Anton Leuski

dblp:96/4225 · DBLP profile ↗
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56ranked-venue papers
15as first author
5since 2021 · last 2026
0000-0001-5987-5686ORCID · corroborated

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

Artificial intelligence and machine learning · 38 · 9 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 20 · 2 first-author · 1 since 2021Databases, data management, data science and information retrieval · 12 · 7 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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.

Databases, data mining, and information retrieval
7 papers
Information retrieval · 99% Web and social media mining · 1%
Human-computer interaction and pervasive computing
2 papers
Human-robot interaction · 99% User interface design and tools · 1%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 100%

Topics — the 16 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Information retrieval
question answering and dialogue systems
0.612022
TaskMAD: A Platform for Multimodal Task-Centric Knowledge-Grounded Conversational Experimentation · SIGIR 2022
Information retrieval › interactive information retrieval
conversational information seeking
0.412020
Agent Dialogue: A Platform for Conversational Information Seeking Experimentation · SIGIR 2020
Information retrieval
evaluation
0.412020
Agent Dialogue: A Platform for Conversational Information Seeking Experimentation · SIGIR 2020
Human-robot interaction › human-robot collaboration
error recovery
0.312018
Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots · HRI 2018
Human-robot interaction › social robot
social dialogue
0.312018
Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots · HRI 2018
Human-robot interaction
trust in robots
0.312018
Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots · HRI 2018
Information retrieval
multimedia analysis and retrieval
0.212015
A Novel Statistical Approach for Image and Video Retrieval and Its Adaption for Active Learning · ACM Multimedia 2015
Information retrieval
multimodal retrieval
0.212022
TaskMAD: A Platform for Multimodal Task-Centric Knowledge-Grounded Conversational Experimentation · SIGIR 2022
Cloud and datacenter computing › microservices
cloud-native microservices
0.112020
Agent Dialogue: A Platform for Conversational Information Seeking Experimentation · SIGIR 2020
Information retrieval
ranking
0.112015
A Novel Statistical Approach for Image and Video Retrieval and Its Adaption for Active Learning · ACM Multimedia 2015
Information retrieval › document retrieval › domain-specific retrieval
email search
0.012003
eArchivarius: accessing collections of electronic mail · SIGIR 2003
Information retrieval › search interfaces
search result visualization
0.012003
eArchivarius: accessing collections of electronic mail · SIGIR 2003
Information retrieval
information filtering
0.012002
Improving realism of topic tracking evaluation · SIGIR 2002
Information retrieval › information filtering
topic tracking
0.012002
Improving realism of topic tracking evaluation · SIGIR 2002
Web and social media mining › social network analysis
email network analysis
0.012004
Email is a stage: discovering people roles from email archives · SIGIR 2004
Web and social media mining
social network analysis
0.012004
Email is a stage: discovering people roles from email archives · SIGIR 2004

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

kubernetes · 0.9gRPC · 0.9docker · 0.9wizard-of-oz · 0.6microservice architecture · 0.4micro-service architecture · 0.4statistical distribution similarity · 0.2active learning · 0.2user simulation · 0.0
YearPublicationVenuePosition
2026 Disentangling Approaches to Conversation Disentanglement: Fine-Tune or Learn from Scratch?
Debaditya Pal, Anton Leuski, Ron Artstein, David R. Traum, Kallirroi Georgila
LREC2
2024 SCOUT: A Situated and Multi-Modal Human-Robot Dialogue Corpus
abstract
We introduce the Situated Corpus Of Understanding Transactions (SCOUT), a multi-modal collection of human-robot dialogue in the task domain of collaborative exploration. The corpus was constructed from multiple Wizard-of-Oz experiments where human participants gave verbal instructions to a remotely-located robot to move and gather information about its surroundings. SCOUT contains 89,056 utterances and 310,095 words from 278 dialogues averaging 320 utterances per dialogue. The dialogues are aligned with the multi-modal data streams available during the experiments: 5,785 images and 30 maps. The corpus has been annotated with Abstract Meaning Representation and Dialogue-AMR to identify the speaker’s intent and meaning within an utterance, and with Transactional Units and Relations to track relationships between utterances to reveal patterns of the Dialogue Structure. We describe how the corpus and its annotations have been used to develop autonomous human-robot systems and enable research in open questions of how humans speak to robots. We release this corpus to accelerate progress in autonomous, situated, human-robot dialogue, especially in the context of navigation tasks where details about the environment need to be discovered.
