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    Supporting Collaborative Health Tracking in the Hospital: Patients' Perspectives

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    The hospital setting creates a high-stakes environment where patients' lives depend on accurate tracking of health data. Despite recent work emphasizing the importance of patients' engagement in their own health care, less is known about how patients track their health and care in the hospital. Through interviews and design probes, we investigated hospitalized patients' tracking activity and analyzed our results using the stage-based personal informatics model. We used this model to understand how to support the tracking needs of hospitalized patients at each stage. In this paper, we discuss hospitalized patients' needs for collaboratively tracking their health with their care team. We suggest future extensions of the stage-based model to accommodate collaborative tracking situations, such as hospitals, where data is collected, analyzed, and acted on by multiple people. Our findings uncover new directions for HCI research and highlight ways to support patients in tracking their care and improving patient safety

    ์ธ๊ณต์ง€๋Šฅ๊ณผ ๋Œ€ํ™”ํ•˜๊ธฐ: ์ผ๋Œ€์ผ ๊ทธ๋ฆฌ๊ณ  ๊ทธ๋ฃน ์ƒ์šฉ์ž‘์šฉ์„ ์œ„ํ•œ ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ ์‹œ์Šคํ…œ ๊ฐœ๋ฐœ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ์‚ฌํšŒ๊ณผํ•™๋Œ€ํ•™ ์–ธ๋ก ์ •๋ณดํ•™๊ณผ, 2022.2. ์ด์ค€ํ™˜."์ธ๊ฐ„-์ปดํ“จํ„ฐ ์ƒํ˜ธ์ž‘์šฉ"๊ณผ "์‚ฌ์šฉ์ž ๊ฒฝํ—˜"์„ ๋„˜์–ด, "์ธ๊ฐ„-์ธ๊ณต์ง€๋Šฅ ์ƒํ˜ธ์ž‘์šฉ" ๊ทธ๋ฆฌ๊ณ  "์•Œ๊ณ ๋ฆฌ์ฆ˜ ๊ฒฝํ—˜"์˜ ์‹œ๋Œ€๊ฐ€ ๋„๋ž˜ํ•˜๊ณ  ์žˆ๋‹ค. ๊ธฐ์ˆ ์˜ ๋ฐœ์ „์€ ์šฐ๋ฆฌ๊ฐ€ ์˜์‚ฌ์†Œํ†ตํ•˜๊ณ  ํ˜‘์—…ํ•˜๋Š” ๋ฐฉ์‹์˜ ํŒจ๋Ÿฌ๋‹ค์ž„์„ ์ „ํ™˜ํ–ˆ๋‹ค. ๊ธฐ๊ณ„ ์—์ด์ „ํŠธ๋Š” ์ธ๊ฐ„ ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜์—์„œ ์ ๊ทน์ ์ด๋ฉฐ ์ฃผ๋„์ ์ธ ์—ญํ• ์„ ์ˆ˜ํ–‰ํ•œ๋‹ค. ํ•˜์ง€๋งŒ ํšจ๊ณผ์ ์ธ AI ๊ธฐ๋ฐ˜ ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜๊ณผ ํ† ๋ก  ์‹œ์Šคํ…œ ๋””์ž์ธ์— ๋Œ€ํ•œ ์ดํ•ด์™€ ๋…ผ์˜๋Š” ๋ถ€์กฑํ•œ ๊ฒƒ์ด ์‚ฌ์‹ค์ด๋‹ค. ์ด์— ๋ณธ ์—ฐ๊ตฌ๋Š” ์ธ๊ฐ„-์ปดํ“จํ„ฐ ์ƒํ˜ธ์ž‘์šฉ์˜ ๊ด€์ ์—์„œ ๋‹ค์–‘ํ•œ ํ˜•ํƒœ์˜ ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜์„ ์ง€์›ํ•  ์ˆ˜ ์žˆ๋Š” ๊ธฐ์ˆ ์  ๋ฐฉ๋ฒ•์„ ํƒ์ƒ‰ํ•˜๋Š” ๊ฒƒ์„ ๋ชฉํ‘œ๋กœ ํ•œ๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ์ €์ž๋Š” ์ผ๋Œ€์ผ ๊ทธ๋ฆฌ๊ณ  ๊ทธ๋ฃน ์ƒํ˜ธ์ž‘์šฉ์„ ์ง€์›ํ•˜๋Š” ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ๋ฅผ ์ œ์‹œํ•œ๋‹ค. ๊ตฌ์ฒด์ ์œผ๋กœ ๋ณธ ์—ฐ๊ตฌ๋Š” 