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Ting-Hao 'Kenneth' Huang

Publications and source records attributed to Ting-Hao 'Kenneth' Huang.

46 records · Page 3Linked to original sources

Heteroglossia: In-Situ Story Ideation with the Crowd

Ideation is essential for creative writing. Many authors struggle to come up with ideas throughout the writing process, yet modern writing tools fail to provide on-the-spot assistance for writers when they get stuck. This paper introduces Heteroglossia, an add-on for Google Docs that allows writers to elicit story ideas from the online crowd using their text editors. Writers can share snippets of their working drafts and ask the crowd to provide follow-up story ideas based on it. Heteroglossia employs a strategy called "role play", where each worker is assigned a fictional character in a story and asked to brainstorm plot ideas from that character's perspective. Our deployment with two experienced story writers shows that Heteroglossia is easy to use and can generate interesting ideas. Heteroglossia allows us to gain insight into how future technologies can be developed to support ideation in creative writing

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Knowledge-Enriched Visual Storytelling

Stories are diverse and highly personalized, resulting in a large possible output space for story generation. Existing end-to-end approaches produce monotonous stories because they are limited to the vocabulary and knowledge in a single training dataset. This paper introduces KG-Story, a three-stage framework that allows the story generation model to take advantage of external Knowledge Graphs to produce interesting stories. KG-Story distills a set of representative words from the input prompts, enriches the word set by using external knowledge graphs, and finally generates stories based on the enriched word set. This distill-enrich-generate framework allows the use of external resources not only for the enrichment phase, but also for the distillation and generation phases. In this paper, we show the superiority of KG-Story for visual storytelling, where the input prompt is a sequence of five photos and the output is a short story. Per the human ranking evaluation, stories generated by KG-Story are on average ranked better than that of the state-of-the-art systems. Our code and output stories are available at https://github.com/zychen423/KE-VIST.

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On Automating Conversations

From 2016 to 2018, we developed and deployed Chorus, a system that blends real-time human computation with artificial intelligence (AI) and has real-world, open conversations with users. We took a top-down approach that started with a working crowd-powered system, Chorus, and then created a framework, Evorus, that enables Chorus to automate itself over time. Over our two-year deployment, more than 420 users talked with Chorus, having over 2,200 conversation sessions. This line of work demonstrated how a crowd-powered conversational assistant can be automated over time, and more importantly, how such a system can be deployed to talk with real users to help them with their everyday tasks. This position paper discusses two sets of challenges that we explored during the development and deployment of Chorus and Evorus: the challenges that come from being an "agent" and those that arise from the subset of conversations that are more difficult to automate.

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On Using Chatbots to Promote Smoking Cessation Among Adolescents of Low Socioeconomic Status

Reducing youth tobacco use is critical for improving child health since tobacco use is associated with respiratory problems, and nicotine may interfere with healthy brain development. While tobacco regulation has contributed to declines in cigarette use among youth, these declines have occurred more quickly for youth of high socioeconomic status (SES) compared to youth of low SES. A major barrier to smoking cessation for adolescents of low SES is coordination of access and transportation to in-person treatment sessions. Low-SES youth may have family obligations that limit their ability to access in-person treatment. At the same time, mobile use among adolescents is high: 85% have smartphones. Additionally, adolescents engage in texting at high rates, suggesting that they are well-suited for mobile instant messaging interventions. Mobile interventions have shown promise for youth, but their use remains low. Thus, more research is needed to develop effective and engaging mobile interventions to increase quit rates. In this paper, we provide a brief review of approaches to adolescent smoking cessation and describe the promise of chatbots for smoking cessation.

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InstructableCrowd: Creating IF-THEN Rules for Smartphones via Conversations with the Crowd

Natural language interfaces have become a common part of modern digital life. Chatbots utilize text-based conversations to communicate with users; personal assistants on smartphones such as Google Assistant take direct speech commands from their users; and speech-controlled devices such as Amazon Echo use voice as their only input mode. In this paper, we introduce InstructableCrowd, a crowd-powered system that allows users to program their devices via conversation. The user verbally expresses a problem to the system, in which a group of crowd workers collectively respond and program relevant multi-part IF-THEN rules to help the user. The IF-THEN rules generated by InstructableCrowd connect relevant sensor combinations (e.g., location, weather, device acceleration, etc.) to useful effectors (e.g., text messages, device alarms, etc.). Our study showed that non-programmers can use the conversational interface of InstructableCrowd to create IF-THEN rules that have similar quality compared with the rules created manually. InstructableCrowd generally illustrates how users may converse with their devices, not only to trigger simple voice commands, but also to personalize their increasingly powerful and complicated devices.

