| Preface to the Special Issue on Language-Based Interaction | | BIB | Full-Text | 1-3 | |
| Sandra Carberry; Ingrid Zukerman | |||
| A Probabilistic Approach for Argument Interpretation | | BIBAK | Full-Text | 5-53 | |
| I. Zukerman; S. George | |||
| We describe a probabilistic approach for the interpretation of user
arguments, and investigate the incorporation of different models of a user's
beliefs and inferences into this mechanism. Our approach is based on the tenet
that the interpretation intended by the user is that with the highest posterior
probability. This approach is implemented in a computer-based detective game,
where the user explores a virtual scenario, and constructs an argument for a
suspect's guilt or innocence. Our system receives as input an argument entered
through a web interface, and produces an interpretation in terms of its
underlying knowledge representation -- a Bayesian network. This interpretation
may differ from the user's argument in its structure and in its beliefs in the
argument propositions. We conducted a synthetic evaluation of the basic
interpretation mechanism, and a user-based evaluation which assesses the impact
of the different user models. The results of both evaluations were encouraging,
with the system generally producing argument interpretations our users found
acceptable. Keywords: Bayesian networks; discourse interpretation; probabilistic approach | |||
| A Model to Disambiguate Natural Language Parses on the Basis of User Language Proficiency: Design and Evaluation | | BIBAK | Full-Text | 55-84 | |
| Lisa N. Michaud; Kathleen F. McCoy | |||
| This paper discusses the design and evaluation of an implemented user model
in ICICLE, an instruction system for users writing in a second language. We
show that in the task of disambiguating natural language parses, a blended
model combining overlay techniques with user stereotyping representing typical
linguistic acquisition sequences captures user individuality while
supplementing incomplete information with stereotypic reasoning. Keywords: computer-aided language learning; learner modeling; natural language; parse
disambiguation | |||
| Using Dialogue Features to Predict Trouble During Collaborative Learning | | BIBAK | Full-Text | Erratum | 85-134 | |
| Bradley A. Goodman; Frank N. Linton | |||
| A web-based, collaborative distance-learning system that will allow groups
of students to interact with each other remotely and with an intelligent
electronic agent that will aid them in their learning has the potential for
improving on-line learning. The agent would follow the discussion and interact
with the participants when it detects learning trouble of some sort, such as
confusion about the problem they are working on or a participant who is
dominating the discussion or not interacting with the other participants. In
order to recognize problems in the dialogue, we investigated conversational
elements that can be utilized as predictors for effective and ineffective
interaction between human students. These elements can serve as the basis for
student and group models. In this paper, we discuss group interaction during
collaborative learning, our representation of participant dialogue, and the
statistical models we are using to determine the role being played by a
participant at any point in the dialogue and the effectiveness of the group. We
also describe student and group models that can be built using conversational
elements and discuss one set that we built to illustrate their potential value
in collaborative learning. Keywords: collaborative learning; dialogue modeling; distance learning; group
modeling; intelligent agent; intelligent tutoring systems; student modeling;
training | |||
| Tailoring Automatically Generated Hypertext | | BIBAK | Full-Text | 135-168 | |
| Kalina Bontcheva; Yorick Wilks | |||
| This paper describes an approach for tailoring the content and structure of
automatically generated hypertext. The implemented system HYLITE is based on
applied Natural Language Generation (NLG) techniques, a re-usable user
modelling component (VIEWGEN), and a flexible architecture with module
feedback. The user modelling component is used by the language generation
modules to adapt the hypertext content and links to user beliefs and
preferences and to the previous interaction. Unlike previous adaptive NLG
systems, which have their own, application-specific user models, HYLITE has
re-used a generic agent modelling framework (VIEWGEN) instead. Apart from
avoiding the development costs of a new model, this also enabled a more
extendable system architecture. Another distinct feature of our approach is
making NLG techniques adaptable by the user, i.e., providing users with control
over the user model and the hypertext adaptivity. Keywords: adaptive language generation system; dynamic hypertext; hypertext; user
modelling | |||
