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The task to Technology view of text-based Chatbot Utilization and Performance : Quantitative studyOgunjobi, Ifasanya January 2022 (has links)
Chatbots are very widely used nowadays. However, much of the research on Chatbots have had a technology focus or has been limited to studies of adoption. To take advantage of the potential associated with chatbots, research that addresses the issues online users face when interacting with such programs is needed. The study described in this paper used the task-to technology fit theory to address the question of how individual characteristics and task/technology requirements influence the performance and utilization of chatbots. This paper used the quantitative methodology over two sets of data collected independently from two different populations. The first dataset of 100 respondents was obtained firstly through a structured questionnaire administered at Linnaeus University Campus in Växjö. The respondents are students in the university who use chatbots regularly. A second dataset was also collected from 20 participants through a practical test experiment with three different chatbots (Eliza, Rose, and Watson). The result and the data were then recorded through an online interview via the zoom application. The two datasets were analyzed quantitatively using comparative factor analysis with the aid of Smart PLS software. While few variables provided little support for the claims, the majority of the variables show strong support for the importance of task–technology fit, as a measure of chatbot utilization and performance based on individual characteristics as well as the task/technology requirements.
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Implementación de un capacitador virtual para visitadores médicos con integración de un asistente de voz / Implementation of a virtual trainer for medical visitors with integration of a voice assistantFernández Canales, Rocío Daniela, Monzón Salvador, Gianfranco 18 June 2020 (has links)
La creciente popularidad y las capacidades mejoradas de los asistentes personales inteligentes, como Google Assistant, Siri y Alexa, han permitido su aplicación en numerosos campos, algunos de los cuales son: servicio al cliente, banca y turismo. No obstante, la aplicación de estos asistentes para la capacitación y el aprendizaje de trabajadores profesionales ha sido limitada y no ha sido bien investigada.
El presente documento validará la propuesta de una solución para la capacitación continua y el aprendizaje de los visitadores médicos sobre la información de los medicamentos mediante el uso de un agente de conversación basado en la voz. Esto permitirá que los representantes de ventas farmacéuticas puedan preguntar al agente acerca de las propiedades de los medicamentos y realizar exámenes frecuentes sobre la información disponible para verificar su conocimiento.
Esta validación se realizará a través del seguimiento y aplicación de una metodología de investigación centrada en las soluciones y arquitecturas existentes que brinden una base para iniciar el desarrollo del proyecto. / The increasing popularity and enhanced capabilities of intelligent personal assistants, such as Google Assistant, Siri, and Alexa, have allowed them to disrupt in many fields, some of which are: customer service, banking, and tourism. Notwithstanding, the application of intelligent personal assistants for training and learning of professional workers has been limited and not well researched.
This document will validate the proposal of a solution for the continuous training and learning of the medical visitors on the information of the medications using a voice-based conversation agent. This will allow pharmaceutical sales representatives to ask the agent about the properties of the drugs and conduct frequent reviews of the information available to verify their knowledge.
This validation will be carried out through the monitoring and application of a research methodology focused on the existing solutions and architectures that provide a basis to start the development of the project. / Trabajo de investigación
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The persuasiveness of humanlike computer interfaces varies more through narrative characterization than through the uncanny valleyPatel, Himalaya January 2015 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Just as physical appearance affects persuasion and compliance in human communication, it may also bias the processing of information from avatars, computer-animated characters, and other computer interfaces with faces. Although the most persuasive of these interfaces are often the most humanlike, they incur the greatest risk of falling into the uncanny valley, the loss of empathy associated with eerily human characters. The uncanny valley could delay the acceptance of humanlike interfaces in everyday roles. To determine the extent to which the uncanny valley affects persuasion, two experiments were conducted online with undergraduates from Indiana University. The first experiment (N = 426) presented an ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (recorded or animated), motion quality (smooth or jerky), and recommendation (disclose or refrain from disclosing sensitive information). Of these, only the recommendation changed opinion about the dilemma, even though the animated depiction was eerier than the human depiction. These results indicate that compliance with an authority persists even when using a realistic computer-animated double. The second experiment (N = 311) assigned one of two different dilemmas in professional ethics involving the fate of a humanlike character. In addition to the dilemma, there were three manipulations of the character’s human realism: depiction (animated human or humanoid robot), voice (recorded or synthesized), and motion quality (smooth or jerky). In one dilemma, decreasing depiction realism or increasing voice realism increased eeriness. In the other dilemma, increasing depiction realism decreased perceived competence. However, in both dilemmas realism had no significant effect on whether to punish the character. Instead, the willingness to punish was predicted in both dilemmas by narratively characterized trustworthiness. Together, the experiments demonstrate both direct and indirect effects of narratives on responses to humanlike interfaces. The effects of human realism are inconsistent across different interactions, and the effects of the uncanny valley may be suppressed through narrative characterization.
