9,080 research outputs found
Towards a framework for computational persuasion with applications in behaviour change
Persuasion is an activity that involves one party trying to induce another party to believe something or to do something. It is an important and multifaceted human facility. Obviously, sales and marketing is heavily dependent on persuasion. But many other activities involve persuasion such as a doctor persuading a patient to drink less alcohol, a road safety expert persuading drivers to not text while driving, or an online safety expert persuading users of social media sites to not reveal too much personal information online. As computing becomes involved in every sphere of life, so too is persuasion a target for applying computer-based solutions. An automated persuasion system (APS) is a system that can engage in a dialogue with a user (the persuadee) in order to persuade the persuadee to do (or not do) some action or to believe (or not believe) something. To do this, an APS aims to use convincing arguments in order to persuade the persuadee. Computational persuasion is the study of formal models of dialogues involving arguments and counterarguments, of user models, and strategies, for APSs. A promising application area for computational persuasion is in behaviour change. Within healthcare organizations, government agencies, and non-governmental agencies, there is much interest in changing behaviour of particular groups of people away from actions that are harmful to themselves and/or to others around them
Impact of Argument Type and Concerns in Argumentation with a Chatbot
Conversational agents, also known as chatbots, are versatile tools that have
the potential of being used in dialogical argumentation. They could possibly be
deployed in tasks such as persuasion for behaviour change (e.g. persuading
people to eat more fruit, to take regular exercise, etc.) However, to achieve
this, there is a need to develop methods for acquiring appropriate arguments
and counterargument that reflect both sides of the discussion. For instance, to
persuade someone to do regular exercise, the chatbot needs to know
counterarguments that the user might have for not doing exercise. To address
this need, we present methods for acquiring arguments and counterarguments, and
importantly, meta-level information that can be useful for deciding when
arguments can be used during an argumentation dialogue. We evaluate these
methods in studies with participants and show how harnessing these methods in a
chatbot can make it more persuasive
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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Persuasive technology and digital design for behaviour change
Copyright @ 2012 Social Science Research NetworkThe convergence of the 'digital' and 'real' worlds has been rapid and transformative of everyday life, as well as design practice - to the extent that talking about 'digital design' and 'the digital context' seems anachronistic and redundant. Nevertheless, the arrival of digital technology, the Internet and social media has, from a design perspective, created a new field of a ffordances, constraints, information flows and possibilities. This paper reviews some of the ways in which digital architecture infl uences behaviour, and what the implications could be for designers seeking to infl uence behaviour for social and environmental bene fit. Topics covered include Persuasive Technology, gami fication, Lessig's 'Code is Law' perspective, digital rights management and Zittrain's concept of generativity
Persuasive Design in Teaching and Learning
The EuroPLOT project (2010-2013) has developed Persuasive Learning and Technologies (PLOTs) and has evaluated them in four real-world case studies, which cover the widely different teaching scenarios of university education, adult learning in industry, informal learning at a museum, literature studies, and language learning. At the International Workshop of EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013), the results of the project were presented, and an overview of related research was given. One of the main conclusions of EuroPLOT has been that the specific learning context has to be considered when applying persuasive designs. At IWEPLET 2013, both the theoretical background as well as evaluations of persuasive technology demonstrations were presented. This paper provides an overview of these presentations
KEMNAD: A Knowledge Engineering Methodology for Negotiating Agent Development
Automated negotiation is widely applied in various domains. However, the development of such systems is a complex knowledge and software engineering task. So, a methodology there will be helpful. Unfortunately, none of existing methodologies can offer sufficient, detailed support for such system development. To remove this limitation, this paper develops a new methodology made up of: (1) a generic framework (architectural pattern) for the main task, and (2) a library of modular and reusable design pattern (templates) of subtasks. Thus, it is much easier to build a negotiating agent by assembling these standardised components rather than reinventing the wheel each time. Moreover, since these patterns are identified from a wide variety of existing negotiating agents(especially high impact ones), they can also improve the quality of the final systems developed. In addition, our methodology reveals what types of domain knowledge need to be input into the negotiating agents. This in turn provides a basis for developing techniques to acquire the domain knowledge from human users. This is important because negotiation agents act faithfully on the behalf of their human users and thus the relevant domain knowledge must be acquired from the human users. Finally, our methodology is validated with one high impact system
Extremism propagation in social networks with hubs
One aspect of opinion change that has been of academic interest is the impact of people with extreme opinions (extremists) on opinion dynamics. An agent-based model has been used to study the role of small-world social network topologies on general opinion change in the presence of extremists. It has been found that opinion convergence to a single extreme occurs only when the average number of network connections for each individual is extremely high. Here, we extend the model to examine the effect of positively skewed degree distributions, in addition to small-world structures, on the types of opinion convergence that occur in the presence of extremists. We also examine what happens when extremist opinions are located on the well-connected nodes (hubs) created by the positively skewed distribution. We find that a positively skewed network topology encourages opinion convergence on a single extreme under a wider range of conditions than topologies whose degree distributions were not skewed. The importance of social position for social influence is highlighted by the result that, when positive extremists are placed on hubs, all population convergence is to the positive extreme even when there are twice as many negative extremists. Thus, our results have shown the importance of considering a positively skewed degree distribution, and in particular network hubs and social position, when examining extremist transmission
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Cognitive biases, heuristics and decision-making in design for behaviour change
Copyright @ 2012 Social Science Electronic PublishingMuch human behaviour can be seen as decision-making, and so understanding and influencing those decision-making processes could be an important component in design for behaviour change. This paper examines the 'heuristics and biases' approach to modelling decision-making, and attempts to extract insights which are relevant to designers working to influence user behaviour for social or environmental benefit -- either by exploiting biases, or helping to counter those which lead to undesirable behaviour. Areas covered include a number of specific cognitive biases in detail, and the alternative perspective of Gigerenzer and others, who contend (following Herbert Simon) that many heuristics potentially leading to biases are actually ecologically rational, and part of humans' adaptive responses to situations. The design relevance of this is briefly considered, and implications for designers are summarised
Towards Computational Persuasion via Natural Language Argumentation Dialogues
Computational persuasion aims to capture the human ability to persuade through argumentation for applications such as behaviour change in healthcare (e.g. persuading people to take more exercise or eat more healthily). In this paper, we review research in computational persuasion that incorporates domain modelling (capturing arguments and counterarguments that can appear in a persuasion dialogues), user modelling (capturing the beliefs and concerns of the persuadee), and dialogue strategies (choosing the best moves for the persuader to maximize the chances that the persuadee is persuaded). We discuss evaluation of prototype systems that get the user’s counterarguments by allowing them to select them from a menu. Then we consider how this work might be enhanced by incorporating a natural language interface in the form of an argumentative chatbot
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