Methods and systems for developing and testing speech applications

Abstract
A system and method for facilitating the efficient development, testing and implementation of speech applications is disclosed which separates the speech user interface from the business logic. A speech user interface description is created devoid of business logic in the form of a machine readable markup language directly executable by the runtime environment based on business requirements. At least one business logic component is created separately for the speech user interface, the at least one business logic component being accessible by the runtime environment.
Description
BACKGROUND OF THE INVENTION

A conventional process for developing a speech user interface (“SUI”) includes three basic steps. First, a SUI designer creates a human readable specification describing the desired SUI using drawings, flowcharts, writings, or other human-readable formats. Second, the SUI designer gives the specification to a code developer, who programs the application using an existing markup language, usually Voice eXtensible Markup Language (“VoiceXML” or “VXML”) or Speech Application Language Tags (“SALT”). The code developer simultaneously incorporates business logic that retrieves information from an outside database and brings it into the markup language file. Third, the coded application is tested by quality assurance (“QA”) to screen for errors. When QA finds errors, it reports back to the code developer, who either debugs the code and returns it to QA for further analysis, or, if the error lies within the SUI design, gives the specification back to the SUI designer for revision. The SUI designer then revises the specification and returns it to the code developer, who re-implements the SUI code simultaneously with the business logic and again returns the coded application to QA for further analysis. This process is repeated until QA determines that the product is suitable for final release.


Thus, in many commercial frameworks that use existing markup languages like VXML or SALT, SUI logic is mixed with business logic in speech applications. Mixing SUI logic with business logic increases the chances of bugs in speech applications, which may diminish the quality of the speech applications through inconsistent speech user interface behavior and lengthened development, QA and release cycles.


One problem with this approach is that it leads to inefficient development. After the code developer implements the application, the design goals produced by the designer and the final implemented SUI are rarely the same thing. To illustrate why this happens, consider the following: when humans play the game of telephone, one person speaks a message to another, who repeats the message to a third, and so on, until the message is invariably altered due to the imperfection of human verbal interaction. Such is also the case in the above described software development cycle. The SUI designer, ideally a non-programmer who specializes in human interactions, has one idea for the project which he or she communicates to development in the form of human-readable text, flowcharts, figures or other methods. The code developer attempts to implement precisely the designer's ideal from the technical perspective of a programmer, who must simultaneously implement the required business logic underlying the application. Thus, the code developer's output is inevitably altered from the idea of the designer.


Another problem with the existing approach is that the mixture of business logic and SUI logic makes transparent SUI design impossible. In existing commercial frameworks, the SUI designer's SUI often takes the form of either: (1) a rough prototype for the SUI consisting of human-readable text, flowcharts, or other types of diagrams, such as those created with software such as Visio® by Microsoft Corporation, which a developer must then implement; or (2) an exact design for which code is automatically generated. The first approach creates the telephone-game problems of inefficient development outlined above. The second approach inevitably includes business logic, which means the SUI designer must have some idea of how the underlying business logic will work, making the SUI non-transparent for a non-programmer.


Yet another inefficiency arises if either the SUI design goals change or if QA finds an error in the SUI design at any time during the life cycle of the speech application. Either scenario requires that the code developers pass control of the project back to the designer for SUI revision. Once the designer corrects the error, he or she must return the revised SUI design to the code developer, who must once again re-implement it along with the business logic, which may have not even had errors by itself. Thus, in the prior art, if there is an error, regardless of whether it is found in business logic or SUI logic, the code developer must debug the entire application, not just the SUI or the business logic, in order to find and eliminate the bug. This repeated implementation and integration of the business logic with the SUI logic drives up labor and development costs and lengthens development and release cycles.


Still another problem with the traditional three-step development process is that it leads to inefficient testing. It is virtually impossible to machine-read existing markup languages like VXML or SALT and derive any knowledge about the SUI, because it is mingled with business logic which cannot be easily parsed out. In most applications, the markup language is not static but rather is generated on the fly as the application is running. This makes it virtually impossible to automate SUI testing in all the existing markup languages. QA testing of the final release thus involves simultaneous testing of business and SUI logic, a process incapable of automation. This means that more labor is required to perform comprehensive quality assurance, which increases the cost of QA labor and again lengthens the overall release cycle.


Accordingly, there is a need for an improved method of SUI design, testing and deployment which is built around a fundamental separation of the logic behind the SUI and any other business logic.


SUMMARY OF THE INVENTION

In accordance with one aspect of the present invention, a method for developing a speech application is provided. The first step of the method is creating a speech user interface description devoid of business logic in the form of a machine readable markup language directly executable by a runtime environment based on business requirements. The second step of the method is creating separately at least one business logic component for the speech user interface, the at least one business logic component being accessible by the runtime environment.


In accordance with another aspect of the present invention, a system for developing a speech application is provided. The system includes a runtime environment and a speech user interface description devoid of business logic in the form of a machine readable markup language directly executable by the runtime environment based on business requirements. The system further includes at least one business logic component for the speech user interface, the at least one business logic component being accessible by the runtime environment.




BRIEF DESCRIPTION OF THE DRAWINGS


FIG. 1 is a diagram of the speech user interface design cycle in accordance with an embodiment of the present invention;



FIG. 2 shows an example of a speech user interface development toolkit in accordance with another embodiment of the present invention;



FIG. 3 is a diagram of the one-way communication from the speech user interface designer to the code developers in accordance with an embodiment of the present invention;



FIG. 4 is a diagram illustrating the steps of testing in accordance with an embodiment of the present invention;



FIG. 5 is a diagram illustrating the steps of automated testing in accordance with another embodiment of the present invention;



FIG. 6 is a diagram illustrating the architecture of an embodiment of the present invention;



FIG. 7 is a diagram illustrating an aspect of web speech markup language in accordance with an embodiment of the present invention; and



FIG. 8 is a diagram illustrating another aspect of web speech markup language in accordance with another embodiment of the present invention.




DETAILED DESCRIPTION OF THE INVENTION

The present invention separates SUI logic from business logic by utilizing a markup language and markup language interpreter combination that, aside from a few exceptions, completely controls the SUI logic. SUI logic is defined in the present invention as any logic directing the interaction between the caller and the interactive voice response (“IVR”) system, subject to possible limited business logic overrides. It includes dialogs, grammars, prompts, retries, confirmations, transitions, overrides, and any other logical tool directing the human-machine interaction. Business logic is defined as any logic outside the realm of SUI logic. It includes data pre-processing actions (e.g., checking the validity of the phone number entered), the actual database query formation and data retrieval, any possible post-processing of the data returned, and any other logic not directing the human-machine interaction. Markup language should be understood to mean any machine-readable language that abstracts the presentation or layout of the document; in other words, a markup language will separate the structure and appearance of a file as experienced by a user from its content.


The present invention utilizes a markup language that abstracts out or automates all of these different actions. The result is a separation of SUI logic from business logic. The markup language interpreter is capable of fully controlling the SUI, aside from possible overrides from the business logic. The interpreter sends requests for data or user commands to the business logic, and the business logic returns either the requested data, or error messages giving one of a plurality of reasons for the failure. The user commands may be given in the form of speech commands, DTMF or touch-tone commands, touchpad or mouse commands, keyboard or keypad commands, or through drag-and-drop commands of a graphical user interface (“GUI”). The interpreter similarly interacts with speech recognition (or DTMF recognition) engines by sending user inputs, and the interpreter receives in return values indicating either a match, no match, or no response.


By making this fundamental separation, the present invention seeks to accomplish the following objectives: (1) solve the “telephone” problem inherent in traditional IVR application design; (2) make SUI transparent for a non-programmer; (3) provide for separate debugging and revision of SUI logic and business logic, which allows each respective team to solely focus on their areas of expertise; and (4) allow for automated testing of the SUI logic.


The first objective of the invention is to eliminate the “telephone” problem by allowing the SUI designer complete control of the SUI, from start to finish. The SUI's output does not need to be coded but rather is ready to execute, eliminating the inevitable confusion created in the prior art where the SUI design was implemented by code developers. This means that the code developers will not be required to implement the SUI designer's idea of the SUI, an area in which the code developers are not likely trained.


The second objective of the present invention is to make the SUI transparent to a non-programmer. The markup language used in the present invention makes it possible for the SUI designer to create the SUI without any knowledge of programming or the underlying business logic whatsoever. It allows the designer to include simple placeholders which should be “filled” with caller-requested information, instead of requiring the designer to include server-side scripts or other types of business logic.


Because of the static nature of the present invention's markup language, design of such interfaces using a toolkit is simple and intuitive. In one embodiment of the invention, this toolkit is an application consisting of a GUI and underlying logic, which allows non-technically trained personnel to drag and drop various dialog elements into a what-you-see-is-what-you-hear environment. The designer will be able to specify placeholders, transitions, prompts, overrides and possible commands available with each dialog. When the designer saves his or her work, the output is in the form of a markup language that, unlike VXML or other similar voice markup languages, is a self-contained static flowchart description. The preferred output format is in Web Speech Dialog Markup Language (“WSDML”), an XML-based language developed by Parus Interactive and owned by Parus Holdings, Inc.


Although the prior art contains numerous similar-appearing development toolkits, e.g., U.S. Pat. No. 5,913,195 to Weeren et al., the disclosed toolkit is the only development toolkit capable of producing markup language describing a completely autonomous SUI independent from any business logic. The toolkits contained in the prior art similarly implement intuitive GUIs, but they require programming knowledge on the part of the designer because he or she must indicate exactly how the SUI will interact with the business logic. These are complex tools, which require a trained programmer to use. The present invention avoids this problem by eliminating any requirement of business logic knowledge on the part of the SUI designer. Thus, it is possible for a non-technical person to create and revise SUIs. Conversely, code developers (i.e., business logic programmers) are able to focus almost exclusively on business logic development and are not required to have any knowledge of SUI design.


The third objective of the invention is to improve the development process by way of separation of business logic error correction and SUI logic error correction. Whatever the designer creates will be machine-readable, which means that it can immediately be tested and/or run by a machine, eliminating the delay of waiting for the code developers to implement the SUI, as required by the prior art. Further, if an error is detected in the SUI design, or if QA simply decides that there is a better way to design the interface, feedback goes straight to the designer, who can immediately fix any problems and resubmit the SUI. This separate development of the SUI will not interfere with the code developers, who only need to know the position of placeholders within the SUI design. Likewise, if QA finds a business logic error, QA only needs to tell the code developers, who will fix any problems without touching the SUI.


The fourth objective of the present invention is to automate testing. QA personnel have the ability to completely automate testing of the SUI. Once they create the test cases (or the test cases are defined for them), QA personnel only need to initiate the automated testing, and then they are free to test other aspects of the project, such as the business logic. QA also benefits in that they only need to communicate SUI problems to the SUI designer, and business logic problems to the code developers.


DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

The present invention will now be described more fully with reference to the Figures in which the preferred embodiment of the present invention is shown. The subject matter of this disclosure may, however, be embodied in many different forms and should not be construed as being limited to the embodiment set forth herein.


Referring now to the drawings, wherein like reference numerals designate identical or corresponding parts throughout the several views, FIG. 1 illustrates how voice applications are developed in accordance with the present invention. A speech user interface designer (“SUID”) 12 uses the claimed speech application development toolkit 14 to build a SUI described in a static machine-readable markup language 16. The only communication between the SUID 12 and the code developers 18 is via placeholders 20 that the SUID 12 inserts into the markup language 16 via the toolkit 14. These placeholders 20 represent a piece of information requested by the user (e.g., account balance or credit limit). The SUID 12 merely holds a place for the information, and the code developers 18 implement any business logic 22 required to return the requested value(s) or execute any requested commands.


On the business logic side, the code developers 18 receive the same markup language code 20 containing the placeholders and possible user commands. The job of the code developers 18 is to return the appropriate values for the placeholders. This one-way communication from the SUID 12 to the code developers 18 is illustrated further in FIG. 3. This allows for completely modular development; the code developers 18 need only build the discreet functions to accomplish any required tasks (e.g., retrieving account balances or credit limits). They need not (and indeed should not) be involved in any way with the design of the user interface.


Once the SUID 12 and the code developers 18 complete their respective pieces of the final product, they give their work to quality assurance (QA) 24 for testing and debugging. The SUI toolkit 14 outputs machine-readable markup language 16, such as WSDML as shown in FIG. 1, for which QA 24 is able to set testing, as demonstrated in FIGS. 4 and 5. QA 24 separately tests the business logic 22, which is made easier because the business logic is not intermingled with the SUI logic 16. Separate feedback is given to the SUID 12 regarding only the interface design, and to the code developers 18 regarding only business logic 22. This way, if there is only a problem with the business logic 22, and the SUI logic 16 is sound, then the SUID 12 need not be involved in the subsequent revision of the project. Conversely, if there is only a problem with the SUI logic 16, and the business logic 22 is sound, then the code developers 18 need not get involved in the subsequent revision (except to the extent that it must recognize any new placeholders). After the SUI logic 16 and business logic 22 have been checked by QA 24, the various codes may be integrated or made available to one another on a runtime environment, as indicated by reference numeral 26. It is also possible for the quality assurance process to be performed after the SUI logic 16 and business logic 22 have been integrated. Typically, the quality assurance process occurs independently on both the SUI side and the business programming side before both the SUI logic 16 and business logic 22 are submitted to QA 24 for final testing.