1) ์ผ๋Œ€์ผ ์ƒํ˜ธ์ž‘์š”์—์„œ ์‚ฌ์šฉ์ž ๊ด€์—ฌ๋ฅผ ๋†’์ด๋Š” ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ, 2) ์ผ์ƒ์ ์ธ ์†Œ์…œ ๊ทธ๋ฃน ํ† ๋ก ์„ ์ง€์›ํ•˜๋Š” ์—์ด์ „ํŠธ, 3) ์ˆ™์˜ ํ† ๋ก ์„ ๊ฐ€๋Šฅํ•˜๊ฒŒ ํ•˜๋Š” ์—์ด์ „ํŠธ๋ฅผ ๋””์ž์ธ ๋ฐ ๊ฐœ๋ฐœํ•˜๊ณ  ๊ทธ ํšจ๊ณผ๋ฅผ ์ •๋Ÿ‰์  ๊ทธ๋ฆฌ๊ณ  ์ •์„ฑ์ ์œผ๋กœ ๊ฒ€์ฆํ–ˆ๋‹ค. ์‹œ์Šคํ…œ์„ ๋””์ž์ธํ•จ์— ์žˆ์–ด์„œ ์ธ๊ฐ„-์ปดํ“จํ„ฐ ์ƒํ˜ธ์ž‘์šฉ๋ฟ ์•„๋‹ˆ๋ผ, ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜ํ•™, ์‹ฌ๋ฆฌํ•™, ๊ทธ๋ฆฌ๊ณ  ๋ฐ์ดํ„ฐ ๊ณผํ•™์„ ์ ‘๋ชฉํ•œ ๋‹คํ•™์ œ์  ์ ‘๊ทผ ๋ฐฉ์‹์ด ์ ์šฉ๋˜์—ˆ๋‹ค. ์ฒซ ๋ฒˆ์งธ ์—ฐ๊ตฌ๋Š” ์ผ๋Œ€์ผ ์ƒํ˜ธ์ž‘์šฉ ์ƒํ™ฉ์—์„œ ์‚ฌ์šฉ์ž์˜ ๊ด€์—ฌ ์ฆ์ง„์„ ์œ„ํ•œ ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ํšจ๊ณผ๋ฅผ ๊ฒ€์ฆํ–ˆ๋‹ค. ์„ค๋ฌธ์กฐ์‚ฌ๋ผ๋Š” ๋งฅ๋ฝ์—์„œ ์ˆ˜ํ–‰๋œ ์ด ์—ฐ๊ตฌ๋Š” ์›น ์„ค๋ฌธ์กฐ์‚ฌ์—์„œ ์‘๋‹ต์ž์˜ ๋ถˆ์„ฑ์‹ค๋กœ ์ธํ•ด ๋ฐœ์ƒํ•˜๋Š” ์‘๋‹ต ๋ฐ์ดํ„ฐ ํ’ˆ์งˆ์˜ ๋ฌธ์ œ๋ฅผ ๊ทน๋ณตํ•˜๊ธฐ ์œ„ํ•œ ์ƒˆ๋กœ์šด ์ธํ„ฐ๋ž™์…˜ ๋ฐฉ๋ฒ•์œผ๋กœ ํ…์ŠคํŠธ ๊ธฐ๋ฐ˜ ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ์˜ ๊ฐ€๋Šฅ์„ฑ์„ ํƒ์ƒ‰ํ•˜๋Š” ๊ฒƒ์„ ๋ชฉํ‘œ๋กœ ํ–ˆ๋‹ค. ์ด๋ฅผ ์œ„ํ•ด 2 (์ธํ„ฐํŽ˜์ด์Šค: ์›น ๅฐ ์ฑ—๋ด‡) X 2 (๋Œ€ํ™” ์Šคํƒ€์ผ: ํฌ๋ฉ€ ๅฐ ์บ์ฅฌ์–ผ) ์‹คํ—˜์„ ์ง„ํ–‰ํ–ˆ์œผ๋ฉฐ, ๋งŒ์กฑํ™” ์ด๋ก ์— ๊ทผ๊ฑฐํ•˜์—ฌ ์‘๋‹ต ๋ฐ์ดํ„ฐ์˜ ํ’ˆ์งˆ์„ ํ‰๊ฐ€ํ–ˆ๋‹ค. ๊ทธ ๊ฒฐ๊ณผ, ์ฑ—๋ด‡ ์„ค๋ฌธ์กฐ์‚ฌ์˜ ์ฐธ์—ฌ์ž๊ฐ€ ์›น ์„ค๋ฌธ์กฐ์‚ฌ์˜ ์ฐธ์—ฌ์ž๋ณด๋‹ค ๋” ๋†’์€ ์ˆ˜์ค€์˜ ๊ด€์—ฌ๋ฅผ ๋ณด์ด๊ณ , ๊ฒฐ๊ณผ์ ์œผ๋กœ ๋” ๋†’์€ ํ’ˆ์งˆ์˜ ๋ฐ์ดํ„ฐ๋ฅผ ์ƒ์„ฑํ•˜๋Š” ๊ฒƒ์„ ํ™•์ธํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ํ•˜์ง€๋งŒ ์ด๋Ÿฐ ์ฑ—๋ด‡์˜ ๋ฐ์ดํ„ฐ ํ’ˆ์งˆ์— ๋Œ€ํ•œ ํšจ๊ณผ๋Š” ์ฑ—๋ด‡์ด ์นœ๊ตฌ ๊ฐ™๊ณ  ์บ์ฅฌ์–ผํ•œ ๋Œ€ํ™”์ฒด๋ฅผ ์‚ฌ์šฉํ•  ๋•Œ๋งŒ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ด ๊ฒฐ๊ณผ๋Š” ๋Œ€ํ™”ํ˜• ์ธํ„ฐ๋ž™ํ‹ฐ๋น„ํ‹ฐ๊ฐ€ ์ธํ„ฐํŽ˜์ด์Šค๋ฟ ์•„๋‹ˆ๋ผ ๋Œ€ํ™” ์Šคํƒ€์ผ์ด๋ผ๋Š” ํšจ๊ณผ์ ์ธ ๋ฉ”์„ธ์ง€ ์ „๋žต์„ ๋™๋ฐ˜ํ•  ๋•Œ ๋ฐœ์ƒํ•˜๋Š” ๊ฒƒ์„ ์˜๋ฏธํ•œ๋‹ค. ๋‘ ๋ฒˆ์งธ ์—ฐ๊ตฌ๋Š” ์ผ์ƒ์ ์ธ ์†Œ์…œ ์ฑ„ํŒ… ๊ทธ๋ฃน์—์„œ ์ง‘๋‹จ์˜ ์˜์‚ฌ๊ฒฐ์ •๊ณผ์ •๊ณผ ํ† ๋ก ์„ ์ง€์›ํ•˜๋Š” ๋Œ€ํ™”ํ˜• ์‹œ์Šคํ…œ์— ๋Œ€ํ•œ ๊ฒƒ์ด๋‹ค. ์ด๋ฅผ ์œ„ํ•ด GroupfeedBot์ด๋ผ๋Š” ๋Œ€ํ™”ํ˜• ์—์ด์ „ํŠธ๋ฅผ ์ œ์ž‘ํ•˜์˜€์œผ๋ฉฐ, GroupfeedBot์€ (1) ํ† ๋ก  ์‹œ๊ฐ„์„ ๊ด€๋ฆฌํ•˜๊ณ , (2) ๊ตฌ์„ฑ์›๋“ค์˜ ๊ท ๋“ฑํ•œ ์ฐธ์—ฌ๋ฅผ ์ด‰์ง„ํ•˜๋ฉฐ, (3) ๊ตฌ์„ฑ์›๋“ค์˜ ๋‹ค์–‘ํ•œ ์˜๊ฒฌ์„ ์š”์•ฝ ๋ฐ ์กฐ์งํ™”ํ•˜๋Š” ๊ธฐ๋Šฅ์„ ๊ฐ–๊ณ  ์žˆ๋‹ค. ํ•ด๋‹น ์—์ด์ „ํŠธ๋ฅผ ํ‰๊ฐ€ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์–‘ํ•œ ํƒœ์Šคํฌ (์ถ”๋ก , ์˜์‚ฌ๊ฒฐ์ •, ์ž์œ  ํ† ๋ก , ๋ฌธ์ œ ํ•ด๊ฒฐ ๊ณผ์ œ)์™€ ๊ทธ๋ฃน ๊ทœ๋ชจ(์†Œ๊ทœ๋ชจ, ์ค‘๊ทœ๋ชจ)์— ๊ด€ํ•˜์—ฌ ์‚ฌ์šฉ์ž ์กฐ์‚ฌ๋ฅผ ์‹œํ–‰ํ–ˆ๋‹ค. ๊ทธ ๊ฒฐ๊ณผ ์˜๊ฒฌ์˜ ๋‹ค์–‘์„ฑ ์ธก๋ฉด์—์„œ GroupfeedBot์œผ๋กœ ํ† ๋ก ํ•œ ์ง‘๋‹จ์ด ๊ธฐ๋ณธ ์—์ด์ „ํŠธ์™€ ํ† ๋ก ํ•œ ์ง‘๋‹จ๋ณด๋‹ค ๋” ๋‹ค์–‘ํ•œ ์˜๊ฒฌ์„ ์ƒ์„ฑํ–ˆ์ง€๋งŒ ์‚ฐ์ถœ๋œ ๊ฒฐ๊ณผ์˜ ํ’ˆ์งˆ๊ณผ ๋ฉ”์‹œ์ง€ ์–‘์— ์žˆ์–ด์„œ๋Š” ์ฐจ์ด๊ฐ€ ์—†๋Š” ๊ฒƒ์„ ํ™•์ธํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ๊ท ๋“ฑํ•œ ์ฐธ์—ฌ์— ๋Œ€ํ•œ GroupfeedBot์˜ ํšจ๊ณผ๋Š” ํƒœ์Šคํฌ์˜ ํŠน์„ฑ์— ๋”ฐ๋ผ ๋‹ค๋ฅด๊ฒŒ ๋‚˜ํƒ€๋‚ฌ๋Š”๋ฐ, ํŠนํžˆ ์ž์œ  ํ† ๋ก  ๊ณผ์ œ์—์„œ GroupfeedBot์ด ์ฐธ์—ฌ์ž๋“ค์˜ ๊ท ๋“ฑํ•œ ์ฐธ์—ฌ๋ฅผ ์ด‰์ง„ํ–ˆ๋‹ค. ์„ธ ๋ฒˆ์งธ ์—ฐ๊ตฌ๋Š” ์ˆ™์˜ ํ† ๋ก ์„ ์ง€์›ํ•˜๋Š” ๋Œ€ํ™”ํ˜• ์‹œ์Šคํ…œ์— ๋Œ€ํ•œ ๊ฒƒ์ด๋‹ค. ์„ธ ๋ฒˆ์งธ ์—ฐ๊ตฌ์—์„œ ๊ฐœ๋ฐœ๋œ DebateBot์€ GroupfeeedBot๊ณผ ๋‹ฌ๋ฆฌ ๋” ์ง„์ง€ํ•œ ์‚ฌํšŒ์  ๋งฅ๋ฝ์—์„œ ์ ์šฉ๋˜์—ˆ๋‹ค. DebateBot์€ (1) ์ƒ๊ฐํ•˜๊ธฐ-์ง์ง“๊ธฐ-๊ณต์œ ํ•˜๊ธฐ (Think-Pair-Share) ์ „๋žต์— ๋”ฐ๋ผ ํ† ๋ก ์„ ๊ตฌ์กฐํ™”ํ•˜๊ณ , (2) ๊ณผ๋ฌตํ•œ ํ† ๋ก ์ž์—๊ฒŒ ์˜๊ฒฌ์„ ์š”์ฒญํ•จ์œผ๋กœ์จ ๋™๋“ฑํ•œ ์ฐธ์—ฌ๋ฅผ ์ด‰์ง„ํ•˜๋Š” ๋‘ ๊ฐ€์ง€ ์ฃผ์š” ๊ธฐ๋Šฅ์„ ์ˆ˜ํ–‰ํ–ˆ๋‹ค. ์‚ฌ์šฉ์ž ํ‰๊ฐ€ ๊ฒฐ๊ณผ DebateBot์€ ๊ทธ๋ฃน ์ƒํ˜ธ์ž‘์šฉ์„ ๊ฐœ์„ ํ•จ์œผ๋กœ์จ ์‹ฌ์˜ ํ† ๋ก ์„ ๊ฐ€๋Šฅํ•˜๊ฒŒ ํ–ˆ๋‹ค. ํ† ๋ก  ๊ตฌ์กฐํ™”๋Š” ํ† ๋ก ์˜ ์งˆ์— ๊ธ์ •์ ์ธ ํšจ๊ณผ๋ฅผ ๋ฐœํœ˜ํ•˜์˜€๊ณ , ์ฐธ์—ฌ์ž ์ด‰์ง„์€ ์ง„์ •ํ•œ ํ•ฉ์˜ ๋„๋‹ฌ์— ๊ธฐ์—ฌํ•˜์˜€์œผ๋ฉฐ, ๊ทธ๋ฃน ๊ตฌ์„ฑ์›๋“ค์˜ ์ฃผ๊ด€์  ๋งŒ์กฑ๋„๋ฅผ ํ–ฅ์ƒํ–ˆ๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” ์ด ์„ธ ๊ฐ€์ง€ ์—ฐ๊ตฌ์˜ ๊ฒฐ๊ณผ๋“ค์„ ๋ฐ”ํƒ•์œผ๋กœ ์ธ๊ฐ„-์ธ๊ณต์ง€๋Šฅ ์ปค๋ฎค๋‹ˆ์ผ€์ด์…˜์— ๋Œ€ํ•œ ๋‹ค์–‘ํ•œ ์‹œ์‚ฌ์ ๋“ค์„ ๋„์ถœํ•˜์˜€์œผ๋ฉฐ, ์ด๋ฅผ TAMED (Task-Agent-Message-Information Exchange-Relationship Dynamics) ๋ชจ๋ธ๋กœ ์ •๋ฆฌํ•˜์˜€๋‹ค.The advancements in technology shift the paradigm of how individuals communicate and collaborate. Machines play an active role in human communication. However, we still lack a generalized understanding of how exactly to design effective machine-driven communication and discussion systems. How should machine agents be designed differently when interacting with a single user as opposed to when interacting with multiple users? How can machine agents be designed to drive user engagement during dyadic interaction? What roles can machine agents perform for the sake of group interaction contexts? How should technology be implemented in support of the group decision-making process and to promote group dynamics? What are the design and technical issues which should be considered for the sake of creating human-centered interactive systems? In this thesis, I present new interactive systems in the form of a conversational agent, or a chatbot, that facilitate dyadic and