| User Modeling in Spoken Dialogue Systems to Generate Flexible Guidance | | BIBAK | Full-Text | 169-183 | |
| Kazunori Komatani; Shinichi Ueno | |||
| We address the issue of appropriate user modeling to generate cooperative
responses to users in spoken dialogue systems. Unlike previous studies that
have focused on a user's knowledge, we propose more generalized modeling. We
specifically set up three dimensions for user models: the skill level in use of
the system, the knowledge level about the target domain, and the degree of
urgency. Moreover, the models are automatically derived by decision tree
learning using actual dialogue data collected by the system. We obtained
reasonable accuracy in classification for all dimensions. Dialogue strategies
based on user modeling were implemented on the Kyoto City Bus Information
System that was developed at our laboratory. Experimental evaluations revealed
that the cooperative responses adapted to each subject type served as good
guides for novices without increasing the duration dialogue lasted for skilled
users. Keywords: cooperative response; decision tree learning; dialogue strategy; online user
modeling; spoken dialogue system | |||
| Preface to the Special Issue on User Modeling in Ubiquitous Computing | | BIB | Full-Text | 193-195 | |
| Anthony Jameson; Antonio Krüger | |||
| Consistent Modelling of Users, Devices and Sensors in a Ubiquitous Computing Environment | | BIBAK | Full-Text | 197-234 | |
| David J. Carmichael; Judy Kay; Bob Kummerfeld | |||
| This paper describes the use of an accretion-resolution user modelling
representation to model people, places and objects. We explain the motivation
for the key properties of the representation, especially those of particular
importance for ubiquitous computing: firstly, for flexibility in interpreting
the typically noisy and potentially conflicting evidence about users'
locations; secondly, to support users in scrutinising their user model, the
processes that determine its contents and the way that it is used in the
ubiquitous computing environment.
A novel and important aspect of this work is our extension of the representation beyond modelling just users, using it also to represent the other elements such as devices, sensors, rooms and buildings. We illustrate our approach in terms of models we have been building for a system which enables users to gain personalised information about the sensors and services in a ubiquitous computing environment. We report experiments on the scalability and the management of inconsistency in modelling of location, based on accretion-resolution. Keywords: modelling location; modelling pervasive computing environments;
scrutability; user control; user model representation | |||
| Exploring Issues of User Model Transparency and Proactive Behaviour in an Office Environment Control System | | BIBAK | Full-Text | 235-273 | |
| Keith Cheverst; Hee Eon Byun; Dan Fitton | |||
| It is important that systems that exhibit proactive behaviour do so in a way
that does not surprise or frustrate the user. Consequently, it is desirable for
such systems to be both personalised and designed in such a way as to enable
the user to scrutinise her user model (part of which should hold the rules
describing the behaviour of the system). This article describes on-going work
to investigate the design of a prototype system that can learn a given user's
behaviour in an office environment in order to use the inferred rules to
populate a user model and support appropriate proactive behaviour (e.g. turning
on the user's fan under appropriate conditions). We explore the tension between
user control and proactive services and consider issues related to the design
of appropriate transparency with a view to supporting user comprehensibility of
system behaviour. To this end, our system enables the user to scrutinise and
possibly over-ride the 'IF-THEN' rules held in her user model. The system
infers these rules from the context history (effectively a data set generated
using a variety of sensors) associated with the user by using a
fuzzy-decision-tree-based algorithm that can provide a confidence level for
each rule in the user model. The evolution of the system has been guided by
feedback from a number of real-life users in a university department. A
questionnaire study has yielded supplementary results concerning the extent to
which the approach taken meets users' expectations and requirements. Keywords: context history; intelligent environment; inference; machine learning;
proactive behaviour; prototype deployment; scrutability | |||
| Personalization and Context Management | | BIBAK | Full-Text | 275-302 | |
| Andreas Zimmermann; Marcus Specht | |||
| Supporting the individual user in his working, learning, or information
access is one of the main goals of user modeling. Personal or group user models
make it possible to represent and use information about preferences, knowledge,
