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On Grounding Human Communication with Human-Computer Interaction Designs HaoChuan Wang . 王浩全 Department of Computer Science Ins3tute of Informa3on Systems and Applica3ons Na3onal Tsing Hua University h-p://www.cs.nthu.edu.tw/~haochuan May 26, 2014 @ Department of Communica3on and Technology, Na3onal Chiao Tung University
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On Grounding Human Communication with ���Human-Computer Interaction Designs

Hao-­‐Chuan  Wang  .  王浩全    Department  of  Computer  Science  Ins3tute  of  Informa3on  Systems  and  Applica3ons  Na3onal  Tsing  Hua  University  h-p://www.cs.nthu.edu.tw/~haochuan      May  26,  2014  @  Department  of  Communica3on  and    Technology,  Na3onal  Chiao  Tung  University    

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A Quick Overview of Human-Computer Interaction (HCI)

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The  two  “senses”  of  Human-­‐Computer  Interac7on:  From  interface  …  

“Interac<on”  in  the  sense  of  computers  listening  and  responding  to  people’s  input

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…  to  problem  solving  and  value  crea7on  in  the  real  world

“Interac<on”  in  the  sense  of  designing  technologies  based  on  user  needs,  goals,  constraints,  and  characteris<cs.  UCD:  User-­‐Centered  Design.

Iden7fying  &  fixing    usability  problems

Technology    supported  educa7on

Persuasive  (behavioral  change)    compu7ng

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HCI: Studying Existing and Possible Relationships between Computers and People

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ACM  SIGCHI  Curricula  1996

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30 Years of the HCI Community

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ACM  SIGCHI:    9  Turing  Award  Winners  /  188  ACM  Fellows

http://dl.acm.org/sig.cfm?id=SP923

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What’s Changing in HCI Today?

Big  picture  is  s<ll  there,  but:  •  More  emphasis  is  on  use  contexts  and  

applica<ons.  •  Computers  are  of  many  forms,  doing  all  

sort  of  things.  •  Compu<ng  is  not  necessarily  done    

by  silicon  chips  computers.      

-­‐  Input  and  output  are  versa<le.  Not  necessarily  “keyboard  and  mouse”,    “text,  speech  or  graphics”  

-­‐  Collabora<on  and  social.  Not  necessarily  “one  human,  one  computer”.    

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Computer-Mediated Communication (CMC)

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What’s  the  longest  distance  in  the  world?    世界上最遠的距離是什麼?

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Supporting Human Communication

Communica<on  in  the  sense  of  data  transmission  across  physical  distance  is  not  that  hard  today  

•  Wired  and  wireless  computer  networking,  internet  etc.    Communica<on,  in  the  sense  of  understanding  each  other,  or  crossing  the  “psychological  distance”  between  people  remains  hard  •  Difficul<es  in  expressing  or  understanding  thoughts  •  Barriers  between  genera<ons,  genders,  professions,  

languages,  and  cultures.      Suppor<ng  human  communica<on  con<nues  to  be  a  challenging  yet  worth-­‐of-­‐pursuing  topic  in  HCI.    

             

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Supporting Human Communication

Communica<on  in  the  sense  of  data  transmission  across  physical  distance  is  not  that  hard  today  

•  Wired  and  wireless  computer  networking,  internet  etc.    Communica<on,  in  the  sense  of  understanding  each  other,  or  crossing  the  “psychological  distance”  between  people  remains  hard  •  Difficul<es  in  expressing  or  understanding  thoughts  •  Barriers  between  genera<ons,  genders,  professions,  

languages,  and  cultures.      Suppor<ng  human  communica<on  con<nues  to  be  a  challenging  yet  worth-­‐of-­‐pursuing  topic  in  HCI.    

             

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Ultimate Goal? Mind-Connecting!

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Lost in Technologies However,  technology  development  does  not  always  approach  

the  goal  effec<vely.  For  example:    Video  conferencing  •  Bandwidth-­‐demanding.  Video  lagging    

that  disrupts  conversa<on  •  Adop<on  is  not  guaranteed  .    

Privacy  and  other  social  concerns  

Machine  transla<on  •  Quality  concern  •  Influent  second  language  can  beat  

 MT  (cf.  Yamashita  &  Ishida,  2006).  

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Observation

Designs  of  CMC  can  work  be-er  when  features  and  constraints  of  human  communica<on  are  inves<gated  and  considered.    

Ex.  Awareness  indicator  that  makes    “typing”  visible  in  instant  messaging.  

