ymoslem/acl-abstracts huggingface dataset:
Alignment Annotation for Clinic Visit Dialogue to Clinical Note Sentence Language Generation (2020)

For every patient`s visit to a clinician, a clinical note is generated documenting their medical conversation, including complaints discussed, treatments, and medical plans. Despite advances in natural language processing, automating clinical note generation from a clinic visit conversation is a largely unexplored area of research. Due to the idiosyncrasies of the task, traditional methods of corpus creation are not effective enough approaches for this problem. In this paper, we present an annotation methodology that is content- and technique- agnostic while associating note sentences to sets of dialogue sentences. The sets can further be grouped with higher order tags to mark sets with related information. This direct linkage from input to output decouples the annotation from specific language understanding or generation strategies. Here we provide data statistics and qualitative analysis describing the unique annotation challenges. Given enough annotated data, such a resource would support multiple modeling methods including information extraction with template language generation, information retrieval type language generation, or sequence to sequence modeling.
MultiWOZ 2.1: A Consolidated Multi-Domain Dialogue Dataset with State Corrections and State Tracking Baselines (2020)

MultiWOZ 2.0 (Budzianowski et al., 2018) is a recently released multi-domain dialogue dataset spanning 7 distinct domains and containing over 10,000 dialogues. Though immensely useful and one of the largest resources of its kind to-date, MultiWOZ 2.0 has a few shortcomings. Firstly, there are substantial noise in the dialogue state annotations and dialogue utterances which negatively impact the performance of state-tracking models. Secondly, follow-up work (Lee et al., 2019) has augmented the original dataset with user dialogue acts. This leads to multiple co-existent versions of the same dataset with minor modifications. In this work we tackle the aforementioned issues by introducing MultiWOZ 2.1. To fix the noisy state annotations, we use crowdsourced workers to re-annotate state and utterances based on the original utterances in the dataset. This correction process results in changes to over 32{\%} of state annotations across 40{\%} of the dialogue turns. In addition, we fix 146 dialogue utterances by canonicalizing slot values in the utterances to the values in the dataset ontology. To address the second problem, we combined the contributions of the follow-up works into MultiWOZ 2.1. Hence, our dataset also includes user dialogue acts as well as multiple slot descriptions per dialogue state slot. We then benchmark a number of state-of-the-art dialogue state tracking models on the MultiWOZ 2.1 dataset and show the joint state tracking performance on the corrected state annotations. We are publicly releasing MultiWOZ 2.1 to the community, hoping that this dataset resource will allow for more effective models across various dialogue subproblems to be built in the future.
A Comparison of Explicit and Implicit Proactive Dialogue Strategies for Conversational Recommendation (2020)

Recommendation systems aim at facilitating information retrieval for users by taking into account their preferences. Based on previous user behaviour, such a system suggests items or provides information that a user might like or find useful. Nonetheless, how to provide suggestions is still an open question. Depending on the way a recommendation is communicated influences the user`s perception of the system. This paper presents an empirical study on the effects of proactive dialogue strategies on user acceptance. Therefore, an explicit strategy based on user preferences provided directly by the user, and an implicit proactive strategy, using autonomously gathered information, are compared. The results show that proactive dialogue systems significantly affect the perception of human-computer interaction. Although no significant differences are found between implicit and explicit strategies, proactivity significantly influences the user experience compared to reactive system behaviour. The study contributes new insights to the human-agent interaction and the voice user interface design. Furthermore, we discover interesting tendencies that motivate futurework.
Conversational Question Answering in Low Resource Scenarios: A Dataset and Case Study for Basque (2020)

Conversational Question Answering (CQA) systems meet user information needs by having conversations with them, where answers to the questions are retrieved from text. There exist a variety of datasets for English, with tens of thousands of training examples, and pre-trained language models have allowed to obtain impressive results. The goal of our research is to test the performance of CQA systems under low-resource conditions which are common for most non-English languages: small amounts of native annotations and other limitations linked to low resource languages, like lack of crowdworkers or smaller wikipedias. We focus on the Basque language, and present the first non-English CQA dataset and results. Our experiments show that it is possible to obtain good results with low amounts of native data thanks to cross-lingual transfer, with quality comparable to those obtained for English. We also discovered that dialogue history models are not directly transferable to another language, calling for further research. The dataset is publicly available.
Construction and Analysis of a Multimodal Chat-talk Corpus for Dialog Systems Considering Interpersonal Closeness (2020)