Stephanie M. Lukin, Claire Bonial, Matthew Marge, Taylor Hudson, Cory J. Hayes, Kimberly A. Pollard, Anthony Baker, Ashley Foots, Ron Artstein, Felix Gervits, Mitchell Abrams, Cassidy Henry, Lucia Donatelli, Anton Leuski, Susan G. Hill, David R. Traum, Clare R. Voss
LREC/COLING14
2024 Cooking with Conversation: Enhancing User Engagement and Learning with a Knowledge-Enhancing Assistant
abstract
We present two empirical studies to investigate users’ expectations and behaviours when using digital assistants, such as Alexa and Google Home, in a kitchen context: First, a survey (N = 200) queries participants on their expectations for the kinds of information that such systems should be able to provide. While consensus exists on expecting information about cooking steps and processes, younger participants who enjoy cooking express a higher likelihood of expecting details on food history or the science of cooking. In a follow-up Wizard-of-Oz study (N = 48), users were guided through the steps of a recipe either by an active wizard that alerted participants to information it could provide or a passive wizard who only answered questions that were provided by the user. The active policy led to almost double the number of conversational utterances and 1.5 times more knowledge-related user questions compared to the passive policy. Also, it resulted in 1.7 times more knowledge communicated than the passive policy. We discuss the findings in the context of related work and reveal implications for the design and use of such assistants for cooking and other purposes such as DIY and craft tasks, as well as the lessons we learned for evaluating such systems.
Alexander Frummet, Alessandro Speggiorin, David Elsweiler, Anton Leuski, Jeff Dalton 0001
ACM Trans. Inf. Syst.4
2023 DIVIS: Digital Interactive Victim Intake Simulator
abstract
The Digital Interactive Victim Intake Simulator ("DIVIS") is an interactive, agent-based simulated training tool that has been deployed at the U.S. Army's Sexual Harassment/Assault Response Prevention Program ("SHARP") Academy since May 2021. The system allows student Sexual Assault Response Coordinators ("SARCs") and Victim Advocates ("VAs") to practice critical interpersonal intake skills needed when conducting the initial interview of a survivor of military sexual assault. Currently the system includes two scenarios -- one with a male victim and a second with a female victim -- with two more scenarios under development. Each victim exhibits one of a possible three different emotional vectors, (e.g., angry, ashamed or defensive). Scenarios can run multiple times, giving trainees the ability to navigate through various potential story paths based on how they engage with the victim during each session.
Alesia Gainer, Allison Aptaker, Ron Artstein, David Cobbins, Mark G. Core, Carla Gordon, Anton Leuski, Zongjian Li, Chirag Merchant, David Nelson, Mohammad Soleymani 0001, David R. Traum
IVA7
2022 TaskMAD: A Platform for Multimodal Task-Centric Knowledge-Grounded Conversational Experimentation
abstract
The role of conversational assistants continues to evolve, beyond simple voice commands to ones that support rich and complex tasks in the home, car, and even virtual reality. Going beyond simple voice command and control requires agents and datasets blending structured dialogue, information seeking, grounded reasoning, and contextual question-answering in a multimodal environment with rich image and video content. In this demo, we introduce Task-oriented Multimodal Agent Dialogue (TaskMAD), a new platform that supports the creation of interactive multimodal and task-centric datasets in a Wizard-of-Oz experimental setup. TaskMAD includes support for text and voice, federated retrieval from text and knowledge bases, and structured logging of interactions for offline labeling. Its architecture supports a spectrum of tasks that span open-domain exploratory search to traditional frame-based dialogue tasks. It's open-source and offers rich capability as a platform used to collect data for the Amazon Alexa Prize Taskbot challenge, TREC Conversational Assistance track, undergraduate student research, and others. TaskMAD is distributed under the MIT license.
Alessandro Speggiorin, Jeff Dalton 0001, Anton Leuski
SIGIR3
2020 Which Model Should We Use for a Real-World Conversational Dialogue System? a Cross-Language Relevance Model or a Deep Neural Net?
abstract
We compare two models for corpus-based selection of dialogue responses: one based on cross-language relevance with a cross-language LSTM model. Each model is tested on multiple corpora, collected from two different types of dialogue source material. Results show that while the LSTM model performs adequately on a very large corpus (millions of utterances), its performance is dominated by the cross-language relevance model for a more moderate-sized corpus (ten thousands of utterances).
Seyed Hossein Alavi, Anton Leuski, David R. Traum
LREC2
2020 Evaluation of Off-the-shelf Speech Recognizers Across Diverse Dialogue Domains
abstract
We evaluate several publicly available off-the-shelf (commercial and research) automatic speech recognition (ASR) systems across diverse dialogue domains (in US-English). Our evaluation is aimed at non-experts with limited experience in speech recognition. Our goal is not only to compare a variety of ASR systems on several diverse data sets but also to measure how much ASR technology has advanced since our previous large-scale evaluations on the same data sets. Our results show that the performance of each speech recognizer can vary significantly depending on the domain. Furthermore, despite major recent progress in ASR technology, current state-of-the-art speech recognizers perform poorly in domains that require special vocabulary and language models, and under noisy conditions. We expect that our evaluation will prove useful to ASR consumers and dialogue system designers.
Kallirroi Georgila, Anton Leuski, Volodymyr Yanov, David R. Traum
LREC2
2020 Agent Dialogue: A Platform for Conversational Information Seeking Experimentation
abstract
Conversational Information Seeking (CIS) is an emerging area of Information Retrieval focused on interactive search systems. As a result there is a need for new benchmark datasets and tools to enable their creation. In this demo we present the Agent Dialogue (AD) platform, an open-source system developed for researchers to perform Wizard-of-Oz CIS experiments. AD is a scalable cloud-native platform developed with Docker and Kubernetes with a flexible and modular micro-service architecture built on production-grade state-of-the-art open-source tools (Kubernetes, gRPC streaming, React, and Firebase). It supports varied front-ends and has the ability to interface with multiple existing agent systems, including Google Assistant and open-source search libraries. It includes support for centralized structure logging as well as offline relevance annotation.
Adam Czyzewski, Jeff Dalton 0001, Anton Leuski
SIGIR3
2018 Getting to Know Each Other: The Role of Social Dialogue in Recovery from Errors in Social Robots
abstract
This work explores the extent to which social dialogue can mitigate (or exacerbate) the loss of trust caused when robots make conversational errors. Our study uses a NAO robot programmed to persuade users to agree with its rankings on two tasks. We perform two manipulations: (1) The timing of conversational errors - the robot exhibited errors either in the first task, the second task, or neither; (2) The presence of social dialogue - between the two tasks, users either engaged in a social dialogue with the robot or completed a control task. We found that the timing of the errors matters: replicating previous research, conversational errors reduce the robot's influence in the second task, but not on the first task. Social dialogue interacts with the timing of errors, acting as an intensifier: social dialogue helps the robot recover from prior errors, and actually boosts subsequent influence; but social dialogue backfires if it is followed by errors, because it extends the period of good performance, creating a stronger contrast effect with the subsequent errors. The design of social robots should therefore be more careful to avoid errors after periods of good performance than early on in a dialogue.
Gale M. Lucas, Jill Boberg, David R. Traum, Ron Artstein, Jonathan Gratch, Alesia Gainer, Emmanuel Johnson, Anton Leuski, Mikio Nakano
HRI8
2018 Culture, Errors, and Rapport-building Dialogue in Social Agents
abstract
This work explores whether culture impacts the extent to which social dialogue can mitigate (or exacerbate) the loss of trust caused when agents make conversational errors. Our study uses an agent designed to persuade users to agree with its rankings on two tasks. Participants from the U.S. and Japan completed our study. We perform two manipulations: (1) The presence of conversational errors -- the agent exhibited errors in the second task or not; (2) The presence of social dialogue -- between the two tasks, users either engaged in a social dialogue with the agent or completed a control task. Replicating previous research, conversational errors reduce the agent's influence. However, we found that culture matters: there was a marginally significant three-way interaction with culture, presence of social dialogue, and presence of errors. The pattern of results suggests that, for American participants, social dialogue backfired if it is followed by errors, presumably because it extends the period of good performance, creating a stronger contrast effect with the subsequent errors. However, for Japanese participants, social dialogue if anything mitigates the detrimental effect of errors; the negative effect of errors is only seen in the absence of a social dialogue. Agent design should therefore take the culture of the intended users into consideration when considering use of social dialogue to bolster agents against conversational errors.
