Getting started with Voice in Unity with Voice SDK

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[Music] foreign okay [Music] foreign foreign how's my audio today can we hear me how's the balance foreign foreign [Music] foreign [Music] [Music] foreign [Music] [Music] foreign [Music] So today we're going to be doing a tutorial on getting set up with Voice SDK and we're going to play a little bit with possibly using voice SDK to integrate with home designer which is a asset that is out on the uh uh what is it the the sales today Black Friday sales uh it's a it's one of the flash sales uh and some people on Messi's Discord were asking about it and I had a project specifically in mind for it so I've already picked it up I have not had a chance to play with it at all yet so uh I don't know how far we'll get when we actually get to the point where we're integrating voice for it because I haven't looked at the code I haven't looked at the sample projects uh but we'll we'll take a look at it and see if there's anything uh we can do to actually integrate with it uh at the very least we're gonna do a quick walkthrough of uh getting voice SDK installing it setting up basic color changing script uh because uh one of the things that uh will work well with the the home designer is setting the colors of your chairs uh something like make that chair blue or make that chair green uh that's kind of the segue I imagined we'd do today um but I wanted to do it's been a long time since I've done an intro to voice SDK and uh in fact a lot of people are going to the to the wit Unity video and that that video is really dated and does not show the proper way to get voice SDK and set it up these days they're much easier ways to go about it so yeah that's the goal of the day and we'll just get started um I'm hoping to generate some content for this and I might actually put out a short form tutorial maybe my first one if I can actually get myself to go back and look at the video and edit it but that's kind of the goal is to create some content that I can go back and edit uh and maybe uh cut out two hours of stream and get it down to a 10 minute tutorial instead of a trying to parse through two hours of content to find the the 10 minutes of value that uh many streams have so that's the go for today and we're just gonna jump into it and get started all right one thing I need to look at first is I want to hear that best test okay I've got I'm going to be recording this in two different places and I want to have my audio go to the other place as well as a as an index um all right and stream cat is already here all right so foreign it's uh fresh it's basically a fresh project I imported the home designer because I don't want you guys to have to wait through that because it took a little while it's it's I mean it's not huge it's not like there's a lot in it I don't know how much content it has uh but uh we'll find that out shortly um so I got that imported uh the very first thing we're going to do then is go and we're going to import voice SDK and one of the questions I've seen in some of the the forums and channels is how do you import it just the voice SDK uh so we'll cover there are two ways to do it um and I'll kind of cover both um so let's start out I'll cover the the web way of doing it uh so if we go to a web browser and you search for Oculus voice SDK and you go to the voice SDK overview this will take you to the docs for voice SDK and there are a bunch of tutorials documentation in here but there's also a downloads page so if you don't need the full Oculus package like if you're not building a VR app you're just trying to play around with voice or add voice to an experience you already have the RN maybe through uh unity's XR support uh this is a good way to do it the file cat no uh sorry the file size she's not my controller's off uh of the SDK is pretty small right down all right okay excited to get in the way um so you can find the download page here um and then get it just hit the download you'll see the current version is v46 and then you hit download you agree to the terms and services uh and it'll download The Voice SDK package once you have that downloaded you can import it one of two ways uh you should be able to just if you have a Unity project already open you'll be able to just click on it and it'll open uh or you can go to the file system and drag it over whatever you want to do and then it just opens a voice SDK it opens the import Unity package dialog and you can just hit import uh the other way you can do it is you can go to the package manager uh hold on sorry I should probably switch screens and show that again okay so like I said when I clicked on that it opened the import so yet another way to do it I can import package custom package and then I'm going to do this off screen I think uh and find your package on on the open dialog and then again it'll open up the import Unity package dialog and then once you're ready just hit import and that'll have just the voice SDK it's about eight Megs total uh as of this version um the other way to do it like I was saying is you go to window uh and then you go to package manager and package manager uh you search for the Oculus so this is a home designer bundle Oculus integration you find the icus integration package so again we're on b46 and you hit import um so if you're building a full VR project uh and it's your target is Oculus and uh you want to use the Oculus integration package that's great for this important um so then you'll have the full Oculus package and you'll have voice all in one um if you already have the Oculus integration package or you just want to go through the store manager but you don't want the Oculus components um if you go to import um you can actually select just The Voice component and I'll show you how to do that in a second that's what we'll do here we'll import it from from the package manager so when you open it um you want to deselect Oculus the whole package and then you want to reduce all of these directories down and then you're going to find the voice directory and so if you want just voice support and you don't want any of the Oculus components uh go ahead and select just the voice directory it should be pretty quick to import because it again it's