Abstract
The Metalogue project aims to develop a multi-modal, multi-party, dialogue system with metacognitive abilities that will advance our understanding of natural conversational human-machine interaction, and interfaces that incorporate multimodality into virtual and augmented reality environments. In this paper we describe the envisaged technical system, the learning contexts it is being developed to support and the pedagogical framework in which it is proposed user interactions will take place. This includes details of the system-generated learner feedback provided both in-performance and post-performance.We then move on to explain what has been achieved so far in terms of the integrated system pilots, and finally we discuss three key challenges the Metalogue researchers are currently working to overcome.
Highlights
As we move towards a world of smart and immersive environments we are seeking new ways of interfacing and engaging with our technologies that more closely reflect natural human interaction
The application of multimodal, natural language interfaces in this domain is already being explored, for example Nye et al [32] text and speech, Johnson and Valente [23] discourse with “virtual humans”, and Yang et al [56] use of motion sensors; increasing computing power offers the possibility of combining a range of traditional and new modalities in a single dialogue system
This leads into an outline of the proposed physical system and details of its composition, and continues by to describe its implementation in the form of a metacognitive skills trainer discussing in detail, learning analytics and the design for reflective feedback
Summary
As we move towards a world of smart and immersive environments we are seeking new ways of interfacing and engaging with our technologies that more closely reflect natural human interaction. Human to human communication embodies multiple modalities such as speech, gesture, facial expressions, gaze, and body posture, so it follows there is an inherent desire to communicate with our technologies in the same way This aspiration was illustrated recently in Spike Jonze’ film “Her” [24] in which a writer encounters “Samantha”; a multimodal dialogue system capable of understanding, expressing, and responding to emotion to the extent that it was possible for him to fall in. We look at two training settings—debate and negotiation interactions This leads into an outline of the proposed physical system and details of its composition, and continues by to describe its implementation in the form of a metacognitive skills trainer discussing in detail, learning analytics and the design for reflective feedback. To close we review Metalogue’s immersive potential, report our progress so far in realising the vision and disucss three key issues Metalogue researchers are currently working on
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