There are high expectations for multimodal dialog systems that can make natural small talk with facial expressions, gestures, and gaze actions as next-generation dialog-based systems. Two important roles of the chat-talk system are keeping the user engaged and establishing rapport. Many studies have conducted user evaluations of such systems, some of which reported that considering the relationship with the user is an effective way to improve the subjective evaluation. To facilitate research of such dialog systems, we are currently constructing a large-scale multimodal dialog corpus focusing on the relationship between speakers. In this paper, we describe the data collection and annotation process, and analysis of the corpus collected in the early stage of the project. This corpus contains 19,303 utterances (10 hours) from 19 pairs of participants. A dialog act tag is annotated to each utterance by two annotators. We compare the frequency and the transition probability of the tags between different closeness levels to help construct a dialog system for establishing a relationship with the user.
BLISS: An Agent for Collecting Spoken Dialogue Data about Health and Well-being (2020)

An important objective in health-technology is the ability to gather information about people`s well-being. Structured interviews can be used to obtain this information, but are time-consuming and not scalable. Questionnaires provide an alternative way to extract such information, though typically lack depth. In this paper, we present our first prototype of the BLISS agent, an artificial intelligent agent which intends to automatically discover what makes people happy and healthy. The goal of Behaviour-based Language-Interactive Speaking Systems (BLISS) is to understand the motivations behind people`s happiness by conducting a personalized spoken dialogue based on a happiness model. We built our first prototype of the model to collect 55 spoken dialogues, in which the BLISS agent asked questions to users about their happiness and well-being. Apart from a description of the BLISS architecture, we also provide details about our dataset, which contains over 120 activities and 100 motivations and is made available for usage.
The JDDC Corpus: A Large-Scale Multi-Turn Chinese Dialogue Dataset for E-commerce Customer Service (2020)

Human conversations are complicated and building a human-like dialogue agent is an extremely challenging task. With the rapid development of deep learning techniques, data-driven models become more and more prevalent which need a huge amount of real conversation data. In this paper, we construct a large-scale real scenario Chinese E-commerce conversation corpus, JDDC, with more than 1 million multi-turn dialogues, 20 million utterances, and 150 million words. The dataset reflects several characteristics of human-human conversations, e.g., goal-driven, and long-term dependency among the context. It also covers various dialogue types including task-oriented, chitchat and question-answering. Extra intent information and three well-annotated challenge sets are also provided. Then, we evaluate several retrieval-based and generative models to provide basic benchmark performance on the JDDC corpus. And we hope JDDC can serve as an effective testbed and benefit the development of fundamental research in dialogue task.
\textquotedblleftCheese!\textquotedblright: a Corpus of Face-to-face French Interactions. A Case Study for Analyzing Smiling and Conversational Humor (2020)

Cheese! is a conversational corpus. It consists of 11 French face-to-face conversations lasting around 15 minutes each. Cheese! is a duplication of an American corpus (ref) in order to conduct a cross-cultural comparison of participants' smiling behavior in humorous and non-humorous sequences in American English and French conversations. In this article, the methodology used to collect and enrich the corpus is presented: experimental protocol, technical choices, transcription, semi-automatic annotations, manual annotations of smiling and humor. An exploratory study investigating the links between smile and humor is then proposed. Based on the analysis of two interactions, two questions are asked: (1) Does smile frame humor? (2) Does smile has an impact on its success or failure? If the experimental design of Cheese! has been elaborated to study specifically smiles and humor in conversations, the high quality of the dataset obtained, and the methodology used are also replicable and can be applied to analyze many other conversational activities and other multimodal modalities.
The Margarita Dialogue Corpus: A Data Set for Time-Offset Interactions and Unstructured Dialogue Systems (2020)

Time-Offset Interaction Applications (TOIAs) are systems that simulate face-to-face conversations between humans and digital human avatars recorded in the past. Developing a well-functioning TOIA involves several research areas: artificial intelligence, human-computer interaction, natural language processing, question answering, and dialogue systems. The first challenges are to define a sensible methodology for data collection and to create useful data sets for training the system to retrieve the best answer to a user`s question. In this paper, we present three main contributions: a methodology for creating the knowledge base for a TOIA, a dialogue corpus, and baselines for single-turn answer retrieval. We develop the methodology using a two-step strategy. First, we let the avatar maker list pairs by intuition, guessing what possible questions a user may ask to the avatar. Second, we record actual dialogues between random individuals and the avatar-maker. We make the Margarita Dialogue Corpus available to the research community. This corpus comprises the knowledge base in text format, the video clips for each answer, and the annotated dialogues.
How Users React to Proactive Voice Assistant Behavior While Driving (2020)