that component alone is only about eight Megs all right so once you have that imported the Oculus directory will be here the voice directory will be here and you'll find demo um and so if you want to see a pre-built demo that has all of this stuff already kind of working we have a few in here uh one is a built-in demo and this one should work pretty much out of the box and use it you open it up hit play uh then activate set a timer for five minutes I'm recording I don't know if this is actually going to work um we may have to modify how I'm recording um but if I hit play um there there's one thing you can do on PC especially if you aren't sure about if you have multiple audio inputs like I do and the default one is not necessarily the correct one um when you hit play um a few components get added to your scene one of them being an audio buffer and on that audio buffer yeah see my default input is currently set to my Oculus headset which is wrong uh I want to point to this guy um so if you want this to if you want to make this consistent so that you can set the microscript in a settings menu or something like that you can you can copy the audio buffer and paste it outside of runtime or you can just add an audio buffer and a mic component to a script it's not a it should probably add something it's not an easy way to do this because it generally does it all for you and when you're dealing with a VR headset you don't really have to worry worry about the default the default's always going to be correct so it's not we haven't made this particularly easy for PC builds so it's something that could be done but anyway once you have these components maybe this will work it's still may not because I'm recording but we'll give it a try set a timer for five minutes all right there you go so out of the box um this component is this demo scene is set up so it'll work it's using what we call built-ins uh which are language based uh pre-built commands um and you can find documentation for those on the wit.ai dot I'm wearing I'm not sure where exactly so that's this demo um we're going to be building something that's more like the UI shapes demo and this one does not work out of the box and the reason for that being is it requires a custom application um and so if you want to build this one you're gonna have to create a wit.ai app um so you're going to go to AI app create an app and go to the settings page so we'll go ahead and do that real quick and we'll get this one functioning um there are a couple ways you can do this too in the data directory under the demo uh there's a shapes demo zip and this has basically the whole thing pre-configured so that you can import the project grab the settings page uh your grab your server token from the settings page and just go and it'll work with this app um we're we're not going to do that we're going to actually set this up because it's more useful than importing is it um Okay so switch back to the browser we need to go to with apps and we're going to create a new app and we'll call this one shapes demo and then so when I was talking about that zip that's you do that here an import from a backup and you would browse and you would go find that zip file but we want to create this one from scratch we're going to do that [Music] foreign [Music] I already showed my settings so I'll have to regenerate this in a minute but this is a server this is where you get your server access token so um you basically go to the management section you hit settings and on your server accessed we're going to take that and we're gonna go back to Unity and we're going to create a config so I usually do this in a data directory [Music] foreign above that data directory [Music] okay and so what you're going to need here is there are two things you can do um you can reuse this with configuration or go into create uh voice SDK and configuration and then that'll open up in the directory you selected and select that you're currently active in in your project window and you should be able to say I'm going to call this my witconfig and then you go to your config when you paste your sugar access to it the other way you can do this you can go to Oculus voice SDK and then click on settings and you'll see you have the option to paste your server token uh so again you can paste it here and it'll link it once you have that Set uh right now [Music] uh it's not fully configured uh but we'll get there again if you wanted to you could paste it here uh in the actual Wick config itself and see application if we had intense and it is traits they'd show up in the list here but we haven't done those yet you'll see your application details all right so we need to go back to the browser and we need to create an intent to change the shapes color to do that we're going to understanding here and it'll look something kind of like this and you're going to type in an utterance say uh I would like the cube to be blue and you're going to do this for uh you're gonna enter somewhere around three or four to maybe 10 different uh utterances that a user might use uh to perform the action that you want them to perform and in this case the action you're trying to get them to perform something called an intent uh so they intend to do action XYZ uh so in this in this case uh our users intend to change the color of the shape so uh you'll see under here there are a bunch of reconfigured ones uh basically more built-ins that you can select from so things like getting the temperature get the weather increase volume uh media controls stuff like that but none of them really match what we want to do so we want to create a new one I'll create a change color and then you need to create intend button so the next thing we need to do is identify the important pieces of the uh of your intent so we need to tell which uh what needs to change and how we want to change it so uh we call those entities and entities are basically variables within within a sentence so an entity can be in this case a shape or a color so they're a bunch of they're a handful of existing entities for these as well for things like numbers so if you wanted to change five cubes or create five cubes spawn five cubes whatever you wanted to do their number is really great for that uh different quantities uh leave