Greetings Generation in Video Role Playing Games
|
|
|
- Brittney Marian Jenkins
- 10 years ago
- Views:
Transcription
1 Greetings Generation in Video Role Playing Games Björn Schlünder Ruhr-Universität Bochum Department of Linguistics Germany Ralf Klabunde Ruhr-Universität Bochum Department of Linguistics Germany Abstract We present first results of our project on the generation of contextually adequate greeting exchanges in video role playing games. To make greeting exchanges computable, an analysis of the factors influencing greeting behavior as well as the factors influencing greeting exchanges is given. Based on the politeness model proposed by Brown & Levinson (1987) we develop a simple algorithm for the generation of greeting exchanges. An evaluation, comparing dialog from the video role playing game Skyrim to dialog determined by our algorithm, shows that our algorithm is able to generate greeting exchanges that are contextually more adequate than those featured by Skyrim. 1 Introduction Though there has been a steep rise in interest in video games during the past decade, both culturally as well as commercial, little has been done in getting language technology involved in game development. There is a huge contrast between the steep development of almost every other aspect of game development and the usage of language technology. To our knowledge there is not one game of one of the major game companies that uses sophisticated NLG-methods for the generation of contextually adequate utterances. Modern games feature rich voice acting, but often lack realistic conversational situations. Voice acting, which became standard in commercial productions around the year 2000, hampered usage of language technology for quite some time, since e.g. speech synthesis did not reach sufficient quality and therefore would hurt immersion. Since then not only quality of synthesis systems has increased, but synthesislike voice acting has also been used in successful productions (e.g. Portal 1 & 2). There is some work in the NLG community on NLG in games (e.g., Koller et al. 2004; Khosmood and Walker 2010), but an intimate cooperation between game design and NLG does not exist on a commercial level. Research in the fields of NLG & game design is e.g. conducted at Expressive Intelligence Studio at UC Santa Cruz, with current projects (e.g. SpyFeet) focussing on combining NLG methods and computational dialog management in simple role playing games (Reed et al. 2011). By nature of their modern design, video games, especially of the role playing genre, provide detailed information on the spatial and social environment, the agent types, their behavior and motivation, the progress on and steps in certain goals etc., so that context-related language generation should be a feasible task. In our paper, we show by means of an apparently simple generation task, viz. the generation of greetings in greeting exchange situations, how more appropriate linguistic expressions can be generated if context features are taken into account. Our examples will be taken from the video role playing game The Elder Scrolls V: Skyrim, which shall henceforth simply be referenced as Skyrim. 2 Video Role Playing Games (VRPGs) Video games involve two kinds of players or agents, respectively: player characters are agents acting in the virtual game environment on behalf of and controlled by the player, and non-player characters (NPCs) are agents controlled by the game software. Both agents interact with each other by non-verbal and verbal means, the latter typically realized by the selection of canned text from an agent-dependent discourse tree. The ultimate goal of a video game is immersion: the player should get emotionally involved with the environment, the NPCs and his charac- 167 Proceedings of the 14th European Workshop on Natural Language Generation, pages , Sofia, Bulgaria, August c 2013 Association for Computational Linguistics
2 ter. Text presented in video games is vital to the immersion process. Form and content of the texts presented depend on the player types and the story telling method. The essential features of VRPGs are the high number of appearing NPCs, their multifaceted models (skills, attributes, karma, etc.), a branching story line and the possibility to take different approaches to solve problems, many of the former being conversational. As a result, in VRPGs conversations mostly take place directly within the games virtual environment (as opposed to cutscenes in many action games, i.e. episodes the player is not able to control), which leads to the high immersion factor of the genre. 2.1 Text in Video Games Game texts are the major component in telling and driving a game s story. In most recent games they are fully voice acted. Game texts can either be categorized as storytelling text, written documents appearing in the game, or dialog, which can be further categorized as either scripted or interactive dialog. The latter is mostly featured in games of the branching storytelling type like VRPGs. These games make rich use of interactive dialogue and use it to fuel their story. Players have multiple choices in dialogs and are able to use different verbal approaches to solve conversational problems. Nevertheless all possible dialog lines are still prewritten during development there is just a lot more of them. According to web sources Skyrim comprises more than 60,000 dialog lines. This demonstrates that game developers must use an enormous amount of text that will be presented in the different episodes of a story. However, there is little variation within these texts to keep development costs down. As a result, conversations may get an inappropriate character by means of an iterated use of one and the same text unit in subsequent scenes, or the constant, inappropriate avoidance of ingame variables that would bloat the number of dialog lines (e.g. gender of agents). In Skyrim this leads to constant skipping of real conversation openers and real passing greetings. As our evaluation below shows, even a minimalistic greeting exchange will be perceived as more appropriate and therefore improve immersion. 