Matching Items (4)
Filtering by

Clear all filters

156892-Thumbnail Image.png
Description
With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between

With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between people promotes successful collaboration, motivation, and task success. Dialogue systems which can build rapport with their user may produce similar effects, personalizing interactions to create better outcomes.

This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of speech, such as tone of voice or loudness, to one another over the course of a conversation. Correlated with liking and task success, a dialogue system which entrains may enhance rapport. Entrainment, however, is very challenging to model. People entrain on different features in many ways and how to design entrainment to build rapport is unclear. The first goal of this dissertation is to explore how acoustic-prosodic entrainment can be modeled to build rapport.

Towards this goal, this work presents a series of studies comparing, evaluating, and iterating on the design of entrainment, motivated and informed by human-human dialogue. These models of entrainment are implemented in the dialogue system of a robotic learning companion. Learning companions are educational agents that engage students socially to increase motivation and facilitate learning. As a learning companion’s ability to be socially responsive increases, so do vital learning outcomes. A second goal of this dissertation is to explore the effects of entrainment on concrete outcomes such as learning in interactions with robotic learning companions.

This dissertation results in contributions both technical and theoretical. Technical contributions include a robust and modular dialogue system capable of producing prosodic entrainment and other socially-responsive behavior. One of the first systems of its kind, the results demonstrate that an entraining, social learning companion can positively build rapport and increase learning. This dissertation provides support for exploring phenomena like entrainment to enhance factors such as rapport and learning and provides a platform with which to explore these phenomena in future work.
ContributorsLubold, Nichola Anne (Author) / Walker, Erin (Thesis advisor) / Pon-Barry, Heather (Thesis advisor) / Litman, Diane (Committee member) / VanLehn, Kurt (Committee member) / Berisha, Visar (Committee member) / Arizona State University (Publisher)
Created2018
154470-Thumbnail Image.png
Description
For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model

For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model when it is represented by performance of the teachable agent. The feedback system represents performance of the teachable agent, and not of a student. Data in the feedback system is thus updated according to a student's understanding of the subject. This provides students an opportunity to enhance their understanding of a subject by analyzing their performance. To test the effectiveness of the feedback system, student understanding in two different conditions is analyzed. In the first condition a feedback report is not provided to the students, while in the second condition the feedback report is provided in the form of the agent’s performance.
ContributorsUpadhyay, Abha (Author) / Walker, Erin (Thesis advisor) / Nelson, Brian (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2016
157884-Thumbnail Image.png
Description
Concept maps are commonly used knowledge visualization tools and have been shown to have a positive impact on learning. The main drawbacks of concept mapping are the requirement of training, and lack of feedback support. Thus, prior research has attempted to provide support and feedback in concept mapping, such as

Concept maps are commonly used knowledge visualization tools and have been shown to have a positive impact on learning. The main drawbacks of concept mapping are the requirement of training, and lack of feedback support. Thus, prior research has attempted to provide support and feedback in concept mapping, such as by developing computer-based concept mapping tools, offering starting templates and navigational supports, as well as providing automated feedback. Although these approaches have achieved promising results, there are still challenges that remain to be solved. For example, there is a need to create a concept mapping system that reduces the extraneous effort of editing a concept map while encouraging more cognitively beneficial behaviors. Also, there is little understanding of the cognitive process during concept mapping. What’s more, current feedback mechanisms in concept mapping only focus on the outcome of the map, instead of the learning process.

This thesis work strives to solve the fundamental research question: How to leverage computer technologies to intelligently support concept mapping to promote meaningful learning? To approach this research question, I first present an intelligent concept mapping system, MindDot, that supports concept mapping via innovative integration of two features, hyperlink navigation, and expert template. The system reduces the effort of creating and modifying concept maps while encouraging beneficial activities such as comparing related concepts and establishing relationships among them. I then present the comparative strategy metric that modes student learning by evaluating behavioral patterns and learning strategies. Lastly, I develop an adaptive feedback system that provides immediate diagnostic feedback in response to both the key learning behaviors during concept mapping and the correctness and completeness of the created maps.

Empirical evaluations indicated that the integrated navigational and template support in MindDot fostered effective learning behaviors and facilitating learning achievements. The comparative strategy model was shown to be highly representative of learning characteristics such as motivation, engagement, misconceptions, and predicted learning results. The feedback tutor also demonstrated positive impacts on supporting learning and assisting the development of effective learning strategies that prepare learners for future learning. This dissertation contributes to the field of supporting concept mapping with designs of technological affordances, a process-based student model, an adaptive feedback tutor, empirical evaluations of these proposed innovations, and implications for future support in concept mapping.
ContributorsWang, Shang (Author) / Walker, Erin (Thesis advisor) / VanLehn, Kurt (Committee member) / Hsiao, Sharon (Committee member) / Long, Yanjin (Committee member) / Arizona State University (Publisher)
Created2019
158831-Thumbnail Image.png
Description
Students seldom spontaneously collaborate with each other. A system that can measure collaboration in real time could be useful, for example, by helping the teacher locate a group requiring guidance. To address this challenge, the research presented here focuses on building and comparing collaboration detectors for different types of classroom

Students seldom spontaneously collaborate with each other. A system that can measure collaboration in real time could be useful, for example, by helping the teacher locate a group requiring guidance. To address this challenge, the research presented here focuses on building and comparing collaboration detectors for different types of classroom problem solving activities, such as card sorting and handwriting.

Transfer learning using different representations was also studied with a goal of building collaboration detectors for one task can be used with a new task. Data for building such detectors were collected in the form of verbal interaction and user action logs from students’ tablets. Three qualitative levels of interactivity were distinguished: Collaboration, Cooperation and Asymmetric Contribution. Machine learning was used to induce a classifier that can assign a code for every episode based on the set of features. The results indicate that machine learned classifiers were reliable and can transfer.
ContributorsViswanathan, Sree Aurovindh (Author) / VanLehn, Kurt (Thesis advisor) / Hsiao, Ihan (Committee member) / Walker, Erin (Committee member) / D' Angelo, Cynthia (Committee member) / Arizona State University (Publisher)
Created2020