8,577 research outputs found
Exploring User Satisfaction in a Tutorial Dialogue System
Abstract User satisfaction is a common evaluation metric in task-oriented dialogue systems, whereas tutorial dialogue systems are often evaluated in terms of student learning gain. However, user satisfaction is also important for such systems, since it may predict technology acceptance. We present a detailed satisfaction questionnaire used in evaluating the BEETLE II system (REVU-NL), and explore the underlying components of user satisfaction using factor analysis. We demonstrate interesting patterns of interaction between interpretation quality, satisfaction and the dialogue policy, highlighting the importance of more finegrained evaluation of user satisfaction
Using dialogue to learn math in the LeActiveMath project
We describe a tutorial dialogue system under development that assists students in learning how to differentiate equations. The system uses deep natural language understanding and generation to both interpret students ’ utterances and automatically generate a response that is both mathematically correct and adapted pedagogically and linguistically to the local dialogue context. A domain reasoner provides the necessary knowledge about how students should approach math problems as well as their (in)correctness, while a dialogue manager directs pedagogical strategies and keeps track of what needs to be done to keep the dialogue moving along.
Switch-based Active Deep Dyna-Q: Efficient Adaptive Planning for Task-Completion Dialogue Policy Learning
Training task-completion dialogue agents with reinforcement learning usually
requires a large number of real user experiences. The Dyna-Q algorithm extends
Q-learning by integrating a world model, and thus can effectively boost
training efficiency using simulated experiences generated by the world model.
The effectiveness of Dyna-Q, however, depends on the quality of the world model
- or implicitly, the pre-specified ratio of real vs. simulated experiences used
for Q-learning. To this end, we extend the recently proposed Deep Dyna-Q (DDQ)
framework by integrating a switcher that automatically determines whether to
use a real or simulated experience for Q-learning. Furthermore, we explore the
use of active learning for improving sample efficiency, by encouraging the
world model to generate simulated experiences in the state-action space where
the agent has not (fully) explored. Our results show that by combining switcher
and active learning, the new framework named as Switch-based Active Deep Dyna-Q
(Switch-DDQ), leads to significant improvement over DDQ and Q-learning
baselines in both simulation and human evaluations.Comment: 8 pages, 9 figures, AAAI 201
Evaluating the Effectiveness of tutorial dialogue instruction in a Explotary learning context
[Proceedings of] ITS 2006, 8th International Conference on Intelligent Tutoring Systems, 26-30 June 2006, Jhongli, Taoyuan County, TaiwanIn this paper we evaluate the instructional effectiveness of tutorial dialogue agents in an exploratory learning setting. We hypothesize that the creative nature of an exploratory learning environment creates an opportunity for the benefits of tutorial dialogue to be more clearly evidenced than in previously published studies. In a previous study we showed an advantage for tutorial dialogue support in an exploratory learning environment where that support was administered by human tutors [9]. Here, using a similar experimental setup and materials, we evaluate the effectiveness of tutorial dialogue agents modeled after the human tutors from that study. The results from this study provide evidence of a significant learning benefit of the dialogue agentsThis project is supported by ONR Cognitive and Neural Sciences Division, Grant number N000140410107proceedingPublicad
Adaptive development and maintenance of user-centric software systems
A software system cannot be developed without considering the various facets of its environment. Stakeholders – including the users that play a central role – have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its
full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and
maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems
Data mining technology for the evaluation of learning content interaction
Interactivity is central for the success of learning. In e-learning and other educational multimedia environments, the evaluation of interaction and behaviour is particularly crucial. Data mining – a non-intrusive, objective analysis technology – shall be proposed as the central evaluation technology for the analysis of the usage of computer-based educational environments and in particular of the interaction with educational content. Basic mining techniques are reviewed and their application in a Web-based third-level course environment is illustrated. Analytic models capturing interaction aspects from the application domain (learning) and the software infrastructure (interactive multimedia) are required for the meaningful interpretation of mining results
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