Our results demonstrate that the robot can reproduce the human head motion in real time with a latency of approximately 100 to 170 ms while operating within its physical limits. Furthermore, viewers prefer our new method over rendering the raw pose data from Kinect.
Priyanshu Agarwal, Samer Al Moubayed, Alexander Alspach, Joohyung Kim, Elizabeth J. Carter, Jill Fain Lehman, Katsu Yamane
RO-MAN6
2015 Using haptic inputs to enrich story listening for young children
abstract
Research on children's cognitive development has demonstrated the positive effects of listening to stories. However, traditional story listening is losing its appeal to other entertainment technology such as video games. Hence, there is growing interest in studying the influence of ancillary media such as sound and interactive effects, although haptic sensory input has remained relatively unexploited. We implemented a haptic vest that generates vibrotactile stimulation related to story content to augment story listening. Study 1 showed that 5- and 6-year olds, but not 4-year olds, could associate haptic effects with semantic interpretations. In Study 2, children listened to stories containing elements with or without haptic effects. The 5- and 6-year olds showed better comprehension of the haptically-signaled content in the higher-performance story. The results provide initial evidence that haptic effects can potentially enhance the reading/listening experience of children beyond 4 years.
Siyan Zhao, Jill Fain Lehman, Ali Israr, Roberta L. Klatzky
IDC2
2015 FeelSleeve: Haptic Feedback to Enhance Early Reading
abstract
Engaging children with traditional approaches in education, especially reading, grows ever more difficult in the face of their attachment to tablets and computer games. We explore the possibility of making the story reading experience more interesting and memorable for children using haptic augmentation. In this paper, we present FeelSleeve, an interface that allows children to feel story events in their hands while they are reading on a mobile device. FeelSleeve uses transducers and audio output from the tablet within a gloved attachment to create vibratory effects that are meaningfully related to story content. We describe a study investigating whether embedding such haptic feedback into stories enhances reading for six to nine year olds. Our results indicate that story events accompanied by haptic feedback are better comprehended and appear to be more salient in memory. These results provide evidence that haptic effects have the potential to improve children's reading experience and make it more memorable.
Nesra Yannier, Ali Israr, Jill Fain Lehman, Roberta L. Klatzky
CHI3
2015 Toward Better Understanding of Engagement in Multiparty Spoken Interaction with Children
abstract
A system's ability to understand and model a human's engagement during an interactive task is important for both adapting its behavior to the moment and achieving a coherent interaction over time. Standard practice for creating such a capability requires uncovering and modeling the multimodal cues that predict engagement in a given task environment. The first step in this methodology is to have human coders produce "gold standard" judgments of sample behavior. In this paper we report results from applying this first step to the complex and varied behavior of children playing a fast-paced, speech-controlled, side-scrolling game called Mole Madness. We introduce a concrete metric for engagement-willingness to continue the interaction--that leads to better inter-coder judgments for children playing in pairs, explore how coders perceive the relative contribution of audio and visual cues, and describe engagement trends and patterns in our population. We also examine how the measures change when the same children play Mole Madness with a robot instead of a peer. We conclude by discussing the implications of the differences within and across play conditions for the automatic estimation of engagement and the extension of our autonomous robot player into a "buddy" that can individualize interaction for each player and game.
Samer Al Moubayed, Jill Fain Lehman
ICMI2
2015 Evidence of phonological processes in automatic recognition of children's speech
Evangelia Fringi, Jill Fain Lehman, Martin J. Russell
INTERSPEECH2
2015 Keyword spotting in multi-player voice driven games for children
abstract
Word spotting, or keyword identification, is a highly challenging task when there are multiple speakers speaking simultaneously. In the case of a game being controlled by children solely through voice, the task becomes extremely difficult. Children, unlike adults, typically do not await their turn to speak in an orderly fashion. They interrupt and shout at arbitrary times, speak or say things that are not within the purview of the game vocabulary, arbitrarily stretch, contract, distort or rapid-repeat words, and do not stay in one location either horizontally or vertically. Consequently, standard state-of-art keyword spotting systems that work admirably for adults in multiple keyword settings, fail to perform well even in a basic two-word vocabulary keyword spotting task in the case of children. This paper highlights the issues with keyword spotting using a simple two-word game played by children of different age groups, and gives quantitative performance assessments using a novel keyword spotting technique that is especially suited to such scenarios.
Sundar Harshavardhan, Jill Fain Lehman, Rita Singh
INTERSPEECH2
2015 Regulating Turn-Taking in Multi-child Spoken Interaction
Samer Al Moubayed, Jill Fain Lehman
IVA2
2014 Online word-spotting in continuous speech with recurrent neural networks
abstract
In this paper we introduce a simplified architecture for gated recurrent neural networks that can be used in single-pass applications, where word-spotting needs to be done in real-time and phoneme-level information is not available for training. The network operates as a self-contained block in a strictly forward-pass configuration to directly generate keyword labels. We call these simple networks causal networks, where the current output is only weighted by the the past inputs and outputs. Since the basic network has a simpler architecture as compared to traditional memory networks used in keyword spotting, it also requires less data to train. Experiments on a standard speech database highlight the behavior and efficacy of such networks. Comparisons with a standard HMM-based keyword spotter show that these networks, while simple, are still more accurate.