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The Impact of AI on Online Customer Experience and Consumer Behaviour. An Empirical Investigation of the Impact of Artificial Intelligence on Online Customer Experience and Consumer Behaviour in a Digital Marketing and Online Retail ContextKronemann, Bianca January 2022 (has links)
Artificial Intelligence (AI) is adopted fast and wide across consumer industries and
digital marketing. This new technology has the potential to enhance online customer
experience and outcomes of customer experience. However, research relating to the
impact of AI is still developing and empirical evidence sparse. Taking a consumercentred
approach and by adopting Social Response Theory as theoretical lens, this
research addresses an overall research question pertaining to the implications of
online customer experience with AI on consumer behaviour. A quantitative research
strategy with positivist approach is adopted to gather a large sample (n= 489) of online
consumers who have previously interacted with AI-enabled technology. The collected
data is analysed statistically utilising Confirmatory Factor Analysis (CFA) and
Structural Equation Modelling (SEM). Empirical findings show strong positive effects
of anthropomorphism of AI, para-social interaction with AI, and performance
expectancy of AI on all three customer experience dimensions of informativeness,
entertainment and social presence. Additionally, there is strong statistical support for
the positive effect of informativeness and social presence on continued purchase
intentions (β= .379 and β= .315), while the effects of entertainment are less strong.
The mediating effects of customer experience have been assessed, highlighting social
presence as most important mediator. This research contributes to knowledge by
extending previous customer experience theory and quantifying the influence of online
customer experience with AI on purchase intentions and eWOM. The theoretical insights also translate into direct implications for marketing practice relating to the design, integration, and implementation of more consumer- and outcome-oriented AI applications. / Faculty of Management, Law and Social Sciences studentship
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Socially Capable Conversational Agents for Multi-Party Interactive SituationsKumar, Rohit 01 January 2011 (has links)
Since the inception of AI research, great strides have been made towards achieving the goal of extending natural language conversation as a medium of interaction with machines. Today, we find many Conversational Agents (CAs) situated in various aspects of our everyday life such as information access, education and entertainment. However, most of the existing work on CAs has focused on agents that support only one user in each interactive session.
On the other hand, people organize themselves in groups such as teams of co-workers, family and networks of friends. With the mass-adoption of Internet based communication technologies for group interaction, there is an unprecedented opportunity for CAs to support interactive situations involving multiple human participants. Support provided by these CAs can make the functioning of some of these groups more efficient, enjoyable and rewarding to the participants.
Through our work on supporting various Multi-Party Interactive Situations (MPIS), we have identified two problems that must be addressed in order to embed effective CAs in such situations. The first problem highlights the technical challenges involving the development of CAs in MPIS. Existing approaches for modeling agent behavior make assumptions that break down in multi-party interaction. As a step towards addressing this problem, this thesis contributes the Basilica software architecture that uses an event-driven approach to model conversation as an orchestration of triggering of conversational behaviors. This architecture alleviates the technical problems by providing a rich representational capability and the flexibility to address complex interaction dynamics.