things for phone numbers email content etc etc but we're going to start out with we're going to create a shape entity I'm going to create a color and then once you've got everything outlined in the utterance go ahead and hit train and validate foreign let's do another one let's say the cube should be red it's already starting to recognize shapes it's not recognizing all the colors yet so we can do a sign intent you'll notice the little ball over here is is currently orange it means we're currently in training so it's it's teaching uh with how to understand your utterance so we've got shape and color you're gonna validate these another one we like to do make the cube red so you notice the training is finished and it's starting to recognize more it's recognizing the intent it's recognizing the color shape um maybe we'll do orange or maybe we'll do yellow I like to use so the the script uh itself that we use for the color change in the in the demo uh uses the unity HTTP color tool to convert uh color words into colors so as long as you're using a color that is recognized by HTML it'll probably work um you can always expand that list and we'll talk about that in a minute you'll notice confidence is lower because this is a new color it hasn't been trained yet right so if we go look at our shapes you'll notice uh it supports free text and keywords right and that's really good for identifying um multiple objects but when we have a small set of objects here it's kind of a predefined set like we have with the the demo so it's got a cube a ball capsule that cylinder um we can actually limit those keywords to just the things we support and it'll only match on those so we could do Cube box one thing when I run the cube demo a lot uh Cube gets uh especially when I'm talking it ends up recognizing Cube as q and so you can enter synonyms in here the things that you want to Alias to cube so if you have words that are commonly uh commonly being recognized by ASR incorrectly you can force them to be the thing you want them to be um if it makes sense in your current use you know so we want to do a cube fear capsule and uh and a cylinder uh so cylinder I'll usually do tube maybe pipe and spear I like to do ball so if you say any of these things they'll map to these words [Music] all right so if we go back to utterances the these are the past standard utterances they're matching that's really all we need to do on the website at least for this demo so we should be able to go back over here to the main demo um and we need to find our app voice experience and we need to make sure that we're using the right config switch reset is Wick config I always like to do this this feels more organized for me right the other thing the inspector over here put this here for game View all right so we should this is 100 live demo I have not practiced this at all you may be able to hit play and have this work maybe we'll give it a try um let's let's go look at our with config if it's picked up our intents yet yeah you've got color and shape [Music] we've got all we need there all right so if I hit play we'll give this a try I have not I need to set my default we don't have to keep doing so I'm just going to open sound settings and then input change this webcam so then it should hear my voice so if you don't have audio show up and you have multiple inputs especially if you've got like an Oculus headset attached to your desktop um it may have reset your default audio input but make sure that that value is what you expect it to be [Music] foreign maximize this make the cube red [Music] there we go all right first try all right so that's I mean this is this is all pre-configured we're gonna go over how to do this configuration part uh but it shows if you set if you use those settings on uh when setting up a new app uh you should be able to do the cube the shapes demo and it should just work out on the bottom but you got to make sure the names of the entities match the names of the intense match all of that stuff um all right so if I'll put this here [Music] okay so now we want to go in and we want to actually figure out how these uh these are set up to change so if we go look over here uh there's this color change your script foreign essentially what's happening is there's an event handler calling into uh the script to call appellate to update the color it takes a list of color names and a list of shapes and it goes in and it does a utility to try and parsonage you know color stream get a color and then it goes and it looks at the names of the shapes and if it finds a shape that matches um it will set the color of that shape people maybe come now there are a couple ways we could do this let's break this down let's uh let's take this scene and let's more or less recreate it from scratch um we're gonna duplicate the shapes all right I'm trying to hear this a little out of order so let's take just the shapes and the environment and let's do the camera rig I think so yeah let's start with that shapes environment camera rig or we'll do this create a new scene all the shapes demo and then we'll delete everything but what we want keep those and we'll ditch the rest it gives us a decent looking starting scene with just some shapes so now let's go in and let's actually rig this up foreign so let's say the first thing you need to do is you need to add an app voice experience to your scene um so there are a couple ways to do this you can go to assets create voice SDK voice experience to scene the other way to do it which is kind of weird but you can go in here is this this is basically an A-list of the assets create menu go to create voice SDK at app voice experiences scene [Music] and that'll create a new object in your scene that is that voice experience object um if you have a wit configure already set up it'll automatically find it for you it tries to grab the first uh config that it finds assuming that you're going to have one you can have more than one if you want and you can have a different one for each scene different configurations for each scenes uh we generally assume most users are just gonna have the one foreign experience here we need a way to activate so let's create a canvas and let's kind of recreate the activation canvas that we saw all right so in our canvas