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BEN SOLI

Conversational AI Developer and Designer
Computational Linguistics MS

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WAITER BOT

Alexa-Powered Conversational Interface for Service Robotics

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DESIGN GOALS

  • Create a conversational interface for a robotic waiter that uses context.

  • Test the conversational system using real-world scenarios a catering service might encounter. 

  • Account for limitations of robot's physical capabilities while providing a good user experience. 

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CONVERSATIONAL INTERFACE

  • 10 custom intents were trained using the Alexa Skills Kit.

  • Responses were written on a custom web-based endpoint allowing for contextualized responses and user re-prompting. 

  • For example, if the robot has more than three orders and is given a new order, it responds that it is busy and will return later. 

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CORE FEATURES

  • Waiter Bot can account for common requests present in food service. 

  • Waiter Bot can take food and drink orders and will ask users if they'd like either food or drink if they only ordered one. 

  • Waiter Bot tracks user orders by name to ensure accurate delivery. 

  • Waiter Bot can account for orders that include items not on the menu and provide the user with available products. 

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KEY FINDINGS

  • Maintaining a running state of what the robot is doing allows for effective communication.

  • Clever use of slots helps create effective and natural sounding dialogues between robot and user. 

  • Alexa applications cannot be programmed to speak unprompted, which makes the robot's state less available to users. 

  • Alexa ASR is very sensitive to background noise which impacts user experience negatively in busier settings. 

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VR COMMUNICATION SYSTEM FOR ASYMMETRIC CO-OP PLATFORMER

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DESIGN GOALS

  • Develop an in-game communication system for a co-op platformer where one player uses an Oculus VR headset and the other uses a traditional keyboard and mouse for controls. 

  • VR controls need to be easy to use and discover, especially for a child. 

  • VR controls need to account for locomotion mechanic of crawling. 

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GESTURE-BASED INTERFACE

  • Interface uses simple gestures such as waving, pointing, and clapping. 

  • These are natural forms of communications and easy for users to discover. 

  • User testing was performed by having a novice player explore until each mechanic was discovered. 

  • This influenced button use and input modalities for gestures. 

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KEY FINDINGS

  • Input modality can be difficult for users to discover without prompting.

  • Likely due to divergence from other interfaces and less experience with VR.

  • Some gestures overlap in terms of input modality making the interface inconsistent in some cases. 

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