abilities, emotional states, and many other characteristics of a user to adapt
the user experience and support. Nowadays, the disappearing computer enables
the user to access her information from a variety of personal and public
displays and devices. To support a new generation of contextualized and
personalized information and services, this paper addresses the problem of
context management. Context management is a new approach to the design of
context-aware systems in ubiquitous computing that combines personalization and
contextualization. The presented framework for context management integrates
user modeling and context modeling, which can benefit from each other and give
rise to more valid models for personalized and contextualized information
delivery. The paper will introduce a base framework and tools for designing
context-aware applications and decompose the underlying framework into its
foundational components. As two illustrative application cases, the paper
discusses implementations of an intelligent advertisement board and an
audio-augmented museum environment. Keywords: context-aware computing; context management; context-toolkit; mobile
authoring tools; personalization | |||
| User-Centred Design of Flexible Hypermedia for a Mobile Guide: Reflections on the HyperAudio Experience | | BIBAK | Full-Text | Erratum | 303-338 | |
| Daniela Petrelli; Elena Not | |||
| A user-centred design approach involves end-users from the very beginning.
Considering users at the early stages compels designers to think in terms of
utility and usability and helps develop a system based on what is actually
needed. This paper discusses the case of HyperAudio, a context-sensitive
adaptive and mobile museum guide developed in the late 1990s. User requirements
were collected via a survey to understand visitors' profiles and visit styles
in natural science museums. The knowledge acquired supported the specification
of system requirements, helping define the user model, data structure and
adaptive behaviour of the system. User requirements guided the design decisions
on what could be implemented by using simple adaptable triggers, and what
instead needed more sophisticated adaptive techniques. This is a fundamental
choice when all the computation must be done on a PDA. Graphical and
interactive environments for developing and testing complex adaptive systems
are discussed as a further step in an iterative design process that considers
the user interaction to be the central point. This paper discusses how such an
environment allows designers and developers to experiment with different system
behaviours and to widely test it under realistic conditions by simulating the
actual context evolving over time. The understanding gained in HyperAudio is
then considered from the perspective of later developments: our findings still
appears to be valid despite the time that had passed. Keywords: Content adaptation; development support environments; flexible hypermedia;
mobile guides; user centred design | |||
| Ontology-Based User Modeling in an Augmented Audio Reality System for Museums | | BIBAK | Full-Text | 339-380 | |
| Marek Hatala; Ron Wakkary | |||
| Ubiquitous computing is a challenging area that allows us to further our
understanding and techniques of context-aware and adaptive systems. Among the
challenges is the general problem of capturing the larger context in
interaction from the perspective of user modeling and human-computer
interaction (HCI). The imperative to address this issue is great considering
the emergence of ubiquitous and mobile computing environments. This paper
provides an account of our addressing the specific problem of supporting
functionality as well as the experience design issues related to museum visits
through user modeling in combination with an audio augmented reality and
tangible user interface system. This paper details our deployment and
evaluation of ec(h)o -- an augmented audio reality system for museums. We
explore the possibility of supporting a context-aware adaptive system by
linking environment, interaction objects and users at an abstract semantic
level instead of at the content level. From the user modeling perspective
ec(h)o is a knowledge-based recommender system. In this paper we present our
findings from user testing and how our approach works well with an audio and
tangible user interface within a ubiquitous computing system. We conclude by
showing where further research is needed. Keywords: audio augmented reality; context-aware; museum guide; ontologies; semantic
technologies; tangible user interface; testing; ubiquitous computing; user
evaluations; user modeling | |||
| Combining Experimental Observations and Modelling in Investigating Feedback and Emotions in Repeated Selection Tasks | | BIBAK | Full-Text | 389-424 | |
| Arnout R. H. Fischer; Frans J. J. Blommaert | |||