Gale M. Lucas, Jill Boberg, David R. Traum, Ron Artstein, Jonathan Gratch, Alesia Gainer, Emmanuel Johnson, Anton Leuski, Mikio Nakano
IVA8
2018 The Niki and Julie Corpus: Collaborative Multimodal Dialogues between Humans, Robots, and Virtual Agents
Ron Artstein, Jill Boberg, Alesia Gainer, Jonathan Gratch, Emmanuel Johnson, Anton Leuski, Gale M. Lucas, David R. Traum
LREC6
2017 The Role of Social Dialogue and Errors in Robots
abstract
Social robots establish rapport with human users. This work explores the extent to which rapport-building can benefit (or harm) conversations with robots, and under what circumstances this occurs. For example, previous work has shown that agents that make conversational errors are less capable of influencing people than agents that do not make errors [1]. Some work has shown this effect with robots, but prior research has not considered additional factors such as the level of rapport between the person and the robot. We predicted that building rapport through a social dialogue (such as an ice-breaker) could mitigate the detrimental effect of a robot's errors on influence. Our study used a Nao robot programmed to persuade users to agree with its rankings on two "survival tasks" (e.g., lunar survival task). We manipulated both errors and social dialogue:the robot either exhibited errors in the second survival task or not, and users either engaged in an ice-breaker with the robot between the two survival tasks or completed a control task. Replicating previous research, errors tended to reduce the robot's influence in the second survival task. Contrary to our prediction, results revealed that the ice-breaker did not mitigate the effect of errors, and if anything, errors were more harmful after the ice-breaker (intended to build rapport) than in the control condition. This backfiring of attempted rapport-building may be due to a contrast effect, suggesting that the design of social robots should avoid introducing dialogues of incongruent quality.
Gale M. Lucas, Jill Boberg, David R. Traum, Ron Artstein, Jonathan Gratch, Alesia Gainer, Emmanuel Johnson, Anton Leuski, Mikio Nakano
HAI8
2017 SHIHbot: A Facebook chatbot for Sexual Health Information on HIV/AIDS
abstract
We present the implementation of an autonomous chatbot, SHIHbot, deployed on Facebook, which answers a wide variety of sexual health questions on HIV/AIDS.The chatbot's response database is compiled from professional medical and public health resources in order to provide reliable information to users.The system's backend is NPCEditor, a response selection platform trained on linked questions and answers; to our knowledge this is the first retrieval-based chatbot deployed on a large public social network.
Jacqueline Brixey, Jessie Hoegen, Joshua Rusow, Karan Singla, Xusen Yin, Ron Artstein, Anton Leuski
SIGDIAL Conference8
2017 Lessons in Dialogue System Deployment
abstract
We analyze deployment of an interactive dialogue system in an environment where deep technical expertise might not be readily available.The initial version was created using a collection of research tools.We summarize a number of challenges with its deployment at two museums and describe a new system that simplifies the installation and user interface; reduces reliance on 3rd-party software; and provides a robust data collection mechanism.
Anton Leuski, Ron Artstein
SIGDIAL Conference1
2016 Niki and Julie: a robot and virtual human for studying multimodal social interaction
abstract
We demonstrate two agents, a robot and a virtual human, which can be used for studying factors that impact social influence. The agents engage in dialogue scenarios that build familiarity, share information, and attempt to influence a human participant. The scenarios are variants of the classical “survival task,” where members of a team rank the importance of a number of items (e.g., items that might help one survive a crash in the desert). These are ranked individually and then re-ranked following a team discussion, and the difference in ranking provides an objective measure of social influence. Survival tasks have been used in psychology, virtual human research, and human-robot interaction. Our agents are operated in a “Wizard-of-Oz” fashion, where a hidden human operator chooses the agents’ dialogue actions while interacting with an experiment participant.
Ron Artstein, David R. Traum, Jill Boberg, Alesia Gainer, Jonathan Gratch, Emmanuel Johnson, Anton Leuski, Mikio Nakano
ICMI7
2015 The Effect of An Animated Virtual Character on Mobile Chat Interactions
abstract
This study explores presentation techniques for a 3D animated chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with no image or a static image of a virtual character as opposed to the animated visage of a virtual human capable of displaying appropriate nonverbal behavior. We further investigate users' responses to the animated character's gaze aversion which displayed the character's act of looking away from users and was presented as a listening behavior. The findings of our study demonstrate that people tend to engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that averts its gaze, compared to an animated virtual human that does not avert its gaze, a static image of a virtual character, or an audio-only interface.
