873 research outputs found
Assessing User Expertise in Spoken Dialog System Interactions
Identifying the level of expertise of its users is important for a system
since it can lead to a better interaction through adaptation techniques.
Furthermore, this information can be used in offline processes of root cause
analysis. However, not much effort has been put into automatically identifying
the level of expertise of an user, especially in dialog-based interactions. In
this paper we present an approach based on a specific set of task related
features. Based on the distribution of the features among the two classes -
Novice and Expert - we used Random Forests as a classification approach.
Furthermore, we used a Support Vector Machine classifier, in order to perform a
result comparison. By applying these approaches on data from a real system,
Let's Go, we obtained preliminary results that we consider positive, given the
difficulty of the task and the lack of competing approaches for comparison.Comment: 10 page
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Ability-Based Design: Concept, Principles and Examples
Current approaches to accessible computing share a common goal of making technology accessible to users with disabilities. Perhaps because of this goal, they may also share a tendency to centralize disability rather than ability. We present a refinement to these approaches called ability-based design that consists of focusing on ability throughout the design process in an effort to create systems that leverage the full range of human potential. Just as user-centered design shifted the focus of interactive system design from systems to users, ability-based design attempts to shift the focus of accessible design from disability to ability. Although prior approaches to accessible computing may consider users’ abilities to some extent, ability-based design makes ability its central focus. We offer seven ability-based design principles and describe the projects that inspired their formulation. We also present a research agenda for ability-based design.Engineering and Applied Science
Adaptive hypertext and hypermedia : workshop : proceedings, 3rd, Sonthofen, Germany, July 14, 2001 and Aarhus, Denmark, August 15, 2001
This paper presents two empirical usability studies based on techniques from Human-Computer Interaction (HeI) and software engineering, which were used to elicit requirements for the design of a hypertext generation system. Here we will discuss the findings of these studies, which were used to motivate the choice of adaptivity techniques. The results showed dependencies between different ways to adapt the explanation content and the document length and formatting. Therefore, the system's architecture had to be modified to cope with this requirement. In addition, the system had to be made adaptable, in addition to being adaptive, in order to satisfy the elicited users' preferences
Adaptive hypertext and hypermedia : workshop : proceedings, 3rd, Sonthofen, Germany, July 14, 2001 and Aarhus, Denmark, August 15, 2001
This paper presents two empirical usability studies based on techniques from Human-Computer Interaction (HeI) and software engineering, which were used to elicit requirements for the design of a hypertext generation system. Here we will discuss the findings of these studies, which were used to motivate the choice of adaptivity techniques. The results showed dependencies between different ways to adapt the explanation content and the document length and formatting. Therefore, the system's architecture had to be modified to cope with this requirement. In addition, the system had to be made adaptable, in addition to being adaptive, in order to satisfy the elicited users' preferences
Game-inspired Pedagogical Conversational Agents: A Systematic Literature Review
Pedagogical conversational agents (PCAs) are an innovative way to help learners improve their academic performance via intelligent dialog systems. However, PCAs have not yet reached their full potential. They often fail because users perceive conversations with them as not engaging. Enriching them with game-based approaches could contribute to mitigating this issue. One could enrich a PCA with game-based approaches by gamifying it to foster positive effects, such as fun and motivation, or by integrating it into a game-based learning (GBL) environment to promote effects such as social presence and enable individual learning support. We summarize PCAs that are combined with game-based approaches under the novel term “game-inspired PCAs”. We conducted a systematic literature review on this topic, as previous literature reviews on PCAs either have not combined the topics of PCAs and GBL or have done so to a limited extent only. We analyzed the literature regarding the existing design knowledge base, the game elements used, the thematic areas and target groups, the PCA roles and types, the extent of artificial intelligence (AI) usage, and opportunities for adaptation. We reduced the initial 3,034 records to 50 fully coded papers, from which we derived a morphological box and revealed current research streams and future research recommendations. Overall, our results show that the topic offers promising application potential but that scholars and practitioners have not yet considered it holistically. For instance, we found that researchers have rarely provided prescriptive design knowledge, have not sufficiently combined game elements, and have seldom used AI algorithms as well as intelligent possibilities of user adaptation in PCA development. Furthermore, researchers have scarcely considered certain target groups, thematic areas, and PCA roles. Consequently, our paper contributes to research and practice by addressing research gaps and structuring the existing knowledge base
QRouteMe: A Multichannel Information System to Ensure Rich User-Experience in Exhibits and Museums
In this article the QRouteMe system is presented. QRouteMe is a multichannel information system built to ensure rich user experiences in exhibits and museums. The system starts from basic information about a particular exhibit or museum while delivering a wide user experience based on different distribution channels. The organization of the systems’ components allow to build different solutions that can be simultaneously delivered on different media. A wide range of media from touch-screen installations to portable devices like smartphones have been used. The used devices can communicate each others to increase the usability and the user experience for the visitors. Another important feature of the system is the definition of an inexpensive auto-localization system based on fiduciary marks distributed all around the building. In this article the system is presented from an architectural and functional point of view. A case study and analysis of experimental results are also provided in a real environment where the system was deployed
On the Development of Adaptive and User-Centred Interactive Multimodal Interfaces
Multimodal systems have attained increased attention in recent years, which has made possible important
improvements in the technologies for recognition, processing, and generation of multimodal information.