FIG. 2 shows an example of the SUI development toolkit 14, in accordance with an embodiment of the present invention. As further explained in FIG. 3, the SUI development toolkit allows the SUID 12 to drag-and-drop various dialogs, which may be customized depending on the specific speech application. The SUID 12 arranges the dialogs as desired to create a SUI description and then connects the dialogs using arrows to indicate the intended call flow. The toolkit 14 automatically creates the SUI logic 16, which is a static, machine readable markup language describing the SUI description. The SUI logic 16 is static in that the markup language is not generated on-the-fly like VXML or other conventional protocols. Additionally, the SUI logic 16 is machine readable by a runtime environment, unlike outputs generated by programs such as Visio®.



FIG. 3 illustrates the only communication between the SUID 12 and the code developers 18, which is a one-way communication between the SUID and the code developers. In order for the present invention to make the design of IVRs more efficient, it is absolutely necessary to allow the SUID 12 to design the SUI without detailed knowledge of the parallel business logic. Indeed the SUID 12 should be a non-programmer, ideally someone with expertise in human interactions and communications. The SUID 12 gives the code developers 18 a copy of the markup language file describing the SUI. The SUI description 28 includes dialogs 30 and transitions 32 to establish the call flow. The SUID 12 leaves placeholders 20 where business logic or user commands 34 need to be added by the code developers. The code developers 18 only need to find the placeholders 20 and user commands 34 which explain to the code developers the business functionality to be implemented.


This is one place where the present invention diverges greatly from the prior art. While any markup language that entirely separates the business logic from the SUI logic as described thus far would suffice, the preferred embodiment utilizes Web Speech Dialog Markup Language (“WSDML”), an XML-based language developed by Parus Interactive and owned by Parus Holdings, Inc. WSDML introduces elaborate dialog automation and dialog inheritance at the WSDML interpreter level. One of the main differences between WSDML and VXML (or any other existing speech markup languages, such as SALT) is that WSDML describes both individual dialogs and transitions between them. For instance, VXML does not provide for robust dialog transitions beyond simple form filling.


VXML was developed as a very web-centric markup language. In that way VXML is very similar to the Hyper Text Markup Language (“HTML”) in that HTML applications consist of several individual web pages, each page analogous to a single VXML dialog. To illustrate this difference, VXML will first be analogized to HTML, and then WSDML will be contrasted to both VXML and HTML.


In a typical HTML/web-based scenario, if a user wanted to log onto a bank's website, the user first is presented with a simple page requesting a bank account number, which provides a field or space for the user to input that information. After entering the account number, the user's input is submitted to the web server. With this information, the web server executes a common gateway interface (“CGI”) program, which uses the user input to determine what information, typically in the form of a user interface coupled with the desired information, should be presented to the user next. For instance, if the user gives an invalid account number, the CGI program will discover the error when it references the input to the bank's database. At this point, based on a negative response from the bank's database, the CGI program produces output which, through the web server, presents the user with a webpage, such as a page displaying the message “Invalid Account Number. Please try again.”


VXML operates in a similar fashion. The same user, this time using a telephone to access the bank's automated system, is presented with an audio prompt asking, “Please enter or speak your account number.” After speaking or inputting via DTML the account information, the VXML browser interacts with separate speech (or DTML) recognition software to determine whether the input satisfies the present grammar, or a finite set of speech patterns expected from the user. Then, the VXML browser sends this input to the VXML server or a web server capable of serving VXML pages. The VXML server tests the input against the bank's remote database using CGI and determines what information, in the form of a user interface coupled with the desired information, should be presented to the user next. For instance, if the user gives an invalid account number this time, the CGI program again receives a negative response from the bank's database. The CGI program then sends a VXML page to the web server, which transmits this page to the VXML browser and, in turn, prompts the user with an audio response, such as: “The account number was invalid. Please try again.”


WSDML operates differently. The SUI is static; it does not depend on the information returned from the CGI. Instead, the SUI is automated at the WSDML interpreter (or WSDML browser) level. The WSDML interpreter does not need to run any CGI scripts (or have an adjunct script interpreter run subscripts) to determine what to do next, as the typical CGI setup does. In that sense, the WSDML file serves as a comprehensive static flowchart of the conversation.


To illustrate, the same user once again calls a bank to access an automated telephone system, which this time utilizes a WSDML-based IVR system. The system may prompt the caller with an audio message, such as: “Please enter or speak your account number.” The caller speaks (or dials) his account number, which is processed by a separate speech (or DTMF) recognition engine against a grammar. Provided the spoken input satisfies the grammar, the WSDML interpreter makes a simple request to the business logic containing the account number instead of running a CGI program with the account number as input. And, instead of a CGI program determining whether the account number matches the bank's database or what the caller will be presented with next, the business logic simply returns values to the WSDML interpreter indicating whether the command was valid and, if so, the requested information. Based on this return value, the WSDML interpreter decides what to present to the user next. Using the same example, if the account number given to the business logic is invalid despite satisfying the grammar, the business logic returns an error indicating that the input was invalid, and a separate reason for the error. The WSDML outcome, which up to this point has been “MATCH” as a result of the satisfaction of the grammar, is converted to “NOMATCH,” and the WSDML interpreter continues to another dialog depending on the reason for the invalidity.


Additionally, in an embodiment of the present invention, the markup language allows for dialog inheritance or templates, meaning that the user may create top level dialogs that operate similarly to high-level objects in object-oriented programming. Lower level objects inherit common properties from the top level objects. In this way the top level dialogs operate as “templates” for the lower dialogs, allowing for global actions, variables, and other dialog properties.



FIG. 4 shows one embodiment of the quality assurance testing which is conducted by quality assurance (QA). QA generates test case scripts either manually by editing textual files using a documented test case script syntax, or with computer assistance using features incorporated within the design tool to simplify the creation of test cases. Test cases are developed with an expected outcome known given a consistent input, which is determined by reviewing the design documentation of the application. Test case script files are permanently stored so that they may be run multiple times during the course of the QA process. Upon submitting the test case script to the interpreter, the interpreter will act upon the script as if it were receiving input from a human user in the form of voice commands and telephone DTMF keypad presses. In addition, test case scripts can initialize the condition of data and variables in the application's business logic to synthesize real life conditions, or set up initial conditions. During or at the conclusion or the test case execution, QA personnel can verify that the output of the application is consistent with the documented intention of the application's design, and if not, report error conditions back to application developers for correction.


In another embodiment of the invention, SUI testing is automated as shown in FIG. 5. As part of the WSDML describing a SUI, a plurality of test cases 40 are defined. Each test case 40 includes the following information: (1) a list of dialogs covered by that test case; and (2) within each such dialog of a given test case, the following elements are defined: (i) audio commands understood and described in the given dialog simulating different speakers and noise conditions; and (ii) runtime variables with their values enabling simulation of a given set of SUI scenarios or behaviors that the given test case 40 is intended to test. There are two different interpreter scenarios: the first scenario 42 simulates a human caller; and the second scenario 44 simulates a machine. Each interpreter scenario in a test session starts with a flag indicating the role (human or machine), and both scenarios use the same WSDML content access reference and specific test cases 40 as parameters. Thus, the “human” interpreter reads relevant test case information and calls the “machine” interpreter to issue specified commands (at random), as indicated by reference numeral 46. Upon hearing audio commands from a “human” interpreter, the machine interpreter, while continuing to other dialogs, assumes the corresponding runtime variables from the same test case descriptor and sends responses to the “human” interpreter, as indicated by reference numeral 48. By focusing on a certain set of SUI scenarios described in specific test cases, it is possible to organize efficient automated testing of speech user interfaces in terms of speech parameters for noise, speed versus accuracy, valid grammars, n-best handling, valid time-outs, valid dialog construction, accurate understanding of various non-native speakers, valid DTMF commands, and valid response delays.


In another embodiment of the present invention as shown in FIG. 6, the WSDML interpreter 50 interacts with the business logic and speech platforms over a local area network (“LAN”) or wide area network (“WAN”), such as a private internet or the public Internet. Upon coming across a placeholder or user command, the interpreter 50 communicates with a dedicated business logic server 52 (on the same LAN or on a WAN). The business logic server 52, which can be local or remote to the interpreter 50, retrieves the desired caller data from a database 54, executes the desired caller command, and completes any other requested action before sending a response back to the interpreter 50. When the interpreter 50 receives voice input, it similarly sends that to a remote speech recognition server or platform 56 for processing by one or more speech recognition engines 58.


In yet another embodiment of the present invention, the interpreter consists of a computer program server that takes as input WSDML files and, using that information, conducts “conversations” with the caller. The interpreter may obtain the WSDML files from a local storage medium, such as a local hard drive. The interpreter also may obtain the WSDML files from a remote application server, such as a web server capable of serving XML-style pages.


In still another embodiment of the present invention, the interpreter has built-in individual business logic functions for each possible user request. For example, the code developers program “black box” functions that simply take as input the user's account number, and return the information the user requests, such as the user's account balance or the user's credit limit. These functions reside in entirely separate locations from the interpreter code that interprets and serves WSDML dialog to the user.


In still yet another embodiment of the present invention, the interpreter is implemented as a library for an application. In this scenario, the application provides the WSDML server with “hooks,” or callback functions, which allow the interpreter to call the given business logic function when necessary. The application server similarly provides “hooks” for when the caller instigates an event, such as a user command.


WSDML Dialog Concept:


WSDML is, to at least some extent, an expression of the WSDML Dialog concept. WSDML Dialog (“dialog”) describes a certain set of interactions between the caller and the voice application over the telephone. A dialog ends when one of defined outcomes is detected based on the caller's input; at that point it is ready to proceed to the next dialog. A dialog may pass a certain number of intermediate states based on a preset counter, before it arrives to an acceptable outcome. The main dialog outcomes explicitly defined in WSDML are: “No Input,” “No Match,” and “Match.” Dialog error outcomes caused by various system failures are handled by the corresponding event handlers, and any related error announcements may or may not be explicitly defined in WSDML. A single dialog interaction normally is accomplished by a single Play-Listen act when the application plays a prompt and listens to the caller's input. This general case of interaction also covers various specific interaction cases: play-then-listen (with no barge-in), pure play, and pure listen. The notion of “listen” relates to both speech and touch-tone modes of interaction.


Following are the steps of the dialog process, which are shown in FIGS. 6 and 7:


(a) A dialog starts with the initial prompt presented to the caller.


(b) The caller's input is collected and the result is processed.


(c) The outcome is determined and the next prompt is set accordingly.


(d) Depending on the outcome and the preset maximum number of iterations, the next caller interaction (perhaps playing a different prompt) within the same dialog is initiated, or control is passed to the next dialog.


(e) The dialog may include a confirmation interaction. In this case, if low confidence is returned as part of the interaction result, then the outcome is determined by the result of the confirmation dialog. Irrespective of the confirmation result and the subsequent outcome, control is always passed to the next dialog after the confirmation.


Table 1 below describes possible dialog outcomes:

DialogOutcomeDescriptionMATCHThis outcome occurs when the result of the callerinteraction matches one of the expected values, such as asequence of digits or a spoken utterance described in thegrammar. Also, this outcome occurs when the callerconfirms a low confidence result as valid within theconfirmation sub-dialog.NO MATCHThis outcome occurs when the result of the callerinteraction does not match one of the expected values, suchas a sequence of digits or a spoken utterance described inthe grammar. Also, this outcome occurs when the callerdoes not confirm a low confidence result as valid within theconfirmation sub-dialog.NO INPUTThis outcome occurs when no input is received fromthe caller while some input is expected.ALL*This outcome is used in cases where the action is thesame for all possible or left undefined outcomes.
*“ALL” is not necessarily a dialog outcome, but may be used to initiate an action based on all possible outcomes. For example, when “ALL” is specified, the same action is taken for a dialog outcome of “MATCH,” “NO MATCH,” or “NO INPUT.”


WSDML Structure:


A WSDML document is organized via <wsdml> element:

<?xml version=“1.0” encoding=“utf-8” ?><wsdml></wsdml>


Structurally, a WSDML document includes the following major groups:

<applications>to describe entry points and other attributes such aslanguage, voice persona, etc., of logicallydistinct applications.<audiolist>to describe audio prompt lists used in the application.<inputs>to describe user inputs in the form of speech andDTMF commands.<overrides>to describe custom brand and corporate account specificdialog name, touch-tone commands and prompt nameoverrides.<dialogs>to describe voice application dialog states andcorresponding prompts.<events>to define dialog transitions as a reaction to certain events.<?xml version=“1.0” encoding=“utf-8” ?><wsdml> <applications>  <application name=“StoreLocator” start=“StartDialog” path=“./”    url=“” language=“en-US” voicepersonality=“Kate”     voicegender=“Female” />  </application> </applications>  <events> </events> <audiolist> </audiolist> <inputs> </inputs> <overrides> </overrides> <dialogs> </dialogs> </wsdml>


Other currently defined elements are used within the WSDML groups defined above.


Dialog element: <dialog>.


Prompt elements: <prompts>, <prompt>, <audio>.


Input elements: <grammar-source>, <slots>, <slot>, <commands>, <command>, <dtmf-formats>, <dtmf-format>.


Transitional elements: <actions>, <action>, <goto>, <target>, <return>.


Logic elements: <if>/<elseif>/<else>, <vars>, <var>.


WSDML Elements


This section provides detailed information about each WSDML element including:


(a) Syntax: how the element is used.


(b) Description of attributes and other details.


(c) Usage: information about parent/child elements.


(d) Examples: short example to illustrate element usage.

