127,749 research outputs found

    Can You Explain That? Lucid Explanations Help Human-AI Collaborative Image Retrieval

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    While there have been many proposals on making AI algorithms explainable, few have attempted to evaluate the impact of AI-generated explanations on human performance in conducting human-AI collaborative tasks. To bridge the gap, we propose a Twenty-Questions style collaborative image retrieval game, Explanation-assisted Guess Which (ExAG), as a method of evaluating the efficacy of explanations (visual evidence or textual justification) in the context of Visual Question Answering (VQA). In our proposed ExAG, a human user needs to guess a secret image picked by the VQA agent by asking natural language questions to it. We show that overall, when AI explains its answers, users succeed more often in guessing the secret image correctly. Notably, a few correct explanations can readily improve human performance when VQA answers are mostly incorrect as compared to no-explanation games. Furthermore, we also show that while explanations rated as "helpful" significantly improve human performance, "incorrect" and "unhelpful" explanations can degrade performance as compared to no-explanation games. Our experiments, therefore, demonstrate that ExAG is an effective means to evaluate the efficacy of AI-generated explanations on a human-AI collaborative task.Comment: 2019 AAAI Conference on Human Computation and Crowdsourcin

    Towards Question-based Recommender Systems

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    Conversational and question-based recommender systems have gained increasing attention in recent years, with users enabled to converse with the system and better control recommendations. Nevertheless, research in the field is still limited, compared to traditional recommender systems. In this work, we propose a novel Question-based recommendation method, Qrec, to assist users to find items interactively, by answering automatically constructed and algorithmically chosen questions. Previous conversational recommender systems ask users to express their preferences over items or item facets. Our model, instead, asks users to express their preferences over descriptive item features. The model is first trained offline by a novel matrix factorization algorithm, and then iteratively updates the user and item latent factors online by a closed-form solution based on the user answers. Meanwhile, our model infers the underlying user belief and preferences over items to learn an optimal question-asking strategy by using Generalized Binary Search, so as to ask a sequence of questions to the user. Our experimental results demonstrate that our proposed matrix factorization model outperforms the traditional Probabilistic Matrix Factorization model. Further, our proposed Qrec model can greatly improve the performance of state-of-the-art baselines, and it is also effective in the case of cold-start user and item recommendations.Comment: accepted by SIGIR 202

    IRGAN: A Minimax Game for Unifying Generative and Discriminative Information Retrieval Models

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    This paper provides a unified account of two schools of thinking in information retrieval modelling: the generative retrieval focusing on predicting relevant documents given a query, and the discriminative retrieval focusing on predicting relevancy given a query-document pair. We propose a game theoretical minimax game to iteratively optimise both models. On one hand, the discriminative model, aiming to mine signals from labelled and unlabelled data, provides guidance to train the generative model towards fitting the underlying relevance distribution over documents given the query. On the other hand, the generative model, acting as an attacker to the current discriminative model, generates difficult examples for the discriminative model in an adversarial way by minimising its discrimination objective. With the competition between these two models, we show that the unified framework takes advantage of both schools of thinking: (i) the generative model learns to fit the relevance distribution over documents via the signals from the discriminative model, and (ii) the discriminative model is able to exploit the unlabelled data selected by the generative model to achieve a better estimation for document ranking. Our experimental results have demonstrated significant performance gains as much as 23.96% on Precision@5 and 15.50% on MAP over strong baselines in a variety of applications including web search, item recommendation, and question answering.Comment: 12 pages; appendix adde

    Student questioning : a componential analysis

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    This article reviews the literature on student questioning, organized through a modified version of Dillon's (1988a, 1990) componential model of questioning. Special attention is given to the properties of assumptions, questions, and answers. Each of these main elements are the result of certain actions of the questioner, which are described. Within this framework a variety of aspects of questioning are highlighted. One focus of the article is individual differences in question asking. The complex interactions between students' personal characteristics, social factors, and questioning are examined. In addition, a number of important but neglected topics for research are identified. Together, the views that are presented should deepen our understanding of student questioning

    Adversarial Sampling and Training for Semi-Supervised Information Retrieval

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    Ad-hoc retrieval models with implicit feedback often have problems, e.g., the imbalanced classes in the data set. Too few clicked documents may hurt generalization ability of the models, whereas too many non-clicked documents may harm effectiveness of the models and efficiency of training. In addition, recent neural network-based models are vulnerable to adversarial examples due to the linear nature in them. To solve the problems at the same time, we propose an adversarial sampling and training framework to learn ad-hoc retrieval models with implicit feedback. Our key idea is (i) to augment clicked examples by adversarial training for better generalization and (ii) to obtain very informational non-clicked examples by adversarial sampling and training. Experiments are performed on benchmark data sets for common ad-hoc retrieval tasks such as Web search, item recommendation, and question answering. Experimental results indicate that the proposed approaches significantly outperform strong baselines especially for high-ranked documents, and they outperform IRGAN in NDCG@5 using only 5% of labeled data for the Web search task.Comment: Published in WWW 201