The second problem involves the choice of appropriate agent behaviors. In MPIS, agents must compete with human participants for attention in order to effectively deliver support and interventions. In this work, we follow a model of human group interaction developed by empirical research in small group communication. This model identifies two fundamental processes in human group interaction, i.e., Instrumental (Task-related) and Expressive (Social-Emotional). Behaviors that constitute this expressive process hold the key to managing and regulating user attention and serve other social functions in group interaction.
This thesis describes two socially capable conversational agents that support users in collaborative learning and group decision making activities. Their social capabilities are composed of a set of behaviors based on the Social-Emotional interaction categories identified by work in small group communication. These agents demonstrate the generalizability of our methodology for designing and implementing social capabilities across two very different interactive situations.
In addition to the implementation of these agents, the thesis presents a series of experiments and analysis conducted to investigate the effectiveness of these social capabilities. First and foremost, these experiments show significant benefits of the use of socially capable agents on task success and agent perception across the two different interactive situations listed above. Second, they investigate issues related to the appropriate use of these social capabilities specifically in terms of the amount and timing of the constituent social behaviors. Finally, these experiments provide an understanding of the underlying mechanism that explains the effects that social capabilities can achieve.
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A study of the use of natural language processing for conversational agentsWilkens, Rodrigo Souza January 2016 (has links)
linguagem é uma marca da humanidade e da consciência, sendo a conversação (ou diálogo) uma das maneiras de comunicacão mais fundamentais que aprendemos quando crianças. Por isso uma forma de fazer um computador mais atrativo para interação com usuários é usando linguagem natural. Dos sistemas com algum grau de capacidade de linguagem desenvolvidos, o chatterbot Eliza é, provavelmente, o primeiro sistema com foco em diálogo. Com o objetivo de tornar a interação mais interessante e útil para o usuário há outras aplicações alem de chatterbots, como agentes conversacionais. Estes agentes geralmente possuem, em algum grau, propriedades como: corpo (com estados cognitivos, incluindo crenças, desejos e intenções ou objetivos); incorporação interativa no mundo real ou virtual (incluindo percepções de eventos, comunicação, habilidade de manipular o mundo e comunicar com outros agentes); e comportamento similar ao humano (incluindo habilidades afetivas). Este tipo de agente tem sido chamado de diversos nomes como agentes animados ou agentes conversacionais incorporados. Um sistema de diálogo possui seis componentes básicos. (1) O componente de reconhecimento de fala que é responsável por traduzir a fala do usuário em texto. (2) O componente de entendimento de linguagem natural que produz uma representação semântica adequada para diálogos, normalmente utilizando gramáticas e ontologias. (3) O gerenciador de tarefa que escolhe os conceitos a serem expressos ao usuário. (4) O componente de geração de linguagem natural que define como expressar estes conceitos em palavras. (5) O gerenciador de diálogo controla a estrutura do diálogo. (6) O sintetizador de voz é responsável por traduzir a resposta do agente em fala. No entanto, não há consenso sobre os recursos necessários para desenvolver agentes conversacionais e a dificuldade envolvida nisso (especialmente em línguas com poucos recursos disponíveis). Este trabalho foca na influência dos componentes de linguagem natural (entendimento e gerência de diálogo) e analisa em especial o uso de sistemas de análise sintática (parser) como parte do desenvolvimento de agentes conversacionais com habilidades de linguagem mais flexível. Este trabalho analisa quais os recursos do analisador sintático contribuem para agentes conversacionais e aborda como os desenvolver, tendo como língua alvo o português (uma língua com poucos recursos disponíveis). Para isto, analisamos as abordagens de entendimento de linguagem natural e identificamos as abordagens de análise sintática que oferecem um bom desempenho. Baseados nesta análise, desenvolvemos um protótipo para avaliar o impacto do uso de analisador sintático em um agente conversacional. / Language is a mark of humanity and conscience, with the conversation (or dialogue) as one of the most fundamental manners of communication that we learn as children. Therefore one way to make a computer more attractive for interaction with users is through the use of natural language. Among the systems with some degree of language capabilities developed, the Eliza chatterbot is probably the first with a focus on dialogue. In order to make the interaction more interesting and useful to the user there are other approaches besides chatterbots, like conversational agents. These agents generally have, to some degree, properties like: a body (with cognitive states, including beliefs, desires and intentions or objectives); an interactive incorporation in the real or virtual world (including perception of events, communication, ability to manipulate the world and communicate with others); and behavior similar to a human (including affective abilities). This