251 research outputs found

    G-Asks: An Intelligent Automatic Question Generation System for Academic Writing Support

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    Many electronic feedback systems have been proposed for writing support. However, most of these systems only aim at supporting writing to communicate instead of writing to learn, as in the case of literature review writing. Trigger questions are potentially forms of support for writing to learn, but current automatic question generation approaches focus on factual question generation for reading comprehension or vocabulary assessment. This article presents a novel Automatic Question Generation (AQG) system, called G-Asks, which generates specific trigger questions as a form of support for students' learning through writing. We conducted a large-scale case study, including 24 human supervisors and 33 research students, in an Engineering Research Method course at The University of Sydney and compared questions generated by G-Asks with human generated question. The results indicate that G-Asks can generate questions as useful as human supervisors (`useful' is one of five question quality measures) while significantly outperforming Human Peer and Generic Questions in most quality measures after filtering out questions with grammatical and semantic errors. Furthermore, we identified the most frequent question types, derived from the human supervisors' questions and discussed how the human supervisors generate such questions from the source text

    On the Development of Adaptive and User-Centred Interactive Multimodal Interfaces

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    Multimodal systems have attained increased attention in recent years, which has made possible important improvements in the technologies for recognition, processing, and generation of multimodal information. However, there are still many issues related to multimodality which are not clear, for example, the principles that make it possible to resemble human-human multimodal communication. This chapter focuses on some of the most important challenges that researchers have recently envisioned for future multimodal interfaces. It also describes current efforts to develop intelligent, adaptive, proactive, portable and affective multimodal interfaces

    Continuous Affect Recognition with Different Features and Modeling Approaches in Evaluation-Potency-Activity Space

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    Emotions are an essential part of human social interactions. By integrating an automatic affect recognizer into an artificial system, the system can detect humans’ emotions and provide personal responses. We aim to build a prompting system that uses a virtual human with emotional interaction capabilities to help persons with a cognitive disability to complete daily activities independently. In this thesis, we work on automatic affect recognition and compare three different types of feature descriptors with support vector machine regression (SVR) and bidirectional long short-term memory (BLSTM) to predict users’ emotions in three-dimensional space. We demonstrate the feasibility of further building artificial systems that track users’ real-time emotions through BayesACT simulations, a probabilistic and decision-theoretic generalization of Affect Control Theory that learns users’ fundamental sentiments during interactions. We would like to understand given virtual humans with distinct emotion characteristics, how and to what extent the user’s emotions are affected. In the end, we integrate the affect recognition module into an iterated prisoner’s dilemma game, in which a user can play the game against a virtual human. We let a number of participants play the game and test if different facial expressions change the virtual human’s strategies during the game

    The Geranium system: multimodal conversational agents for e-learning

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    Proceedings of: 11th International Symposium on Distributed Computing and Artificial Intelligence 2014 (DCAI 2014) held at the University of Salamanca (Spain) 4th-6th June, 2014Many e-learning applications use conversational agents as means to obtain enhanced pedagogical results such as fostering motivation and engagement, incrementing significant learning and helping in the acquisition of meta-cognitive skills. In this paper, we present Geranium, a multimodal conversational agent that helps children to appreciate and protect their environment. The system, which integrates an interactive chatbot, provides a modular and scalable framework that eases building pedagogic conversational agents that can interact with the students using speech and natural language.This work was supported in part by Projects MINECO TEC2012-37832-C02-01, CICYT TEC2011-28626-C02-02, CAM CONTEXTS (S2009/TIC-1485)

    The WOZ Recognizer: A Tool For Understanding User Perceptions of Sketch-Based Interfaces

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    Sketch recognition has the potential to be an important input method for computers in the coming years; however, designing and building an accurate and sophisticated sketch recognition system is a time consuming and daunting task. Since sketch recognition is still at a level where mistakes are common, it is important to understand how users perceive and tolerate recognition errors and other user interface elements with these imperfect systems. A problem in performing this type of research is that we cannot easily control aspects of recognition in order to rigorously study the systems. We performed a study examining user perceptions of three pen-based systems for creating logic gate diagrams: a sketch-based interface, a WIMP-based interface, and a hybrid interface that combined elements of sketching and WIMP. We found that users preferred the sketch-based interface and we identified important criteria for pen-based application design. This work exposed the issue of studying recognition systems without fine-grained control over accuracy, recognition mode, and other recognizer properties. In order to solve this problem, we developed a Wizard of Oz sketch recognition tool, the WOZ Recognizer, that supports controlled symbol and position accuracy and batch and streaming recognition modes for a variety of sketching domains. We present the design of the WOZ Recognizer, modeling recognition domains using graphs, symbol alphabets, and grammars; and discuss the types of recognition errors we included in its design. Further, we discuss how the WOZ Recognizer simulates sketch recognition, controlling the WOZ Recognizer, and how users interact with it. In addition, we present an evaluative user study of the WOZ Recognizer and the lessons we learned. We have used the WOZ Recognizer to perform two user studies examining user perceptions of sketch recognition; both studies focused on mathematical sketching. In the first study, we examined whether users prefer recognition feedback now (real-time recognition) or later (batch recognition) in relation to different recognition accuracies and sketch complexities. We found that participants displayed a preference for real-time recognition in some situations (multiple expressions, low accuracy), but no statistical preference in others. In our second study, we examined whether users displayed a greater tolerance for recognition errors when they used mathematical sketching applications they found interesting or useful compared to applications they found less interesting. Participants felt they had a greater tolerance for the applications they preferred, although our statistical analysis did not positively support this. In addition to the research already performed, we propose several avenues for future research into user perceptions of sketch recognition that we believe will be of value to sketch recognizer researchers and application designers

    Towards the Use of Dialog Systems to Facilitate Inclusive Education

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    Continuous advances in the development of information technologies have currently led to the possibility of accessing learning contents from anywhere, at anytime, and almost instantaneously. However, accessibility is not always the main objective in the design of educative applications, specifically to facilitate their adoption by disabled people. Different technologies have recently emerged to foster the accessibility of computers and new mobile devices, favoring a more natural communication between the student and the developed educative systems. This chapter describes innovative uses of multimodal dialog systems in education, with special emphasis in the advantages that they provide for creating inclusive applications and learning activities
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