3 Greeting Exchanges Greeting exchanges are social practices that agents in VRPGs should be able to master. According to Firth (1972) the aim of a greeting exchange is to establish or reestablish social relations in case of conversation openers, or in case of passing greetings if the agents are strangers guaranteeing a safe passage. Both may also serve acknowledgement of a different allocation of status. Politeness is a central aspect of every type of greeting exchange. Greeting exchanges as adjacency pairs comprise a linguistic, a sociolinguistic, and an anthropological aspect (Williams 2001). Some of the variables influencing form and content of a greeting exchange are: Attention of player and agents (e.g. are the agents facing each other?) Time since last encounter between the two parties (e.g. Skyrim s NPCs do not make a difference between the character leaving for five minutes and leaving for days) Gender as social variable (e.g. in the society in question, is a woman supposed to greet first?) Physical variables: time of the day, physical distance, noisiness of surroundings, crowdedness of the immediate environment. E.g., the last three variables influence wether a verbal or a gestural greeting should be performed. In Skyrim, instantiations of these variables are available during runtime because they are tracked for various other functions of the game engine, but only gender ( Hello master / mistress ) and distance (passing greetings will only occur in the immidiate vicinity of the player character) are actually utilized for greeting purposes. Also the necessary variables underlying the politeness effect of a greeting are implicitly given in a game; e.g. in Skyrim the player will encounter kings as well as peasants, and the sum of her deeds for certain factions are also tracked. 4 Computing Greeting Exchanges Brown & Levinson s (1987) well-known politeness model uses the concepts of negative and positive face to explain polite behavior. The negative face comprises the want of every agent that his actions be unimpeded by others. The positive 168
3 Trait Par. Value Motivation shy α 1.2 misinterprets social distance β 1.3 afraid of authority γ 1.8 fears social impositions more than anything else uncouth α 0.2 unaware of social distance β 1.6 does recognize and respect power γ 0.2 does not mind the impositions of the FTA Table 1: Values ofα-,β- andγ-parameters for shy and uncouth stereotypes face is the want of every agent that his wants be desirable to at least some others. Face threating acts (FTAs) threaten the positive and/or the negative face of the addressee and/or the speaker. Politeness is just a verbal or non-verbal means to attenuate the FTA. According to Brown & Levinson (1987) the weight W x of a FTA x is calculated as follows: W x = D(S,H)+P(H,S)+R x where D is the social distance between speaker S and hearer H, P is the relative power the hearer has over the speaker, and R x is the ranking of the impositions of a particular FTAx. In Skyrim the background information for the generation of appropriate greetings is available in the course of the game, but the software makes very limited use of the variables at its disposal. Time since the last encounter is not taken into account as well as attention: Characters might have been gone for days of ingame time and will hear the same phrases as if they just left the room. The character is also addressed by NPCs while they are passing behind his back or sometimes while talking to other NPCs. This is clearly impolite greeting behavior that is not licensed by urgency and rudeness as an agent s trait, since this affects all NPCs. More information available could be used to calculate the social distance D and power P. The social distance could be calculated by taking into account the interacting agent s ethnicities, their profession, social skills etc., while relative power could be calculated through factors like rank in or standing with an organisation. Finally and most importantly personal influences are implemented by the use of parameters which simply adjust the impact of the social variables: W x = α D(S,H)+β P(H,S)+γ R x This allows for easy contrasting between character types. If we assume that a normal greeting behavior is based on a value of 1 for each of α,β andγ, we assume exemplary values for the parameters for stereotypical shy and uncouth as seen in Table 1. As a result, our method not only generates different greetings w.r.t. different instantiations of the physical and social variables, but also different greetings for different agent types. Our algorithm outlined in Table 2 generates a simple passing greeting exchange or a simple conversation opener. We assume that for every pair of agents (character and NPC) there is a Question Under Discussion (QUD) stack of information that has not yet been resolved (see, e.g., Djalali et al. 2011). A QUD-model for short-term discourse history can also be utilized to lock the NPC in a certain conversational state (urgent quests), therefore giving access to the notion of urgency which mitigates the impact of impolite behavior, e.g. skipping greeting exchanges, and also helps to keep discourse coherent. Besides the QUD stack we assume a database which keeps record of the discourse history beyond the QUD-stack. Elements resolved (popped from the stack) are stored in the database. This database also helps to keep track of relations between the two agents and directly affects the social distance component. Relative power is untouched. The database also keeps track of agentspecific information like faction, rank, and others as well as agent-pair specific data, like time since last encounter. Since we do not have access to Skyrim s source code, our algorithm has not been implemented yet. However, given greetings from Skyrim, the outlined algorithm can be used to determine modified greetings whose quality has been evaluated by players. For example, when entering an alchemist s store the following example dialog might occur in Skyrim (A being the alchemist, P being the player character): A: You look rather pale. Could be Ataxia. It s quite a problem back home in Cyrodiil. P: [not realized] P: [initiates conversation; not realized] A: Pardon me, but do I detect a case of the Rattles? I ve got something for that. 169