<action> <actions>Syntax<actions>  <action >    outcome = “noinput | nomatch | match”    goto = “nextDialogName | quit ”    return = “previousDialogName | self | prev | 2 | 3 ...”    command = “string”    digit-confidence=”integer”    speech-confidence-threshold=” low | medium | high ”    confirm=”string”    nomatch-reason=”confirmation | recognition | application”    Child_elements  </action>  <action >  ....  </action></actions>Description  Specifies dialog transitions depending on the current dialog outcome and the  caller command. Commands are defined only for ‘match’ outcome. Audio  included in the action is queued to play first in the next dialog (the list of  queued audio components is played by the platform upon the first listen  command).    Special value _quit in goto property correspond to quitting the    application if requested by the caller Unlike goto, property return is    used to go back in the dialog stack to a previous dialog by using its    name as value: return = “DialogName”. Special values _prev, _self,    2, ...N can be used with return    speech-confidence-threshold At the command level, if the    recognition result contains the effective confidence for a given    command lower then the value of “speech-confidence-threshold”    property, a confirmation dialog is called based on the dialog name    value in “confirm” property. Low, medium, high confidence    thresholds are speech platform specific and should be    configurable.    This method is used when at least two commands of the current    dialog require different confidence or two different confirmation sub-    dialogs are used. Normally, more destructive (delete message) or    disconnect (“hang-up”) commands require higher confidence    compared to other commands within the same menu/grammar.    digit-confidence In digits only mode or when digits are entered in    speech mode, the confirmation dialog is entered if the number of    digits entered is greater or equal to digit-confidence property value    nomatch-reason This property is defined for nomatch outcome    only. It allows to play different audio and/or transition to different    dialogs depending on the reason for nomatch:      confirmation user did not confirm recognized result      recognition user input was not recognized      application outcome nomatch was generated by the      application business logic    confirm This property contains the name of the confirmation dialog    which is called based on digit or speech confidence conditions    described above. If the confirmation dialog returns outcome    “nomatch”, then the final “nomatch” dialog outcome is set and the    corresponding “nomatch” action is executed. In case of “match”    outcome from the confirmation dialog, the final “match” outcome is    assumed and the corresponding command action is executed in the    parent dialog.   Notes:  1) “speech-confidence-threshold”, “digit-confidence”, “confirm” properties set at    the actions command level, overwrite the same properties set at the dialog    level.  2) If <action> does not contain any transitional element (goto or return),    return = “_self” is assumed by default. There is an infinite loop protection in    wsdml interpreter, so eventually (after many iterations) any dialog looping    to _self will cause the application to quit.UsageParentsChildren<dialog><audio> <if> <goto> <return>Example<actions> <action outcome=“nomatch” return=“_self” /> <action outcome=“nomatch” return=“_self” nomatch-reason=”confirmation”>    <audio src=”Sorry about that” /> <action> <action outcome=“noinput” goto=“Goodbye” /> <action command=“cancel” return=“_prev” />   <audio name=“CommonUC.vc_cancelled”/> </action> <action command=“goodbye” speech-confidence-threshold=”high”     confirm=“ConfirmGoodbye” >   <if var=”IsSubscriber” >    <audio name=“CommonUC.vc_goodbye” />   </if>    goto target=”_quit” </action> <action command=“listen_to_messages” goto=“ListenToMessages” /> <action command=“make_a_call” goto=“MakeACall” /> <action command=“call_contact” goto=”CallContact”>  <action command=“call_contact_name” goto=”CallContactName”>  <action command=“call_contact_name_at” goto=”CallContactNameAt”> </action></actions>















<applications>,<application>
















Syntax
<wsdml >



  <applications>



   <application



     name=”string”



    start = “string”



    path=”string”



    url=”string”



    language = “en-US | en | fr | fr-CA| es|... ”



    voice-personality = “string”



    voice-gender=”Male | Female”



   />



  </applications>



</wsdml>


Description
The <application> element may include the following properties:



  start defines the starting dialog name for a given application



  path provides the path to the directory containing the application dialog files



  in wsdml format



  url a link to the site containing wsdml documents for a given application



  language (optional) defines the audio prompt language for a single language



  application or the default language if the application includes dialogs in more



  then one language



  voice-personality (optional) defines the default personality, e.g. “Kate”.



  Personality may or may not be associated with a particular language



  voice-gender (optional) defines the gender of the recoded voice and by



  association the gender of generated voice via TTS









Usage
Parents
Children



<wsdml>
None








Example
<wsdml>



 <applications>



  <application name=“IvyStoreLocator” start=“IvyStart” path=“./”



  url=“” language=“en-



US” voice-personality=“Kate” voice-gender=“Female” />



  <application name=“AcmeLocator” start=“AcmeStart” path=“./” url=“”



language=“en-US” voice-personality=“Kate” voice-gender=“Female” />



 </applications>



 <dialogs group=“StoreLocatorApplications”>



  <dialog name=“IvyStart” flush-digits=“true” inherit=“PurePlayTemplate”>



   <prompts>



    <prompt outcome=“init”>



     <audio name=“StoreLocator.lc_welcome_ivy” />



    </prompt>



   </prompts>



   <actions>



    <action outcome=“all” goto=“StoreLocatorGreetings” />



   </actions>



  </dialog>



  <dialog name=“NikeStart” flushdigits=“true” inherit=“PurePlayTemplate”>



   <prompts>



    <prompt outcome=“init”>



     <audio name=“StoreLocator.lc_welcome_acme” />



    </prompt>



   </prompts>



   <actions>



    <action outcome=“all” goto=“StoreLocatorGreetings” />



   </actions>



  </dialog>



 </dialogs>



</wsdml>






















<audio>

















Syntax
<audio





name = “string”




src = “string”




text = “string”




var = “string”




comment = “string”



</audio>








Description
Specifies audio component properties, such as the name, the optional file source and









the textual content. If a file source is not specified, it is looked up in the



<audiolist>, then if not found there, the text is synthesized via the TTS



engine. If the audio source can only be determined during run-time, <var>



property is used to pass a variable audio component name content. See



<var> section. To make dialog flow more transparent, comment property can



be used to describe the audio content in cases where it is set via var



property during runtime.









Usage
Parents
Children



<prompt> <action> <audiolist>








Example
<audiolist language=“en-US” format=“pcm” rate=“8” >



  <audio name=“CommonUC.another_party” src=“vc_another_party”



   text=“Would you like to call another party?” />



  ...



</audiolist>



...



<dialog name=“DialOutcome” inherit=“PurePlayDialogTemplate” flush-dtmf=“true”>



 <vars>



  <var type=“audio” name=“DialOutcome” />



 </vars>



 <prompts>



  <prompt outcome=“init” >



   <audio var=“DialOutcome”> comment=”Busy, no answer, call



waiting or nothing is played here depending on the call completion status” />



   <audio name = “CommonUC.another_party” />



  </prompt>



  </prompts>



 ...



<dialog>






















<audiolist>

















Syntax
<audiolist





name = “string”




language = “en-US | en | fr | fr-CA| es|... ”




format = “pcm | adpcm | gsm | mp3...”




rate = “6 | 8”




 Child_elements



</audiolist>








Description
Describes the list of pre-recorded audio files and their common properties.



Audiolist properties:









Name: usually identifies if the list belongs to an application or is a general



purpose list



Language: ISO 639-1, ISO 639-2 standard language codes are used



Audio format: one of pcm (default for MSP), adpcm (default for legacy TDM



platform), gsm, mp3, etc.



Sampling rate: 6 (legacy TDM default) or 8 (MSP default) KHz









Normally, an application will have several audio lists defined, such as Standard for



days, numbers, dates, money etc., CommonUC for prompts common to all



UC applications, VirtualPBXApp prompts only found in virtual PBX,



corporate applications, ConferencingApp conferencing only prompts,



FaxApp fax only prompts, etc









Usage
Parents
Children



<wsdml>
<audio>








Example
<audiolist name=”CommonUC” format=“pcm” rate=“8” language=“en-US” >



 <audio name=“CommonUC.vc_sorry_about_that”



  src=“vc_sorry_about_that” text=“Sorry about that.”



 />



 <audio name=“CommonUC.vc_cancelled” src=“vc_cancelled”



  text=“Cancelled.”



 />



 <audio name=“CommonUC.vc_is_this_ok” src=“vc_is_this_ok”



  text=“Is this okay?”



 />



 <audio name=“CommonUC.vc_press1_or_2” src=“vc_press1_or_2”



  text=“Press one if correct or two if incorrect?”



 />



 <audio name=“CommonUC.vc_didnt_understand”



  src=“vc_didnt_understand”



  text=“I am sorry, I didn't understand you.”



 />



</audiolist>






















<command>, <commands>

















Syntax
<command





name = “string”




code = “string”




dtmf = ”string”




 Child_elements



/>








Description
This element defines dtmf and symbolic to numeric command map for a given user



input descriptor. The optional property code describes the numeric value returned



from the grammar to the application if any. Normally, grammars should return



symbolic command value upon speech or dtmf input. If a spoken command does not



have a dtmf equivalent, the latter can be omitted.









Usage
Parents
Children



<input>
<test-cases>, <test-case>








Example
<input name=”MainMenu” grammar-source=“.MENU”>



 <slots>



    <slot name=“menu” type=“command” />



  </slots>



  <commands>



   <command name=“yes” code=“1” dtmf=“1”>



    <test-cases>



     <test-case name=”USMale”>



      <audio name=“SpeechSamples.yes1_us_english_male” />



      <audio name=“SpeechSamples.yes2_us_english_male” />



     </test-case>



     <test-case name=”USFemale”>



      <audio name=“SpeechSamples.yes1_us_english_female” />



      <audio name=“SpeechSamples.yes2_us_english_female” />



     </test-case>



     <test-case>



      <audio name=“SpeechSamples.random_speech_us_english” />



      <audio name=“SpeechSamples.3sec_white_noise” />



      <audio name=“SpeechSamples.silence” />



    </test-case>



   </test-cases>



  </command>



 </commands>



</input>



...






















<dialog>, <dialogs>
















Syntax
<dialog



  name=“string”



  template=“true | false”



  inherit=”string”



  input=”string”



  noinput-command=“string”



  noinput-timeout=“string”



  inter-digit-timeout=“string”



  flush-digits=“true | false”



  term-digits=“string”



  detect-digit-edge=”string”



  detect-speech=“true | false”



  detect-digits=“true | false”



  detect-fax=“true | false”



  noinput-count=“integer”



  nomatch-count=“integer”



  digit-confidence=”integer”



  speech-end-timeout=“string”



  speech-barge-in=“true | false”



  speech-max-timeout=“string”



  speech-confidence-threshold=”low | medium | high”



  play-max-time=”string”



  play-max-digits=“integer”



  play-speed=”string”



  play-volume=”string”



  record-beep=”true | false”



  record-max-silence=”string”



  record-max-no-silence=”string”



  record-max-time=”string”



  record-max-digits=“integer”



  collect-max-digits=”integer”



  collect-max-time=”string”



  Child_elements



</dialog>


Description
Describes important properties and elements of speech dialog as it is defined above



(see WSDML Dialog Concept). The dialog properties are not persistent and are reset



automatically to their defaults upon any dialog entry and require explicit setting within



the dialog whenever different property values are required.



  name* Name of the dialog



  template* If “true”, defines the dialog as a template dialog only



  designed for other dialogs to inherit from. All dialog properties and child



  elements can be inherited. Normally, only typical dialog properties,



  prompts and actions are inherited.



  inherit* Defines a dialog template name to inherit the current dialog



  properties and elements



  input Refers to the name of the user input descriptor which is required



  in the dialog to process user's input (see input tag). The presence of the



  input property in the dialog properties is required for PlayListen or Listen



  execution when caller input is expected. If the input property is absent,



  simple Play will be executed and no input will be expected within the



  dialog



  term-digits A string of telephone keypad characters. When one of them



  is pressed by the caller, collectdigits function terminates. Normally not



  used in play or record function.



  flush-digits* If “true”, flush any digits remaining in the buffer, before



  playing the initial dialog prompt (default is “false”)



  detect-digit-edge Sets dtmf/mf trailing or leading edge to trigger digit



  detection



  detect-speech* If “true”, enables speech detection (default is “true”)



  detect-digits* If “true”, enables digits detection (default is “true”)



  detect-fax* If “true”, enables fax tone detection (default is “false”)



  noinput-timeout Maximum time allowed for the user input (speech or



  digits) in seconds (s) or milliseconds (ms) after the end of the



  corresponding prompt



  inter-digit-timeout Maximum time allowed for the user to enter more



  digits once at least one digit was entered; in seconds (s) or milliseconds



  (ms)



  noinput-command Some dialogs, designed as list iterators, require



  noinput outcome to be treated as one of the commands, e.g., “next”.



  This property allows action for noinput behave as if a given command



  was issued by the user



  noinput-count Maximum number of iterations within the current dialog



  while no user input is received



  nomatch-count Maximum number of iterations within the current dialog



  while invalid, unexpected or unconfirmed user input is received



  digit-confidence Minimum number of digits the caller must enter within



  the parent dialog before the confirmation sub-dialog is entered. The



  default value is 0, which effectively disables confirmation of touch-tone



  entries. Normally, this property is used when long digit sequences (e.g.



  phone, credit card numbers) must be confirmed



  speech-end-timeout* Maximum time in seconds (s) or milliseconds



  (ms) of silence after some initial user speech before the end of speech is



  detected (default is 750 ms). Note: if speech detection is enabled,



  speech parameters overwrite potentially conflicting digits parameters,



  e.g. speech-max-timeout is higher priority then collect-max-time



  speech-barge-in* If “true”, allows the user to interrupt a prompt with a



  speech utterance (default is “true”)



  speech-max-timeout* Maximum duration in seconds (s) or



  milliseconds (ms) of continuous speech by the user or speech-like



  background noise



  speech-confidence-threshold Defines the level (always, low, medium



  or high) of speech recognition result confidence, below which a



  confirmation sub-dialog is entered, if it is defined in the parent dialog.



