Item type |
Journal(1) |
公開日 |
2021-01-15 |
タイトル |
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タイトル |
Methods for Efficiently Constructing Text-dialogue-agent System using Existing Anime Characters |
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言語 |
en |
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タイトル |
Methods for Efficiently Constructing Text-dialogue-agent System using Existing Anime Characters |
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言語 |
eng |
キーワード |
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主題Scheme |
Other |
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主題 |
[特集:持続可能な社会を実現するコラボレーション技術とネットワークサービス] text-dialogue-agent system, existing anime character, efficient construction method, utterance generation, motion generation |
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資源タイプ識別子 |
http://purl.org/coar/resource_type/c_6501 |
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資源タイプ |
journal article |
著者所属 |
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NTT Media Intelligence Laboratories, NTT Corporation |
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NTT Media Intelligence Laboratories, NTT Corporation |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属 |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属 |
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NTT Communication Science Laboratories, NTT Corporation |
著者所属 |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属 |
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DWANGO Co., Ltd. |
著者所属 |
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DWANGO Co., Ltd. |
著者所属 |
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DWANGO Co., Ltd. |
著者所属 |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属(英) |
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en |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属(英) |
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en |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属(英) |
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en |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属(英) |
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en |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属(英) |
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en |
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NTT Communication Science Laboratories, NTT Corporation |
著者所属(英) |
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en |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者所属(英) |
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en |
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DWANGO Co., Ltd. |
著者所属(英) |
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en |
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DWANGO Co., Ltd. |
著者所属(英) |
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en |
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DWANGO Co., Ltd. |
著者所属(英) |
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en |
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NTT Media Intelligence Laboratories, NTT Corporation |
著者名 |
Ryo, Ishii
Ryuichiro, Higashinaka
Koh, Mitsuda
Taichi, Katayama
Masahiro, Mizukami
Junji, Tomita
Hidetoshi, Kawabata
Emi, Yamaguchi
Noritake, Adachi
Yushi, Aono
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著者名(英) |
Ryo, Ishii
Ryuichiro, Higashinaka
Koh, Mitsuda
Taichi, Katayama
Masahiro, Mizukami
Junji, Tomita
Hidetoshi, Kawabata
Emi, Yamaguchi
Noritake, Adachi
Yushi, Aono
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論文抄録 |
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内容記述タイプ |
Other |
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内容記述 |
Starting from their early years, many persons dream of being able to chat with their favorite anime characters. To make such a dream possible, we propose an efficient method for constructing a system that enables users to text chat with existing anime characters. We tackled two research problems to generate verbal and nonverbal behaviors for a text-chat agent system utilizing an existing character. A major issue in creating verbal behavior is generating utterance text that reflects the personality of existing characters in response to any user questions. To cope with this problem we propose use of role play-based question-answering to efficiently collect high-quality paired data of user questions and system answers reflecting the personality of an anime character. We also propose a new utterance generation method that uses a neural translation model with the collected data. Rich and natural expressions of nonverbal behavior greatly enhance the appeal of agent systems. However, not all existing anime characters move as naturally and as diversely as humans. Therefore, we propose a method that can automatically generate whole-body motion from spoken text in order to give the anime characters natural, human-like movements. In addition to these movements, we try to add a small amount of characteristic movement on a rule basis to reflect personality. We created a text-dialogue agent system of a popular existing anime character using our proposed generation methods. As a result of a subjective evaluation of the implemented system, our methods for generating verbal and nonverbal behavior improved the impression of the agent's responsiveness and reflected the personality of the character. Since generating characteristic motions with a small amount of characteristic movement on the basis of heuristic rules was not effective, our proposed motion generation method which can generate the average motion of many people, is useful for generating motion for existing anime characters. Therefore, our proposed methods for generating verbal and nonverbal behaviors and the system-construction method are likely to prove a powerful tool for achieving text-dialogue agent systems for existing characters. ------------------------------ This is a preprint of an article intended for publication Journal of Information Processing(JIP). This preprint should not be cited. This article should be cited as: Journal of Information Processing Vol.29(2021) (online) DOI http://dx.doi.org/10.2197/ipsjjip.29.30 ------------------------------ |
論文抄録(英) |
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内容記述タイプ |
Other |
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内容記述 |
Starting from their early years, many persons dream of being able to chat with their favorite anime characters. To make such a dream possible, we propose an efficient method for constructing a system that enables users to text chat with existing anime characters. We tackled two research problems to generate verbal and nonverbal behaviors for a text-chat agent system utilizing an existing character. A major issue in creating verbal behavior is generating utterance text that reflects the personality of existing characters in response to any user questions. To cope with this problem we propose use of role play-based question-answering to efficiently collect high-quality paired data of user questions and system answers reflecting the personality of an anime character. We also propose a new utterance generation method that uses a neural translation model with the collected data. Rich and natural expressions of nonverbal behavior greatly enhance the appeal of agent systems. However, not all existing anime characters move as naturally and as diversely as humans. Therefore, we propose a method that can automatically generate whole-body motion from spoken text in order to give the anime characters natural, human-like movements. In addition to these movements, we try to add a small amount of characteristic movement on a rule basis to reflect personality. We created a text-dialogue agent system of a popular existing anime character using our proposed generation methods. As a result of a subjective evaluation of the implemented system, our methods for generating verbal and nonverbal behavior improved the impression of the agent's responsiveness and reflected the personality of the character. Since generating characteristic motions with a small amount of characteristic movement on the basis of heuristic rules was not effective, our proposed motion generation method which can generate the average motion of many people, is useful for generating motion for existing anime characters. Therefore, our proposed methods for generating verbal and nonverbal behaviors and the system-construction method are likely to prove a powerful tool for achieving text-dialogue agent systems for existing characters. ------------------------------ This is a preprint of an article intended for publication Journal of Information Processing(JIP). This preprint should not be cited. This article should be cited as: Journal of Information Processing Vol.29(2021) (online) DOI http://dx.doi.org/10.2197/ipsjjip.29.30 ------------------------------ |
書誌レコードID |
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収録物識別子タイプ |
NCID |
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収録物識別子 |
AN00116647 |
書誌情報 |
情報処理学会論文誌
巻 62,
号 1,
発行日 2021-01-15
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ISSN |
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収録物識別子タイプ |
ISSN |
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収録物識別子 |
1882-7764 |