Nowadays Personal Assistants (PAs) are available in multiple environments and become increasingly popular to use via voice. Therefore, we aim to provide proactive PA suggestions to car drivers via speech. These suggestions should be neither obtrusive nor increase the drivers' cognitive load, while enhancing user experience. To assess these factors, we conducted a usability study in which 42 participants perceive proactive voice output in a Wizard-of-Oz study in a driving simulator. Traffic density was varied during a highway drive and it included six in-car-specific use cases. The latter were presented by a proactive voice assistant and in a non-proactive control condition. We assessed the users' subjective cognitive load and their satisfaction in different questionnaires during the interaction with both PA variants. Furthermore, we analyze the user reactions: both regarding their content and the elapsed response times to PA actions. The results show that proactive assistant behavior is rated similarly positive as non-proactive behavior. Furthermore, the participants agreed to 73.8{\%} of proactive suggestions. In line with previous research, driving-relevant use cases receive the best ratings, here we reach 82.5{\%} acceptance. Finally, the users reacted significantly faster to proactive PA actions, which we interpret as less cognitive load compared to non-proactive behavior.
Emotional Speech Corpus for Persuasive Dialogue System (2020)

Expressing emotion is known as an efficient way to persuade one`s dialogue partner to accept one`s claim or proposal. Emotional expression in speech can express the speaker`s emotion more directly than using only emotion expression in the text, which will lead to a more persuasive dialogue. In this paper, we built a speech dialogue corpus in a persuasive scenario that uses emotional expressions to build a persuasive dialogue system with emotional expressions. We extended an existing text dialogue corpus by adding variations of emotional responses to cover different combinations of broad dialogue context and a variety of emotional states by crowd-sourcing. Then, we recorded emotional speech consisting of of collected emotional expressions spoken by a voice actor. The experimental results indicate that the collected emotional expressions with their speeches have higher emotional expressiveness for expressing the system`s emotion to users.
Multimodal Analysis of Cohesion in Multi-party Interactions (2020)

Group cohesion is an emergent phenomenon that describes the tendency of the group members' shared commitment to group tasks and the interpersonal attraction among them. This paper presents a multimodal analysis of group cohesion using a corpus of multi-party interactions. We utilize 16 two-minute segments annotated with cohesion from the AMI corpus. We define three layers of modalities: non-verbal social cues, dialogue acts and interruptions. The initial analysis is performed at the individual level and later, we combine the different modalities to observe their impact on perceived level of cohesion. Results indicate that occurrence of laughter and interruption are higher in high cohesive segments. We also observe that, dialogue acts and head nods did not have an impact on the level of cohesion by itself. However, when combined there was an impact on the perceived level of cohesion. Overall, the analysis shows that multimodal cues are crucial for accurate analysis of group cohesion.
Treating Dialogue Quality Evaluation as an Anomaly Detection Problem (2020)

Dialogue systems for interaction with humans have been enjoying increased popularity in the research and industry fields. To this day, the best way to estimate their success is through means of human evaluation and not automated approaches, despite the abundance of work done in the field. In this paper, we investigate the effectiveness of perceiving dialogue evaluation as an anomaly detection task. The paper looks into four dialogue modeling approaches and how their objective functions correlate with human annotation scores. A high-level perspective exhibits negative results. However, a more in-depth look shows some potential for using anomaly detection for evaluating dialogues.
Evaluation of Argument Search Approaches in the Context of Argumentative Dialogue Systems (2020)

We present an approach to evaluate argument search techniques in view of their use in argumentative dialogue systems by assessing quality aspects of the retrieved arguments. To this end, we introduce a dialogue system that presents arguments by means of a virtual avatar and synthetic speech to users and allows them to rate the presented content in four different categories (Interesting, Convincing, Comprehensible, Relation). The approach is applied in a user study in order to compare two state of the art argument search engines to each other and with a system based on traditional web search. The results show a significant advantage of the two search engines over the baseline. Moreover, the two search engines show significant advantages over each other in different categories, thereby reflecting strengths and weaknesses of the different underlying techniques.
PATE: A Corpus of Temporal Expressions for the In-car Voice Assistant Domain (2020)

The recognition and automatic annotation of temporal expressions (e.g. {\textquotedblleft}Add an event for tomorrow evening at eight to my calendar{\textquotedblright}) is a key module for AI voice assistants, in order to allow them to interact with apps (for example, a calendar app). However, in the NLP literature, research on temporal expressions has focused mostly on data from the news, from the clinical domain, and from social media. The voice assistant domain is very different than the typical domains that have been the focus of work on temporal expression identification, thus requiring a dedicated data collection. We present a crowdsourcing method for eliciting natural-language commands containing temporal expressions for an AI voice assistant, by using pictures and scenario descriptions. We annotated the elicited commands (480) as well as the commands in the Snips dataset following the TimeML/TIMEX3 annotation guidelines, reaching a total of 1188 annotated commands. The commands can be later used to train the NLU components of an AI voice assistant.
Mapping the Dialog Act Annotations of the LEGO Corpus into ISO 24617-2 Communicative Functions (2020)