  The value of this property is platform/speech engine specific, but



  normally is within 35-45 range.



  digit-barge-in* If “true”, allows the user to interrupt a prompt with a digit,



  otherwise if “false” the prompt will be played to the end ignoring dtmfs



  entered by the user (default is “true”)



  collect-max-digits Maximum number of digits before termination of



  collect-digits function. The default is 1.



  record-max-time Maximum time allowed in seconds before termination



  of record function (default is platform specific). Normally, this property



  requires attention when (conference) call recording type feature



  requires longer then normal record time.



  play-speed Speed of audio playback (mostly used in voicemail): low,



  medium, high (default is medium)



  play-volume Volume of audio playback: low, medium, high (default is



  medium)



  record-max-silence Silence time in seconds (s) or milliseconds (ms)



  before recording terminates (default is 7 s)



  record-max-no-silence Non-silence time in seconds (s) or



  milliseconds (ms) before recording terminates (default is 120 s)



  record-beep If “true”, play a recognizable tone to signal the caller that



  recording is about to begin (default is “true”)









Usage
Parents
Children



<wsdml>, <dialogs>
<prompts>, <actions>, <vars>








Example
<?xml version=“1.0” encoding=“utf-8” ?>



<wsdml>



  <applications>



   <application=“mcall” start=“StartDialog” path=”/usr/dbadm/mcall/dialogs” />



  </applications>



   ...



   <audiolist>



   ...



   </audiolist>



   <dialogs>



    <dialog name=“PlayListenDialogTemplate” template=“true”



      speech-timeout=“0.75”



      speech-barge-in=“true”



      speech-max-timeout=“5”



      noinput-timeout=“5”



      inter-digit-timeout=“5”



      flush-digits=“false”



      term-digits=“”



      detect-speech=“true”



      detect-digits=“true”



      detect-fax=“false”



      noinput-count=“2”



      nomatch-count=“2”



     >



    </dialog>



    <dialog name=“AddParty” inherit=“PlayListenDialogTemplate”



      nomatch-count=“3” speech-max-timeout=“20”



      speech-end-timeout=“1.5” collect-max-digits=“10”



      term-digits=“#” speech-confidence-threshold=”low”



      digit-confidence=7 input=”PhoneAndName” >



     <vars>



      <var type=“audio” name=“Invalid_name_or_number” />



       <var type=“text” name=“NameOrNumber” />



     </vars>



     <prompts>



      <prompt outcome=“init” >



        <audio name=“CommonUC.vc_name_or_number” />



      </prompt>



      <prompt outcome=“noinput” mode=“speech”>



        <audio name=“CommonUC.havent_heard_you”/>



        <audio name=“CommonUC.vc_say_phone_or_name”



        />



      </prompt>



      <prompt outcome=“noinput” mode=“dtmf”>



        <audio name=“CommonUC.havent_heard_you ” />



        <audio name=“CommonUC.vc_phone_few_letters”/>



      </prompt>



      <prompt outcome=“nomatch” mode=“speech” input-type=“speech”>



        <audio name=“CommonUC.vc_didnt_understand”/>



        <audio name=“CommonUC.vc_say_phone_or_name” />



      </prompt>



      <prompt outcome=“nomatch” mode=“speech” input-type=“dtmf”>



        <audio var=“Invalid_name_or_number” />



        <audio name=“CommonUC.vc_say_phone_or_name”



        />



      </prompt>



      <prompt outcome=“nomatch” mode=“dtmf”>



        <audio var=“Invalid_name_or_number” />



        <audio name=“CommonUC.vc_phone_or_few_letters”



        />



      </prompt>



    </prompts>



    <actions>



      <action outcome=“noinput” return=“_prev”/>



      <action outcome=“nomatch” return=“_self” />



      <action outcome=“nomatch” return=“_prev” />



      <action command=“help” return=“_self”>



        <audio name=“CommonUC.vc_add_party_help” </audio>



      </action>



      <action command=“cancel” confirm=”ConfirmCancel”



         speechconfidence=”low” return=“_prev”>



        <audio name=“CommonUC.vc_cancelled” />



      </action>



      <action outcome=“match” goto=“DialingNumber” >



    </actions>



   </dialog>



  </dialogs>



</wsdml>.






















<event>, <events>

















Syntax
<event





type = “CallWaiting | MessageWaiting ”




handler = “string”



</>








Description
Defines events and event handlers in the form of dialogs constructed in a certain way



(to return to previous dialogs irrespective of user input). Events that require caller



detectable dialogs are currently include CallWaiting and MessageWaiting. Events that



do not require caller detectable actions, e.g. caller hang-up event, do not have to be



described as part of <events> element.









Usage
Parents
Children



<wsdml>
none








Example
<events>



  <event type=“CallWaiting” handler=“AppCallWaiting” />



  <event type=“MessageWaiting” handler=“AppMessageWaiting” />



</events>






















<if> <elseif><else>
















Syntax
<if cond = “string”>



  Child_elements



<elseif cond = “string”/>



  Child_elements



<else/>



  Child_elements



</if>



cond = “var | slot”


Description
Currently, cond includes var or slot element. To simplify the cond evaluator, only “=”



operator is defined. When cond attribute evaluates to true, then the audio part or goto



transition between the <if> and the next <elseif>, <else>, or </if> is processed. No



nested <if> are allowed in wsdml. Complex conditions shall be handled by business



logic software and/or grammar interpreters normally supplied as part of core speech



engines.









Usage
Parents
Children



<action> <prompt>
<audio> <goto>








Example
<vars>



  <var type=“boolean” name=“FollowMe” />



</vars>



...



<prompt outcome=“noinput” count=“1”>



  <if var=“FollowMe” >



   <audio src=“menu1.pcm”



     text=”Say, listen to messages, make a call, transfer my



      calls, stop following me, send message, check my



      email, check my faxes, set my personal options,



      access saved messages or restore deleted



      messages.”



   />



  <else />



   <audio src=“menu2.pcm”



    text=”Say, listen to messages, make a call, transfer my



      calls, start following me, send message, check my



      email, check my faxes, set my personal options,



      access saved messages or restore deleted



      messages.”



   />



  </if>



</prompt>



...



...



<action command=“call_contact” >



  <if slot=“param2” >



   <goto target=“CallContactNameAt” />



  <elseif slot=“param1” />



   <goto target=“CallContactName” />



  <else />



   <goto target=“CallContact” />



  </if>



</action>






















<input>, <inputs>
















Syntax
<input>



    name = “string”



    grammar-source = “string”



    Child_elements



</input>


Description
Both precompiled and inline (JIT-just in time) grammars are supported in wsdml



framework. Static or dynamic grammars for the entire application are kept in separate



precompiled files which can be referenced by name or URL. <input> tag specifies



attributes name as an internal wsdml reference and grammar-source as a



reference to the actual pre-compiled grammar static or dynamic.. Attribute grammar-



source can contain an external grammar identifier, e.g., “.MENU” from the compiled



static grammar package or URL to a dynamic grammar. Child element <grammar-



source> is also supported. <grammar-source> tag and <grammar-source>



attribute are mutually exclusive. The purpose of <grammar-source> tag is to enable



JIT grammar inclusion. A JIT grammar can be in any standard grammar format, such



as grXML or GSL.. Any existing JIT grammar can be inserted into <grammar-source/>



without any modifications. Child element <slots> describes slots that are



requested by the application and returned by the speech recognizer filled or unfilled



based on the user utterance; <commands> describes the list of commands and their



corresponding dtmf and optional return codes. Commands are used to consolidate



different types of speech and dtmf input and transfer control to specific dialogs.



<dtmf-formats> is used to describe dtmf commands expected at a given menu which



contain different number of digits, other logical conditions to optimize and automate



variable dtmf command processing.









Usage
Parents
Children



<wsdml>, <inputs>
<grammar-source>, <slots>,




<commands>, <dtmf-formats>








Example
<inputs>



 <input name=”MainMenu” grammar-source=“.MENU”>



  <slots>



    <slot name=“command” type=“command”/>



  </slots>



  <commands>



    <command name=”check_voicemail” code=”10” dtmf=”10” />



  </commands>



  <dtmf-formats>



  <dtmf-format prefix=“#” count=“3” terminator=“” />



  <dtmf-format prefix=“*” count=“16” terminator=“#” />



  <dtmf-format prefix=“9” count=“0” />



  <dtmf-format prefix=“” count=“2” />



  </dtmf-formats>



</input>



<input name=“YesNoRepeat” >



 <grammar-source type=”grxml” >



 <grammar



  xmlns=“http://www.w3.org/2001/06/grammar”



  xmlns:nuance=“http://voicexml.nuance.com/grammar”



  xml:lang=“en-US”



  version=“1.0”



  root=“YesNoRepeat”



  mode=“voice”



  tag-format=“Nuance”>



  <rule id=“YesNoRepeat” scope=”public”>



  <one-of lang-list=“en-US”>



   <item> yes <tag> <![CDATA[ <menu “1”> ]]> </tag> </item>



   <item> no <tag> <![CDATA[ <menu “2”> ]]> </tag> </item>



    <item>



    <ruleref uri=“#START_REPEAT_DONE”/> <tag><![CDATA[



        <menu $return>]]> </tag>



    </item>



   </one-of>



    </rule>



   <rule id=“START_REPEAT_DONE” scope=“public”>



    <one-of>



      <item> repeat



       <tag> return (“4”) </tag>



      </item>



      <item> start over



       <tag> return (“7”) </tag>



      </item>



      <item> i am done



       <tag> return (“9”) </tag>



      </item>



     </one-of>



  </rule>



  </grammar>



 </grammar-source>



 </input>



</inputs>






















<prompt>, <prompts>
















Syntax
<prompts>



  <prompt



      outcome = “init | noinput | nomatch”



      count = “string”



      mode = “speech | digits”



      input-type = “speech | digits”



        ...



      Child_elements



  </prompt>



</prompts>


Description
Defines prompt properties and audio elements it is comprised of.



  outcome specifies the state of a regular dialog or confirmation dialog when



  a given prompt must be played



   init outcome is set upon the entry into the dialog



   noinput outcome occurs when some user input was expected but



   was not received during a specified time period



   nomatch outcome occurs when some unexpected or invalid user



   input was received in the form of spoken utterance or touch-tone



   command; match outcome is only used at the actions level



  count specifies the current dialog iteration count when a given prompt must



  be played. Maximum number of iterations for both noinput, and nomatch



  outcomes is normally defined as dialog template properties which are



  inherited by similar behaving dialogs. String ‘last’ is also defined for this



  property which helps when it is necessary to play certain prompts upon



  completing the last dialog iteration



  mode specifies one of two dialog modes: speech or digits. The mode can



  be user or system selectable depending on the application and is used to



  play relevant prompts. The speech mode allows user interaction via speech



  or digits and normally requires prompts suggesting just the speech input,



  rarely overloading the user with optional touch-tone info. The digits mode



  allows user interaction via touch-tones only (speech recognition is turned off)



  and requires prompts suggesting touch-tone input.



  Input-type specifies the type of input by the user: speech or digits. The



  dialog context may require to play a different prompt depending on what the



  user input was irrespective of the current mode. E.g., if the initial prompt



  requests a speech command, but the user entered a touch-tone command,



  the next prompt within the same dialog might suggest a touch-tone



  command.



 Notes:



   If a dialog contains prompts without defined outcome, they will match



   any outcome and will be queued for playback in the order they are listed



   along with prompts matching a given specific outcome



   For a given outcome, if no prompts for specific dialog iterations are



   defined, while the dialog noinput-count or nomatch-count properties are



   set greater then 1, the prompt for the given outcome or without any



   outcome defined will be repeated for every dialog iteration









Usage
Parents
Children



<dialog>
<audio>








Example
<prompts>



  <prompt outcome=“init”>



    <audio src=“what_number.pcm” text=” What number should I dial?”



    />



  </prompt>



  <prompt outcome=“noinput” mode=“speech” count=“1”>



    <audio src=“havent_heard_you.pcm” text=“I haven't heard from you”



    />



    <audio src=“say_number.pcm ” text=” Please, say or touch-tone



the phone number including the area code.” />



  </prompt>



  <prompt outcome=“noinput” mode=“digits” count=“1”>



    <audio src=“havent_heard_you.pcm ”



    text=”I haven't heard from you.”



    />










    <audio src=“enter_number.pcm ”
text=”Please, enter the phone




  number including the area




  code.”









    />



  </prompt>



  <prompt outcome=“noinput” mode=“speech” count=“2”>



    <audio src=“are_you_there.pcm” text=”Are you still there?”/>



    <audio src=“say_number.pcm” text=”Please, say or



touch-tone the_phone touch-tone the_phone number including the area code.” />



  </prompt>



  <prompt outcome=“noinput” mode=“digits” count=“2”>



    <audio src=“are_you_there.pcm” text=”Are you still there?”/>



    <audio src=“enter_number.pcm” text=”Please, enter the phone number



including the area code. “



    />



  </prompt>



 <prompt outcome=“nomatch” mode=“speech”



 count=“1” input-type=“speech”>



   <audio src=“i_am_not_sure_what_you_said.pcm” text=”I



am not sure what you said” />



 </prompt>



 <prompt outcome=“nomatch” mode=“speech” count=“1” input-type=“digits”>



   <audio src=“number_not_valid.pcm” text=”Number is not valid”/>



   <audio src=“enter_ten_dgt_number.pcm” text=”Please, enter a ten-digit



        phone number starting with the area code.”



   />



 </prompt>



 <prompt outcome=“nomatch” mode=“speech” count=“2”>



   <audio src=“sorry_didnt_hear.pcm” text=”Sorry, I didn't hear



that number right.”



