@inproceedings{kluewer-etal-2012-evaluation,
title = "Evaluation of the {K}om{P}arse Conversational Non-Player Characters in a Commercial Virtual World",
author = "Kluewer, Tina and
Xu, Feiyu and
Adolphs, Peter and
Uszkoreit, Hans",
editor = "Calzolari, Nicoletta and
Choukri, Khalid and
Declerck, Thierry and
Do{\u{g}}an, Mehmet U{\u{g}}ur and
Maegaard, Bente and
Mariani, Joseph and
Moreno, Asuncion and
Odijk, Jan and
Piperidis, Stelios",
booktitle = "Proceedings of the Eighth International Conference on Language Resources and Evaluation ({LREC}'12)",
month = may,
year = "2012",
address = "Istanbul, Turkey",
publisher = "European Language Resources Association (ELRA)",
url = "http://www.lrec-conf.org/proceedings/lrec2012/pdf/721_Paper.pdf",
pages = "3535--3542",
abstract = "The paper describes the evaluation of the KomParse system. KomParse is a dialogue system embedded in a 3-D massive multiplayer online game, allowing conversations between non player characters (NPCs) and game users. In a field test with game users, the system was evaluated with respect to acceptability and usability of the overall system as well as task completion, dialogue control and efficiency of three conversational tasks. Furthermore, subjective feedback has been collected for evaluating the single communication components of the system such as natural language understanding. The results are very satisfying and promising. In general, both the usability and acceptability tests show that the tested NPC is useful and well-accepted by the users. Even if the NPC does not always understand the users well and expresses things unexpected, he could still provide appropriate responses to help users to solve their problems or entertain them.",
}
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<abstract>The paper describes the evaluation of the KomParse system. KomParse is a dialogue system embedded in a 3-D massive multiplayer online game, allowing conversations between non player characters (NPCs) and game users. In a field test with game users, the system was evaluated with respect to acceptability and usability of the overall system as well as task completion, dialogue control and efficiency of three conversational tasks. Furthermore, subjective feedback has been collected for evaluating the single communication components of the system such as natural language understanding. The results are very satisfying and promising. In general, both the usability and acceptability tests show that the tested NPC is useful and well-accepted by the users. Even if the NPC does not always understand the users well and expresses things unexpected, he could still provide appropriate responses to help users to solve their problems or entertain them.</abstract>
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%0 Conference Proceedings
%T Evaluation of the KomParse Conversational Non-Player Characters in a Commercial Virtual World
%A Kluewer, Tina
%A Xu, Feiyu
%A Adolphs, Peter
%A Uszkoreit, Hans
%Y Calzolari, Nicoletta
%Y Choukri, Khalid
%Y Declerck, Thierry
%Y Doğan, Mehmet Uğur
%Y Maegaard, Bente
%Y Mariani, Joseph
%Y Moreno, Asuncion
%Y Odijk, Jan
%Y Piperidis, Stelios
%S Proceedings of the Eighth International Conference on Language Resources and Evaluation (LREC’12)
%D 2012
%8 May
%I European Language Resources Association (ELRA)
%C Istanbul, Turkey
%F kluewer-etal-2012-evaluation
%X The paper describes the evaluation of the KomParse system. KomParse is a dialogue system embedded in a 3-D massive multiplayer online game, allowing conversations between non player characters (NPCs) and game users. In a field test with game users, the system was evaluated with respect to acceptability and usability of the overall system as well as task completion, dialogue control and efficiency of three conversational tasks. Furthermore, subjective feedback has been collected for evaluating the single communication components of the system such as natural language understanding. The results are very satisfying and promising. In general, both the usability and acceptability tests show that the tested NPC is useful and well-accepted by the users. Even if the NPC does not always understand the users well and expresses things unexpected, he could still provide appropriate responses to help users to solve their problems or entertain them.
%U http://www.lrec-conf.org/proceedings/lrec2012/pdf/721_Paper.pdf
%P 3535-3542
Markdown (Informal)
[Evaluation of the KomParse Conversational Non-Player Characters in a Commercial Virtual World](http://www.lrec-conf.org/proceedings/lrec2012/pdf/721_Paper.pdf) (Kluewer et al., LREC 2012)
ACL