we're gonna create a button and assign this to the bottom right to get to this I'm pressing Alt if you haven't found that yet uh finally the bottom left bottom left I always um what's also we're doing it go into our canvas a little scale the screen size by 1080. it makes it a little hard to read on this screen so I can just get a little button we'll set the label to update nothing particularly complicated foreign to activate our app voice experience um there's no real built-in activation method for voice commands with voice SDK um it's up to you to kind of Define how you want to activate so you can do it any way you want we just give you a method to call called activate and that way you can do it with gaze you could do it with a button press um you could do it with I don't know a touch of a button in VR it's really entirely up to you how you want to activate so here in this case we're just going to have an activation button uh you can have this be a microphone anything like that then you just drag in a voice experience I'll activate so now when I press it we'll activate um but you won't be able to tell that that it's active so uh one thing that you always want to add to any sort of voice experience is some sort of attention system uh even if you're going fully immersive with your voice commands you want to work in an attention system some way in the connect demo they did a uh a radio with a little light on top that went on and you could see the transcription come across here uh we'll go a little simpler than that we're just going to add in some text or a transcription at the bottom and we're going to change maybe the color of that the button to red so let's add in some texts that'll be basically where that is text I think the home designer changed this stretch across the bottom of the screen black read Auto size that will give us still some extra cutting right we'll start out with some text there we will call this Venice Okay so if we want to then have this update with the transcription as the user's speaking uh you'd go into f voice experience events and you want to look for uh inscription events at partial we're going to add full for each of these you're going to drag in the status and then you're going to go in here and make sure you're using Dynamic string and not the static string for text this top one up here text and so what's going to happen is when I activate via the activation button it's going to change the text of this to be the text of the uh that the user says as it's active the other event we want to listen for uh our mic events so as soon as that's very activation of the activation event uh we want to go in and on start listening we want to add an event for that and we want that to change the text to listening and this is and then this one you're going to use the static and we're gonna enter listening so that when I press the activate button the text here is going to change the listening and when I start speaking it'll it'll show the transcription this is a test testing testing this is a test let's see our transcriptions updated um and nothing's gonna happen because this doesn't matter to an intent um so one thing uh let's say you you say something and you expected there to be an intent something you can use to debug that if you go to Voice SDK go to understanding VR and then let's let's hit activate it again activate test test this is another test the understanding viewer gives you a preview window into what's currently going on so you can see while it's active it captures the utterance and you see the response data and so if you need to debug you're wondering well why didn't this recognize something you could go look at say the intents and you could look at the confidence you know this it's a confidence of 90 of 0.92 unchanged color so the fact that it recognizes as change color is is another indication that um we haven't done enough training so there's nothing about changing color in this statement so that tells me we need to go back to the website and we need to go enter a few more utterances to really give it a better idea of what a change color intent is um so in this case with just the utterance I had utterances we have I would say uh you probably even want to do like a 98 confidence filter when we get to that so if I say the color red see confidence rating is much higher um and so that's another thing that understanding viewer is really useful for is this actually gets sent here if I hit activate you're going to see it activate uh in the app so it's using the current APP and the the wit config that is available to that app so if you don't if you haven't built an activation button yet this is a quick way to activate uh and send uh exact text so again if you want to send exact text that is maybe you're having trouble getting it to recognize fear because you haven't finished training it you do the sphere it could be red and then you could send the text as you type it and you're guaranteed to get exactly what you want so and this helps for people with accidents maybe that are having trouble with specific words um so it's it's another way to to test this and then as always you've got extract access to the response so you can see what data it gave us back uh you could see that we got a shape uh entity and it came back with a value of a sphere we got a color came back with the value of one um okay let's unpause that I'll go ahead and dock this here so this scale's better Okay so now we need to hook up uh we wanted to make the button turn red when we're active and when we're inactive so that's gonna be a couple more events so we want to go into activation and deactivation events and we probably only want it to be read when we're listening so we've already got to start listening but we should add a stop listening and start listening I think we can do it this way it would not be the case we'll give this a try uh we've got an image uh I don't know if this is exposed here now we could do it through the Sprite we'll do it through the Sprite um then stop listening oh unfortunately a side effect of this particular version of unity I'm not sure which got some display issues it's just a little finicky button and I want a space but I mean the other thing we could do is go anywhere disabled which maybe is a better way to