   />



   <audio src=“say_number.pcm” text=”Please, say or touch-tone



the_phone number including the area code or say cancel.”



   />



  </prompt>



</prompts>























<override>, <overrides>
















Syntax
<override



     brand = “string”



     corporate-account = “string” >



     <dialog name = “oldname” replace=”newname” />



     <audio name=“oldname” replace=“newname” />



     <command input=“foo” name=“foobar”



        code=“old-code” dtmf=“new-dtmf” />



</override>


Description
<overrides> is an optional section defined as part of the root document. Depending on



brand and/or corporate account, <override> specifies a dialog, audio file or dtmf



command to replace compared to default. For a example, a particular service brand



offered to the user base that arrived from an old legacy voice platform, may require



support of the same old dtmf commands, so that the user migration could be



accomplished easier









Usage
Parents
Children



<wsdml> <overrides>
Override specific : <dialog>,




<command>, <audio>








Example
<overrides>



  <override brand=“14”>



    <dialog name=“DialogDefault” replace=“DialogCustom” />



    <audio name=“CommonUC.vp_no_interpret”



      replace=“CommonUC.vp_no_interpret_new/>



    <command input=“MainMenu” name=“wait_minute”



        code=“95” dtmf=“95” />



  </override>



  <override corporate-account=“12000”>



  ....



  </override>



 </overrides>






















<slot>, <slots>
















Syntax
<slot



      name = “string”



      type = “string”



</slot>


Description
<slot> elements are used within the parent grammar element to specify the data



elements requested from the speech server by the application. These data elements



are filled from the user spoken utterance according to the grammar rules. The slot



serving as a command attribute is specified using type = “command” property.



Internally, dialog state machine will retain the last dialog speech result context



including the command value as well as parameter values. This enables command



and parameter based dialog transitions in <actions> section of <dialog>


Usage
Parents  Children



<input>  none


Example
<input name=”Menu” grammar-source=“.MENU”>



  <slots>



    <slot name=“menu” type=“command” />



    <slot name=“param1” />



    <slot name=“param2” />



  </slots>



   <commands>



     <command name=”listen_to_messages” code=”10” dtmf=”10” />



     <command name=”lmake_a_call” code=”20” dtmf=”20” />



     <command name=”call_contact” code=”24” dtmf=”24” />



   </commands>



</input>



...



<actions>



 <action command=“listen_to_messages” goto=“ListenToMessages” />



 <action command=“make_a_call” goto=“MakeACall” />



 <action command=“call_contact” >



    <if slot=“param2” >



      <goto target=“CallContactNameAt” />



    <elseif slot=“param1” />



      <goto target=“CallContactName” />



    <else />



      <goto target=“CallContact” />



    </if>



 </action>



</actions>






















<test-case>, <test-cases>

















Syntax
<test-case





name = “string”




Child_elements



/>








Description
This element defines a specific test case used by a test application simulating real



user. Such test application can be automatically generated by WSDML test



framework. It will traverse the target application dialog tree using different test cases



to simulate different types of users, such as male, female, accented speech, as well



as different type of user input, such as noise, silence, hands-free speech, speaker



phone, etc. The audio elements within a particular test case for a particular command



may contain multiple utterances reciting a given command in various ways to achieve



specific testing goals as outlined above. As the testing application navigates the



dialog tree, it will randomly (or based on a certain algorithm) select from a preset



number of command utterances, noise and silence samples under a given test case,



thus simulating the real user input. The optional default test case with empty name



attribute or without a name attribute will be merged with all the specific, named test



cases. This default test case can include various noises, silence and audio samples



common to all test cases.









Usage
Parents
Children



<command>
<audio>








Example
<input name=”MainMenu” grammar-source=“.MENU”>



  <slots>



     <slot name=“menu” type=“command” />



   </slots>



   <commands>



    <command name=“yes” code=“1” dtmf=“1”>



     <test-cases>



      <test-case name=”USMale”>



       <audio name=“SpeechSamples.yes1_us_english_male” />



       <audio name=“SpeechSamples.yes2_us_english_male” />



      </test-case>



      <test-case name=”USFemale”>



       <audio name=“SpeechSamples.yes1_us_english_female” />



       <audio name=“SpeechSamples.yes2_us_english_female” />



      </test-case>



      <test-case>



       <audio name=“SpeechSamples.random_speech_us_english” />



       <audio name=“SpeechSamples.3sec_white_noise” />



       <audio name=“SpeechSamples.silence” />



     </test-case>



    </test-cases>



  </command>



 </commands>



</input>



...






















<var>, <vars>
















Syntax
<vars



    <var



     name = “string”



     type = “boolean | audio | text”



    />



    ...



</vars>


Description
<var> element describes a variable which must be set by the dialog state machine



during run-time. Variable type are defined as:










  Boolean
used in <if>, <elseif>



  Audio
used in <audio>



  Text
used in <audio> while enforcing TTS; no attempt will be made to









  find corresponding audio files recorded by a human



<var> element can be used when the dialog audio content, either completely, or



partially, can only be determined during run-time. Another use of <var> is possible



within <actions> section as part of <if>, <elseif> evaluator, to define conditional



dialog control transfer. The content of <var> within the <audio> is first checked



against the <audiolist> defined for the current application, then, if not found, is treated



as text to be converted to audio by the available TTS engine.









Usage
Parents
Children



<wsdml> <dialog>
none








Example
<vars>



  <var type=“boolean” name=“FollowMe” />



  <var type=”audio” name=”DialOutcome” />



</vars



<prompts>



  <prompt outcome=”init” >



    <audio var=“DialOutcome” />



  </prompt>



</prompts>



<actions>



  <action outcome=“all” goto=“DialAnotherNumber” />



</actions>



...






















<actions> <action>
















Syntax
<actions inherit=”false | true” >



  <action >



    outcome = “noinput | nomatch | match | error | all | any”



    goto = “nextDialogName | _self | _quit”



    goto-application = “ApplicationName”



    return = “previousDialogName | _prev | 2 | 3 ...”



    command = “string”



    digit-confidence=”integer”



    speech-confidence-threshold=” low | medium | high | integer ”



    speech-rejection-level=”low | medium | high | integer ”



    confirm=”string”



    nomatch-reason=”confirmation | recognition | application”



    Child_elements



  </action>



  <action >



   ....



  </action>



</actions>


Description
Specifies dialog transitions depending on the current dialog outcome and the



caller command. Commands are defined only for ‘match’ outcome. Audio



included in the action is queued to play first in the next dialog (the list of



queued audio components is played by the platform upon the first listen



command).



“all”, “any” - these outcome values are used in cases where the resulting



action/prompt is the same for all possible or left undefined outcomes



“error” - this outcome value is used where the resulting action/prompt is



the same for both noinput and nomatch outcomes; it is logically related to



error-count condition defining the number of dialog iterations with either



nomatch or noinput outcome



goto, return Special values _quit and _self of goto property correspond



to quitting the application and re-entering the same dialog respectively.



Unlike goto, property return is used to go back in the dialog stack to a



previously executed dialog by using its name as value:



return = ”DialogName”. By using “return DialogName” instead of “goto



DialogName” you allow the target dialog “to be automatically aware” of the



fact that control is returning to it within the same instance of activity, rather



then re-entering it in all new instance. Usage of return in those cases where



it is appropriate enables more efficient business logic. Special values _prev,



2, ...N can be used only with return indicating number of steps back



in dialog stack. It is not recommended to use return “N” outside of very



special cases when it is known that the number of steps N can not change



goto-application This property or child element is used to pass control



from the current, parent application to another, child application. The value



of goto-application should match the name property of the <application>



element of the corresponding wsdml application being called. At the business



logic level a set of parameters can be described in a XML format to pass



from the parent to the child application (see WSDML framework document



for more details). Upon returning from the child application, the parent



application will either restart the same dialog from which the child application



was invoked, or will proceed to the next dialog if <goto> is defined in the



same action where <goto-application> is also found. The order of these



elements within the action is immaterial



speech-confidence-threshold At the command level, if the recognition



result contains the effective confidence for a given command lower then the



value of “speech-confidence-threshold” property, a confirmation dialog is



called based on the dialog name value in “confirm” property. Low, medium,



high confidence thresholds are speech platform specific and should be



configurable. This method is used when at least two commands of the



current dialog require different confidence or two different confirmation sub-



dialogs are used. Normally, more destructive (delete message) or disconnect



(“hang-up”) commands require higher confidence compared to other



commands within the same menu/grammar. The command level confidence



setting overwrites one at the dialog level



speech-rejection-level Defines the level of speech recognition result



rejection level for a given command. Normally this property is used if the



dialog contains several commands that require different rejection levels. The



default value of this property is platform/speech engine specific, normally is



within 30%-40% range. The command level rejection setting overwrites one



at the dialog level



digit-confidence In digits only mode or when digits are entered in speech



mode, the confirmation dialog is entered if the number of digits entered is



greater or equal to digit-confidence property value



nomatch-reason This property is defined for nomatch outcome only. It



allows to play different audio and/or transition to different dialogs depending



on the reason for nomatch:



 confirmation user did not confirm recognized result



 recognition user input was not recognized



 application outcome nomatch was generated by the application



 business logic



confirm This property contains the name of the confirmation dialog which is



called based on digit or speech confidence conditions described above. If the



confirmation dialog returns outcome “nomatch”, then the final “nomatch”



dialog outcome is set and the corresponding “nomatch” action is executed.



In case of “match” outcome from the confirmation dialog, the final “match”



outcome is assumed and the corresponding command action is executed in



the parent dialog



inherit Should be used mostly when it is necessary to disable <actions>



inheritance while otherwise using dialog level inheritance. By default,



<actions> inheritance is enabled; inherit = “true” is assumed. <actions> are



inherited together with its child <input> (grammars). It is not possible to



disable <input> (grammar) inheritance while enabling its corresponding



<actions> inheritance. <input> (grammar) of the inherited dialog is always



merged with the <input> (grammar) of the dialog that declared the



inheritance



Notes:










3)
“speech-confidence-threshold”, “digit-confidence”, “confirm” properties set at




the actions command leveltext missing or illegible when filed overwrite the same properties set at the dialog




level.



4)
If <action> does not contain any transitional element (goto or return),




return=“_self” is assumed by default. There is an infinite loop protection in




wsdml interpreter, so eventually (after many iterations) any dialog looping to




_self will cause the application to quit.









Usage
Parents
Children



<dialog>
<audio> <if> <goto>




<goto-application> <return>








Example
<actions>



 <action outcome=”nomatch” return=”_self” />



 <action outcome=”nomatch” return=”_self” nomatch-reason=”confirmation”>



   <audio src=”Sorry about that” />



 <action>



 <action outcome=”noinput” goto=”Goodbye” />



 <action command=”cancel” return=”_prev” />



  <audio name=”CommonUC.vc_cancelled”/>



 </action>



 <action command=”goodbye” speech-confidence-threshold=”high”



    confirm=”ConfirmGoodbye” >



  <if var=”IsSubscriber” >



   <audio name=”CommonUC.vc_goodbye” />



  </if>



   goto target=”_quit”



 </action>



 <action command=”listen_to_messages” goto=”ListenToMessages” />



 <action command=”make_a_call” goto=”MakeACall” />



 <action command=”call_contact” goto=”CallContact”/>



 <action command=”call_contact_name” goto=”CallContactName”/>



 <action command=”call_contact_name_at” goto=”CallContactNameAt”/>



 <action command=”check_horoscope” goto-application=”horoscope”



   goto=”CheckWhatElse” />



  <action command=”check_weather” >



   <audio name=”CommonUC.vc_local_weather”/>



   <goto-application target=”weather” />



   <goto target=”CheckWhatElse” />



 </action>



</actions>






















<applications> <application>
















Syntax
<wsdml >



  <applications>



    <application



      name=”string”



      start = “string”



      language = “en-US | en | fr | fr-CA| es |...”



      voice-personality = “string”



      voice-gender=”Male | Female”



    />



  </applications>



</wsdml>


Description
The <application> element may include the following properties:



  start defines the starting dialog name for a given application



  language (optional) defines the run-time audio prompt, TTS, ASR and



  textual content language for a given application



  voice-personality (optional) defines the personality of the audio prompts,



  e.g. “Kate”. Personality may or may not be associated with a particular



  language



  voice-gender (optional) defines the gender of the recoded voice and by



  association the gender of generated voice via TTS


Usage
Parents  Children



<wsdml>  None


Example
<wsdml>



 <applications>



 <application name=”IvyStoreLocator” start=”IvyStart” language=”en-US” voice-



personality=”Kate” voice-gender=”Female” />



 <application name=”AcmeLocator” start=”AcmeStart” language=”en-US” voice-



personality=”Kate” voice-gender=”Female” />



 </applications>



 <dialogs group=”StoreLocatorApplications”>



 <dialog name=”IvyStart” flush-digits=”true” inherit=”PurePlayTemplate”>



  <prompts>



  <prompt outcome=”init”>



   <audio name=”StoreLocator.lc_welcome_ivy” />



  </prompt>



  </prompts>



  <actions>



  <action outcome=”all” goto=”StoreLocatorGreetings” />



  </actions>



 </dialog>



 <dialog name=”NikeStart” inherit=”PurePlayTemplate”>



  <prompts>



  <prompt outcome=”init”>



   <audio name=”StoreLocator.lc_welcome_acme” />



  </prompt>



  </prompts>



  <actions>



  <action outcome=”all” goto=”StoreLocatorGreetings” />



  </actions>



 </dialog>



 </dialogs>



</wsdml>






















<audio>
















Syntax
<audio



    name = “string”



    src = “string”



    text = “string”



    var = “string”



    comment = “string”



    Child_elements



</audio>


Description
Specifies audio properties, such as name, the optional file source, src, and the



  textual content, text. If a file source is not specified, it is looked up in the



  <audiolist>, then if not found there, the text is synthesized via the TTS



  engine. If the audio source can only be determined during run-time, var



  property is used to pass a variable audio component name content. See



  <var> section for more info. To make dialog flow more transparent,



  comment property can be used to describe the audio content in cases



  where it is set through <var> during runtime.