However, there are still many issues related to multimodality which are not clear, for example, the
principles that make it possible to resemble human-human multimodal communication. This chapter
focuses on some of the most important challenges that researchers have recently envisioned for future
multimodal interfaces. It also describes current efforts to develop intelligent, adaptive, proactive, portable
and affective multimodal interfaces
Mobile appointment reminders in patient-centered care: Design and evaluation
Reminder systems have great potential to enhance healthcare outcome if it can facilitate collaborative appointment management with accessible mobile communication technology in patient-centered care. Yet, Current appointment reminder systems are effective but not optimal (McLean, et al. 2016). Following the design science process delineated by Peffers et al. (2007) and other requirements, this study proposes a design of reciprocal reminder system that automates the process of appointment rescheduling for healthcare providers and patients in addition to confirmation and cancellation. Based on the premises of media synchronicity theory, media naturalness theory and stakeholder theory as kernel theories, this study develops a design theory that covers platform design, communication design and service design. Design principles of new mobile appointment reminders are proposed to cater to the different requirements of provider and patient users. Situation adaptivity and privacy sensitivity are identified as the major design features that need to strike a balance between different user requirements. An experiment investigates how the variation in design may influence user behavior, and the findings suggest that situation adaptivity and privacy sensitivity have positive effects on users’ system experiences in terms of performance expectancy, effort expectancy and subjective consonance. Further survey results on the final design confirm that the reciprocal reminder system adaptive to patient situations and sensitive to privacy concerns has the expected effects on user behavior
Context aware ontology‐based hybrid intelligent framework for vehicle driver categorization
In public vehicles, one of the major concerns is driver's level of expertise for its direct proportionality to safety of passengers. Hence, before a driver is subjected to certain type of vehicle, he should be thoroughly evaluated and categorized with respect to certain parameters instead of only one‐time metric of having driving license. These aspects may be driver's expertise, vigilance, aptitude, experience years, cognition, driving style, formal education, terrain, region, minor violations, major accidents, and age group. The purpose of this categorization is to ascertain suitability of a driver for certain vehicle type(s) to ensure passengers' safety. Currently, no driver categorization technique fully comprehends the implicit as well as explicit characteristics of drivers dynamically. In this paper, machine learning–based dynamic and adaptive technique named D‐CHAITs (driver categorization through hybrid of artificial intelligence techniques) is proposed for driver categorization with an objective focus on driver's attributes modeled in DriverOntology. A supervised mode of learning has been employed on a labeled dataset, having diverse profiles of drivers with attributes pertinent to drivers' perspectives of demographics, behaviors, expertise, and inclinations. A comparative analysis of D‐CHAIT with three other machine learning techniques (fuzzy logic, case‐based reasoning, and artificial neural networks) is also presented. The efficacy of all techniques was empirically measured while categorizing the drivers based on their profiles through metrics of accuracy, precision, recall, F‐measure performance, and associated costs. These empirical quantifications assert D‐CHAIT as a better technique than contemporary ones. The novelty of proposed technique is signified through preprocessing of feature attributes, quality of data, training of machine learning model on more relevant data, and adaptivity
This is the peer reviewed version of the following article: Context aware ontology‐based hybrid intelligent framework for vehicle driver categorization, which has been published in final form at https://doi.org/10.1002/ett.3729. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions
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