We introduce a dataset containing human-authored descriptions of target locations in an "end-of-trip in a taxi ride" scenario. We describe our data collection method and a novel annotation scheme that supports understanding of such descriptions of target locations. Our dataset contains target location descriptions for both synthetic and real-world images as well as visual annotations (ground truth labels, dimensions of vehicles and objects, coordinates of the target location,distance and direction of the target location from vehicles and objects) that can be used in various visual and language tasks. We also perform a pilot experiment on how the corpus could be applied to visual reference resolution in this domain.
Psycholinguists have commonly assumed that as a spoken linguistic message unfolds over time, it is initially structured by a syntactic processing module that is encapsulated from information provided by other perceptual and cognitive systems. To test the effects of relevant visual context on the rapid mental processes that accompany spoken language comprehension, eye movements were recorded with a head-mounted eye-tracking system while subjects followed instructions to manipulate real objects. Visual context influenced spoken word recognition and mediated syntactic processing, even during the earliest moments of language processing. An elementary way of using language is to refer to objects. Often, these objects are physically present in the shared environment and reference is done via mention of perceivable properties of the objects. This is a type of language use that is modelled well neither by logical semantics nor by distributional semantics, the former focusing on inferential relations between expressed propositions, the latter on similarity relations between words or phrases. We present an account of word and phrase meaning that is perceptually grounded, trainable, compositional, and ‘dialogueplausible’ in that it computes meanings word-by-word. We show that the approach performs well (with an accuracy of 65 on a 1-out-of-32 reference resolution task) on direct descriptions and target landmark descriptions, even when trained with less than 800 training examples and automatically transcribed utterances. We introduce GuessWhat?!, a two-player guessing game as a testbed for research on the interplay of computer vision and dialogue systems. The goal of the game is to locate an unknown object in a rich image scene by asking a sequence of questions. Higher-level image understanding, like spatial reasoning and language grounding, is required to solve the proposed task. Our key contribution is the collection of a large-scale dataset consisting of 150K human-played games with a total of 800K visual question-answer pairs on 66K images. We explain our design decisions in collecting the dataset and introduce the oracle and questioner tasks that are associated with the two players of the game. We prototyped deep learning models to establish initial baselines of the introduced tasks. This paper introduces Eve, a highperformance agent that plays a fast-paced image matching game in a spoken dialogue with a human partner. The agent can be optimized and operated in three different modes of incremental speech processing that optionally include incremental speech recognition, language understanding, and dialogue policies. We present our framework for training and evaluating the agent’s dialogue policies. In a user study involving 125 human participants, we evaluate three incremental architectures against each other and also compare their performance to human-human gameplay. Our study reveals that the most fully incremental agent achieves game scores that are comparable to those achieved in human-human gameplay, are higher than those achieved by partially and nonincremental versions, and are accompanied by improved user perceptions of efficiency, understanding of speech, and naturalness of interaction.  In conversation, speakers and addressees work together in the making of a definite reference. In the model we propose, the speaker initiates the process by presenting or inviting a noun phrase. Before going on to the next contribution, the participants, if necessary, repair, expand on, or replace the noun phrase in an iterative process until they reach a version they mutually accept. In doing so they try to minimize their joint effort. The preferred procedure is for the speaker to present a simple noun phrase and for the addressee to accept it by allowing the next contribution to begin. We describe a communication task in which pairs of people conversed about arranging complex figures and show how the proposed model accounts for many features of the references they produced. The model follows, we suggest, from the mutual responsibility that participants in conversation bear toward the understanding of each utterance.