ISO 24617-2, the ISO standard for dialog act annotation, sets the ground for more comparable research in the area. However, the amount of data annotated according to it is still reduced, which impairs the development of approaches for automatic recognition. In this paper, we describe a mapping of the original dialog act labels of the LEGO corpus, which have been neglected, into the communicative functions of the standard. Although this does not lead to a complete annotation according to the standard, the 347 dialogs provide a relevant amount of data that can be used in the development of automatic communicative function recognition approaches, which may lead to a wider adoption of the standard. Using the 17 English dialogs of the DialogBank as gold standard, our preliminary experiments have shown that including the mapped dialogs during the training phase leads to improved performance while recognizing communicative functions in the Task dimension.
Estimating User Communication Styles for Spoken Dialogue Systems (2020)

We present a neural network approach to estimate the communication style of spoken interaction, namely the stylistic variations elaborateness and directness, and investigate which type of input features to the estimator are necessary to achive good performance. First, we describe our annotated corpus of recordings in the health care domain and analyse the corpus statistics in terms of agreement, correlation and reliability of the ratings. We use this corpus to estimate the elaborateness and the directness of each utterance. We test different feature sets consisting of dialogue act features, grammatical features and linguistic features as input for our classifier and perform classification in two and three classes. Our classifiers use only features that can be automatically derived during an ongoing interaction in any spoken dialogue system without any prior annotation. Our results show that the elaborateness can be classified by only using the dialogue act and the amount of words contained in the corresponding utterance. The directness is a more difficult classification task and additional linguistic features in form of word embeddings improve the classification results. Afterwards, we run a comparison with a support vector machine and a recurrent neural network classifier.
The ISO Standard for Dialogue Act Annotation, Second Edition (2020)

ISO standard 24617-2 for dialogue act annotation, established in 2012, has in the past few years been used both in corpus annotation and in the design of components for spoken and multimodal dialogue systems. This has brought some inaccuracies and undesirbale limitations of the standard to light, which are addressed in a proposed second edition. This second edition allows a more accurate annotation of dependence relations and rhetorical relations in dialogue. Following the ISO 24617-4 principles of semantic annotation, and borrowing ideas from EmotionML, a triple-layered plug-in mechanism is introduced which allows dialogue act descriptions to be enriched with information about their semantic content, about accompanying emotions, and other information, and allows the annotation scheme to be customised by adding application-specific dialogue act types.
The AICO Multimodal Corpus -- Data Collection and Preliminary Analyses (2020)

This paper describes data collection and the first explorative research on the AICO Multimodal Corpus. The corpus contains eye-gaze, Kinect, and video recordings of human-robot and human-human interactions, and was collected to study cooperation, engagement and attention of human participants in task-based as well as in chatty type interactive situations. In particular, the goal was to enable comparison between human-human and human-robot interactions, besides studying multimodal behaviour and attention in the different dialogue activities. The robot partner was a humanoid Nao robot, and it was expected that its agent-like behaviour would render humanrobot interactions similar to human-human interaction but also high-light important differences due to the robot`s limited conversational capabilities. The paper reports on the preliminary studies on the corpus, concerning the participants' eye-gaze and gesturing behaviours,which were chosen as objective measures to study differences in their multimodal behaviour patterns with a human and a robot partner.
A Corpus of Controlled Opinionated and Knowledgeable Movie Discussions for Training Neural Conversation Models (2020)

Fully data driven Chatbots for non-goal oriented dialogues are known to suffer from inconsistent behaviour across their turns, stemming from a general difficulty in controlling parameters like their assumed background personality and knowledge of facts. One reason for this is the relative lack of labeled data from which personality consistency and fact usage could be learned together with dialogue behaviour. To address this, we introduce a new labeled dialogue dataset in the domain of movie discussions, where every dialogue is based on pre-specified facts and opinions. We thoroughly validate the collected dialogue for adherence of the participants to their given fact and opinion profile, and find that the general quality in this respect is high. This process also gives us an additional layer of annotation that is potentially useful for training models. We introduce as a baseline an end-to-end trained self-attention decoder model trained on this data and show that it is able to generate opinionated responses that are judged to be natural and knowledgeable and show attentiveness.