type of agents has been called by several terms, including animated agents or embedded conversational agents (ECA). A dialogue system has six basic components. (1) The speech recognition component is responsible for translating the user’s speech into text. (2) The Natural Language Understanding component produces a semantic representation suitable for dialogues, usually using grammars and ontologies. (3) The Task Manager chooses the concepts to be expressed to the user. (4) The Natural Language Generation component defines how to express these concepts in words. (5) The dialog manager controls the structure of the dialogue. (6) The synthesizer is responsible for translating the agents answer into speech. However, there is no consensus about the necessary resources for developing conversational agents and the difficulties involved (especially in resource-poor languages). This work focuses on the influence of natural language components (dialogue understander and manager) and analyses, in particular the use of parsing systems as part of developing conversational agents with more flexible language capabilities. This work analyses what kind of parsing resources contributes to conversational agents and discusses how to develop them targeting Portuguese, which is a resource-poor language. To do so we analyze approaches to the understanding of natural language, and identify parsing approaches that offer good performance, based on which we develop a prototype to evaluate the impact of using a parser in a conversational agent.
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An affective personality for an embodied conversational agentXiao, He January 2006 (has links)
Curtin Universitys Embodied Conversational Agents (ECA) combine an MPEG-4 compliant Facial Animation Engine (FAE), a Text To Emotional Speech Synthesiser (TTES), and a multi-modal Dialogue Manager (DM), that accesses a Knowledge Base (KB) and outputs Virtual Human Markup Language (VHML) text which drives the TTES and FAE. A user enters a question and an animated ECA responds with a believable and affective voice and actions. However, this response to the user is normally marked up in VHML by the KB developer to produce the required facial gestures and emotional display. A real person does not react by fixed rules but on personality, beliefs, previous experiences, and training. This thesis details the design, implementation and pilot study evaluation of an Affective Personality Model for an ECA. The thesis discusses the Email Agent system that informs a user when they have email. The system, built in Curtins ECA environment, has personality traits of Friendliness, Extraversion and Neuroticism. A small group of participants evaluated the Email Agent system to determine the effectiveness of the implemented personality system. An analysis of the qualitative and quantitative results from questionnaires is presented.
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[en] IBOT: AN AGENT-BASED SOFTWARE FRAMEWORK FOR CREATING DOMAIN CONVERSATIONAL AGENTS / [pt] IBOT: UM FRAMEWORK BASEADO EM AGENTES PARA CRIAR AGENTES CONVERSACIONAIS EM DIFERENTES DOMÍNIOSPEDRO ELKIND VELMOVITSKY 19 October 2018 (has links)
[pt] Chatbots são programas de computador que interagem com usuários utilizando linguagem natural. Desde sua origem, a tecnologia avançou significantemente e aplicações baseadas na nuvem de grandes empresas permitiram que desenvolvedores criassem chatbots inteligentes e eficientes. No entanto, não há muitas abordagens de desenvolvimento aos principais módulos de um chatbot que são flexíveis o suficiente para permitir a criação de chatbots diferentes para cada domínio, mantendo um robusto controle de diálogo na aplicação. Existem trabalhos que tentam desenvolver uma abordagem mais flexível, cada um com suas vantagens e desvantagens. Uma das vantagens mais notáveis é o uso de sistemas multiagentes
para distribuir e realizar tarefas feitas por chatbots. Nesse contexto, este trabalho propõe um framework geral e flexível baseado em sistemas multiagentes para construir chatbots em um domínio escolhido pelo desenvolvedor, com controle de diálogo na aplicação. Esta solução usa uma adaptação da abordagem de estado da informação, e agentes de software, para gestão do diálogo. Para validar a arquitetura
proposta, um cenário de uso com 4 chatbots de prova de conceito são analisados e discutidos. / [en] Chatbots are computer programs that interact with users using natural language. Since its inception, the technology has advanced greatly and cloud-based platforms from big companies allow developers to create intelligent and efficient chatbots. However, there are not many development approaches to the main
modules of a chatbot that are flexible enough to allow the creation of different chatbots for each domain, while maintaining a robust dialogue control in the application. There have been some works that try to develop a more flexible approach, each of them with their own advantages and disadvantages. One of the
most notable advantages is the use of multi-agent systems to distribute and perform the tasks performed by the chatbot. In this context, this work proposes a general and flexible architecture based on multi-agent systems for building chatbots in any domain chosen by the developer, with dialogue control in the application. This architecture uses an adaptation of the information state approach, also using software agents, to perform dialogue management. To validate the proposed architecture, an user scenario involving the implementation of 4 proof of concept chatbots is analyzed discussed.