do it but we'll do it this way um hey so we have our Sprites let's go back to the button we've got this UI right here uh which I don't think is selectable because it's a built-in uh so if we get that disabled we can set the disabled color I don't think anyone actually that's a graphic disabled state foreign [Music] I don't think it checks for that that's test test it's going to be really really simple with this I don't want to acquire a bunch of components [Music] foreign [Music] [Music] foreign foreign taking this long to run [Music] thank you [Music] foreign foreign debugger up on another screen like there's some thread the tongue let's say since I met you heart out of my sleeve now what will I do celebrate me [Music] [Music] foreign [Music] okay my rational's been flashed down the toilet fire [Music] D outside [Music] all right well let's figure out where we left off [Music] I think we were oh a little better off than I thought we were okay all right so Let's see we have our button foreign [Music] [Music] so if we go back to that voice experience and events we want to add on my stock listening event okay let's do this um another useful tool but we haven't talked much about yet is the uh SDK toolkit and so I want to throw in a mic button here rather than change the color of the button since I need to do without writing a bunch of scripts um so what we're going to do we're gonna go grab the voice SDK toolkit which you can get from The Voice with the GitHub the AI GitHub um should be available somewhere in here The Voice SDK toolkit Unity is that in the chat um and this has basically a bunch of useful icons uh for things like mic status stuff like that um so we're going to add this through our project do that we're gonna go to window or any package manager and hit the plus here and add package from get URL and you should be able to paste in that URL and make sure you add that get at the end that should add it to your project you got me like in a box I adore everything you talk right so there's some invalid dependencies we'll get that figured out uh easiest way to do it I guess I think this is the right way to do it I haven't done this from I've done this in a really long time so generally you you want to grab with any of the AI based repositories you want to grab a release rather than the the latest Mainline package uh it's just not the mainline packages are not guaranteed to be stable if that works um oops I can't see what I'm doing the third way to do this all else fails all right I haven't actually tried doing this in a while they're different symptoms uh you can grab the source code ZIP and extract it in your projects and grab the source code ZIP here from the release and then that's going to show the zip file here and then I'm just like this stuff I'm gonna drag it over here under assets okay so that'll give us the voice SDK took it as it was in the v44 which primarily has icons and other resources the newer versions have new stuff as well all right so under my button I want to add in the mic so let's go on let's go with this one there we go and then I want this to be centered in the middle on the right I'm going to want to fit 360. and let's go and change the color of that but so negative eight so then when we're active we'll have this red microphone indicator let's go back to that voice experience and the events let's grab this image probably rename it so we know what we're talking about and we're just going to drag in that microphone icon and we're going to set the game object activity so when we start we're going to turn it on stop and turn it off save [Music] I should probably turn it off as well they're active we're active [Music] and there we go as soon as it goes inactive the microphone goes away we activate again microphone's back it would be it in play we're gonna go Okay so we've got our attention system set up now we need to actually change the colors of the shapes um and there are multiple ways to do this um so I generally like to and we'll leave a color changer script on here because I don't want to go into details it actually works for the most part we may modify it uh depending on the method we just made with so under active voice experience I generally like to create an empty called uh intent handlers let's let's do a another one under there called uh shape color changer uh and so this is another place where the uh understanding viewer is really really useful uh because now we're not we're not even in play mode I can go and enter another so I want to do the cube the red as long as I have the shape color change intent selected and go into these entities and I can add in matchers I can see I want the value red so we will add a response matcher to the shape change intent I should rename this to response and then I can go into the shape and the shape I can right click again on the value and add value matcher for uh Escape so in here we've got two value matches now one for the color one for the shape one thing that beginners often have this with this stuff is if you are referencing The Entity names directly make sure you're using the entity name and the roll uh so it's it if you just have one entity and you haven't configured any roles the default is an editing colon entity name uh what you can do with that is you can have an a shared entity like a number and then have it have different roles depending on what intent you're using so this could be a color and this could be a vibrant color or whatever something specific to a specific subset of colors or something like that uh oh other uses like numbers uh let's say you have a number and you have tanks and enemies in USA I want a five tanks to attack six enemies then you can have a roll for the tanks a roll for the entities and a role for the enemies but both using the number 10 result all right so you'll notice there's this on multi-value event here this basically populates a string array with the values of your value matchers so this would be in that order so this will come out as a color and a shape and a string which you could then parse you also have options where you can do formatted value events but let's say uh I want to have it print user mask for the zero to be uh girl so in this case this would take this value the user asked for the first entity or