67 research outputs found
Towards Integration of Cognitive Models in Dialogue Management: Designing the Virtual Negotiation Coach Application
This paper presents an approach to flexible and adaptive dialogue management driven by cognitive modelling of human dialogue behaviour. Artificial intelligent agents, based on the ACT-R cognitive architecture, together with human actors are participating in a (meta)cognitive skills training within a negotiation scenario. The agent employs instance-based learning to decide about its own actions and to reflect on the behaviour of the opponent. We show that task-related actions can be handled by a cognitive agent who is a plausible dialogue partner. Separating task-related and dialogue control actions enables the application of sophisticated models along with a flexible architecture in which various alternative modelling methods can be combined. We evaluated the proposed approach with users assessing the relative contribution of various factors to the overall usability of a dialogue system. Subjective perception of effectiveness, efficiency and satisfaction were correlated with various objective performance metrics, e.g. number of (in)appropriate system responses, recovery strategies, and interaction pace. It was observed that the dialogue system usability is determined most by the quality of agreements reached in terms of estimated Pareto optimality, by the user's negotiation strategies selected, and by the quality of system recognition, interpretation and responses. We compared human-human and human-agent performance with respect to the number and quality of agreements reached, estimated cooperativeness level, and frequency of accepted negative outcomes. Evaluation experiments showed promising, consistently positive results throughout the range of the relevant scales
Empowering educators to be AI-ready
In this paper, we present the concept of AI Readiness, along with a framework for developing AI Readiness training. ‘AI Readiness’ can be framed as a contextualised way of helping people to understand AI, in particular, data-driven AI. The nature of AI Readiness training is not the same as merely learning about AI. Rather, AI Readiness recognises the diversity of the professions, workplaces and sectors for whom AI has a potential impact. For example, AI Readiness for lawyers may be based on the same principles as AI Readiness for Educators. However, the details will be contextualised differently. AI Readiness recognises that such contextualisation is not an option: it is essential due to the multiple intricacies, sensitivities and variations between different sectors and their settings, which all impact the application of AI. To embrace such contextualisation, AI Readiness needs to be an active, participatory training process and aims to empower people to be more able to leverage AI to meet their needs.
The text that follows focuses on AI Readiness within the Education and Training sector and starts with a discussion of the current state of AI within education and training, and the need for AI Readiness. We then problematize the concept of AI Readiness, why AI Readiness is needed, and what it means. We expand upon the nature of AI Readiness through a discussion of the difference between human and Artificial Intelligence, before presenting a 7-step framework for helping people to become AI Ready. Finally, we use an example of AI Readiness in action within Higher Education to exemplify AI Readiness
Affective learning: improving engagement and enhancing learning with affect-aware feedback
This paper describes the design and ecologically valid evaluation of a learner model that lies at the heart of an intelligent learning environment called iTalk2Learn. A core objective of the learner model is to adapt formative feedback based on students’ affective states. Types of adaptation include what type of formative feedback should be provided and how it should be presented. Two Bayesian networks trained with data gathered in a series of Wizard-of-Oz studies are used for the adaptation process. This paper reports results from a quasi-experimental evaluation, in authentic classroom settings, which compared a version of iTalk2Learn that adapted feedback based on students’ affective states as they were talking aloud with the system (the affect condition) with one that provided feedback based only on the students’ performance (the non-affect condition). Our results suggest that affect-aware support contributes to reducing boredom and off-task behavior, and may have an effect on learning. We discuss the internal and ecological validity of the study, in light of pedagogical considerations that informed the design of the two conditions. Overall, the results of the study have implications both for the design of educational technology and for classroom approaches to teaching, because they highlight the important role that affect-aware modelling plays in the adaptive delivery of formative feedback to support learning
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Modeling Student Affective State Patterns during Self-Regulated Learning in Physics Playground
This dissertation research focuses on investigating the incidence of student self-regulated learning behavior, and examines patterns in student affective states that accompany such self-regulated behavior. This dissertation leverages prediction models of student affective states in the Physics Playground educational game platform to identify common patterns in student affective states during use of self-regulated learning behavior. In Study 1, prediction models of student affective states are developed in the context of the educational game environment Physics Playground, using affective state observations and computer log data that had already been collected as part of a larger project. The performances of student affective state prediction models generated using a combination of the computer log and observational data are then compared against those of similar prediction models generated using video data collected at the same time. In Study 2, I apply these affective state prediction models to generate predictions of student affective states on a broader set of data collected from students participants playing Physics Playground. In parallel, I define aggregated behavioral features that represent the self-observation and strategic planning components of self-regulated learning. Affective state predictions are then mapped to playground level attempts that contain these self-regulated learning behavioral features, and sequential pattern mining is applied to the affective state predictions to identify the most common patterns in student emotions.