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Visual Story Post-Editing

We introduce the first dataset for human edits of machine-generated visual stories and explore how these collected edits may be used for the visual story post-editing task. The dataset, VIST-Edit, includes 14,905 human edited versions of 2,981 machine-generated visual stories. The stories were generated by two state-of-the-art visual storytelling models, each aligned to 5 human-edited versions. We establish baselines for the task, showing how a relatively small set of human edits can be leveraged to boost the performance of large visual storytelling models. We also discuss the weak correlation between automatic evaluation scores and human ratings, motivating the need for new automatic metrics.

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Dixit: Interactive Visual Storytelling via Term Manipulation

In this paper, we introduce Dixit, an interactive visual storytelling system that the user interacts with iteratively to compose a short story for a photo sequence. The user initiates the process by uploading a sequence of photos. Dixit first extracts text terms from each photo which describe the objects (e.g., boy, bike) or actions (e.g., sleep) in the photo, and then allows the user to add new terms or remove existing terms. Dixit then generates a short story based on these terms. Behind the scenes, Dixit uses an LSTM-based model trained on image caption data and FrameNet to distill terms from each image and utilizes a transformer decoder to compose a context-coherent story. Users change images or terms iteratively with Dixit to create the most ideal story. Dixit also allows users to manually edit and rate stories. The proposed procedure opens up possibilities for interpretable and controllable visual storytelling, allowing users to understand the story formation rationale and to intervene in the generation process.

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On How Users Edit Computer-Generated Visual Stories

A significant body of research in Artificial Intelligence (AI) has focused on generating stories automatically, either based on prior story plots or input images. However, literature has little to say about how users would receive and use these stories. Given the quality of stories generated by modern AI algorithms, users will nearly inevitably have to edit these stories before putting them to real use. In this paper, we present the first analysis of how human users edit machine-generated stories. We obtained 962 short stories generated by one of the state-of-the-art visual storytelling models. For each story, we recruited five crowd workers from Amazon Mechanical Turk to edit it. Our analysis of these edits shows that, on average, users (i) slightly shortened machine-generated stories, (ii) increased lexical diversity in these stories, and (iii) often replaced nouns and their determiners/articles with pronouns. Our study provides a better understanding on how users receive and edit machine-generated stories,informing future researchers to create more usable and helpful story generation systems.

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Evorus: A Crowd-powered Conversational Assistant Built to Automate Itself Over Time

Crowd-powered conversational assistants have been shown to be more robust than automated systems, but do so at the cost of higher response latency and monetary costs. A promising direction is to combine the two approaches for high quality, low latency, and low cost solutions. In this paper, we introduce Evorus, a crowd-powered conversational assistant built to automate itself over time by (i) allowing new chatbots to be easily integrated to automate more scenarios, (ii) reusing prior crowd answers, and (iii) learning to automatically approve response candidates. Our 5-month-long deployment with 80 participants and 281 conversations shows that Evorus can automate itself without compromising conversation quality. Crowd-AI architectures have long been proposed as a way to reduce cost and latency for crowd-powered systems; Evorus demonstrates how automation can be introduced successfully in a deployed system. Its architecture allows future researchers to make further innovation on the underlying automated components in the context of a deployed open domain dialog system.

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Real-time On-Demand Crowd-powered Entity Extraction

Output-agreement mechanisms such as ESP Game have been widely used in human computation to obtain reliable human-generated labels. In this paper, we argue that a "time-limited" output-agreement mechanism can be used to create a fast and robust crowd-powered component in interactive systems, particularly dialogue systems, to extract key information from user utterances on the fly. Our experiments on Amazon Mechanical Turk using the Airline Travel Information System (ATIS) dataset showed that the proposed approach achieves high-quality results with an average response time shorter than 9 seconds.

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