Sin-Hwa Kang, Andrew W. Feng, Anton Leuski, Dan Casas, Ari Shapiro
HAI3
2015 New Dimensions in Testimony: Digitally Preserving a Holocaust Survivor's Interactive Storytelling
David R. Traum, Val Jones 0002, Kia Hays, Heather Maio, Oleg Alexander, Ron Artstein, Paul E. Debevec, Alesia Gainer, Kallirroi Georgila, Kathleen Haase, Karen Jungblut, Anton Leuski, William R. Swartout
ICIDS12
2015 A Platform for Building Mobile Virtual Humans
Andrew W. Feng, Anton Leuski, Stacy Marsella, Dan Casas, Sin-Hwa Kang, Ari Shapiro
IVA2
2015 Smart Mobile Virtual Humans: "Chat with Me!"
Sin-Hwa Kang, Andrew W. Feng, Anton Leuski, Dan Casas, Ari Shapiro
IVA3
2015 CRMActive: An Active Learning Based Approach for Effective Video Annotation and Retrieval
abstract
Conventional multimedia annotation/retrieval systems such as Normalized Continuous Relevance Model (NormCRM)[7] require a fully labeled training data for a good performance. Active Learning, by determining an order for labeling the training data, allows for a good performance even before the training data is fully annotated. In this work we propose an active learning algorithm, which combines a novel measure of sample uncertainty with a novel clustering-based approach for determining sample density and diversity and integrate it with NormCRM. The clusters are also iteratively refined to ensure both feature and label-level agreement among samples. We show that our approach outperforms multiple baselines both on a new, open dataset and on the popular TRECVID corpus at both the tasks of annotation and text-based retrieval of videos.
Moitreya Chatterjee, Anton Leuski
ICMR2
2015 A Novel Statistical Approach for Image and Video Retrieval and Its Adaption for Active Learning
abstract
The ever expanding multimedia content (such as images and videos), especially on the web, necessitates effective text query-based search (or retrieval) systems. Popular approaches for addressing this issue, use the query-likelihood model which fails to capture the user's information needs. In this work therefore, we explore a new ranking approach in the context of image and video retrieval from text queries. Our approach assumes two separate underlying distributions for query and the document respectively. We then, determine the extent of similarity between these two statistical distributions for the task of ranking. Furthermore we extend our approach, using Active Learning techniques, to address the question of obtaining a good performance without requiring a fully labeled training dataset. This is done by taking Sample Uncertainty, Density and Diversity into account. Our experiments on the popular TRECVID corpus and the open, relatively small-sized USC SmartBody corpus show that we are almost at-par or sometimes better than multiple state-of-the-art baselines.
Moitreya Chatterjee, Anton Leuski
ACM Multimedia2
2015 Evaluating Spoken Dialogue Processing for Time-Offset Interaction
abstract
This paper presents the first evaluation of a full automated prototype system for time-offset interaction, that is, conversation between a live person and recordings of someone who is not temporally copresent.Speech recognition reaches word error rates as low as 5% with generalpurpose language models and 19% with domain-specific models, and language understanding can identify appropriate direct responses to 60-66% of user utterances while keeping errors to 10-16% (the remainder being indirect, or off-topic responses).This is sufficient to enable a natural flow and relatively open-ended conversations, with a collection of under 2000 recorded statements.
David R. Traum, Kallirroi Georgila, Ron Artstein, Anton Leuski
SIGDIAL Conference4
2014 Time-offset interaction with a holocaust survivor
abstract
Time-offset interaction is a new technology that allows for two-way communication with a person who is not available for conversation in real time: a large set of statements are prepared in advance, and users access these statements through natural conversation that mimics face-to-face interaction. Conversational reactions to user questions are retrieved through a statistical classifier, using technology that is similar to previous interactive systems with synthetic characters; however, all of the retrieved utterances are genuine statements by a real person. Recordings of answers, listening and idle behaviors, and blending techniques are used to create a persistent visual image of the person throughout the interaction. A proof-of-concept has been implemented using the likeness of Pinchas Gutter, a Holocaust survivor, enabling short conversations about his family, his religious views, and resistance. This proof-of-concept has been shown to dozens of people, from school children to Holocaust scholars, with many commenting on the impact of the experience and potential for this kind of interface.