Pallavi Baljekar, Jill Fain Lehman, Rita Singh
SLT2
2014 Feel Effects: Enriching Storytelling with Haptic Feedback
abstract
Despite a long history of use in communication, haptic feedback is a relatively new addition to the toolbox of special effects. Unlike artists who use sound or vision, haptic designers cannot simply access libraries of effects that map cleanly to media content, and they lack even guiding principles for creating such effects. In this article, we make progress toward both capabilities: we generate a foundational library of usable haptic vocabulary and do so with a methodology that allows ongoing additions to the library in a principled and effective way. We define a feel effect as an explicit pairing between a meaningful linguistic phrase and a rendered haptic pattern. Our initial experiment demonstrates that users who have only their intrinsic language capacities, and no haptic expertise, can generate a core set of feel effects that lend themselves via semantic inference to the design of additional effects. The resulting collection of more than 40 effects covers a wide range of situations (including precipitation, animal locomotion, striking, and pulsating events) and is empirically shown to produce the named sensation for the majority of our test users in a second experiment. Our experiments demonstrate a unique and systematic approach to designing a vocabulary of haptic sensations that are related in both the semantic and parametric spaces.
Ali Israr, Siyan Zhao, Kaitlyn Schwalje, Roberta L. Klatzky, Jill Fain Lehman
ACM Trans. Appl. Percept.5
2013 Fun and fair: influencing turn-taking in a multi-party game with a virtual agent
abstract
Language-based interfaces for children hold great promise in education, therapy, and entertainment. An important subset of these interfaces includes those with a virtual agent that mediates the interaction. When participants are groups of children, the agent will need to exert a certain amount of turn-taking control to ensure that all group members participate and benefit from the experience, but must do so without being so overtly directive as to undermine the children's enjoyment of and engagement in the task. We present a hierarchy of nonverbal and verbal behaviors that a virtual agent can employ flexibly when passing the conversational turn. When used effectively, these behaviors can equalize participation, and potentially decrease the amount of overlapping speech among participants, improving automatic speech recognition in turn. We evaluated the behaviors by having children play a language-based game twice, once with a flexible host and once with an inflexible host that did not have access to the behaviors. Post-game opinion cards revealed no difference between the conditions with respect to fun or likability of the host, despite the flexible agent eliciting more evenly distributed play.
Sean Andrist, Iolanda Leite, Jill Fain Lehman
IDC3
2013 Managing chaos: models of turn-taking in character-multichild interactions
abstract
Turn-taking decisions in multiparty settings are complex, especially when the participants are children. Our goal is to endow an interactive character with appropriate turn-taking behavior using visual, audio and contextual features. To that end, we investigate three distinct turn-taking models: a baseline model grounded in established turn-taking rules for adults and two machine learning models, one trained with data collected in situ and the other trained with data collected in more controlled conditions. The three models are shown to have different profiles of behavior during silences, overlapping speech, and at the end of participants' turns. An exploratory user evaluation focusing on the decision points where the models differ showed clear preference for the machine learning models over the baseline model. The results indicate that the rules for language interactions with small groups of children are not simply an extension of the rules for interacting with small groups of adults.
Iolanda Leite, Hannaneh Hajishirzi, Sean Andrist, Jill Fain Lehman
ICMI4
2012 Using Group History to Identify Character-Directed Utterances in Multi-Child Interactions
Hannaneh Hajishirzi, Jill Fain Lehman, Jessica K. Hodgins
SIGDIAL Conference2
2011 A tongue input device for creating conversations
abstract
We present a new tongue input device, the tongue joystick, for use by an actor inside an articulated-head character costume. Using our device, the actor can maneuver through a dialogue tree, selecting clips of prerecorded audio to hold a conversation in the voice of the character. The device is constructed of silicone sewn with conductive thread, a unique method for creating rugged, soft, low-actuation force devices. This method has application for entertainment and assistive technology. We compare our device against other portable mouth input devices, showing it to be the fastest and most accurate in tasks mimicking our target application. Finally, we show early results of an actor inside an articulated-head costume using the tongue joystick to interact with a child.
Ronit Slyper, Jill Fain Lehman, Jodi Forlizzi, Jessica K. Hodgins
UIST2
1999 Toward the use of speech and natural language technology in intervention for a languagedisordered population
abstract
We describe the design of Simone Says, an interactive software environment for language remediation that brings together research in speech recognition, natural language processing and computer-aided instruction. The underlying technology for the implementation and the system's eventual evaluation is also discussed.
Jill Fain Lehman
Behav. Inf. Technol.1
1994 Toward the Essential Nature of Statistical Knowledge in Sense Resolution
Jill Fain Lehman
AAAI1
1994 Real-Time Natural Language Generation in NL-SOAR
Robert Rubinoff, Jill Fain Lehman
INLG2
1990 A General Method for Learning Idiosyncratic Grammars
Jill Fain Lehman
ML1