| People seem to learn tasks even without formal training. This can be
modelled as the outcome of a feedback system that accumulates experience. In
this paper we investigate such a feedback system, following an iterative
research approach. A feedback loop is specified that is detailed using
contemporary ideas on human behaviour. The resulting model is investigated in
an empirical study. Finally, we consider a computational mechanism to explain
the results. This approach is aimed at understanding how a feedback mechanism
might work rather than at observing its outcomes. In this paper, we study the
approach through adjustments in card selections in a game consisting of
repeated card choices. Playing this game, participants do not know what rules
determine gains and losses. Therefore there is some tension between exploring
the options and achieving immediate profit. To decide in such situations it is
argued that often evaluations below the level of conscious awareness, such as
affect, play an important role. The results support the hypothesis that
participants would draw better cards as the game progressed. There is some
evidence that emotions are involved, since the hypothesis that profit and
emotions are correlated is confirmed. Further evidence that formal logic is not
sufficient follows from the observed effects of music on card selections. In
the second part of the paper the aim is to understand the results from a
computational point of view. Four possible ways of integrating feedback into a
decision criterion are compared. Using one of these mechanisms, a computational
model is investigated that might describe the role of music in card selection.
Although there are limitations to both the empirical and computational
findings, the chosen approach indicates that computational modelling of
experiential appraisal, at a preconscious level, and the effect of external
factors, such as music, is in principle feasible, and can lead to a research
agenda aimed at understanding such phenomena. Keywords: cognitive model; emotions; experience; experiential processing; feedback | |||
| Personal Content Recommender Based on a Hierarchical User Model for the Selection of TV Programmes | | BIBAK | Full-Text | 425-457 | |
| Matevz Pogacnik; Jurij Tasic; Marko Meza | |||
| In this paper we present our approach to user modeling for a personalized
selection of multimedia content tested on a corpus of TV programmes. The idea
of this approach is to classify content (TV programmes) based on the
calculation of similarities between the description of content and the user
model for each description attribute. Calculated similarities are then combined
into a classification decision using the Support Vector Machines. The basis for
the calculation of similarities is a hierarchical structure of the user model,
overlaid upon a taxonomy of TV programme genres. Preliminary results show that
it works well with a varying quality of content descriptions including
incomplete genre classification and arbitrary number of description attributes.
The evaluation of the system performance was based on content described using
the TV-Anytime standard, but the approach can be adapted for search of other
types of content with multi-attribute descriptions. Keywords: hierarchical user model; multimedia; support vector machines; TV programmes;
updating of the user model; user modeling | |||
| Modeling Elementary Cognitive Abilities for Adaptive Hypermedia Presentation | | BIBAK | Full-Text | 459-495 | |
| Franck Tarpin-Bernard; Halima Habieb-Mammar | |||
| The adaptation of hypermedia can be carried out at three levels, namely the
content, navigation and presentation level. The presentation level is the least
studied of the three, apparently because it refers to user properties that are
not easy to model. In this paper, we present a new approach to modeling
cognitive abilities that relies on basic mental functionalities. We describe
the Cognitive User Modeling for Adaptive Presentation of Hyper-Documents
(CUMAPH) environment, which mainly provides an authoring tool and an adaptation
engine. The aim of this environment is to adapt a hyper-document presentation
by selecting the elements that best fit the user cognitive profile. Its
architecture is based on four main components: a cognitive user model, a
hyper-document builder, an adaptation engine and a generic style sheet. To
validate our approach, we designed an innovative protocol and conducted an
experimental study involving 39 students. The first results show that an
adaptive presentation can significantly increase the efficiency of hypermedia
presentations. Keywords: adaptive hypermedia; cognitive indicator; document model; empirical
evaluation | |||
| Book Review: Embodied Conversational Agents. Edited by Justine Cassell, Joseph Sullivan, Scott Prevost, and Elizabeth Churchill | | BIB | Full-Text | 497-503 | |
| Roy Wilson | |||