group interactions. Specifically, I focus on: 1) a conversational agent to engage users in dyadic communication, 2) a chatbot called GroupfeedBot that facilitates daily social group discussion, 3) a chatbot called DebateBot that enables deliberative discussion. My approach to research is multidisciplinary and informed by not only in HCI, but also communication, psychology and data science. In my work, I conduct in-depth qualitative inquiry and quantitative data analysis towards understanding issues that users have with current systems, before developing new computational techniques that meet those user needs. Finally, I design, build, and deploy systems that use these techniques to the public in order to achieve real-world impact and to study their use by different usage contexts. The findings of this thesis are as follows. For a dyadic interaction, participants interacting with a chatbot system were more engaged as compared to those with a static web system. However, the conversational agent leads to better user engagement only when the messages apply a friendly, human-like conversational style. These results imply that the chatbot interface itself is not quite sufficient for the purpose of conveying conversational interactivity. Messages should also be carefully designed to convey such. Unlike dyadic interactions, which focus on message characteristics, other elements of the interaction should be considered when designing agents for group communication. In terms of messages, it is important to synthesize and organize information given that countless messages are exchanged simultaneously. In terms of relationship dynamics, rather than developing a rapport with a single user, it is essential to understand and facilitate the dynamics of the group as a whole. In terms of task performance, technology should support the group's decision-making process by efficiently managing the task execution process. Considering the above characteristics of group interactions, I created the chatbot agents that facilitate group communication in two different contexts and verified their effectiveness. GroupfeedBot was designed and developed with the aim of enhancing group discussion in social chat groups. GroupfeedBot possesses the feature of (1) managing time, (2) encouraging members to participate evenly, and (3) organizing the membersโ€™ diverse opinions. The group which discussed with GroupfeedBot tended to produce more diverse