4 1 check for possibility of a greeting exchange: 13 if greeting character is a player character: 2 checking agent type (normal, shy, uncouth) 14 generate passing greeting or conversational opener. 3 line of sight between agents? 15 present player with options to choose from. 4 agents paying attention to e.o.? 16 add greeting phrase to discourse history. 5 distance between agents appropriate? 17 check for circumstances that might reduce impact of FTA (e.g. urgency) 6 one of agents trying to hide? 18 apply politeness impact on standing and/or karma. 7 gather possible and situationally fitting greeting 19 else if greeting character is a NPC: phrases / schemes for either... 8 A passing greeting or 20 choose greeting according to NPCs role and model 9 A conversation opener 21 generate chosen phrase. 10 look for physical modifiers that influence mode of 22 add chosen phrase to discourse history greeting (e.g. noisiness of surrounding) 11 look for situational modifiers that override politeness 22 output to player calculation 12 calculate politeness with regards to agent types Table 2: Proposed algorithm for greeting exchange generation. P: [not realized] P: [chooses from variety of conversation topics] Utilizing our algorithm, might unfold. the following dialog A: Good morning and welcome to my store. P: Good morning. A: How may I serve you? P: [chooses from variety of conversation topics] One can see that while the pre-written dialog lines give a lot of background information about the game world, their usage in the initial dialog stages seems a bit odd. 5 Evaluation To evaluate the suggested method of computing greeting exchanges, we designed a questionnaire containing descriptions (in a pen & paper RPG style) of five different situations from Skyrim. These situations have been chosen because of their unfitting pragmatic realisation. For each situation, we presented a set of follow-up dialog situations which contained the original dialog from Skyrim, dialog determined by our algorithm (minus urgency, as it would allow to skip greeting exchanges) as well as by a simple approach that only took into account attention and minimalistic greetings. We used transcripts from the original dialog to eliminate potential bias from different methods of presentation as well as to ensure that subjects would not recognize the original dialog from Skyrim. The subjects were then asked to evaluate the dialog situations according to appropriateness, politeness, social distance, relative power as well as feeling a sense of urgency. In addition we asked the subjects for a short self-evaluation of their experience with video and role playing games as well as their experience with Skyrim. Out of seven participants two did not have any experience with video or role playing games. Two participants had played Skyrim. They evaluated the overall linguistic realisation with a score of 7 out of 9 and were able to recognize the situations as well as the dialog options from Skyrim. Table 3 shows the overall evaluation results. very medium not Skyrim simple our alg Skyrim simple our alg Table 3: Average no. of choices for appropriateness (above) and politeness (below) In this setting, Skyrim s passing greetings and conversation openers generally were perceived as much less appropriate than the alternatives presented, while greetings determined by our algorithm were perceived as the most appropriate in all scenarios by the majority of all participants. Skyrim s greeting exchanges were also mostly associated with only little social distance and were perceived as relatively impolite. The opposite was true for greetings determined by our algorithm: in every scenario the majority of participants chose them as the most polite one. 170
5 References Penelope Brown and Stephen C. Levinson Politeness: Some universals in language usage. Cambridge University Press, Cambridge Alex Djalali, David Clausen, Sven Lauer, Karl Schultz and Christopher Potts Modeling Expert Effects and Common Ground Using Questions Under Discussion. Proceedings of the AAAI Workshop on Building Representations of Common Ground with Intelligent Agents. Raymond Firth Verbal and Bodily Rituals of Greeting and Parting. The Interpretation of Ritual: J.S. La Fontaine (Ed.) The Interpretation of Ritual. Tavistock Publications, London. Alexander Koller, Ralph Debusmann, Malte Gabsdil and Kristina Striegnitz Put my galakmid coin into the dispenser and kick it: Computational Linguistics and Theorem Proving in a Computer Game. Journal of Logic, Language and Information, 13 (2): Foaad Khosmood and Marilyn Walker Grapevine: a gossip generation system. Proceedings of the 5th International Conference on the Foundations of Digital Games, New York, NY, USA: Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker and Noah Wardrip- Fruin SpyFeet: An Exercise RPG. Proceedings of the 6th International Conference on the Foundations of Digital Games. Jesse Schell The Art of Game Design: A book of lenses. Elsevier/Morgan Kaufmann, Amsterdam and Boston. Kenneth E. Williams An Evaluation of Greeting Exchanges in Textbooks and Real Life Settings. Sophia Junior College Faculty Journal, 21:
The Problem With Positive Face Strategies - A Review
Modeling Blame to Avoid Positive Face Threats in Natural Language Generation Gordon Briggs Human-Robot Interaction Laboratory Tufts University Medford, MA USA [email protected] Matthias Scheutz Human-Robot
Virtual Personal Assistant
Virtual Personal Assistant Peter Imire 1 and Peter Bednar 2 Abstract This report discusses ways in which new technology could be harnessed to create an intelligent Virtual Personal Assistant (VPA) with
Courses in Communication (COMM)
Courses in Communication (COMM) 101. (SPCH 1311) Introduction to Communication. (3-0). Credit 3. Survey of communication topics, research, and contexts of communicative practice; overview of communication
University of Toronto TEFL Online
University of Toronto TEFL Online 403 (v41) Reflection Journal Submission - Unit 4 Name: RAHEEL KHAN Score: 100% Passmark: 100% Attempted: Tuesday, February 11, 2014 Attempt Number: 3 Time Taken: 00:09:51
MAP for Language & International Communication Spanish Language Learning Outcomes by Level
Novice Abroad I This course is designed for students with little or no prior knowledge of the language. By the end of the course, the successful student will develop a basic foundation in the five skills:
The Design Document. Videogame Design and Programming. Prof. Pier Luca Lanzi
The Design Document Videogame Design and Programming Reference 2 Chapter 14 The Design Document of the course textbook: Tracy Fullerton. Game Design Workshop, Second Edition. Morgan Kaufmann 2008. Chapter
Interview: Professor Adrian Payne. Handbook of CRM: Achieving Excellence in Customer Management.