the entity with index one to uh which is a shape to be the value of the first index entity which is the color so this will display the user asked for the blank to be blank and so I can then take this and what this does is it takes these values inverts them to into a single string a formatted string so we can go back to our canvas up here status and we can have our status a user asked for a specific color to be I bet um there's other things in here to keep in mind these will only execute or fire if the patterns match so you could have it execute if no content is required so in that case if they didn't give a color it would still match it would just be an empty string but you could also match on specific strings let's say you only want it to match on I only want this to match if there's a cube her color but we'll do color if I only want it to match if it's red uh and then in which case this will only trigger if the value matched is red there are also these confidence ranges uh this bug with these we've got a patch about to come up but you can set up a range so let's say I want it to be as long as the entity is uh 90 sure that the entities matched have this happen so you can use this to validate let's say you're using the freeform text and it's not what you it's not in your keywords you'd have a potential lower uh confidence range and say are you sure you want blah blah blah to happen uh let's say if you wanted if it was in the 70 to 80 percent range We're Not Gonna use these right um you can also if you've noticed there's a uh create value reference and this creates a basically a static scriptable object that has the path and all of the values in it and it's a little more efficient at digging the values out of the the results and some of these because it knows it's a float it'll automatically convert it to a float so that if that value is used multiple times it won't have to do all of the conversions it needs to do to convert a float into a float do these comparisons greater less than or equal to okay this let's see if this works um the cube should be red no the user asked for the cube to be red we matched on that so now we need to actually make the color change happen this is where we're I'm gonna get into not a whole lot of detail now we're going to add in the multi-value event then we're going to drag the shapes in here and we're all going to change our update color all shapes where it was on the wrong screen for all that and then I have to do it all over again so if we go in and we look at the color changer I'm not sure this function is do this properly [Music] but we really want something more like this so create a custom method update color and so what we're going to do is remember back here we've got color we've got shape so we're gonna go we're gonna call update color we're just going to pass the first value into the as our list of colors and then the second value uh is our list of shapes then we'll go back to Unity and we'll call probably change your update color um but the thing the other one was doing it's it's actually handling multiple color names of shapes we're not going to cover all right so if I hit play again the cube should be red the ball should be blue there's a boss here so let's say we got the boss should be blue um we know that's maybe that's something that happens frequently go back and look at our data and see the users are commonly saying the boss should be or the ball is being recognized the boss window [Music] um so if you want to fix this you have to go back to the with that Ai and then go to utterances um uh and eventually it'll it'll show up in this list here foreign one either way um there are two ways to do it um you'll see you'll see it pop up here uh yeah drop down uh the shoes and you can update it the other option you've got is an Android entity in a shape and add boss to our list here laughs foreign there we go Ah that's what I was looking for it's just taking a while to load in all right so we see the boss should be blue and we know that's wrong um so here we can go in and we can correct boss to be blue we already kind of did this and then we can hit train and validate [Music] um but you can you can do that for most of these you can go back and look at your history and you see okay [Music] now the cube should be red that was good that was good um I wanted to train boss as a as a synonym for the result value so we found blue what you would do is you go into resolve value for the shape here it's looking at the Alias that you want when you hit train and validate um [Music] we call it the rest of these properly um you can also Mark this as out of scope so we you know so that was uh when we when we did that it gave us like a 90 percent uh a 90 confidence rating that this was for a change color uh which was incorrect so we can go back in here and we can mark this as out of scope and training ballot I like hey someone's asking for something that's totally wrong this is not change of color mark it out of scope uh and this will help refine the matches and it'll start to learn that oh this is just random garbage that doesn't that so you'll see the confidence rating is already way down all right so let's go back over here to activate the ball should be blue [Music] the boss should be orange the boss should be orange [Music] we've got another one the bus so this is what I was talking about we can go highlight bus or we want it to be shape they wanna uh resolve that value to here this is what I was talking about so we know that in those cases the user probably really even doing this you want to remember that you've made these particular aliases the bus should be green there we go that's one way to resolve this issue especially if you have a really narrow set of components this works really well for things that are you've identified as commonly mistaken words in the uh speech to text foreign so that is [Music] more or less it's for uh we're changing shapes
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Channel: Aaron Jackson
Views: 2,198
Rating: undefined out of 5
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Id: lqTZJQ-ekSs
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Length: 75min 48sec (4548 seconds)
Published: Mon Nov 21 2022
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