PRE2020 3 Group8: Difference between revisions

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= Overview =
= Overview =


=== Work-in-progress-page ===
= Work-in-progress-page =
See the page [[WIP group 8]] for an actively edited file of notes.
See the page [[WIP group 8]] for an actively edited file of notes.


= User guide =
= User guide =

Revision as of 15:04, 2 February 2021

Group description

Abstract

A pure software end-user application that supports people in their need to socialize while motivating self-improvement. Anthropomorphism is intentionally used to increase user commitment and experience. Machine learning techniques are used to process user's data and provide feedback, and to facilitate the anthropomorphized interface.


Members

(in alphabetical order):

  • Edwin Steenkamer
  • Emi Kuijpers (1227154)
  • Fanni Egresits
  • Morris Boers (1253107)
  • Lulof Pirée (1363638)


GitHub Page:

GitHub

Logbook

See the page logbook_group_8

Problem statement and objectives

Goals

The software application should:

  • Significantly reduce symptoms of loneliness as induced by infrequent social contact in users
  • Register personal goals set by the users
  • Collect data on the user's behavior and progress towards goals
  • Provide the user with feedback and constructive nudges

Beyond the scope

The following features are probably valuable additions to the product, but they are beyond the scope of what can be achieved in one quartile:

  • Voice recognition
  • Animated anthropomorphized interface (e.g. simulated face)

Who are the users

The target of the application is to support civilians in daily life. The audience of the prototype is narrowed down to adolescents and adults who use computers on a daily basis.

TODO...

Approach, milestones and deliverables

TODO...

Literature Review

Statistical dialog systems

Statistical dialog systems can be divided into two major categories[1]. The first category learns mappings from input messages to responses. In the simplest case this learning a probability distribution. More advanced algorithms, such as Seq2Seq, do take prior context into account. In particular, Seq2Seq uses two LSTMs (Long Short-Term Memory, a commonly used variant of Recurrent Neural Networks): one to encode input messages to an abstract feature vector, and another to convert such vectors to a reply [2].


[1]

Overview

Work-in-progress-page

See the page WIP group 8 for an actively edited file of notes.

User guide

TODO...

Software documentation

TODO...

References

  1. 1.0 1.1 Jiwei Li, Will Monroe, Alan Ritter, Michel Galley, Jianfeng Gao, Dan Jurafsky (2016). Deep Reinforcement Learning for Dialogue Generation. Published: arXiv.org. URL: [1]. Date accessed: 01-02-2021.
  2. Ilya Sutskever, Oriol Vinyals, and Quoc V. Le (2014). Sequence to sequence learning with neural networks. Published: Advances in neural information processing systems, pages 3104-3112. URL: [2]. Date accessed: 02-02-2021.