opinions compared to the group discussed with the basic chatbot. Some effects of GroupfeedBot varied by the task's characteristics. GroupfeedBot encouraged the members to contribute evenly to the discussions, especially for the open-debating task. On the other hand, DebateBot was designed and developed to facilitate deliberative discussion. In contrast to GroupfeedBot, DebateBot was applied to more serious and less casual social contexts. Two main features were implemented in DebateBot: (1) structure discussion and (2) request opinions from reticent discussants.This work found that a chatbot agent which structures discussions and promotes even participation can improve discussions, resulting in higher quality deliberative discussion. Overall, adding structure to the discussion positively influenced the discussion quality, and the facilitation helped groups reach a genuine consensus and improved the subjective satisfaction of the group members. The findings of this thesis reflect the importance of understanding human factors in designing AI-infused systems. By understanding the characteristics of individual humans and collective groups, we are able to place humans at the heart of the system and utilize AI technology in a human-friendly way.1. Introduction 1.1 Background 1.2 Rise of Machine Agency 1.3 Theoretical Framework 1.4 Research Goal 1.5 Research Approach 1.6 Summary of Contributions 1.7 Thesis Overview 2. Related Work 2.1 A Brief History of Conversational Agents 2.2 TAMED Framework 3. Designing Conversational Agents for Dyadic Interaction 3.1 Background 3.2 Related Work 3.3 Method 3.4 Results 3.5 Discussion 3.6 Conclusion 4. Designing Conversational Agents for Social Group Discussion 4.1 Background 4.2 Related Work 4.3 Needfinding Survey for Facilitator Chatbot Agent 4.4 GroupfeedBot: A Chatbot Agent For Facilitating Discussion in Group Chats 4.5 Qualitative Study with Small-Sized Group 4.6 User Study With Medium-Sized Group 4.7 Discussion 4.8 Conclusion 5. Designing Conversational Agents for Deliberative Group Discussion 5.1 Background 5.2 Related Work 5.3 DebateBot 5.4 Method 5.5 Results 5.6 Discussion and Design Implications 5.7 Conclusion 6. Discussion 6.1 Designing Conversational Agents as a Communicator 6.2 Design Guidelines Based on TAMED Model 6.3 Technical Considerations 6.4 Human-AI Collaborative System 7. Conclusion 7.1 Research Summary 7.2 Summary of Contributions 7.3 Future Work 7.4 Conclusion๋ฐ•