Interview: Handbook of CRM: Achieving Excellence in Customer Management. Hello, this is Steve Macaulay from Cranfield School of Management. I am here today to discuss with his book Handbook of CRM: Achieving
What mathematical optimization can, and cannot, do for biologists. Steven Kelk Department of Knowledge Engineering (DKE) Maastricht University, NL
What mathematical optimization can, and cannot, do for biologists Steven Kelk Department of Knowledge Engineering (DKE) Maastricht University, NL Introduction There is no shortage of literature about the
COMM - Communication (COMM)
Texas A&M University 1 COMM - Communication (COMM) COMM 101 Introduction to Communication (SPCH 1311) Introduction to Communication. Survey of communication topics, research, and contexts of communicative
The Power of Dots: Using Nonverbal Compensators in Chat Reference
The Power of Dots: Using Nonverbal Compensators in Chat Reference Jack M. Maness University Libraries University of Colorado at Boulder 184 UCB 1720 Pleasant St. Boulder, CO 80309 303-492-4545 [email protected]
FOR LEADING. A book from the series Effective Communication by. T +33 (0)825 096 860 / +33 (0)4 42 320 000 [email protected] www.ecsplicite.
KEY PHRASES FOR LEADING CONFCALLS A book from the series Effective Communication by T +33 (0)825 096 860 / +33 (0)4 42 320 000 [email protected] www.ecsplicite.com BP 124 300 avenue du Col de l Ange
Discourse Markers in English Writing
Discourse Markers in English Writing Li FENG Abstract Many devices, such as reference, substitution, ellipsis, and discourse marker, contribute to a discourse s cohesion and coherence. This paper focuses
OCR LEVEL 3 CAMBRIDGE TECHNICAL
Cambridge TECHNICALS OCR LEVEL 3 CAMBRIDGE TECHNICAL CERTIFICATE/DIPLOMA IN IT COMPUTER GAME DESIGN H/502/5671 LEVEL 3 UNIT 32 GUIDED LEARNING HOURS: 60 UNIT CREDIT VALUE: 10 COMPUTER GAME DESIGN H/502/5671
Guide to Knowledge Elicitation Interviews
Guide to Knowledge Elicitation Interviews Purpose Gather knowledge from individuals in a manner that others will find useful. Description Knowledge interviews are conversations between people who have
Master of Arts Program in Linguistics for Communication Department of Linguistics Faculty of Liberal Arts Thammasat University
Master of Arts Program in Linguistics for Communication Department of Linguistics Faculty of Liberal Arts Thammasat University 1. Academic Program Master of Arts Program in Linguistics for Communication
ADVANCED COMMUNICATION SERIES STORYTELLING. Assignment #1: THE FOLK TALE
Assignment #1: THE FOLK TALE To tell a folk tale that is entertaining and enjoyable for a specific age group. To use vivid imagery and voice to enhance the tale. TIME : 7 to 9 minutes : The purpose of
Grade 6 English Language Arts Performance Level Descriptors
Limited Grade 6 English Language Arts Performance Level Descriptors A student performing at the Limited Level demonstrates a minimal command of Ohio s Learning Standards for Grade 6 English Language Arts.
CHAPTER III RESEARCH METHOD. The research approach used in this study is qualitative method supported
CHAPTER III RESEARCH METHOD 3.1 Research Approach The research approach used in this study is qualitative method supported by contrastive analysis technique. The data collected were analyzed directly.
