24,100 research outputs found

    Analysis and Detection of Information Types of Open Source Software Issue Discussions

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    Most modern Issue Tracking Systems (ITSs) for open source software (OSS) projects allow users to add comments to issues. Over time, these comments accumulate into discussion threads embedded with rich information about the software project, which can potentially satisfy the diverse needs of OSS stakeholders. However, discovering and retrieving relevant information from the discussion threads is a challenging task, especially when the discussions are lengthy and the number of issues in ITSs are vast. In this paper, we address this challenge by identifying the information types presented in OSS issue discussions. Through qualitative content analysis of 15 complex issue threads across three projects hosted on GitHub, we uncovered 16 information types and created a labeled corpus containing 4656 sentences. Our investigation of supervised, automated classification techniques indicated that, when prior knowledge about the issue is available, Random Forest can effectively detect most sentence types using conversational features such as the sentence length and its position. When classifying sentences from new issues, Logistic Regression can yield satisfactory performance using textual features for certain information types, while falling short on others. Our work represents a nontrivial first step towards tools and techniques for identifying and obtaining the rich information recorded in the ITSs to support various software engineering activities and to satisfy the diverse needs of OSS stakeholders.Comment: 41st ACM/IEEE International Conference on Software Engineering (ICSE2019

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

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    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility

    Effectiveness of Corporate Social Media Activities to Increase Relational Outcomes

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    This study applies social media analytics to investigate the impact of different corporate social media activities on user word of mouth and attitudinal loyalty. We conduct a multilevel analysis of approximately 5 million tweets regarding the main Twitter accounts of 28 large global companies. We empirically identify different social media activities in terms of social media management strategies (using social media management tools or the web-frontend client), account types (broadcasting or receiving information), and communicative approaches (conversational or disseminative). We find positive effects of social media management tools, broadcasting accounts, and conversational communication on public perception

    Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies

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    This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game

    Survey on Evaluation Methods for Dialogue Systems

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    In this paper we survey the methods and concepts developed for the evaluation of dialogue systems. Evaluation is a crucial part during the development process. Often, dialogue systems are evaluated by means of human evaluations and questionnaires. However, this tends to be very cost and time intensive. Thus, much work has been put into finding methods, which allow to reduce the involvement of human labour. In this survey, we present the main concepts and methods. For this, we differentiate between the various classes of dialogue systems (task-oriented dialogue systems, conversational dialogue systems, and question-answering dialogue systems). We cover each class by introducing the main technologies developed for the dialogue systems and then by presenting the evaluation methods regarding this class
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