9,214 research outputs found

    Leveraging the Potential of Conversational Agents: Quality Criteria for the Continuous Evaluation and Improvement

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    Contemporary organizations are increasingly adopting conversational agents (CAs) as intelligent and natural language-based solutions for providing services and information. CAs promote new forms of personalization, speed, cost-effectiveness, and automation. However, despite their hype in research and practice, organizations fail to sustain CAs in operations. They struggle to leverage CAs’ potential because they lack knowledge on how to evaluate and improve the quality of CAs throughout their lifecycle. We build on this research gap by conducting a design science research (DSR) project, aggregating insights from the literature and practice to derive a validated set of quality criteria for CAs. Our study contributes to CA research and guides practitioners by providing a blueprint to structure the evaluation of CAs to discover areas for systematic improvement

    Affective reactions towards socially interactive agents and their computational modeling

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    Over the past 30 years, researchers have studied human reactions towards machines applying the Computers Are Social Actors paradigm, which contrasts reactions towards computers with reactions towards humans. The last 30 years have also seen improvements in technology that have led to tremendous changes in computer interfaces and the development of Socially Interactive Agents. This raises the question of how humans react to Socially Interactive Agents. To answer these questions, knowledge from several disciplines is required, which is why this interdisciplinary dissertation is positioned within psychology and computer science. It aims to investigate affective reactions to Socially Interactive Agents and how these can be modeled computationally. Therefore, after a general introduction and background, this thesis first provides an overview of the Socially Interactive Agent system used in this work. Second, it presents a study comparing a human and a virtual job interviewer, which shows that both interviewers induce shame in participants to the same extent. Thirdly, it reports on a study investigating obedience towards Socially Interactive Agents. The results indicate that participants obey human and virtual instructors in similar ways. Furthermore, both types of instructors evoke feelings of stress and shame to the same extent. Fourth, a stress management training using biofeedback with a Socially Interactive Agent is presented. The study shows that a virtual trainer can teach coping techniques for emotionally challenging social situations. Fifth, it introduces MARSSI, a computational model of user affect. The evaluation of the model shows that it is possible to relate sequences of social signals to affective reactions, taking into account emotion regulation processes. Finally, the Deep method is proposed as a starting point for deeper computational modeling of internal emotions. The method combines social signals, verbalized introspection information, context information, and theory-driven knowledge. An exemplary application to the emotion shame and a schematic dynamic Bayesian network for its modeling are illustrated. Overall, this thesis provides evidence that human reactions towards Socially Interactive Agents are very similar to those towards humans, and that it is possible to model these reactions computationally.In den letzten 30 Jahren haben Forschende menschliche Reaktionen auf Maschinen untersucht und dabei das “Computer sind soziale Akteure”-Paradigma genutzt, in dem Reaktionen auf Computer mit denen auf Menschen verglichen werden. In den letzten 30 Jahren hat sich ebenfalls die Technologie weiterentwickelt, was zu einer enormen Veränderung der Computerschnittstellen und der Entwicklung von sozial interaktiven Agenten geführt hat. Dies wirft Fragen zu menschlichen Reaktionen auf sozial interaktive Agenten auf. Um diese Fragen zu beantworten, ist Wissen aus mehreren Disziplinen erforderlich, weshalb diese interdisziplinäre Dissertation innerhalb der Psychologie und Informatik angesiedelt ist. Sie zielt darauf ab, affektive Reaktionen auf sozial interaktive Agenten zu untersuchen und zu erforschen, wie diese computational modelliert werden können. Nach einer allgemeinen Einführung in das Thema gibt diese Arbeit daher, erstens, einen Überblick über das Agentensystem, das in der Arbeit verwendet wird. Zweitens wird eine Studie vorgestellt, in der eine menschliche und eine virtuelle Jobinterviewerin miteinander verglichen werden, wobei sich zeigt, dass beide Interviewerinnen bei den Versuchsteilnehmenden Schamgefühle in gleichem Maße auslösen. Drittens wird eine Studie berichtet, in der Gehorsam gegenüber sozial interaktiven Agenten untersucht wird. Die Ergebnisse deuten darauf hin, dass Versuchsteilnehmende sowohl menschlichen als auch virtuellen Anleiterinnen ähnlich gehorchen. Darüber hinaus werden durch beide Instruktorinnen gleiche Maße von Stress und Scham hervorgerufen. Viertens wird ein Biofeedback-Stressmanagementtraining mit einer sozial interaktiven Agentin vorgestellt. Die Studie zeigt, dass die virtuelle Trainerin Techniken zur Bewältigung von emotional herausfordernden sozialen Situationen vermitteln kann. Fünftens wird MARSSI, ein computergestütztes Modell des Nutzeraffekts, vorgestellt. Die Evaluation des Modells zeigt, dass es möglich ist, Sequenzen von sozialen Signalen mit affektiven Reaktionen unter Berücksichtigung von Emotionsregulationsprozessen in Beziehung zu setzen. Als letztes wird die Deep-Methode als Ausgangspunkt für eine tiefer gehende computergestützte Modellierung von internen Emotionen vorgestellt. Die Methode kombiniert soziale Signale, verbalisierte Introspektion, Kontextinformationen und theoriegeleitetes Wissen. Eine beispielhafte Anwendung auf die Emotion Scham und ein schematisches dynamisches Bayes’sches Netz zu deren Modellierung werden dargestellt. Insgesamt liefert diese Arbeit Hinweise darauf, dass menschliche Reaktionen auf sozial interaktive Agenten den Reaktionen auf Menschen sehr ähnlich sind und dass es möglich ist diese menschlichen Reaktion computational zu modellieren.Deutsche Forschungsgesellschaf