Child element <slots> can only be used inside <audio> in the <test-case> context.



  In that case, it contains slot names and their values that must be observed



  during automated testing using their container <test-case>.









Usage
Parents
Children



<prompt> <action> <audiolist>
<slots>



<test-case>








Example
<audiolist language=”en-US” format=”pcm” rate=”8” >



   <audio name=”CommonUC.another_party” src=”vc_another_party”



     text=”Would you like to call another party?” />



     ...



</audiolist>



...



<dialog name=”DialOutcome” inherit=”PurePlayDialogTemplate”



flush-dtmf=”true”>



 <vars>



   <var type=”audio” name=”DialOutcome” />



 </vars>



 <prompts>



   <prompt outcome=”init” >



     <audio var=”DialOutcome”> comment=”Busy, no answer, call



waiting or nothing is played here depending on the call completion status” />



     <audio name = “CommonUC.another_party” />



   </prompt>



 </prompts>



</dialog>



<test-cases>



  <test-case name=”test1”>



   <slots>



    <slot name=”category” value=”help” />



   </slots>



   <audio name=”HelpCommand” />



   <audiolist name=”CallCommands” >



    <slots>



     <slot name=”category” value=”call” />



    </slots>



    </audiolist>



  </test-case>



</test-cases>






















<audiolist>
















Syntax
<audiolist



    name = “string”



    language = “en-US | en | fr | fr-CA| es|... ”



    format = “pcm | adpcm | gsm | mp3...”



    rate = “6 | 8”



    src-base = “string”



    default-extension = “.pcm | .mp3 | .vox | .wav ”



    Child_elements



</audiolist>


Description
<audiolist> element is used in two contexts: 1) as a container of pre-recorded audio



  files and their common properties and 2) as a test-case reference to the



  corresponding <audiolist> container to enable automated speech recognition



  testing



<audiolist> properties:



  Name: usually identifies if the list belongs to an application or is a general



  purpose list



  Language: ISO 639-1, ISO 639-2 standard language codes are used



  Audio format: one of pcm, adpcm, gsm, mp3, etc.



  Sampling rate: 8 KHz (default)



  Default extension assumed for audio files without an extension, e.g., “.pcm”;



  period must be used as the first character



  The absolute path to an audio file in the development or run-time



  environment which, must have identical directory structure, is comprised of:



    $ROOT/[src_base/][language/][persona/][src]



    $ROOT is root directory normally defined in the environment where



    wsdml



      application content is located



    language and persona are optional and are set by the application



    during



    run-time



    src is the name of the audio file as defined in <audio />



Child element <slots> can only be used inside <audiolist> in the <test-case> context.



  In that case, it contains slot names and their values that must be observed



  during automated testing using their container <test-case>.



An application can have several audio lists defined, such as Standard for days,



  numbers, dates, money etc., CommonUC for prompts common to all UC



  applications, VirtualPBXApp prompts only found in virtual PBX, corporate



  applications, ConferencingApp conferencing only prompts, FaxApp fax only



  prompts, etc









Usage
Parents
Children



<wsdml>, <test-case>
<audio>, <slots>








Example
<audiolist name=”CommonUC” format=”pcm” rate=”8” language=”en-US”









default-extension =



“.pcm >









    <audio name=”vc_sorry_about_that”



       src=”vc_sorry_about_that” text=”Sorry about that.”



    />



    <audio name=”vc_cancelled” src=”vc_cancelled”



       text=”Cancelled.”



    />



    <audio name=”vc_is_this_ok” src=”vc_is_this_ok”



       text=”Is this okay?”



    />



    <audio name=”vc_press1_or_2” src=”vc_press1_or_2”



       text=”Press one if correct or two if incorrect?”



    />



    <audio name=”vc_didnt_understand” src=”vc_didnt_understand”



       text=”I am sorry, I didn't understand you” />



</audiolist>



<test-cases>



  <test-case name=”commands”>



   <slots>



    <slot name=”category” value=”help” />



    </slots>



    <audio name=”HelpCommand” />



    <audiolist name=”BillingCommands” >



     <slots>



      <slot name=”category” value=”billing” />



     </slots>



    </audiolist>



  </test-case>



</test-cases>























<commands>, <command>

















Syntax
<command





name = “string”




code = “string”




dtmf = ”string”




dtmf-format = ”string”




dtmf-slot = ”string”




Child_elements



/>








Description
Element <command> defines dtmf and symbolic command



map for a given <input> element. It also may define a



named slot via property dtmf-slot where WSDML runtime



should place digits entered by the caller via the phone



keypad. The optional property code describes the numeric



value returned from the grammar to the application if any.



Normally, grammars should return symbolic command



value upon speech or dtmf input. If a spoken command



does not have a dtmf equivalent, the latter can be omitted.



dtmf-format property refers to a corresponding



<dtmf-format> element which contains a regular expression



describing the format of variable-length dtmf user entry.



The WSDML runtime interpreter will always first try to



match the explicitly defined dtmf, then if no match, will



try to match against the dtmf-format









Usage
Parents
Children



<input>
<test-cases>, <test-case>








Example
<input name=”MainMenu” grammar-source=”.MENU”>



  <slots>



    <slot name=”menu” type=”command” />



    <slot name=”data” />



   </slots>



   <commands>



   <command name=”dial” dtmf=”25” />



   <command name=”dial_number” dtmf-slot=”data”









dtmf-format=”7_10_or_11_digits” />









   <command name=”goodbye” dtmf=”99”>



  </command>



 </commands>



</input>



...






















<dialogs>, <dialog>
















Syntax
<dialog



  name=”string”



  template=”true | false”



  inherit=”string”



  input=”string”



  noinput-command=”string”



  noinput-timeout=”string”



  inter-digit-timeout=”string”



  flush-digits=”true | false”



  term-digits=”string”



  detect-digit-edge=”string”



  etect-speech=”true | false”



  detect-digits=”true | false”



  detect-fax=”true | false”



  noinput-count=”integer”



  nomatch-count=”integer”



  error-count=”integer”



  digit-confidence=”integer”



  speech-end-timeout=”string”



  speech-barge-in=”true | false”



  speech-max-timeout=”string”



  speech-confidence-threshold=”low | medium | high | integer”



  speech-rejection-level=”low | medium | high | integer”



  play-max-time=”string”



  play-max-digits=”integer”



  play-speed=”string”



  play-volume=”string”



  record-beep=”true | false”



  record-max-silence=”string”



  record-max-no-silence=”string”



  record-max-time=”string”



  record-m  ax-digits=”integer”



  collect-max-digits=”integer”



  collect-max-time=”string”



  Child_elements



</dialog>


Description
Describes important properties and elements of speech dialog as it is defined above



(see WSDML Dialog Concept). The dialog properties are not persistent and are reset



automatically to their defaults upon any dialog entry and require explicit setting within



the dialog whenever different property values are required.



  name* Name of the dialog



  template* If “true”, defines the dialog as a template dialog only designed for



  other dialogs to inherit from. All dialog properties and child elements can be



  inherited. Normally, only typical dialog properties, prompts and actions are



  inherited.



  inherit* Defines a dialog template name to inherit the current dialog



  properties and child elements <prompts>, <actions>, <vars> and <events>.



  <vars> and <events> are inherited the same way as dialog



  properties: by simply merging vars/events in the child dialog with the



  ones from parent(s). Elements with the same name (the same value



  of the “name” property) in the child have precedence over ones in



  parent(s). Prompt inheritance works in the following way: if the child



  dialog has no matching prompts for the current context, then prompts



  are looked up in its parent then parent's parent, and so on. If at least



  one prompt is found, no further lookup in parent is performed. Action



  inheritance works in the following way: a lookup is performed first in



  child and then in parent(s). Here's the action lookup order:









by command in child



by command in parent(s)



by outcome in child



by outcome in parent(s)



default in child



default in parents









  input Refers to the name of the user input descriptor which is required in



  the dialog to process user's input (see input tag). The presence of the input



  property in the dialog properties is required for PlayListen or Listen execution



  when caller input is expected. If the input property is absent, simple Play will



  be executed and no input will be expected within the dialog



  term-digits A string of telephone keypad characters. When one of them is



  pressed by the caller, collectdigits function terminates. Normally not used in



  play or record function.



  flush-digits* If “true”, flush any digits remaining in the buffer, before playing



  the initial dialog prompt (default is “false”)



  detect-digit-edge Sets dtmf/mf trailing or leading edge to trigger digit



  detection



  detect-speech* If “true”, enables speech detection (default is “true”)



  detect-digits* If “true”, enables digits detection (default is “true”)



  detect-fax* If “true”, enables fax tone detection (default is “false”)



  noinput-timeout Maximum time allowed for the user input (speech or



  digits) in seconds (s) or milliseconds (ms) after the end of the corresponding



  prompt



  inter-digit-timeout Maximum time allowed for the user to enter more digits



  once at least one digit was entered; in seconds (s) or milliseconds (ms)



  noinput-command Some dialogs, designed as list iterators, require



  noinput outcome to be treated as one of the commands, e.g., “next”. This



  property allows action for noinput behave as if a given command was issued



  by the user



  noinput-count Maximum number of iterations within the current dialog



  while no user input is received. Once the number of noinput dialog iterations



  reaches noinput-count, outcome noinput is generated upon dialog exit



  nomatch-count Maximum number of iterations within the current dialog



  while invalid, unexpected or unconfirmed user input is received. Once the



  number of nomatch dialog iterations reaches nomatch-count, outcome



  nomatch is generated upon dialog exit



  error-count Maximum number of iterations within the current dialog while



  either invalid, unexpected or unconfirmed input or no input is received; error-



  count is incremented if either noinput-count or nomatch-count is



  incremented. The final outcome upon dialog exit is the last outcome



  occurred. So if error-count = “3” and the inputs collected were nomatch,



  nomatch, noinput, the final outcome will be “noinput”. Once the number of



  nomatch or noinput dialog iterations reaches error-count, the last iteration



  outcome is generated upon dialog exit



  digit-confidence Minimum number of digits the caller must enter within the



  parent dialog before the confirmation sub-dialog is entered. The default value



  is 0, which effectively disables confirmation of touch-tone entries. Normally,



  this property is used when long digit sequences (e.g. phone, credit card



  numbers) must be confirmed



  speech-end-timeout* Maximum time in seconds (s) or milliseconds (ms) of



  silence after some initial user speech before the end of speech is detected



  (default is 750 ms). Note: if speech detection is enabled, speech parameters



  overwrite potentially conflicting digits parameters, e.g. speech-max-timeout



  is higher priority then collect-max-time



  speech-barge-in* If “true”, allows the user to interrupt a prompt with a



  speech utterance (default is “true”)



  speech-max-timeout* Maximum duration in seconds (s) or milliseconds



  (ms) of continuous speech by the user or speech-like background noise



  speech-confidence-threshold Defines the level (always, low, medium or



  high) of speech recognition result confidence, below which a confirmation



  sub-dialog is entered, if it is defined in the parent dialog. The value of this



  property is platform/speech engine specific, but normally is within 40%-60%



  range



  speech-rejection-level Defines the level of speech recognition result



  rejection level for a given dialog. The default value of this property is



  platform/speech engine specific, normally is within 30%-40% range.



  digit-barge-in* If “true”, allows the user to interrupt a prompt with a digit,



  otherwise if “false” the prompt will be played to the end ignoring dtmfs



  entered by the user (default is “true”)



  collect-max-digits Maximum number of digits before termination of collect-



  digits function. The default is 1.



  record-max-time Maximum time allowed in seconds before termination of



  record function (default is platform specific). Normally, this property requires



  attention when (conference) call recording type feature requires longer then



  normal record time.



  play-speed Speed of audio playback (mostly used in voicemail): low,



  medium, high (default is medium)



  play-volume Volume of audio playback: low, medium, high (default is



  medium)



  record-max-silence Silence time in seconds (s) or milliseconds (ms)



  before recording terminates (default is 7 s)



  record-max-no-silence Non-silence time in seconds (s) or milliseconds



  (ms) before recording terminates (default is 120 s)



  record-beep If “true”, play a recognizable tone to signal the caller that



  recording is about to begin (default is “true”)



Note: caller speech recording is enabled through input property referencing an



<input> element containing record = “true” property. Normally, a dialog with speech



recording function would inherit a standard template containing a input component



with such record = “true” property









Usage
Parents
Children



<wsdml>, <dialogs>
<prompts>, <actions>, <vars> <events>








Example
<?xml version=”1.0” encoding=”utf-8” ?>



<wsdml>



 <applications>



  <application=”mcall” start=”StartDialog” />



 </applications>



  ...



  <audiolist>



  ...