Motivations of Play in Online Games. Nick Yee, Department of Communication, Stanford University. (in press in CyberPsychology and Behavior) Abstract
Motivations of Play in Online Games Nick Yee, Department of Communication, Stanford University (in press in CyberPsychology and Behavior) Abstract An empirical model of player motivations in online games
Shared Solutions: An Overview Special Education Policy and Programs Branch Ministry of Education
Shared Solutions: An Overview Special Education Policy and Programs Branch Ministry of Education Table of Contents 1. Shared Solutions: Overview 2. Understanding Conflict 3. Preventing Conflicts 4. Video:
Jefferson Township Public Schools. Technology Curriculum. Video Production II: Television Studio. Grades 10, 11 & 12. August 2011
Jefferson Township Public Schools Technology Curriculum Video Production II: Television Studio Grades 10, 11 & 12 August 2011 Video Production II Curriculum 2011 Page 2 TABLE OF CONTENTS JEFFERSON TOWNSHIP
TaleBlazer Documentation
TaleBlazer Documentation HOW TO READ THIS DOCUMENTATION TaleBlazer specific terminology is denoted with italics. Example game functionality which is not intrinsic to the TaleBlazer software is denoted
A Brief Introduction to Mathematical Writing
A Brief Introduction to Mathematical Writing William J. Turner August 26, 2009 1 Introduction Mathematics is not just about computation. It is about ideas, knowledge, learning, understanding, and perception.
Film and Television. Film and Television 299
Film and Television 299 Film and Television Degree Associate in Arts Degree, Film Production Program Description Film is a universally recognized medium that has a profound impact on how we view the world
March 10, 2015 CONFERENCE CALL DOCUMENTATION FOR C.N.A.s Presented by Dwana Jackson, CNA, AIPP Quality Specialist
March 10, 2015 CONFERENCE CALL DOCUMENTATION FOR C.N.A.s Presented by Dwana Jackson, CNA, AIPP Quality Specialist Good morning everyone and welcome to today s conference call, our topic today is documentation
INF5820, Obligatory Assignment 3: Development of a Spoken Dialogue System
INF5820, Obligatory Assignment 3: Development of a Spoken Dialogue System Pierre Lison October 29, 2014 In this project, you will develop a full, end-to-end spoken dialogue system for an application domain
CS4025: Pragmatics. Resolving referring Expressions Interpreting intention in dialogue Conversational Implicature
CS4025: Pragmatics Resolving referring Expressions Interpreting intention in dialogue Conversational Implicature For more info: J&M, chap 18,19 in 1 st ed; 21,24 in 2 nd Computing Science, University of
INTRODUCE workshop by explaining that today is about core transferable skills of telephone skills.
WELCOME delegates INTRODUCE yourself plus background. INTRODUCE workshop by explaining that today is about core transferable skills of telephone skills. POINT OUT: Telephone techniques are all about how
TEACHER IDENTITY AND DIALOGUE: A COMMENT ON VAN RIJSWIJK, AKKERMAN & KOSTER. Willem Wardekker VU University Amsterdam, The Netherlands
International Journal for Dialogical Science Spring 2013. Vol. 7, No. 1, 61-65 Copyright 2013 by Willem Wardekker TEACHER IDENTITY AND DIALOGUE: A COMMENT ON VAN RIJSWIJK, AKKERMAN & KOSTER Willem Wardekker
MA in Teaching English to Speakers of Other Languages (TESOL) 2015/16
MA in Teaching English to Speakers of Other Languages (TESOL) 2015/16 Programme structure full time students Full time students must complete the programme in one year. All students complete the following
DAY ONE ICE-BREAKERS AND INTRODUCTION. Hello. Name of the activity Objectives
DAY ONE ICE-BREAKERS AND INTRODUCTION Hello This will set the tone for the workshop: it is easy and fun, it helps participants to relax and start to get to know each other. 5 minutes None Group work The
Game Design. Aspects of Game Design CMPUT 299
Finnegan Southey Game Design CMPUT 299 convexity (series) new modes: adding multiplayer features qbilities, training, introducing abilities critical gaming save dev qa coverage/replay approachable doors
An Analysis of the Eleventh Grade Students Monitor Use in Speaking Performance based on Krashen s (1982) Monitor Hypothesis at SMAN 4 Jember
1 An Analysis of the Eleventh Grade Students Monitor Use in Speaking Performance based on Krashen s (1982) Monitor Hypothesis at SMAN 4 Jember Moh. Rofid Fikroni, Musli Ariani, Sugeng Ariyanto Language
Study Plan for Master of Arts in Applied Linguistics
Study Plan for Master of Arts in Applied Linguistics Master of Arts in Applied Linguistics is awarded by the Faculty of Graduate Studies at Jordan University of Science and Technology (JUST) upon the fulfillment
Plans and Lines of Movement 57.1. A studio experiment
Plans and Lines of Movement A studio experiment 57 Douglas Vieira de Aguiar Federal University of Rio Grande do Sul, Brazil Abstract This work is based on a studio experience carried out with 1st year
Buy The Complete Version of This Book at Booklocker.com:
Practical, comprehensible ESL workshops centered on the adult ELL learner. The ESL Teachers Workshop Modules Buy The Complete Version of This Book at Booklocker.com: http://www.booklocker.com/p/books/4783.html?s=pdf
1. Introduction to Spoken Dialogue Systems
SoSe 2006 Projekt Sprachdialogsysteme 1. Introduction to Spoken Dialogue Systems Walther v. Hahn, Cristina Vertan {vhahn,vertan}@informatik.uni-hamburg.de Content What are Spoken dialogue systems? Types
Week 3. COM1030. Requirements Elicitation techniques. 1. Researching the business background
Aims of the lecture: 1. Introduce the issue of a systems requirements. 2. Discuss problems in establishing requirements of a system. 3. Consider some practical methods of doing this. 4. Relate the material
Digital Citizenship Lesson Plan
Digital Citizenship Lesson Plan This course is to help people to understand how to use the Internet in a safe, productive way. Additional resources and links are available on the TechTECS website. http://techtecs.com/digital-citizenship
LEVEL A! (Reading Comprehension Questions)
LEVEL A! (Reading Comprehension Questions) What words to you expect to come on the next page? What do you think is going to happen next by looking at the pictures? What do you think will happen at the
Blue Cross Blue Shield of Michigan An innovative learning experience designed to help employees walk in customers shoes.
