摘要:
Systems and methods allow an on-line game to extract information relevant to a specific need of a game platform or service platform. The specific need relates to management and use of digital content, and is addressed by designing and playing an on-line collaborative game. The rules of the game intend to solve a specific task dictated by the specific need. Players' responses to the game generate a wealth of information related to a specific task objective, such as ranking, sorting, and evaluating a set of digital content items. To compel participation in a game, players can be rewarded with monetary value rewards. As a game illustration, an image selection game (ISG) that exploits human contextual inference is described in detail. The information extracted from ISG is a list of key-image associations, relevant for the task of image sorting and ranking.
摘要:
A service manager manages connection tokens in a network of users. The connection token has a plurality of defined terms and can be representative of a commitment of time for a user in the network. Connection tokens can be used to engage in a real-time communication with another user in exchange for a fee. The service manager manages possession of the connection tokens amongst the users of the network and executes the connection token in accordance with the defined terms. Additionally, the service manager can facilitate real-time communication among users based on the connection tokens.
摘要:
A service manager manages information solicitations in a network of users. An information solicitation is posted that is received from an information consumer. The posted information solicitation is provided to at least a portion of the users of the network for auction. The information solicitation includes a request to engage in a real-time communication with an information provider about a particular subject. Bids are received from a plurality of information providers. The bids are provided to the information consumer for selection. The information consumer is connected with a selected one of the plurality of information providers.
摘要:
A speech application accessible across a network is personalized for a particular user based on preferences for the user. The speech application can be modified based on the preferences.
摘要:
Systems and methods allow an on-line game to extract information relevant to a specific need of a game platform or service platform. The specific need relates to management and use of digital content, and is addressed by designing and playing an on-line collaborative game. The rules of the game intend to solve a specific task dictated by the specific need. Players' responses to the game generate a wealth of information related to a specific task objective, such as ranking, sorting, and evaluating a set of digital content items. To compel participation in a game, players can be rewarded with monetary value rewards. As a game illustration, an image selection game (ISG) that exploits human contextual inference is described in detail. The information extracted from ISG is a list of key-image associations, relevant for the task of image sorting and ranking.
摘要:
A hide and seek style game is utilized to elicit human input for use in improving search. Content (e.g., text, image, audio, video . . . ) is uniquely identified and revealed to users. Queries are then specified by users in an attempt to locate the content. In addition to utilizing these queries to return results for the game, the queries, and/or query-derived information, can also be employed to improve search engine retrieval and relevancy, among other things.
摘要:
Tasks based on status information are performed based on a voice query across a computer network. Information in the voice query is associated with a particular contact entity and status information is accessed in order to perform the tasks.
摘要:
An architecture is presented that leverages discrepancies between user model predictions and speech recognition results by identifying discrepancies between the predictive data and the speech recognition data and repairing the data based in part on the discrepancy. User model predictions predict what goal or action speech application users are likely to pursue based in part on past user behavior. Speech recognition results indicate what goal speech application users are likely to have spoken based in part on words spoken under specific constraints. Discrepancies between the predictive data and the speech recognition data are identified and a dialog repair is engaged for repairing these discrepancies. By engaging in repairs when there is a discrepancy between the predictive results and the speech recognition results, and utilizing feedback obtained via interaction with a user, the architecture can learn about the reliability of both user model predictions and speech recognition results for future processing.
摘要:
A generic predictive argument model that can be applied to a set of shot values to predict a target slot value is provided. The generic predictive argument model can predict whether or not a particular value or item is the intended target of the user command given various features. A prediction for each of the slot values can then be normalized to infer a distribution over all values or items. For any set of slot values (e.g., contacts), a number of binary variable s are created that indicate whether or not each specific slot value was the intended target. For each slot value, a set of input features can be employed to predict the corresponding binary variable. These input features are generic properties of the contact that are “instantiated” based o n properties of the contact (e.g., contact-specific features). These contact-specific features can be stored in a user data store.
摘要:
An online dialog system and method are provided. The dialog system receives speech input and outputs an action according to its models. After executing the action, the system receives feedback from the environment or user. The system immediately utilizes the feedback to update its models in an online fashion.