    Predictive User Modeling with Actionable Attributes

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    Different machine learning techniques have been proposed and used for modeling individual and group user needs, interests and preferences. In the traditional predictive modeling instances are described by observable variables, called attributes. The goal is to learn a model for predicting the target variable for unseen instances. For example, for marketing purposes a company consider profiling a new user based on her observed web browsing behavior, referral keywords or other relevant information. In many real world applications the values of some attributes are not only observable, but can be actively decided by a decision maker. Furthermore, in some of such applications the decision maker is interested not only to generate accurate predictions, but to maximize the probability of the desired outcome. For example, a direct marketing manager can choose which type of a special offer to send to a client (actionable attribute), hoping that the right choice will result in a positive response with a higher probability. We study how to learn to choose the value of an actionable attribute in order to maximize the probability of a desired outcome in predictive modeling. We emphasize that not all instances are equally sensitive to changes in actions. Accurate choice of an action is critical for those instances, which are on the borderline (e.g. users who do not have a strong opinion one way or the other). We formulate three supervised learning approaches for learning to select the value of an actionable attribute at an instance level. We also introduce a focused training procedure which puts more emphasis on the situations where varying the action is the most likely to take the effect. The proof of concept experimental validation on two real-world case studies in web analytics and e-learning domains highlights the potential of the proposed approaches

    RiPLE: Recommendation in Peer-Learning Environments Based on Knowledge Gaps and Interests

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    Various forms of Peer-Learning Environments are increasingly being used in post-secondary education, often to help build repositories of student generated learning objects. However, large classes can result in an extensive repository, which can make it more challenging for students to search for suitable objects that both reflect their interests and address their knowledge gaps. Recommender Systems for Technology Enhanced Learning (RecSysTEL) offer a potential solution to this problem by providing sophisticated filtering techniques to help students to find the resources that they need in a timely manner. Here, a new RecSysTEL for Recommendation in Peer-Learning Environments (RiPLE) is presented. The approach uses a collaborative filtering algorithm based upon matrix factorization to create personalized recommendations for individual students that address their interests and their current knowledge gaps. The approach is validated using both synthetic and real data sets. The results are promising, indicating RiPLE is able to provide sensible personalized recommendations for both regular and cold-start users under reasonable assumptions about parameters and user behavior.Comment: 25 pages, 7 figures. The paper is accepted for publication in the Journal of Educational Data Minin

    PeerWise - The Marmite of Veterinary Student Learning

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    PeerWise is a free online student-centred collaborative learning tool with which students anonymously author, answer, and evaluate multiple choice questions (MCQs). Features such as commenting on questions, rating questions and comments, and appearing on leaderboards, can encourage healthy competition, engage students in reflection and debate, and enhance their communication skills. PeerWise has been used in diverse subject areas but never previously in Veterinary Medicine. The Veterinary undergraduates at the University of Glasgow are a distinct cohort; academically gifted and often highly strategic in their learning due to time pressures and volume of course material. In 2010-11 we introduced PeerWise into 1st year Veterinary Biomolecular Sciences in the Glasgow Bachelor of Veterinary Medicine and Surgery programme. To scaffold PeerWise use, a short interactive session introduced students to the tool and to the basic principles of good MCQ authorship. Students were asked to author four and answer forty MCQs throughout the academic year. Participation was encouraged by an allocation of up to 5% of the final year mark and inclusion of studentauthored questions in the first summative examination. Our analysis focuses on engagement of the class with the\ud tool and their perceptions of its use. All 141 students in the class engaged with PeerWise and the majority contributed beyond that which was stipulated. Student engagement with PeerWise prior to a summative exam was positively correlated to exam score, yielding a relationship that was highly significant (p<0.001). Student perceptions of PeerWise were predominantly positive with explicit recognition of its value as a learning and revision tool, and more than two thirds of the class in agreement that question authoring and answering reinforced their learning. There was clear polarisation of views, however, and those students who did not like PeerWise were vociferous in their dislike, the biggest criticism being lack of moderation by staff

    Finding your way into an open online learning community

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    Making educational materials freely available on the web is not only a noble enterprise, but also fits the call of helping people to become lifelong learners; a call which gets louder and louder every day. The world is rapidly changing, requiring us to continuously update our knowledge and skills. A problem with this approach to lifelong learning is that the materials that are made available are often both incomplete and unsuitable for independent learning in an online setting. The OpenER (Open Educational Resources) project at the Open Universiteit Nederland makes more than 20 short courses, originally developed for independent-study, freely available from the website www.opener.ou.nl. For our research we start from an envisioned online learning environment now under development. We use backcasting to select research topics that form steps from the current to the ultimate situation. The two experiments we report on here are an extension to standard forum software and the use of student notes to annotate learning materials: two small steps towards our ultimate open learning environment
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