inside view / jun 2013 Blue Cross Blue Shield of Michigan An innovative learning experience designed to help employees walk in customers shoes. By Susan Hash, Contact Center Pipeline Pipeline Articles
CLASS PARTICIPATION: MORE THAN JUST RAISING YOUR HAND
STUDENT LEARNING SUPPORT TUTORIAL PRODUCED BY THE CENTER FOR TEACHING AND FACULTY DEVELOPMENT CLASS PARTICIPATION: MORE THAN JUST RAISING YOUR HAND CHAPTER 1: LEARNING THROUGH CLASS PARTICIPATION CLASS
THE UNIVERSITY OF BIRMINGHAM. English Language & Applied Linguistics SECOND TERM ESSAY
THE UNIVERSITY OF BIRMINGHAM English Language & Applied Linguistics SECOND TERM ESSAY Student Number: 1277536 MA - TEFL/TESL 2012/2013 Title of option(s) for which work is being submitted: Business English
Soft Skills Requirements in Software Architecture s Job: An Exploratory Study
Soft Skills Requirements in Software Architecture s Job: An Exploratory Study 1 Faheem Ahmed, 1 Piers Campbell, 1 Azam Beg, 2 Luiz Fernando Capretz 1 Faculty of Information Technology, United Arab Emirates
Crash NARRATIVE. www.filmeducation.org 1
Crash NARRATIVE Crash tells the story of a group of very different people and the way in which their lives intersect over a period of twenty-four hours. As the film begins, each episode in the narrative
How do non-expert users exploit simultaneous inputs in multimodal interaction?
How do non-expert users exploit simultaneous inputs in multimodal interaction? Knut Kvale, John Rugelbak and Ingunn Amdal 1 Telenor R&D, Norway [email protected], [email protected], [email protected]
School of Humanities and Languages. LING 5022, Cross-Cultural Pragmatics Semester 1, 2014
School of Humanities and Languages LING 5022, Cross-Cultural Pragmatics Semester 1, 2014 1. Course Staff and Contact Details 2. Course Details 3. Learning and Teaching Rationale 4. Teaching Strategies
Standards of proficiency. Arts therapists
Standards of proficiency Arts therapists Contents Foreword 1 Introduction 3 Standards of proficiency 7 Foreword We are pleased to present the Health and Care Professions Council s standards of proficiency
VoiceXML-Based Dialogue Systems
VoiceXML-Based Dialogue Systems Pavel Cenek Laboratory of Speech and Dialogue Faculty of Informatics Masaryk University Brno Agenda Dialogue system (DS) VoiceXML Frame-based DS in general 2 Computer based
Virtual Patients: Assessment of Synthesized Versus Recorded Speech
Virtual Patients: Assessment of Synthesized Versus Recorded Speech Robert Dickerson 1, Kyle Johnsen 1, Andrew Raij 1, Benjamin Lok 1, Amy Stevens 2, Thomas Bernard 3, D. Scott Lind 3 1 Department of Computer
INTRODUCTION TO TRANSANA 2.2 FOR COMPUTER ASSISTED QUALITATIVE DATA ANALYSIS SOFTWARE (CAQDAS)
INTRODUCTION TO TRANSANA 2.2 FOR COMPUTER ASSISTED QUALITATIVE DATA ANALYSIS SOFTWARE (CAQDAS) DR ABDUL RAHIM HJ SALAM LANGUAGE ACADEMY UNIVERSITY TECHNOLOGY MALAYSIA TRANSANA VERSION 2.2 MANAGINGYOUR
Insight Guide. E-Learning Compliance. www.kineo.com
Insight Guide E-Learning Compliance LAST MENU BACK NEXT Insight Guide Overview The challenges of compliance training Questions to ask before you begin your design 20 minutes A new generation of design
MODULE: RELATIONSHIPS ONLINE
MODULE: RELATIONSHIPS ONLINE DRAFT 23 Everett Street Cambridge, MA 02138, USA [email protected] http://youthandmedia.org {1} Overview: This module explores the topic of healthy relationships
Keywords academic writing phraseology dissertations online support international students
Phrasebank: a University-wide Online Writing Resource John Morley, Director of Academic Support Programmes, School of Languages, Linguistics and Cultures, The University of Manchester Summary A salient
Crosscultural Communication
Crosscultural Communication Videos: Crosstalk Crosstalk, first broadcast on BBC television May 1, 1979, was a pioneering effort in applied sociolinguistics by John Gumperz. It was one of a series of ten
Level 11: Placing Treasure Chests
Level 11: Placing Treasure Chests Welcome to Level 11 of the RPG Maker VX Introductory course. In Level 10 we used the Generate Dungeon function to draw the Cave of Demons map. In this Level, we will make