Ron Artstein, David R. Traum, Oleg Alexander, Anton Leuski, Val Jones 0002, Kallirroi Georgila, Paul E. Debevec, William R. Swartout, Heather Maio
IUI4
2013 All Together Now - Introducing the Virtual Human Toolkit
Arno Hartholt, David R. Traum, Stacy Marsella, Ari Shapiro, Giota Stratou, Anton Leuski, Louis-Philippe Morency, Jonathan Gratch
IVA6
2013 Which ASR should I choose for my dialogue system?
Fabrizio Morbini, Kartik Audhkhasi, Kenji Sagae, Ron Artstein, Dogan Can, Panayiotis G. Georgiou, Shri Narayanan, Anton Leuski, David R. Traum
SIGDIAL Conference8
2012 Ada and Grace: Direct Interaction with Museum Visitors
David R. Traum, Priti Aggarwal, Ron Artstein, Susan Foutz, Jillian Gerten, Athanasios Katsamanis, Anton Leuski, Dan Noren, William R. Swartout
IVA7
2012 The BladeMistress Corpus: From Talk to Action in Virtual Worlds
Anton Leuski, Carsten Eickhoff, James Ganis, Victor Lavrenko
LREC1
2012 A Study in How NLU Performance Can Affect the Choice of Dialogue System Architecture
Anton Leuski, David DeVault
SIGDIAL Conference1
2012 Reinforcement Learning of Question-Answering Dialogue Policies for Virtual Museum Guides
Teruhisa Misu, Kallirroi Georgila, Anton Leuski, David R. Traum
SIGDIAL Conference3
2011 An Evaluation of Alternative Strategies for Implementing Dialogue Policies Using Statistical Classification and Hand-Authored Rules
David DeVault, Anton Leuski, Kenji Sagae
IJCNLP2
2011 Interactive Characters for Cultural Training of Small Military Units
Priti Aggarwal, Kevin Feeley, Fabrizio Morbini, Ron Artstein, Anton Leuski, David R. Traum, Julia Kim
IVA5
2011 Checkpoint Exercise: Training with Virtual Actors in Virtual Worlds
Dusan Jan, Eric Chance, Dinesh Rajpurohit, David DeVault, Anton Leuski, Jacquelyn Ford Morie, David R. Traum
IVA5
2011 Toward Learning and Evaluation of Dialogue Policies with Text Examples
David DeVault, Anton Leuski, Kenji Sagae
SIGDIAL Conference2
2010 Practical Language Processing for Virtual Humans
abstract
NPCEditor is a system for building a natural language processing component for virtual humans capable of engaging a user in spoken dialog on a limited domain. It uses a statistical language classification technology for mapping from user's text input to system responses. NPCEditor provides a user-friendly editor for creating effective virtual humans quickly. It has been deployed as a part of various virtual human systems in several applications.
Anton Leuski, David R. Traum
IAAI1
2010 Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides
William R. Swartout, David R. Traum, Ron Artstein, Dan Noren, Paul E. Debevec, Kerry Bronnenkant, Josh Williams, Anton Leuski, Shri Narayanan, Diane Piepol
IVA8
2010 NPCEditor: A Tool for Building Question-Answering Characters
Anton Leuski, David R. Traum
LREC1
2010 Virtual Museum Guides demonstration
abstract
The Virtual Museum Guides are two virtual humans set in an exhibit at the Museum of Science, Boston, designed to promote interest in Science, Technology, Engineering and Mathematics (STEM). The primary audience is children between ages 7 to 14, in particular females and other groups under-represented in STEM.The Guides are based on and extend the approach used in the SGT Star character and the Gunslinger project. To interact with the characters, an operator presses a push-totalk button and speaks into a microphone. An audio acquisition client then sends audio to the automatic speech recognizer (ASR), which creates hypotheses of the words that were said, and then sends this text to the Language Understanding (LU) module.