Findings from Study 1 demonstrate that both video data and interaction log data can be used to predict student affective states with significant accuracy. Since the video data is a direct measure of student emotions, it shows better performance across most affective states. However, the interaction log data can be collected natively by Physics Playground and is able to be generalized more easily to other learning environments. Findings from Study 2 suggest that self-regulatory behavior is closely associated with sustained periods of engaged concentration and .self-regulated learning behaviors are associated with transitions from negative affective states (confusion, frustration, and boredom) to the positive engaged concentration state.
The results of this dissertation project demonstrate the power of measuring student affective states in real time and examining the temporal relationship to self-regulated learning behavior within an unstructured educational game platform. These results thus provide a building block for future research on the real-time assessment of student emotions and its relationship with self-regulated learning behaviors, particularly within online student-centered and self-directed learning contexts
Mitigating User Frustration through Adaptive Feedback based on Human-Automation Etiquette Strategies
The objective of this study is to investigate the effects of feedback and user frustration in human-computer interaction (HCI) and examine how to mitigate user frustration through feedback based on human-automation etiquette strategies. User frustration in HCI indicates a negative feeling that occurs when efforts to achieve a goal are impeded. User frustration impacts not only the communication with the computer itself, but also productivity, learning, and cognitive workload. Affect-aware systems have been studied to recognize user emotions and respond in different ways. Affect-aware systems need to be adaptive systems that change their behavior depending on users’ emotions. Adaptive systems have four categories of adaptations. Previous research has focused on primarily function allocation and to a lesser extent information content and task scheduling. However, the fourth approach, changing the interaction styles is the least explored because of the interplay of human factors considerations. Three interlinked studies were conducted to investigate the consequences of user frustration and explore mitigation techniques. Study 1 showed that delayed feedback from the system led to higher user frustration, anger, cognitive workload, and physiological arousal. In addition, delayed feedback decreased task performance and system usability in a human-robot interaction (HRI) context. Study 2 evaluated a possible approach of mitigating user frustration by applying human-human etiquette strategies in a tutoring context. The results of Study 2 showed that changing etiquette strategies led to changes in performance, motivation, confidence, and satisfaction. The most effective etiquette strategies changed when users were frustrated. Based on these results, an adaptive tutoring system prototype was developed and evaluated in Study 3. By utilizing a rule set derived from Study 2, the tutor was able to use different automation etiquette strategies to target and improve motivation, confidence, satisfaction, and performance using different strategies, under different levels of user frustration. This work establishes that changing the interaction style alone of a computer tutor can affect a user’s motivation, confidence, satisfaction, and performance. Furthermore, the beneficial effect of changing etiquette strategies is greater when users are frustrated. This work provides a basis for future work to develop affect-aware adaptive systems to mitigate user frustration
Does the Use of Learning Management Systems With Hypermedia Mean Improved Student Learning Outcomes?
Learning management systems (LMSs) that incorporate hypermedia Smart Tutoring Systems and personalized student feedback can increase self-regulated learning (SRL), motivation, and effective learning. These systems are studied with the following aims: (1) to verify whether the use of LMS with hypermedia Smart Tutoring Systems improves student learning outcomes; (2) to verify whether the learning outcomes will be grouped into performance clusters (Satisfactory, Good, and Excellent); and (3) to verify whether those clusters will group together the different learning outcomes assessed in four different evaluation procedures. Use of the LMS with hypermedia Smart Tutoring Systems was studied among students of Health Sciences, all of whom had similar test results in the use of metacognitive skills. It explained 38% of the variance in student learning outcomes in the evaluation procedures. Likewise, three clusters that grouped the learning outcomes in relation to the variable ‘Use of an LMS with hypermedia Smart Tutoring Systems vs. No use’ explained 60.4% of the variance. Each cluster grouped the learning outcomes in the different evaluation procedures. In conclusion, LMS with hypermedia Smart Tutoring Systems in Moodle increased the effectiveness of student learning outcomes, above all in the individual quiz-type tests. It also facilitated personalized learning and respect for the individual pace of student-learning. Hence, modules for the analysis of supervised, unsupervised and multivariate learning should be incorporated into the Moodle platform to provide teaching tools that will undoubtedly contribute to improvements in student learning outcomes.The Research Funding Program 2018 of the Vice-Rectorate for Research and Knowledge Transfer of the University of Burgos
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