    Supporting working time interruption management through persuasive design

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    Indiana University-Purdue University Indianapolis (IUPUI)Knowledge workers often suffer productivity loss because of unsuccessful interruption handling, which can lead to even more detrimental behaviors like "cyber-slacking" and procrastination. Many of the interruption management techniques proposed in the research literature focus on minimizing interruption occurrences. However, given the inevitability of internal and external interruptions in everyday life, it may be more practical to help people regulate how they respond to interruptions using persuasive technologies. The aim of this dissertation is to explore and evaluate the design of persuasive computer agents that encourage information workers to resume interrupted work. Based on a systematic review of interruptions in the workplace, theories of self-regulation, and theories guiding the design of persuasive technologies, this dissertation describes the creation of a prototype research platform, WiredIn. WiredIn enables researchers to explore a variety of interruption resumption support strategies on desktop computers. Two empirical studies that investigate the efficacy, attributes, and consequences of applying the paradigms embodied in WiredIn in controlled and real-life working environments are presented here. Both studies validate the effect of persuasive interventions on improving interruption management behaviors; the second study also provides design suggestions that can inform future work in supporting interruption management and multitasking

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Framework for proximal personified interfaces

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    Requirements for digitized aircraft spotting (Ouija) board for use on U.S. Navy aircraft carriers

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    This thesis will evaluate system and process elements to initiate requirements modeling necessary for the next generation Digitized Aircraft Spotting (Ouija) Board for use on U.S. Navy aircraft carriers to track and plan aircraft movement. The research will examine and evaluate the feasibility and suitability of transforming the existing two-dimensional static board to an electronic, dynamic display that will enhance situational awareness by using sensors and system information from various sources to display a comprehensive operational picture of the current flight and hangar decks aboard aircraft carriers. The authors will evaluate the current processes and make recommendations on elements the new system would display. These elements include what information is displayed, which external systems feed information to the display, and how intelligent agents could be used to transform the static display to a powerful decision support tool. Optimally, the Aircraft Handler will use this system to effectively manage the Flight and Hangar decks to support the projection of air power from U.S. aircraft carriers.http://archive.org/details/requirementsford109454447Lieutenant Commander, United States NavyLieutenant Commander, United States Navy ReserveApproved for public release; distribution is unlimited
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