William R. Swartout, David R. Traum, Ron Artstein, Dan Noren, Paul E. Debevec, Kerry Bronnenkant, Josh Williams, Anton Leuski, Shri Narayanan, Diane Piepol, H. Chad Lane, Jacquelyn Ford Morie, Priti Aggarwal, Matt Liewer, Jen-Yuan Chiang, Jillian Gerten, Selina Chu, Kyle White
SLT8
2009 A Virtual Tour Guide for Virtual Worlds
Dusan Jan, Antonio Roque, Anton Leuski, Jacquelyn Ford Morie, David R. Traum
IVA3
2008 From domain specification to virtual humans: an integrated approach to authoring tactical questioning characters
abstract
From Domain Specification to Virtual Humans : An integrated approach to authoring tactical questioning characters
Sudeep Gandhe, David DeVault, Antonio Roque, Bilyana Martinovski, Ron Artstein, Anton Leuski, Jillian Gerten, David R. Traum
INTERSPEECH6
2007 Using information state to improve dialogue move identification in a spoken dialogue system
abstract
In this paper we investigate how to improve the performance of a dialogue move and parameter tagger for a taskoriented dialogue system using the information-state approach. We use a corpus of utterances and information states from an implemented system to train and evaluate a tagger, and then evaluate the tagger in an on-line system. Use of information state context is shown to improve performance of the system. Index Terms: spoken dialogue systems, dialogue management, tagging
Hua Ai, Antonio Roque, Anton Leuski, David R. Traum
INTERSPEECH3
2007 Virtual Patients for Clinical Therapist Skills Training
Patrick G. Kenny, Thomas D. Parsons, Jonathan Gratch, Anton Leuski, Albert A. Rizzo
IVA4
2006 Tracking dragon-hunters with language models
abstract
We are interested in the problem of understanding the connections between human activities and the content of textual information generated in regard to those activities. Firstly, we define and motivate this problem as an important part in making sense of various life events. Secondly, we introduce the domain of massive online collaborative environments, specifically online virtual worlds, where people meet, exchange messages, and perform actions as a rich data source for such an analysis. Finally, we outline three experimental tasks and show how statistical language modeling and text clustering techniques may allow us to explore those connections successfully.
Anton Leuski, Victor Lavrenko
CIKM1
2006 Radiobot-CFF: a spoken dialogue system for military training
abstract
We describe a spoken dialogue system which can engage in Call For Fire (CFF) radio dialogues to help train soldiers in proper procedures for requesting artillery fire missions. We describe the domain, an information-state dialogue manager with a novel system of interactive information components, and provide evaluation results. Index Terms: spoken dialogue systems. 1.
Antonio Roque, Anton Leuski, Vivek Kumar Rangarajan Sridhar, Susan Robinson, Ashish Vaswani, Shri Narayanan, David R. Traum
INTERSPEECH2
2006 How to talk to a hologram
abstract
There is a growing need for creating life-like virtual human simulations that can conduct a natural spoken dialog with a human student on a predefined subject. We present an overview of a spoken-dialog system that supports a person interacting with a full-size hologram-like virtual human character in an exhibition kiosk settings. We also give a brief summary of the natural language classification component of the system and describe the experiments we conducted with the system.
Anton Leuski, Jarrell Pair, David R. Traum, Peter J. McNerney, Panayiotis G. Georgiou, Ronakkumar Patel
IUI1
2006 Dealing with Out of Domain Questions in Virtual Characters
Ronakkumar Patel, Anton Leuski, David R. Traum
IVA2
2004 Email is a stage: discovering people roles from email archives
abstract
No abstract available.
Anton Leuski
SIGIR1
2004 Interactive Information Retrieval Using Clustering and Spatial Proximity
Anton Leuski, James Allan 0001
User Model. User Adapt. Interact.1
2003 Desparately Seeking Cebuano
Douglas W. Oard, David S. Doermann, Bonnie J. Dorr, Daqing He, Philip Resnik, Amy Weinberg, William J. Byrne, Sanjeev Khudanpur, David Yarowsky, Anton Leuski, Philipp Koehn, Kevin Knight
HLT-NAACL10
2003 eArchivarius: accessing collections of electronic mail
abstract
We present eArchivarius an interactive system for accessing collections of electronic mail. The system combines search, clustering visualization, and time-based visualization of email messages and people who send or received the messages.
