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			<subfield code="a">The DBOX Corpus Collection of Spoken Human-Human and Human-Machine Dialogues</subfield>
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			<subfield code="a">Petukhova, Volha</subfield>
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			<subfield code="a">Gropp, Martin</subfield>
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			<subfield code="a">Klakow, Dietrich</subfield>
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			<subfield code="a">Schmidt, Anna</subfield>
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			<subfield code="a">Eigner, Gregor</subfield>
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			<subfield code="a">Topf, Mario</subfield>
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			<subfield code="a">Srb, Stefan</subfield>
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			<subfield code="a">Motlicek, Petr</subfield>
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			<subfield code="a">Potard, Blaise</subfield>
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			<subfield code="a">Dines, John</subfield>
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			<subfield code="a">Deroo, O.</subfield>
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			<subfield code="a">Egeler, Ronny</subfield>
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			<subfield code="a">Meinz, Uwe</subfield>
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			<subfield code="a">dialogue</subfield>
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			<subfield code="a">Discourse Annotation</subfield>
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			<subfield code="a">Representation and Processing</subfield>
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			<subfield code="i">EXTERNAL</subfield>
			<subfield code="u">http://publications.idiap.ch/attachments/papers/2014/Petukhova_LREC_2014.pdf</subfield>
			<subfield code="x">PUBLIC</subfield>
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			<subfield code="a">Proceedings of the Ninth International Conference on Language Resources and Evaluation (LREC'14)</subfield>
			<subfield code="c">Reykjavik, Iceland</subfield>
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			<subfield code="a">The LREC 2014 Proceedings</subfield>
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		<datafield tag="260" ind1=" " ind2=" ">
			<subfield code="c">2014</subfield>
			<subfield code="b">European Language Resources Association (ELRA)</subfield>
			<subfield code="a">Reykjavik, Iceland</subfield>
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		<datafield tag="773" ind1=" " ind2=" ">
			<subfield code="z">ISBN 978-2-9517408-8-4</subfield>
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			<subfield code="u">http://www.lrec-conf.org/proceedings/lrec2014</subfield>
			<subfield code="z">URL</subfield>
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			<subfield code="a">This paper describes the data collection and annotation carried out within the DBOX project ( Eureka project, number E! 7152). This project aims to develop interactive games based on spoken natural language human-computer dialogues, in 3 European languages: English, German and French. We collect the DBOX data continuously. We first start with human-human Wizard of Oz experiments to collect human-human data in order to model natural human dialogue behaviour, for better understanding of phenomena of human interactions and predicting interlocutors actions, and then replace the human Wizard by an increasingly advanced dialogue system, using evaluation data for system improvement. The designed dialogue system relies on a Question-Answering (QA) approach, but showing truly interactive gaming behaviour, e.g., by providing feedback, managing turns and contact, producing social signals and acts, e.g., encouraging vs. downplaying, polite vs. rude, positive vs. negative attitude towards players or their actions, etc. The DBOX dialogue corpus has required substantial investment. We expect it to have a great impact on the rest of the project. The DBOX project consortium will continue to maintain the corpus and to take an interest in its growth, e.g., expand to other languages. The resulting corpus will be publicly released.</subfield>
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