Eye-contact in Multipoint Videoconferencing
Eye-contact in Multipoint Videoconferencing Birgit Quante and Lothar Mühlbach Heinrich-Hertz-Institut für Nachrichtentechnik Berlin GmbH (HHI) Einsteinufer 37, D-15087 Berlin, Germany, http://www.hhi.de/
Healthy and Safety Awareness for Working Teens Unit 5 Communicating Workplace Problems
Healthy and Safety Awareness for Working Teens Unit 5 Communicating Workplace Problems Unit 5 Communicating Workplace Problems 1 Unit 5 Overview This purpose of this unit is to help students develop the
Spoken English for Work (SEW) exams Guide for Teachers (B1)
Spoken English for Work (SEW) exams Guide for Teachers (B1) Trinity College London 89 Albert Embankment London SE1 7TP UK T +44 (0)20 7820 6100 F +44 (0)20 7820 6161 E [email protected] www.trinitycollege.co.uk
100 Ways To Improve Your Sales Success. Some Great Tips To Boost Your Sales
100 Ways To Improve Your Sales Success Some Great Tips To Boost Your Sales 100 Ways To Improve Your Sales Success By Sean Mcpheat, Managing Director Of The Sales Training Consultancy What makes a successful
ESL Intensive ESLS 4000. Listening/Speaking 400 (CLB 4) Unit 2: Shopping. Instructor Resource Guide
ESL Intensive ESLS 4000 Listening/Speaking 400 (CLB 4) Instructor Resource Guide V1.10 July 2010 Language Training and Adult Literacy ESL Intensive ESLS 4000 Listening/Speaking 4000 (CLB 4) Instructor
International Certificate in Financial English
International Certificate in Financial English Past Examination Paper Writing May 2007 University of Cambridge ESOL Examinations 1 Hills Road Cambridge CB1 2EU United Kingdom Tel. +44 1223 553355 Fax.
Interactive Multimedia Courses-1
Interactive Multimedia Courses-1 IMM 110/Introduction to Digital Media An introduction to digital media for interactive multimedia through the study of state-of-the-art methods of creating digital media:
DIFFERENT TECHNIQUES FOR DEVELOPING COMMUNICATION SKILLS
DIFFERENT TECHNIQUES FOR DEVELOPING COMMUNICATION SKILLS MALA JAIN Department of Humanities Truba Institute of Engineering and Information Technology, Bhopal (M.P.), India Abstract Communication is an
Design Thinking. A few favorite design thinking resources include:
Design Thinking Design thinking has come to be defined as combining empathy for the context of a problem, creativity in the generation of insights and solutions, and rationally in analyzing and fitting
Data quality in Accounting Information Systems
Data quality in Accounting Information Systems Comparing Several Data Mining Techniques Erjon Zoto Department of Statistics and Applied Informatics Faculty of Economy, University of Tirana Tirana, Albania
Executive Summary and Recommendations
Executive Summary and Recommendations To download a free copy of the complete report, go to www.aauw.org/learn/research/whysofew.cfm. Executive Summary Women have made tremendous progress in education
Master in Communication, 120 higher education credits
Master in Communication, 120 higher education credits (Master in Communication, 120 högskolepoäng) N2CMN 1. Decision of Approval The syllabus was confirmed by the Faculty Board of Arts on 2007-10-18, and
in Language, Culture, and Communication
22 April 2013 Study Plan M. A. Degree in Language, Culture, and Communication Linguistics Department 2012/2013 Faculty of Foreign Languages - Jordan University 1 STUDY PLAN M. A. DEGREE IN LANGUAGE, CULTURE
How to teach listening 2012
How to teach listening skills "Great speakers are not born, they re trained." - Dale Carnegie (1921) Intended Learning Outcomes (ILOs) To enhance deeper understanding of the process of listening as a communicative
HOW TO ORGANISE AND RUN FOCUS GROUPS
HOW TO ORGANISE AND RUN FOCUS GROUPS BACKGROUND Focus groups can form an important part of the process of using the Management Standards to assess and control risks related to work-related stress. Focus
Open-Source, Cross-Platform Java Tools Working Together on a Dialogue System