Anton Leuski, Douglas W. Oard, Rahul Bhagat
SIGIR1
2003 Making MIRACLEs: Interactive translingual search for Cebuano and Hindi
abstract
Searching is inherently a user-centered process; people pose the questions for which machines seek answers, and ultimately people judge the degree to which retrieved documents meet their needs. Rapid development of interactive systems that use queries expressed in one language to search documents written in another poses five key challenges: (1) interaction design, (2) query formulation, (3) cross-language search, (4) construction of translated summaries, and (5) machine translation. This article describes the design of MIRACLE, an easily extensible system based on English queries that has previously been used to search French, German, and Spanish documents, and explains how the capabilities of MIRACLE were rapidly extended to accommodate Cebuano and Hindi. Evaluation results for the cross-language search component are presented for both languages, along with results from a brief full-system interactive experiment with Hindi. The article concludes with some observations on directions for further research on interactive cross-language information retrieval.
Daqing He, Douglas W. Oard, Jianqiang Wang 0002, Dina Demner-Fushman, Kareem Darwish, Philip Resnik, Sanjeev Khudanpur, Michael Nossal, Michael Subotin, Anton Leuski
ACM Trans. Asian Lang. Inf. Process.11
2003 Cross-lingual C*ST*RD: English access to Hindi information
abstract
We present C*ST*RD, a cross-language information delivery system that supports cross-language information retrieval, information space visualization and navigation, machine translation, and text summarization of single documents and clusters of documents. C*ST*RD was assembled and trained within 1 month, in the context of DARPA's Surprise Language Exercise, that selected as source a heretofore unstudied language, Hindi. Given the brief time, we could not create deep Hindi capabilities for all the modules, but instead experimented with combining shallow Hindi capabilities, or even English-only modules, into one integrated system. Various possible configurations, with different tradeoffs in processing speed and ease of use, enable the rapid deployment of C*ST*RD to new languages under various conditions.
Anton Leuski, Chin-Yew Lin, Ulrich Germann, Franz Josef Och, Eduard H. Hovy
ACM Trans. Asian Lang. Inf. Process.1
2002 Improving realism of topic tracking evaluation
abstract
Topic tracking and information filtering are models of interactive tasks, but their evaluations are generally done in a way that does not reflect likely usage. The models either force frequent judgments or disallow any at all, assume the user is always available to make a judgment, and do not allow for user fatigue. In this study we extend the evaluation framework for topic tracking to incorporate those more realistic issues. We demonstrate that tracking can be done in a realistic interactive setting with minimal impact on tracking cost and with substantial reduction in required interaction.
Anton Leuski, James Allan 0001
SIGIR1
2001 Evaluating Document Clustering for Interactive Information Retrieval
abstract
We consider the problem of organizing and browsing the top ranked portion of the documents returned by an information retrieval system. We study the effectiveness of a document organization in helping a user to locate the relevant material among the retrieved documents as quickly as possible. In this context we examine a set of clustering algorithms and experimentally show that a clustering of the retrieved documents can be significantly more effective than traditional ranked list approach. We also show that the clustering approach can be as effective as the interactive relevance feedback based on query expansion while retaining an important advantage -- it provides the user with a valuable sense of control over the feedback process.
Anton Leuski
CIKM1
2001 Evaluating combinations of ranked lists and visualizations of inter-document similarity
James Allan 0001, Anton Leuski, Russell C. Swan, Donald Byrd
Inf. Process. Manag.2
2000 Relevance and Reinforcement in Interactive Browsing
abstract
We consider the problem of browsing the top ranked portion of the documents returned by an information retrieval system. We describe an interactive relevance feedback agent that analyzes the inter-document similarities and can help the user to locate the interesting information quickly. We show how such an agent can be designed and improved by using neural networks and reinforcement learning. We demonstrate that its performance significantly exceeds the performance of the traditional relevance feedback approach. Categories and Subject Descriptors H.3.3 [Information storage and retrieval]: Information Search and Retrieval---Relevance feedback, Selection process; H.5.m [Information Interfaces and Presentation]: Miscellaneous; I.2.6 [Artificial Intelligence]: Learning---Con- nectionism and neural nets General Terms Experimentation, performance, algorithms 1. INTRODUCTION Helping the user to locate interesting information among the retrieved material is almost as important as the ret...
Anton Leuski
CIKM1
1998 Visual Interactions with a Multidimensional Ranked List
abstract
No abstract available.
Anton Leuski, James Allan 0001
SIGIR1