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A study of the use of natural language processing for conversational agentsWilkens, Rodrigo Souza January 2016 (has links)
linguagem é uma marca da humanidade e da consciência, sendo a conversação (ou diálogo) uma das maneiras de comunicacão mais fundamentais que aprendemos quando crianças. Por isso uma forma de fazer um computador mais atrativo para interação com usuários é usando linguagem natural. Dos sistemas com algum grau de capacidade de linguagem desenvolvidos, o chatterbot Eliza é, provavelmente, o primeiro sistema com foco em diálogo. Com o objetivo de tornar a interação mais interessante e útil para o usuário há outras aplicações alem de chatterbots, como agentes conversacionais. Estes agentes geralmente possuem, em algum grau, propriedades como: corpo (com estados cognitivos, incluindo crenças, desejos e intenções ou objetivos); incorporação interativa no mundo real ou virtual (incluindo percepções de eventos, comunicação, habilidade de manipular o mundo e comunicar com outros agentes); e comportamento similar ao humano (incluindo habilidades afetivas). Este tipo de agente tem sido chamado de diversos nomes como agentes animados ou agentes conversacionais incorporados. Um sistema de diálogo possui seis componentes básicos. (1) O componente de reconhecimento de fala que é responsável por traduzir a fala do usuário em texto. (2) O componente de entendimento de linguagem natural que produz uma representação semântica adequada para diálogos, normalmente utilizando gramáticas e ontologias. (3) O gerenciador de tarefa que escolhe os conceitos a serem expressos ao usuário. (4) O componente de geração de linguagem natural que define como expressar estes conceitos em palavras. (5) O gerenciador de diálogo controla a estrutura do diálogo. (6) O sintetizador de voz é responsável por traduzir a resposta do agente em fala. No entanto, não há consenso sobre os recursos necessários para desenvolver agentes conversacionais e a dificuldade envolvida nisso (especialmente em línguas com poucos recursos disponíveis). Este trabalho foca na influência dos componentes de linguagem natural (entendimento e gerência de diálogo) e analisa em especial o uso de sistemas de análise sintática (parser) como parte do desenvolvimento de agentes conversacionais com habilidades de linguagem mais flexível. Este trabalho analisa quais os recursos do analisador sintático contribuem para agentes conversacionais e aborda como os desenvolver, tendo como língua alvo o português (uma língua com poucos recursos disponíveis). Para isto, analisamos as abordagens de entendimento de linguagem natural e identificamos as abordagens de análise sintática que oferecem um bom desempenho. Baseados nesta análise, desenvolvemos um protótipo para avaliar o impacto do uso de analisador sintático em um agente conversacional. / Language is a mark of humanity and conscience, with the conversation (or dialogue) as one of the most fundamental manners of communication that we learn as children. Therefore one way to make a computer more attractive for interaction with users is through the use of natural language. Among the systems with some degree of language capabilities developed, the Eliza chatterbot is probably the first with a focus on dialogue. In order to make the interaction more interesting and useful to the user there are other approaches besides chatterbots, like conversational agents. These agents generally have, to some degree, properties like: a body (with cognitive states, including beliefs, desires and intentions or objectives); an interactive incorporation in the real or virtual world (including perception of events, communication, ability to manipulate the world and communicate with others); and behavior similar to a human (including affective abilities). This type of agents has been called by several terms, including animated agents or embedded conversational agents (ECA). A dialogue system has six basic components. (1) The speech recognition component is responsible for translating the user’s speech into text. (2) The Natural Language Understanding component produces a semantic representation