  </audiolist>



  <dialogs>



   <dialog name=”PlayListenDialogTemplate” template=”true”



    speech-timeout=”0.75”



    speech-barge-in=”true”



    speech-max-timeout=”5”



    noinput-timeout=”5”



    inter-digit-timeout=”5”



    flush-digits=”false”



    term-digits=””



    detect-speech=”true”



    detect-digits=”true”



    detect-fax=”false”



    noinput-count=”2”



    nomatch-count=”2”



   >



   </dialog>



   <dialog name=”AddParty” inherit=”PlayListenDialogTemplate”



    nomatch-count=”3” speech-max-timeout=”20”



    speech-end-timeout=”1.5” collect-max-digits=”10”



    term-digits=”#” speech-confidence-threshold=”low”



    digit-confidence=7 input=”PhoneAndName” >



   <vars>



    <var type=”audio” name=”Invalid_name_or_number” />



    <var type=”text” name=”NameOrNumber” />



   </vars>



   <events>



     <event name=”CallWaiting” goto=”CallWaitingDialog” />



     <event name=”MsgWaiting” goto=”MsgWaitingDialog” />



   </events>



   <prompts>



    <prompt outcome=”init” >



      <audio name=”CommonUC.vc_name_or_number” />



    </prompt>



    <prompt outcome=”noinput” mode=”speech”>



      <audio name=”CommonUC.havent_heard_you”/>



      <audio name=”CommonUC.vc_say_phone_or_name”



      />



    </prompt>



    <prompt outcome=“noinput “ mode=“dtmf “ >



      <audio name=”CommonUC.havent_heard_you “ />



      <audio name=”CommonUC.vc_phone_few_letters”/>



    </prompt>



    <prompt outcome=”nomatch” mode=”speech” input-type=”speech”>



      <audio name=”CommonUC.vc_didnt_understand”/>



      <audio name=”CommonUC.vc_say_phone_or_name” />



    </prompt>



    <prompt outcome=”nomatch” mode=”speech” input-type=”dtmf”>



      <audio var=”Invalid_name_or_number” />



      <audio name=”CommonUC.vc_say_phone_or_name”



      />



    </prompt>



    <prompt outcome=”nomatch” mode=”dtmf”>



      <audio var=”Invalid_name_or_number” />



      <audio name=”CommonUC.vc_phone_or_few_letters”



      />



    </prompt>



   </prompts>



   <actions>



    <action outcome=”noinput” return=”_prev”/>



    <action outcome=”nomatch” return=”_self” />



    <action outcome=”nomatch” return=”_prev” />



    <action command=”help” return=”_self”>



      <audio name=”CommonUC.vc_add_party_help”



      </audio>



    </action>



    <action command=”cancel” confirm=”ConfirmCancel”



        speech-confidence-threshold=”low” return=”_prev”>



      <audio name=”CommonUC.vc_cancelled” />



    </action>



    <action outcome=”match” goto=”DialingNumber” >



   </actions>



  </dialog>



 </dialogs>



</wsdml>.






















<dtmf-formats>, <dtmf-format>
















Syntax
<dtmf-format



    name = “7_to_10_digits ”



    format = “string”



</>


Description
The value of the “format” attribute is currently defined



as a perl regular expression that has to match the entire



user input (with “custom character” at the beginning and



“$” at the end implied). If it has a capture group



(part in parenthesis), then only the matching part will be



used as a user input. The example below matches 7 to



10 digits optionally followed by # with #



removed from the user input. This element is referenced



by the dtmf-format property of <command> element









Usage
Parents
Children



<wsdml>
none








Example
<dtmf-formats>



  <dtmf-format name=”7_to_10_digits”



  format=” ( \d { 7,10 } ) #?” />



</dtmf-formats>






















<event>, <events>
















Syntax
<events inherit=”false | true”



 <event



    name = “CallWaiting ”



    goto = “string”



 </>



</events>


Description
Defines named events and corresponding dialog transitions via goto property from a



given dialog. <events> property inherit should be used mostly when it is necessary to



disable event inheritance while otherwise using dialog level inheritance. By default,



<events> inheritance is enabled; inherit=“true” is assumed. Events will be only



handled by the WSDML framework during the execution of those dialogs where they



are defined. Events that are relevant in WSDML context include those that require



caller detectable dialogs, e.g., CallWaiting and MessageWaiting. Events that do not



require caller detectable actions, e.g. caller hang-up event, do not have to be



described as part of <events> element. Return from an event handling dialog works



exactly the same way as return from any other dialog.









Usage
Parents
Children



<dialog>
none








Example
<events inherit=”false”>



  <event name=”CallWaiting” goto=”CallWaitingDialog” />



  <event name=”MessageWaiting” goto=”MessageWaitingDialog” />



</events>






















<if> <elseif><else>
















Syntax
<if cond = “string”>



  Child_elements



<elseif cond = “string”/>



  Child_elements



<else/>



  Child_elements



</if>



cond = “var | slot”


Description
Currently, cond includes var or slot element. To simplify the cond evaluator, only “=”



operator is defined. When cond attribute evaluates to true, then the audio part or goto



transition between the <if> and the next <elseif>, <else>, or </if> is processed. No



nested <if> are allowed in wsdml. Complex conditions shall be handled by business



logic software and/or grammar interpreters normally supplied as part of core speech



engines.









Usage
Parents
Children



<action> <prompt>
<audio> <goto>








Example
<vars>



  <var type=”boolean” name=”FollowMe” />



</vars>



...



<prompt outcome=”noinput” count=”1”>



  <if var=”FollowMe” >



   <audio src=”menu1.pcm”



    text=”Say, listen to messages, make a call, transfer my



      calls, stop following me, send message, check my



      email, check my faxes, set my personal options,



      access saved messages or restore deleted



      messages.”



   />



  <else />



   <audio src=”menu2.pcm”



    text=”Say, listen to messages, make a call, transfer my



      calls, start following me, send message, check my



      email, check my faxes, set my personal options,



      access saved messages or restore deleted



      messages.”



   />



  </if>



</prompt>



...



...



<action command=”call_contact” >



  <if slot=”param2” >



   <goto target=”CallContactNameAt” />



  <elseif slot=”param1” />



   <goto target=”CallContactName” />



  <else />



   <goto target=”CallContact” />



  </if>



</action>






















<inputs>, <input>
















Syntax
<input>



   name = “string”



   grammar-source = “string”



   record = “true | false”



   Child_elements



</input>


Description
<input> element is used to describe expected user input, i.e. speech, dtmf in regular



wsdml applications as well as in separate test-case wsdml descriptors for automated



testing of speech applications. In the latter case, it is used in an abbreviated form,



e.g., without grammar references. The separation of test case descriptors from the



main body of WSDML is recommended: a) to improve WSDML runtime



performance and b) to allow auto-generation of test cases from application



logs.



Both precompiled and inline (JIT—just in time) grammars are supported in wsdml



framework. Static or dynamic grammars for the entire application are kept in separate



precompiled files that can be referenced by name or URL. <input> element specifies



the following properties:



  name as an internal wsdml reference and grammar-source as a reference



  to the actual pre-compiled grammar static or dynamic



  grammar-source can contain an external grammar identifier, e.g., “.MENU”



  from the compiled static grammar package or URL to a dynamic grammar.



  Child element <grammar-source> is also supported. <grammar-source>



  element and <grammar-source> property are mutually exclusive. The



  purpose of <grammar-source> element is to enable JIT grammar inclusion.



  A JIT grammar can be in any standard grammar format, such as grXML or



  GSL. Any existing JIT grammar can be inserted into <grammar-source />



  without any modifications



  record this property is set to “true” when the caller speech must be recorded



  in the dialog referencing the corresponding input element; normally, speech



  recording is supported as a single function, the ability to record speech



  simultaneously with other functions, such as speech recognition or caller



  voice verification is platform dependent



Child element <slots> describes slots that are requested by the application and



returned by the speech recognizer filled or unfilled based on the user utterance;



<commands> describes the list of commands and their corresponding dtmf and



optional return codes. Commands are used to consolidate different types of speech



and dtmf input and transfer control to specific dialogs. Dialog inheritance results in



merge of all <inputs> of the inherited hierarchy of dialogs with the target dialog



<inputs>. The only way to prevent merging of inherited <inputs> while otherwise



keeping other dialog content inherited is by blocking inheritance at <actions> level.









Usage
Parents
Children



<wsdml>, <inputs>
<grammar-source>, <slots>,




<commands>








Example
<inputs>



<input name=”Recording” record=”true” />



<input name=”MainMenu” grammar-source=”.MENU”>



 <slots>



  <slot name=”command” type=”command”/>



  <slot name=”data” />



 </slots>



 <commands>



  <command name=”check_voicemail” code=”10” dtmf=”10” />



  <command name=”dial_number” code=”25” dtmf-format=”7_or_10_digits” />



 </commands>



</input>



<input name=”YesNoRepeat” >



<grammar-source type=”grxml” >



 <grammar



 xmlns=”http://www.w3.org/2001/06/grammar”



 xmlns:nuance=”http://voicexml.nuance.com/grammar”



 xml:lang=”en-US”



 version=”1.0”



 root=”YesNoRepeat”



 mode=”voice”



 tag-format=”Nuance”>



 <rule id=”YesNoRepeat” scope=”public”>



 <one-of lang-list=”en-US”>



  <item> yes <tag> <![CDATA[ <menu “1”> ]]> </tag> </item>



  <item> no <tag> <![CDATA[ <menu “2”> ]]> </tag> </item>



  <item>



  <ruleref uri=”#START_REPEAT_DONE”/> <tag><![CDATA[



     <menu $return>]]> </tag>



  </item>



 </one-of>



 </rule>



 <rule id=”START_REPEAT_DONE” scope=”public”>



 <one-of>



  <item> repeat



   <tag> return (“4”) </tag>



  </item>



  <item> start over



   <tag> return (“7”) </tag>



  </item>



  <item> i am done



   <tag> return (“9”) </tag>



  </item>



 </one-of>



 </rule>



 </grammar>



 </grammar-source>



</input>



</inputs>






















<prompts>, <prompt>
















Syntax
<prompts inherit = “false | true”>



  <prompt



    outcome = “init | noinput | nomatch”



    count = “string”



    min-count = “string”



    max-count = “string”



    mode = “speech | digits”



    input-type = “speech | digits”



      ...



    Child_elements



  </prompt>



</prompts>


Description
Defines prompt properties and audio elements it is comprised of.



  outcome specifies the state of a regular dialog or confirmation dialog when



  a given prompt must be played



    init outcome is set upon the entry into the dialog



    noinput outcome occurs when some user input was expected but



    was not received during a specified time period



    nomatch outcome occurs when some unexpected or invalid user



    input was received in the form of spoken utterance or touch-tone



    command; match outcome is only used at the actions level



  count specifies the current dialog iteration count when a given prompt must



  be played. Maximum number of iterations for both noinput, and nomatch



  outcomes is normally defined as dialog template properties which are



  inherited by similar behaving dialogs. String ‘last’ is also defined for this



  property which helps when it is necessary to play certain prompts upon



  completing the last dialog iteration



  min-count, max-count these optional properties used to specify a range of



  counts; max-count = “5” is true on dialog counts = <5, min-count = “3” is true



  on dialog counts = >3; the same prompt can have both properties defined



  mode specifies one of two dialog modes: speech or digits. The mode is



  system selectable and is defined in WSDML to play relevant prompts



  suggesting dtmf entry. Unless, For example, the system can set mode value



  to “digits” if the dialog attribute “detect-speech” is set to false, if the



  user speech input is not understood repeatedly or if a speech port



  cannot be allocated (dtmf only implementation). The speech mode



  allows user interaction via speech or digits and normally requires prompts



  suggesting just the speech input, rarely overloading the user with optional



  touch-tone info. WSDML framework will try to reset mode to speech



  every time a new dialog is entered. If digits mode switch is caused by



  the user spoken input misrecognition in a given dialog, speech



  resource will not be deallocated automatically and will be used in the



  next dialog. Speech resource deallocation can be forced by setting



  attribute “detect-speech” to false



  Input-type specifies the type of input by the user: speech or digits. The



  dialog context may require playing a different prompt depending on what the



  user input was irrespective of the current mode. E.g., if the initial prompt



  requests a speech command, but the user entered a touch-tone command,



  the next prompt within the same dialog might suggest a touch-tone command



  inherit Should be used mostly when it is necessary to disable <prompts>



  inheritance while otherwise using dialog level inheritance. By default,



  <prompts> inheritance is enabled and inherit = “true” is assumed



 Notes:



   If a dialog contains prompts without defined outcome, they will match



   any outcome and will be queued for playback in the order they are listed



   along with prompts matching a given specific outcome



   For a given outcome, if no prompts for specific dialog iterations are



   defined, while the dialog noinput-count or nomatch-count properties are



   set greater then 1, the prompt for the given outcome or without any



   outcome defined will be repeated for every dialog iteration









Usage
Parents
Children



<dialog>
<audio>








Example
<prompts>



 <prompt outcome=”init”>



  <audio src=”what_number.pcm” text=” What number should I dial?”



  />



 </prompt>



 <prompt outcome=”noinput” mode=”speech” count=”1”>



  <audio src=”havent_heard_you.pcm” text=”I haven't heard from you”



  />



  <audio src=”say_number.pcm “ text=” Please, say or touch-tone the phone



number including the area code.” />



 </prompt>



 <prompt outcome=”noinput” mode=”digits” count=”1”>



  <audio src=”havent_heard_you.pcm “ text=”I haven't heard from you.”



  />



  <audio src=”enter_number.pcm “ text=”Please, enter the phone number



                 including the area code.”



