193 research outputs found

    Evaluating Conversational Recommender Systems: A Landscape of Research

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    Conversational recommender systems aim to interactively support online users in their information search and decision-making processes in an intuitive way. With the latest advances in voice-controlled devices, natural language processing, and AI in general, such systems received increased attention in recent years. Technically, conversational recommenders are usually complex multi-component applications and often consist of multiple machine learning models and a natural language user interface. Evaluating such a complex system in a holistic way can therefore be challenging, as it requires (i) the assessment of the quality of the different learning components, and (ii) the quality perception of the system as a whole by users. Thus, a mixed methods approach is often required, which may combine objective (computational) and subjective (perception-oriented) evaluation techniques. In this paper, we review common evaluation approaches for conversational recommender systems, identify possible limitations, and outline future directions towards more holistic evaluation practices

    Information and Communication Technologies in Tourism 2022

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    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    Information and Communication Technologies in Tourism 2022

    Get PDF
    This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    PROTOTYPING RELATIONAL THINGS THAT TALK: A DISCURSIVE DESIGN STRATEGY FOR CONVERSATIONAL AI SYSTEMS

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    This practice-based research inquiry explores the implications of conversational Artificial Intelligence (AI) systems, ‘relational things that talk’, on the way people experience the world. It responds directly to the pervasive lack of ethical design frameworks for commercial AI systems, compounded by limited transparency, ubiquitous authority, embedded bias and the absence of diversity in the development process. The effect produced by relational things that talk upon the feelings, thoughts or intentions of the user is here defined as the ‘perlocutionary effect’ of conversational AI systems. This effect is constituted by these systems’ ‘relationality‘ and ‘persuasiveness’, propagated by the system’s embedded bias and ‘hybrid intentions’, relative to a user’s susceptibility. The proposition of the perlocutionary effect frames the central practice of this thesis and the contribution to new knowledge which manifests as four discursive prototypes developed through a participatory method. Each prototype demonstrates the factors that constitute and propagate the perlocutionary effect. These prototypes also function as instruments which actively engage participants in a counter-narrative as a form of activism. ‘This Is Where We Are’ (TIWWA), explores the persuasiveness and relationality of relational things powered through AI behavioural algorithms and directed by pools of user data. ‘Emoti-OS’, iterates the findings from TIWWA and analyses the construction of relationality through simulated affect, personality and collective (artificial) emotional intelligence. ‘Women Reclaiming AI’ (WRAI), demonstrates stereotyping and bias in commercial conversational AI developments. The last prototype, ‘The Infinite Guide’, synthesises and tests the findings from the three previous prototypes to substantiate the overall perlocutionary effect of conversational AI system. In so doing, this inquiry proposes the appropriation of relational things that talk as a discursive design strategy, extended with a participatory method, for new forms of cultural expression and social action, which activate people to demand more ethical AI systems

    Journal of Applied Communications 100(3) Full Issue

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    Journal of Applied Communications 100(3) - Full Issu

    Spoken conversational search: audio-only interactive information retrieval

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    Speech-based web search where no keyboard or screens are available to present search engine results is becoming ubiquitous, mainly through the use of mobile devices and intelligent assistants such as Apple's HomePod, Google Home, or Amazon Alexa. Currently, these intelligent assistants do not maintain a lengthy information exchange. They do not track context or present information suitable for an audio-only channel, and do not interact with the user in a multi-turn conversation. Understanding how users would interact with such an audio-only interaction system in multi-turn information seeking dialogues, and what users expect from these new systems, are unexplored in search settings. In particular, the knowledge on how to present search results over an audio-only channel and which interactions take place in this new search paradigm is crucial to incorporate while producing usable systems. Thus, constructing insight into the conversational structure of information seeking processes provides researchers and developers opportunities to build better systems while creating a research agenda and directions for future advancements in Spoken Conversational Search (SCS). Such insight has been identified as crucial in the growing SCS area. At the moment, limited understanding has been acquired for SCS, for example how the components interact, how information should be presented, or how task complexity impacts the interactivity or discourse behaviours. We aim to address these knowledge gaps. This thesis outlines the breadth of SCS and forms a manifesto advancing this highly interactive search paradigm with new research directions including prescriptive notions for implementing identified challenges. We investigate SCS through quantitative and qualitative designs: (i) log and crowdsourcing experiments investigating different interaction and results presentation styles, and (ii) the creation and analysis of the first SCS dataset and annotation schema through designing and conducting an observational study of information seeking dialogues. We propose new research directions and design recommendations based on the triangulation of three different datasets and methods: the log analysis to identify practical challenges and limitations of existing systems while informing our future observational study; the crowdsourcing experiment to validate a new experimental setup for future search engine results presentation investigations; and the observational study to establish the SCS dataset (SCSdata), form the first Spoken Conversational Search Annotation Schema (SCoSAS), and study interaction behaviours for different task complexities. Our principle contributions are based on our observational study for which we developed a novel methodology utilising a qualitative design. We show that existing information seeking models may be insufficient for the new SCS search paradigm because they inadequately capture meta-discourse functions and the system's role as an active agent. Thus, the results indicate that SCS systems have to support the user through discourse functions and be actively involved in the users' search process. This suggests that interactivity between the user and system is necessary to overcome the increased complexity which has been imposed upon the user and system by the constraints of the audio-only communication channel. We then present the first schematic model for SCS which is derived from the SCoSAS through the qualitative analysis of the SCSdata. In addition, we demonstrate the applicability of our dataset by investigating the effect of task complexity on interaction and discourse behaviour. Lastly, we present SCS design recommendations and outline new research directions for SCS. The implications of our work are practical, conceptual, and methodological. The practical implications include the development of the SCSdata, the SCoSAS, and SCS design recommendations. The conceptual implications include the development of a schematic SCS model which identifies the need for increased interactivity and pro-activity to overcome the audio-imposed complexity in SCS. The methodological implications include the development of the crowdsourcing framework, and techniques for developing and analysing SCS datasets. In summary, we believe that our findings can guide researchers and developers to help improve existing interactive systems which are less constrained, such as mobile search, as well as more constrained systems such as SCS systems
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