Advertisement

The SpeakEasy Dialogue Controller

Chapter
Part of the The Springer International Series in Engineering and Computer Science book series (SECS, volume 511)

Abstract

The SpeakEasy dialogue controller interprets conversational scripts that control how a computer character interacts with a user. The scripts are written in a simple imperative programming language with special features designed to simplify the authoring of natural conversations. This paper explains the requirements for a conversational scripting language, based on experience with Microsoft’s Peedy the Parrot prototype. It then illustrates how those requirements have been addressed in the design of SpeakEasy. The interpreter has been packaged as an ActiveX object, and used in conjunction with the Microsoft Agent animated character to implement a series of Web guides which can lead a user on a tour of a portion of the World Wide Web.

Keywords

Dialogue System Computer Character Conversational Interaction Large Vocabulary Continuous Speech Recognition Natural Language Processing System 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Ball, G. et al., 1997. Lifelike Computer Characters: The Persona Project at Microsoft. In Software Agents (eds. Bradshaw, J.) AAAI/NIIT Press, Menlo Park, CA.Google Scholar
  2. Libes, D. 1994. Exploring Expect A Tcl-based Toolkit for Automating Interactive Programs. O’Reilly and Associates.Google Scholar
  3. Microsoft Corporation. 1997. Visual Basic 5. http://www.microsoft.com/vbasic/
  4. Trower, T. 1996. Microsoft Agent. http://www.microsoft.com/intdev/agent/ Microsoft Corporation.

Copyright information

© Springer Science+Business Media New York 1999

Authors and Affiliations

  • G. Ball

There are no affiliations available

Personalised recommendations