Getting a word in: adding artificial pauses to natural language interaction

Serdar Sali, Ronald Liu, Noah Wardrip-Fruin, Michael Mateas, S. Kurniawan
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引用次数: 3

Abstract

Natural language understanding (NLU) systems are promising alternatives to traditional menu-based dialogue systems more commonly employed in games, yet they remain widely under-explored and under-studied. In this paper, we present the results from a qualitative study we conducted on different versions of an NLU interface, inspired by previous results showing this interface to maximize player presence and engagement. Specifically we introduced different pacing options to an NLU interface by using prompts and pauses, and studied how these different interface approaches changed player behavior and perception. Our results provide important guidelines on how to design NLU systems for games, but their implications go beyond that: We have found further evidence that careful mediation through interface design, by introducing understandable and player-supporting conventions to interactive experiences, can help designers create user experiences in accordance with their end-goals. Furthermore, our results provide insights into the concept of agency, particularly towards a more complete model that emphasizes the importance of audience expectation and understanding in creating a sense of agency.
插句话:在自然语言互动中添加人工停顿
自然语言理解(NLU)系统有望取代传统的基于菜单的对话系统,但它们仍未得到充分的探索和研究。在本文中,我们将呈现我们针对不同版本的NLU界面所进行的定性研究的结果,该研究的灵感来自于之前的结果,即该界面能够最大化玩家的存在感和粘性。具体来说,我们通过使用提示和暂停向NLU界面引入了不同的节奏选项,并研究了这些不同的界面方法如何改变玩家的行为和感知。我们的研究结果为如何为游戏设计NLU系统提供了重要的指导方针,但其含义远不止于此:我们发现了进一步的证据,即通过界面设计,通过在交互体验中引入可理解且支持玩家的约定,可以帮助设计师创造符合其最终目标的用户体验。此外,我们的研究结果提供了对代理概念的见解,特别是对于一个更完整的模型,该模型强调了受众期望和理解在创造代理感中的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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