Dialogue Processing in a CALL-System

نویسنده

  • Veit Reuer
چکیده

In a CALL-environment (Computerassisted language learning) programs should ideally allow the learner to train his/her communicative competence, which is one of the main goals of foreign language teaching nowadays. This can be reached by allowing learners to use and train their knowledge of a foreign language in realistic dialogue-style exercises. All levels of linguistic and communicational analysis have to be considered to realize such a system. In this paper I will concentrate on the dialogue component of the concept, which relies on two main knowledge sources. The discourse grammar structures the dialogue elements (or dialogue acts) as possible parts of a dialogue and the dialogue knowledge base provides the possible contents of dialogues. Additionally, a framing discourse structure has to be built to provide the specific dialogue-exercise. A FSA (finite state automaton) based on the discourse grammar determines the possible moves which the dialogue might take. On the one hand this concept is restricted enough to allow for (relatively) easy maintenance as well as expansion and on the other hand it is advanced enough to allow for simulated complex dialogues. 1 I n t r o d u c t i o n Today the main goal in foreign language teaching is acquiring the so-called communicative competence instead of only memorizing the structure of the language. This can be achieved by making active language production one of the main parts of the curriculum. Being an efficient part of the media to enhance the learning process, computers should present tasks that support the acquisition of communicative competence. In the present concept, a presentation of situations is suggested, in which the learner has to produce language, i.e. produce complete sentences in a simulated dialogue. Various program modules analyse the input linguistically, give feedback in case of errors and present appropriate reactions to continue the dialogue. This gives language learners a chance to use their knowledge of the second language in a meaningful situation apart from the class room setting. Three goals are of relevance: 1) the language learner should be encouraged to enter free-formed input instead of thinking about the 'expectation' of the program; 2) the program should offer reliable feedback to the learner about his/her performance and 3) the program should be (easily) expandable. When one uses the program, a situation is presented to the learner in which s/he is required to act in order to solve the particular problem at hand. For example, the learner is asked to buy tickets for a movie and has to engage in a written dialogue with the computer as the seller of the tickets. The motivation for the development of the system arises from the above mentioned pedagogical considerations and the insight that traditional language learning programs do offer only few or none of the features to reach the above mentioned goals. The main part of this paper, however, deals only with the computational aspects of the problem: a possible way to implement such a dialogue component. In the next section I will focus on the dialogue component, which on the one hand allows the learner to communicate with the computer in various dialogue situations, and on the other hand is restricted enough to be easily expandable and maintainable and gives the possibility for advanced feedback. Finally I will give a

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Characterising dialogue call-flows for pervasive environments

Algorithm design and analysis rapidly attained maturity with the introduction of time and space complexity measures. Dialogue call-flow design and analysis for pervasive devices is a relatively nascent art, complicated by the variation in resource constraints. We investigate the problem of dialogue call-flow characterisation for pervasive devices, with the objective of defining complexity measu...

متن کامل

Why machines should analyse intention in natural language dialogue

One of the most di$cult problems in Arti"cial Intelligence (AI) is to construct a natural language processing system which can interact with users through a natural language dialogue. The problem is di$cult because there are so many ways by which a user can phrase his/her utterances to such a system. An added problem is that di!erent types of users have di!erent types of intentions and will con...

متن کامل

On-Line Learning of a Persian Spoken Dialogue System Using Real Training Data

The first spoken dialogue system developed for the Persian language is introduced. This is a ticket reservation system with Persian ASR and NLU modules. The focus of the paper is on learning the dialogue management module. In this work, real on-line training data are used during the learning process. For on-line learning, the effect of the variations of discount factor (g) on the learning speed...

متن کامل

On-Line Learning of a Persian Spoken Dialogue System Using Real Training Data

The first spoken dialogue system developed for the Persian language is introduced. This is a ticket reservation system with Persian ASR and NLU modules. The focus of the paper is on learning the dialogue management module. In this work, real on-line training data are used during the learning process. For on-line learning, the effect of the variations of discount factor (g) on the learning speed...

متن کامل

Language-Processing Strategies and Mixed-Initiative Dialogues

We describe an implemented spoken-language dialogue system for a travel-planning domain, which accesses a commercially available travel-information web-server and supports a exible mixed-initiative dialogue strategy. We argue, based on data from initial Wizard-of-Oz experiments , that mixed-initiative strategies are appropriate for many types of user, but require more sophisticated architecture...

متن کامل

An Information State-Based Dialogue Manager for Call for Fire Dialogues

We present a dialogue manager for “Call for Fire” training dialogues. We describe the training environment, the domain, the features of its novel information statebased dialogue manager, the system it is a part of, and preliminary evaluation results.

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 1999