suitable for dialogues, usually using grammars and ontologies. (3) The Task Manager chooses the concepts to be expressed to the user. (4) The Natural Language Generation component defines how to express these concepts in words. (5) The dialog manager controls the structure of the dialogue. (6) The synthesizer is responsible for translating the agents answer into speech. However, there is no consensus about the necessary resources for developing conversational agents and the difficulties involved (especially in resource-poor languages). This work focuses on the influence of natural language components (dialogue understander and manager) and analyses, in particular the use of parsing systems as part of developing conversational agents with more flexible language capabilities. This work analyses what kind of parsing resources contributes to conversational agents and discusses how to develop them targeting Portuguese, which is a resource-poor language. To do so we analyze approaches to the understanding of natural language, and identify parsing approaches that offer good performance, based on which we develop a prototype to evaluate the impact of using a parser in a conversational agent.
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Modèle de communication affective pour agent conversationnel animé, basé sur des facettes de personnalité et des buts de communication "cachés" / Enhancing Affective Communication in Embodied Conversational Agents through Personality-Based Hidden Conversational GoalsCamargo, Michelle 13 March 2012 (has links)
Les Agents Conversationnels Animés (ACA) sont des personnages virtuels interactifs et expressifs, dont l'aspect est très souvent « humain », exploitant différentes modalités telles que la face, le langage, les gestes, le regard ou encore la prosodie de la voix. Le but est qu'ils s'expriment en langage naturel et puissent dialoguer avec des interlocuteurs humains. Pour développer un ACA, il faut d'abord comprendre que des aspects tels que personnalité, les émotions et leur apparence sont extrêmement importants. Le travail qui est présenté dans cette thèse a pour objectif d'augmenter l'acceptabilité et la crédibilité des agents au moyen de la personnalité, considérée comme une notion centrale à l'interaction ACA-humain. On propose un modèle qui dote l'ACA de facettes de personnalité et de buts de communication « cachés » et qui module ainsi ses actions conversationnelles. Ce travail présente également une application de jeu de type “puzzle”, intégrant un ACA doté de facettes de personnalité et de buts « cachés », qui a servi de support à plusieurs expérimentations et à l'évaluation du modèle proposé. / Embodied Conversational Agents (ECAs) are intelligent software entities with an embodiment used to communicate with users, using natural language. Their purpose is to exhibit the same properties as humans in face-to-face conversation, including the ability to produce and respond to verbal and nonverbal communication. Researchers in the field of ECAs try to create agents that can be more natural, believable and easy to use. Designing an ECA requires understanding that manner, personality, emotion, and appearance are very important issues to be considered. In this thesis, we are interested in increasing believability of ECAs by placing personality at the heart of the human-agent verbal interaction. We propose a model relating personality facets and hidden communication goals that can influence ECA behaviors. Moreover, we apply our model in agents that interact in a puzzle game application. We develop five distinct personality oriented agents using an expressive communication language and a plan-based BDI approach for modeling and managing dialogue according to our proposed model. In summary, we present and test an innovative approach to model mental aspects of ECAs trying to increase their believability and to enhance human-agent affective communication. With this research, we improve the understanding on how ECAs with expressive and affective characteristics can establish and maintain long-term human-agent relationships.
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