    Design Knowledge for Virtual Learning Companions from a Value-centered Perspective

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    The increasing popularity of conversational agents such as ChatGPT has sparked interest in their potential use in educational contexts but undermines the role of companionship in learning with these tools. Our study targets the design of virtual learning companions (VLCs), focusing on bonding relationships for collaborative learning while facilitating studentsโ€™ time management and motivation. We draw upon design science research (DSR) to derive prescriptive design knowledge for VLCs as the core of our contribution. Through three DSR cycles, we conducted interviews with working students and experts, held interdisciplinary workshops with the target group, designed and evaluated two conceptual prototypes, and fully coded a VLC instantiation, which we tested with students in class. Our approach has yielded 9 design principles, 28 meta-requirements, and 33 design features centered around the value-in-interaction. These encompass Human-likeness and Dialogue Management, Proactive and Reactive Behavior, and Relationship Building on the Relationship Layer (DP1,3,4), Adaptation (DP2) on the Matching Layer, as well as Provision of Supportive Content, Fostering Learning Competencies, Motivational Environment, and Ethical Responsibility (DP5-8) on the Service Layer

    Technology Type, Gender and Social Presence: An Experimental Study

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    Mechanisms of Common Ground in Human-Agent Interaction: A Systematic Review of Conversational Agent Research