Open-Source, Cross-Platform Java Tools Working Together on a Dialogue System Oana NICOLAE Faculty of Mathematics and Computer Science, Department of Computer Science, University of Craiova, Romania [email protected]
Strategic Planning & Goal Setting
White Paper Strategic Planning & Goal Setting ASSESSMENTS: STRATEGIC PLANNING GOAL SETTING 2. Strategic Planning & Goal Setting STRATEGIC PLANNING Strategic planning is a disciplined effort. In the end,
Like Audrey, many school counselors may feel inadequate in their work with
Knowledge of Multicultural School Counseling 2 At my school about half the population is ELL students. I feel inadequate when it comes to working with ELL students due to language barriers. My school is
6 Tips to Help You Improve Incident Management
6 Tips to Help You Improve Incident Management by Stuart Rance Incident management is often the first IT service management (ITSM) process that an IT organization adopts, and many of my clients have a
interpretation and implication of Keogh, Barnes, Joiner, and Littleton s paper Gender,
This essay critiques the theoretical perspectives, research design and analysis, and interpretation and implication of Keogh, Barnes, Joiner, and Littleton s paper Gender, Pair Composition and Computer
Inside: Overview of the eight intelligences, In the Montessori School, Harmonious Development
International Montessori Schools and Child Development Centres Brussels, Belgium www.international-montessori.org Brussels Introduction to the Eight Intelligences Inside: Overview of the eight intelligences,
COM 151 PUBLIC SPEAKING
COM 151 PUBLIC SPEAKING PRESENTED AND APPROVED: SEPTEMBER 7, 2012 EFFECTIVE: FALL 2012-13 Prefix & Number COM151 Course Title: Public Speaking Purpose of this submission: New X Change/Updated Retire If
Stand-up Gestures Annotation for Communication Management
Stand-up Gestures Annotation for Communication Management Kristiina Jokinen Department of Speech Sciences University of Helsinki [email protected] Minna Vanhasalo Department of Finnish Language
FREQUENTLY ASKED QUESTIONS ABOUT DOLBY ATMOS FOR THE HOME
FREQUENTLY ASKED QUESTIONS ABOUT DOLBY ATMOS FOR THE HOME August 2014 Q: What is Dolby Atmos? Dolby Atmos is a revolutionary new audio technology that transports you into extraordinary entertainment experiences.
Writing Academic Essays at University. Philip Seaton, Hokkaido University
Writing Academic Essays at University Philip Seaton, Hokkaido University Writing Academic Essays at University Page 2/ What is Research? Video 1 In this video series, I will be introducing you to the basics
Motivations of Play in Online Games. Nick Yee. Department of Communication. Stanford University
Motivations of Play in Online Games Nick Yee Department of Communication Stanford University Full reference: Yee, N. (2007). Motivations of Play in Online Games. Journal of CyberPsychology and Behavior,
Web as New Advertising Media among the Net Generation: A Study on University Students in Malaysia
Web as New Advertising Media among the Net Generation: A Study on University Students in Malaysia Arasu Raman* and Viswanathan Annamalai** Globalization drives a number of opportunities for small to medium
D24. Core Analysis Frame: Fiction. Examine Setting. Analyze Characters. Examine Plot. (continued on page D25)
Core Analysis Frame: Fiction D24 These questions will help you understand any story you read. For more advanced, in-depth analysis of each element, use the following frames: Setting Plot Author s Craft
Serious Game Design Tutorial
Serious Game Design Tutorial TA L I B H U S S A I N, P H. D. S E N I O R S C I E N T I S T R AY T H E O N B B N T E C H N O L O G I E S T H U S S A I N @ B B N. C O M W W W. TA L I B H U S S A I N. C O
WHO HOMESCHOOLS? TOWARDS UNDERSTANDING HOW HOMESCHOOLING FAMILIES IN SINGAPORE AND JAPAN CONSTRUCT THEMSELVES. TEO SIEW HUI, DAWN (B.A. (Hons.
WHO HOMESCHOOLS? TOWARDS UNDERSTANDING HOW HOMESCHOOLING FAMILIES IN SINGAPORE AND JAPAN CONSTRUCT THEMSELVES TEO SIEW HUI, DAWN (B.A. (Hons.), NUS) A DISSERTATION SUBMITTED IN PART FULFILLMENT OF THE
