<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-18T19:48:35Z</responseDate><request verb="GetRecord" identifier="oai:dspace.mit.edu:1721.1/37399" metadataPrefix="dim">https://dspace.mit.edu/server/oai/request</request><GetRecord><record><header><identifier>oai:dspace.mit.edu:1721.1/37399</identifier><datestamp>2022-01-13T07:55:02Z</datestamp><setSpec>com_1721.1_7582</setSpec><setSpec>com_1721.1_7581</setSpec><setSpec>col_1721.1_131023</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Deb Roy.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Tellex, Stefanie, 1980-</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Dept. of Architecture. Program In Media Arts and Sciences</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2007-05-16T18:30:42Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2007-05-16T18:30:42Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2006</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2006</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1721.1/37399</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">122931868</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (p. 105-108).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">This thesis describes a spatial language understanding system based on a lexicon of words defined in terms of spatial routines. A spatial routine is a script composed from a set of primitive operations on sensor data, analogous to Ullman's visual routines. By finding a set of primitives that underlie natural spatial language, the meaning of spatial terms can be succinctly expressed in a way that can be used to obey natural language commands. This hypothesis is tested by using spatial routines to build a natural language interface to a real time strategy game, in which a player controls an army of units in a battle. The system understands the meaning of context-dependent natural language commands such as "Run back!" and "Move the marines on top above the fiamethrowers on the bottom." In evaluation, the system successfully interpreted a range of spatial commands not seen during implementation, and exceeded the performance of a baseline system. Beyond real-time strategy games, spatial routines may provide the basis for interpreting spatial language in a broad range of physically situated language understanding systems, such as mobile robots or other computer game genres.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Stefanie Tellex.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">S.M.</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">108 p.</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.</dim:field>
   <dim:field mdschema="dc" element="rights" qualifier="uri">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Architecture. Program In Media Arts and Sciences</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Grounding language in spatial routines</dim:field>
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   	&lt;Title>Grounding language in spatial routines&lt;/Title>
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   	&lt;PublicationDate>2006&lt;/PublicationDate>
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        	&lt;DisplayName>Tellex, Stefanie, 1980-&lt;/DisplayName>
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    &lt;Keyword>Architecture. Program In Media Arts and Sciences&lt;/Keyword>
   	&lt;Abstract>This thesis describes a spatial language understanding system based on a lexicon of words defined in terms of spatial routines. A spatial routine is a script composed from a set of primitive operations on sensor data, analogous to Ullman&amp;apos;s visual routines. By finding a set of primitives that underlie natural spatial language, the meaning of spatial terms can be succinctly expressed in a way that can be used to obey natural language commands. This hypothesis is tested by using spatial routines to build a natural language interface to a real time strategy game, in which a player controls an army of units in a battle. The system understands the meaning of context-dependent natural language commands such as &amp;quot;Run back!&amp;quot; and &amp;quot;Move the marines on top above the fiamethrowers on the bottom.&amp;quot; In evaluation, the system successfully interpreted a range of spatial commands not seen during implementation, and exceeded the performance of a baseline system. Beyond real-time strategy games, spatial routines may provide the basis for interpreting spatial language in a broad range of physically situated language understanding systems, such as mobile robots or other computer game genres.&lt;/Abstract>
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