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    Human-agent interaction is increasingly influencing our personal and work lives through the proliferation of conversational agents in various domains. As such, these agents combine intuitive natural language interactions by also delivering personalization through artificial intelligence capabilities. However, research on CAs as well as practical failures indicate that CA interaction oftentimes fails miserably. To reduce these failures, this paper introduces the concept of building common ground for more successful human-agent interactions. Based on a systematic review our analysis reveals five mechanisms for achieving common ground: (1) Embodiment, (2) Social Features, (3) Joint Action, (4) Knowledge Base, and (5) Mental Model of Conversational Agents. On this basis, we offer insights into grounding mechanisms and highlight the potentials when considering common ground in different human-agent interaction processes. Consequently, we secure further understanding and deeper insights of possible mechanisms of common ground in human-agent interaction in the future

    The history of chatbots: the journey from psychological experiment to educational object

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    Chatbots represent a strong and distinctive theme in the current literature on technology in education. What is lacking, however, is an analysis of them in terms of historical development or deeper historical-discursive classification. This paper focuses on the history of chatbots and places it in the context of a critical reflection on studies focusing on chatbots as educational objects between 2006-2021. It offers an analysis of each study and places them in the context of the development of the field as a whole. The study identifies three vital discourses that can be identified in the development of chatbots from a historical perspective - Turing-oriented, Searle-oriented and educational interaction-oriented

    Designing a visual component of communication within 3D avatar virtual worlds

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    Merged with duplicate record 10026.1/2600 on 08.20.2017 by CS (TIS)Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet. These are computer generated, multi-user, graphical spaces within which people meet, form social groups and interact with each other in real time, typically through the exchange of text or audio messages. Each user is represented within the space by a digital image known as an avatar, which is usually humanoid in form, and is predominantly under the control of the person it represents. This thesisd escribesa creativep roject that is concernedw ith aspectso f social communication between users of "Ws. In particular, an avatar is designed that is capable of performing body language, and a set of useful gestures are implemented that support aspects of social interaction and integrate with verbal discourse in a meaningful way. In addition to this, a number of scenic properties are derived that enable better comprehension of the non verbal communication, e. g. spatial arrangement, camera position and lighting effects. The research consists of a number of interrelated design activities which include reviewing the literature on avatar design in order to locate goals and variety of the project, therefore building on the on the work of others; a comparative review of three popular 3D AVWs to explore the design problem; a study that aims to gain an understanding of the social dynamics involved; the adaptation of a diagrammatic technique for the purpose of modelling social interaction; the development of 2D and 3D prototype techniques exploring the application of the social interaction modelling technique; a body of creative work developing ideas for conveying non verbal communication and the appraisal of the effectiveness of this creative work. The research contributes to the field of avatar design in a number of ways. Firstly, it develops our understanding of social dynamics in virtual worlds. Secondly, it postulates modes of non verbal communication for both individuals and social groups that supports multi-participatory social discourse. Additionally, a number of useful research techniques have been devised, such as a linear diagramming technique that can be used to represent the structure of conversation thereby facilitating the exploration and understanding of the dynamics of AVW social discourse. The work is of interest to those working in the field of avatar and multi-user virtual world design. It may also be of interest to anyone thinking of using an avatar virtual world for the application of collaborative leaming, collaborative games and conferencing

    LOOKING BENEATH THE TIP OF THE ICEBERG: THE TWO-SIDED NATURE OF CHATBOTS AND THEIR ROLES FOR DIGITAL FEEDBACK EXCHANGE

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    Enterprises are forecasted to spend more on chatbots than on mobile app development by 2021. Up to today little is known on the roles chatbots play in facilitating feedback exchange. However, digitization and automation put pressure on companies to setup digital work environments that enable reskilling of employees. Therefore, a structured analysis of feedback-related chatbots for Slack was conducted. Our results propose six archetypes that reveal the roles of chatbots in facilitating feedback exchange on performance, culture and ideas. We show that chatbots do not only consist of conversational agents integrated into instant messenger but are tightly linked to complementary front-end systems such as mobile and web apps. Like the upper part of an iceberg, the conversational agent is above water and visible within the chat, whereas many user interactions of feedback-related chatbots are only possible outside of the instant messenger. Further, we extract six design principles for chatbots as digital feedback systems. We do this by analyzing chatbots and linking empirically observed design features to (meta-)requirements derived from explanatory theory on feedback, self-determination and persuasive systems. The results suggest that chatbots benefit the social environment of conversation agents and the richness of the graphical user interface of external applications
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