9,248 research outputs found

    ProKnow: Process Knowledge for Safety Constrained and Explainable Question Generation for Mental Health Diagnostic Assistance

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    Current Virtual Mental Health Assistants (VMHAs) provide counseling and suggestive care. They refrain from patient diagnostic assistance because of a lack of training on safety-constrained and specialized clinical process knowledge (Pro-Know). In this work, we define ProKnow as an ordered set of information that maps to evidence-based guidelines or categories of conceptual understanding to experts in a domain. We also introduce a new dataset of diagnostic conversations guided by safety constraints and ProKnow that healthcare professionals use (ProKnow-data). We develop a method for natural language question generation (NLG) that collects diagnostic information from the patient interactively (ProKnow-algo). We demonstrate the limitations of using state-of-the-art large-scale language models (LMs) on this dataset. ProKnow-algo models the process knowledge through explicitly modeling safety, knowledge capture, and explainability. LMs with ProKnow-algo generated 89% safer questions in the depression and anxiety domain. Further, without ProKnow-algo generations question did not adhere to clinical process knowledge in ProKnow-data. In comparison, ProKnow-algo-based generations yield a 96% reduction in averaged squared rank error. The Explainability of the generated question is assessed by computing similarity with concepts in depression and anxiety knowledge bases. Overall, irrespective of the type of LMs, ProKnow-algo achieved an averaged 82% improvement over simple pre-trained LMs on safety, explainability, and process-guided question generation. We qualitatively and quantitatively evaluate the efficacy of ProKnow-algo by introducing three new evaluation metrics for safety, explainability, and process knowledge-adherence. For reproducibility, we will make ProKnow-data and the code repository of ProKnow-algo publicly available upon acceptance

    Is the psychology of high profits favorable to industrial renewal? Experimental evidence for the theory of transformation pressure and Schumpeterian economics

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    The theory of transformation pressure sheds light on the importance of negative driving forces for economic growth and the countercyclical movement in innovations and productivity growth. The theory suggests that firms have a status-quo bias in periods of increasing profits leading to lower productivity growth. Firm agents are governed by changes in current profits through historical relativism, the peak-end rule and overconfidence. They will first abandon a status-quo bias after an actual decline in profits though both under- and overreaction is possible. On the other hand Schumpeterian economics stress that firm renewal is speeded up during recoveries, e.g. by psychological reasons. The two contradicting hypotheses were tested by a role play where a group of university students in economics completed a questionnaire acting as managers for an established company. The students had the opportunity to choose between different growth strategies and define the underlying psychological mechanism. The questionnaire also provided room for rational considerations. The role play confirmed the theory of transformation pressure more than Schumpeterian economics but primarily that the students expected that they would have reacted rationally as managers.Transformation pressure; Schumpeterian economics; peak-end rule; historical relativism; productivity growth; overconfidence; bounded rationality; the business cycle; heuristic decision rules; role play

    Fostering the reduction of assortative mixing or homophily into the class

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    Human societies from the outset have been associated according to race, beliefs, religion, social level, and the like. These behaviors continue even today in the classroom at primary, middle, and superior levels. However, the growth of ICT offers educational researchers new ways to explore methods of team formation that have been proven to be efficient in the field of serious games through the use of computer networks. The selection process of team members in serious games through the use of computer networks is carried out according to their performance in the area of the game without distinction of social variables. The use of serious games in education has been discussed in multiple research studies which state that its application in teaching and learning processes are changing the way of teaching. This article presents an exploratory analysis of the team formation process based on collaboration through the use of ICT tools of collective intelligence called TBT (The best team). The process and its ICT tool combine the paradigms of creativity in swarming, collective intelligence, serious games, and social computing in order to capture the participants’ emotions and evaluate contributions. Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, TBT is a tool that could become an effective way to encourage the formation of work groups by evaluating objective variable of performance of its members in collaborative works.Postprint (published version

    Would Motor-Imagery based BCI user training benefit from more women experimenters?

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    Mental Imagery based Brain-Computer Interfaces (MI-BCI) are a mean to control digital technologies by performing MI tasks alone. Throughout MI-BCI use, human supervision (e.g., experimenter or caregiver) plays a central role. While providing emotional and social feedback, people present BCIs to users and ensure smooth users' progress with BCI use. Though, very little is known about the influence experimenters might have on the results obtained. Such influence is to be expected as social and emotional feedback were shown to influence MI-BCI performances. Furthermore, literature from different fields showed an experimenter effect, and specifically of their gender, on experimental outcome. We assessed the impact of the interaction between experi-menter and participant gender on MI-BCI performances and progress throughout a session. Our results revealed an interaction between participants gender, experimenter gender and progress over runs. It seems to suggest that women experimenters may positively influence partici-pants' progress compared to men experimenters

    Age-induced decision shrinkage, another avenue to repeat purchase: the example of new automobiles

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    The literature from psychology and gerontology suggests that older persons have reduced cognitive abilities, and an increased risk aversion. On this basis, we predict that their decision process will be shrunk, in three manners: a smaller consideration set, a focus on the previous brand (leading to repeat purchases), a privileged status given to other ancient brands. In a survey approach, we test these predictions on a large sample of recent buyers of new automobiles. The results confirm the prediction: A shrinkage of the decision process appears after sixty, and is markedly stronger after seventy-five, two limits suggested by the literature.age; consumer behavior; purchase process; brand loyalty; cautiousness
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