  />



 </prompt>



 <prompt outcome=”noinput” mode=”speech” count=”2”>



  <audio src=”are_you_there.pcm” text=”Are you still there?”/>



  <audio src=”say_number.pcm” text=”Please, say or touch-tone the_phone



number including the area code.” />



 </prompt>



 <prompt outcome=”noinput” mode=”digits” count=”2”>



  <audio src=”are_you_there.pcm” text=”Are you still there?”/>



  <audio src=”enter_number.pcm” text=”Please, enter the phone number



including the area code. “



  />



 </prompt>



 <prompt outcome=”nomatch” mode=”speech” count=”1” input-type=”speech”>



  <audio src=”i_am_not_sure_what_you_said.pcm”



text=”I am not sure what you said” />



 </prompt>



 <prompt outcome=”nomatch” mode=”speech” count=”1” input-type=”digits”>



  <audio src=”number_not_valid.pcm” text=”Number is not valid”/>



  <audio src=”enter_ten_dgt_number.pcm” text=”Please, enter a ten-digit



     phone number starting with the area code.”



  />



 </prompt>



 <prompt outcome=”nomatch” mode=”speech” count=”2”>



  <audio src=”sorry_didnt_hear.pcm” text=”Sorry, I didn't



  hear that number right.”



  />



  <audio src=”say_number.pcm” text=”Please, say or touch-tone the_phone



number including the area code or say cancel.”



  />



 </prompt>



</prompts>






















<overrides>, <override>
















Syntax
<override



   brand = “string”



   corporate-account = “string”>



   <dialog name = “oldname” replace=”newname” />



   <audio name=”oldname” replace=”newname” />



   <command input=”foo” name=”foobar”



     code=”old-code” dtmf=”new-dtmf”/>



</override>


Description
<overrides> is an optional section defined as part of the root document. Depending on



brand and/or corporate account, <override> specifies a dialog, audio file or dtmf



command to replace compared to default. For a example, a particular service brand



offered to the user base that arrived from an old legacy voice platform, may require



support of the same old dtmf commands, so that the user migration could be



accomplished easier









Usage
Parents
Children



<wsdml> <overrides>
Override specific : <dialog>,




<command>, <audio>








Example
<overrides>



 <override brand=”CommuniKate”>



  <dialog name=”DialogDefault” replace=”DialogCustom” />



  <audio name=”CommonUC.vp_no_interpret”



  replace=”CommonUC.vp_no_interpret_new/>



  <command input=”MainMenu” name=”wait_minute”



   code=”95” dtmf=”95” />



 </override>



 <override corporate-account=”12000”>



 ....



 </override>



</overrides>






















<slots>, <slot>
















Syntax
<slot



   name = “string”



   type = “string”



   grammar-slot-name = “string”



</slot>


Description
<slot> elements are used within the parent grammar element to specify the data



elements requested from the speech server by the application. These data elements



are filled from the user spoken utterance according to the grammar rules. The slot



serving as a command attribute is specified using type = “command” property.



Internally, dialog state machine will retain the last dialog speech result context



including the command value as well as parameter values. This enables command



and parameter based dialog transitions in <actions> section of <dialog>.



grammar-slot-name property is used in cases where a third party or legacy binary



grammar slot names need to be mapped to the existing or more appropriate slot



names. WSDML framework supports only name based slot retrieval from the



recognition result. Positional slot retrieval based on the slot order is not supported.









Usage
Parents
Children



<input>, <test-case>
none








Example
<input name=”Menu” grammar-source=”.MENU”>



  <slots>



  <slot name=”menu” type=”command” />



  <slot name=”contact” />



  <slot name=”destination” />



  </slots>



   <commands>



   <command name=”listen_to_messages” code=”10” dtmf=”10” />



   <command name=”Imake_a_call” code=”20” dtmf=”20” />



   <command name=”call_contact” code=”24” dtmf=”24” />



   </commands>



</input>



...



<actions>



<action command=”listen_to_messages” goto=”ListenToMessages” />



  <action command=”make_a_call” goto=”MakeACall” />



  <action command=”call_contact” >



  <if slot=”destination” >



   <goto target=”CallContactNameAt” />



  <elseif slot=”contact” />



   <goto target=”CallContactName” />



  <else />



   <goto target=”CallContact” />



  </if>



 </action>



</actions>






















<test-case>, <test-cases>
















Syntax
<test-case



   name = “string”



   outcome=”nomatch | match”



   Child_elements



/>


Description
<test-case> element defines a specific test case used by a test application simulating



real user. Such test application can be automatically generated by WSDML test



framework. It will traverse the target application dialog tree using different test cases



to simulate different types of users, such as male, female, accented speech, as well



as different type of user input, such as noise, silence, hands-free speech, speaker



phone, etc. The audio elements within a particular test case for a particular command



may contain multiple utterances reciting a given command in various ways to achieve



specific testing goals as outlined above. As the testing application navigates the



dialog tree, it will randomly (or based on a certain algorithm) select from a preset



number of command utterances, noise and silence samples under a given test case,



thus simulating the real user input. Property outcome = “nomatch” indicates that



the corresponding test case is negative and is intended for testing false



positive results. All commands contained in such a test case should be



rejected.









Usage
Parents
Children



<command>
<audio>, <audiolist>, <slots>








Example
<input name=”Categorizer” >



 <commands>



  <command name=”reason-for-call” >



  <test-cases>



   <test-case name=”CloseAccount”>



   <slots>



    <slot name=”category” value=”close_account” />



   </slots>



   <audiolist name=”CloseAccountCommands” />



   <audio text=”I'd like to close my account” />



   <audio text=”Can I close my account please” />



   </test-case>



   <test-case name=”NoMatch” outcome=”nomatch”>



   <audio name=”SpeechSamples.random_speech_us_english” />



   <audio name=”SpeechSamples.3sec_white_noise” />



   </test-case>



  </test-cases>



  </command>



 </commands>



</input>



...






















<vars>, <var>
















Syntax
<vars inherit = “false | true”



  <var



   name = “string”



   type = “boolean | audio | text”










   format =
“date | time | week_day | relative_date_label | number




ordinal_number | natural_number | phone_number |




currency | credit_card_number”









  />



  ...



</vars>


Description
<var> element describes a variable which must be set by the dialog state machine



during run-time.



<var> type is defined as:










 Boolean
used in <if>, <elseif>



 Audio
used in <audio>



 Text
used in <audio> while enforcing TTS; no attempt will be made to









 find corresponding audio files recorded by a human



<var> property format is defined only for variables of type = “audio”, and its value can



be one of:



 date - example: “September 24th



 time - example: “12 55 pm”



 week_day - example: “Monday”



 relative_date_label - example: “yesterday”



 number - example: “4 5 6”



 ordinal_number - example: “66th



 natural_number - example: “five hundred and twenty three”










 phone_number - example:
“8_rising 4 7 <pause> 2_rising 2 7




<pause> 3 4 4 2_falling”









 currency - example:



 credit_card_number - example:



 “1234<pause>5678<pause>4321<pause>8765



<var> element can be used when the dialog's audio content, either completely, or



partially, can only be determined during run-time. Another use of <var> is possible



within <actions> section as part of <if>, <elseif> evaluator, to define conditional dialog



control transfer. If the format property is undefined, the content of <var> within the



<audio> is first checked against the <audiolist> defined for the current application,



then, if not found, is treated as text to be converted to audio by the available TTS



engine.









Usage
Parents
Children



<wsdml> <dialog>
none








Example
<vars>



  <var type=”boolean” name=”FollowMe” />



  <var type=”audio” name=”DialOutcome” />



</vars



<prompts>



  <prompt outcome=”init” >



   <audio var=”DialOutcome” />



  </prompt>



</prompts>



<actions>



  <action outcome=”all” goto=”DialAnotherNumber” />



</actions>



...






















<wsdml>
















Syntax
<wsdml



  namespace = “string”



   ...



  Child_elements



</wsdml>


Description
Declares wsdml document and is the root document element. The root wsdml



document includes child elements discussed in this specification, such as <audiolist>,



<dialogs>, <inputs>, etc., and may include properties:



 namespace the value of this attribute followed by a dot will automatically be



 added as a prefix to all names of <dialog>, <input>, <application>, <dtmf-



 format>, and <audio>. It will not be added to the references to elements:



 goto, goto-application, target, input, confirm if they already contain the



 namespace separator.









Usage
Parents
Children



None
<applications>, <audiolist>, dialogs>,




<inputs>, <overrides>, <prompts>,




<dtmf-formats>








Example
<?xml version=”1.0” encoding=”utf-8” ?>



<wsdml namespace=”Namespace”>



...



<dialog name=”Dialog” ... > // actually refers to “Namespace.Dialog”



...










<dialog name=”OtherName.Foo” ... >
// refers to




// “Namespace.OtherName.Foo”









...



<audio name=”Audio” /> // refers to “Namespace.Audio” in some audiolist



...



<audio name=”VOCAB.1” /> // refers to “VOCAB.1”



<action ... goto=”Name”> // goes to “Namespace.Name”










<action ... goto=”OtherName.GlobalName”>
// goes to




// “OtherName.GlobalName”









...



</wsdml>








Claims
  • 1. A method for developing a speech application, comprising the following steps: creating a speech user interface description devoid of business logic in the form of a machine readable markup language directly executable by a runtime environment based on business requirements; and creating separately at least one business logic component for said speech user interface, said at least one business logic component being accessible by said runtime environment.
  • 2. The method of claim 1 wherein said markup language is Web Speech Dialog Markup Language.
  • 3. The method of claim 1 wherein said speech user interface description is created by utilizing a graphical user interface toolkit.
  • 4. The method of claim 3 wherein said speech user interface description comprises dialogs, grammars, prompts, and transitions.
  • 5. The method of claim 1 wherein said speech user interface description contains at least one placeholder, said placeholder corresponding to said at least one business logic component.
  • 6. The method of claim 5 wherein said at least one placeholder triggers said runtime environment to execute said at least one business logic component during execution of said speech user interface description.
  • 7. The method of claim 6 wherein said at least one business logic component receives at least one command from a user during execution of said at least one business logic component.
  • 8. The method of claim 7 wherein said user command is selected from the group consisting of: speech command, touch-tone command, keyboard command, keypad command, mouse command, touchpad command, drag-and-drop command, and any other mechanical or electronic device capable of interpreting user intent.
  • 9. The method of claim 1 further comprising the step of separately testing said speech user interface and said at least one business logic component for errors.
  • 10. The method of claim 9 wherein said testing is automated, said testing utilizing two or more interpreter instances communicating with one another, wherein at least one instance plays the role of a caller and at least one instance plays the role of a server.
  • 11. A system for developing a speech application comprising: a runtime environment; a speech user interface description devoid of business logic in the form of a machine readable markup language directly executable by said runtime environment based on business requirements; and at least one business logic component for said speech user interface, said at least one business logic component being accessible by said runtime environment.
  • 12. The system of claim 11 wherein said markup language is Web Speech Dialog Markup Language.
  • 13. The system of claim 11 further comprising a toolkit, said toolkit configured to create said speech user interface description by utilizing a graphical user interface for said runtime environment.
  • 14. The system of claim 13 wherein said speech user interface description comprises dialogs, grammars, prompts, and transitions.
  • 15. The system of claim 11 wherein said speech user interface description contains at least one placeholder, said placeholder corresponding to said at least one business logic component.
  • 16. The system of claim 15 wherein said at least one placeholder is configured to trigger said runtime environment to execute said at least one business logic component during execution of said speech user interface description.
  • 17. The system of claim 16 wherein said at least one business logic component is configured to receive at least one command from a user during execution of said at least one business logic component.
  • 18. The system of claim 17 wherein said user command is selected from the group consisting of: speech command, touch-tone command, keyboard command, keypad command, mouse command, touchpad command, drag-and-drop command, and any other mechanical or electronic device capable of interpreting user intent.
  • 19. The system of claim 11 wherein said runtime environment is configured to separately test said speech user interface and said at least one business logic component for errors.
  • 20. The system of claim 19 wherein said testing is automated, said testing comprising two or more interpreter instances communicating with one another, wherein at least one instance is configured to play the role of a caller and at least one instance is configured to play the role of a server.
  • 21. A method for developing, testing and implementing a speech application, comprising the steps of: utilizing a speech user interface dialog development toolkit to create a speech user interface description; said toolkit creating said speech user interface description in the form of a machine readable markup language, wherein said markup language describes only said speech user interface and not any underlying business logic, said speech user interface description comprising dialogs, commands, prompts, and transitions; developing said business logic separately from said speech user interface description, with the only interaction between development of said business logic and creation of said speech user interface being in the form of at least one placeholder to indicate where said business logic may be required to return information; separately testing said speech user interface and said business logic and providing feedback, said feedback relating to said speech user interface being separate from said feedback relating to said business logic; utilizing an interpreter to execute said markup language, said interpreter separately interacting with said business logic as required by said at least one placeholder.
  • 22. A system for developing, testing and implementing a speech application comprising: a computer containing storage mediums with computer code mechanisms, wherein the computer code mechanisms collectively comprise: a speech user interface dialog development toolkit, said toolkit configured to create a machine readable markup language; said machine readable markup language describing only said speech user interface and not any underlying business logic, said machine readable markup language comprising at least one placeholder; at least one business logic component, said business logic component associated with said at least one placeholder of said machine readable markup language; and an interpreter, said interpreter configured to execute said machine readable markup language, said interpreter further configured to separately interact with said business logic as required by said at least one placeholder.
Parent Case Info

The present application claims the benefit of priority to U.S. Provisional Patent Application No. 60/664,025 filed Mar. 22, 2005, U.S. Provisional Patent Application No. 60/697,178 filed Jul. 7, 2005, and U.S. Provisional Patent Application No. 60/703,596 filed Jul. 29, 2005, all of which are hereby incorporated by reference in their entirety.

Provisional Applications (3)
Number Date Country
60664025 Mar 2005 US
60697178 Jul 2005 US
60703596 Jul 2005 US