 Basic  research  stays  relevant!  What  are  the  features  of  successful  and  unsuccessful  communica<on?    What’s  the  nature  of  “understanding”?

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Grounding Communication

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How Would You Describe…

Where  you  live  in  Hsinchu?    Where  you  lived  when  you  were  in  U.S.?    

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My Answer

Where  you  live  in  Hsinchu?    Near  清大後門.    Where  you  lived  when  you  were  in  U.S.?    In  Ithaca,  a  college  town  in  the  middle  of  New  York  state  if  you  know  where  it  is.  It’s  where  Cornell  University  is  located.    

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My Answer

Where  you  live  in  Hsinchu?    Near  清大後門.    Where  you  lived  when  you  were  in  U.S.?    In  Ithaca,  a  college  town  in  the  middle  of  New  York  state  if  you  know  where  it  is.  It’s  where  Cornell  University  is  located.    Do  you  see  the  general  difference?  Why?    

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My Answer

Where  you  live  in  Hsinchu?    Near  清大後門.    Where  you  lived  when  you  were  in  U.S.?    In  Ithaca,  a  college  town  in  the  middle  of  New  York  state  if  you  know  where  it  is.  It’s  where  Cornell  University  is  located.    Do  you  see  the  general  difference?  Why?  The  amount  of  knowledge  that  we  shared.     20  

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Common Ground

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Knowledge,  beliefs,  aitudes  we  share,  and  know  that  we  share,    and  know  that  we  know  that  we  share,    influence  how  we  use  language  to  communicate.    Grounding:  Interac<ve  process  by  which  communicators  exchange    evidence  of  their  understanding  to    arrive  at  the  state  of  common  ground.  

Herbert  Clark

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Evidence of Common Ground

Physical  co-­‐presence  (being  co-­‐located)  •  “close  that  door”  

Shared  community  membership  •  “Let’s  meet  at  小七”  

Linguis<c  co-­‐presence  (can  access  same  u-erances)  

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Evidence of Common Ground

Physical  co-­‐presence  (being  co-­‐located)  •  “close  that  door”  

Shared  community  membership  •  “Let’s  meet  at  小七”  

Linguis<c  co-­‐presence  (can  access  same  u-erances)  

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“What’s  this?”  

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Grounding is a Collaborative Process

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The Role of Media: Affordances

An  influen<al  HCI-­‐rooted  concept,  which  roughly  means  “ac<on-­‐permiing  proper<es”  of  objects  that  people  see  •  Chair  affords  siing  •  Door-­‐knob  affords  door-­‐opening  •  Virtual  keyboard  affords  typing    (but  is  this  trivial?)  

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Don  Norman

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Affordances of Communication Media

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Technology Changes Grounding

Affordances  of  media  constrain  how  people  may  interact  with  one  another  •  E.g.,  if  no  visibility,  impossible  to  use  head-­‐nodding  as  a  technique  for  grounding  

 People  may  learn  to  adapt  their  grounding  behaviors  

(this  happens.  E.g.,  emo<cons  in  IM)  or  Design  new  CMC  tools  with  useful  proper7es  to  support  

grounding  and  communica7on.  

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使⽤用體感裝置探討在電腦中介傳播下之⼿手勢使⽤用⾏行為

使用電腦作為訊息傳遞媒介進行人與人間的溝通已經是一個普遍的現象,我們亟需瞭解以電腦為中介之溝通模式與面對面溝通的模式之間到底有那些差異,對於人際溝通的影響為何。過去這方面的研究多著重在媒介的性質對於信任及語言使用的影響。對於非語言的溝通行為,例如溝通手勢的使用則探討有限,其中一個原因在於缺少可快速有效量測細微手勢的方法。本論文提出一個應用技術,利用體感裝置Microsoft Kinect來捕捉人與人溝通時肢體動作細微的變化。透過對肢體移動速度的分析以及多重特徵值的截取,我們得以實驗比較面對面溝通(Face-to-Face)、視訊通訊(Video)與音訊通訊(Audio)三種不同媒介對於溝通手勢行為所產生的影響,包括了手勢使用的程度以及兩個溝通者間行為的相似度。此運用體感裝置作為行為科學量測工具的方法可用於快速評估新設計之線上溝通介面對於溝通行為的影響,亦可用於傳播理論研究之發展與探討。在設計上,所提出之資料收集與分析方法亦可能作為未來電腦中介傳播工具設計的基礎。

Microsoft Research Asia UR Project: FY13-RES-OPP-027

Wang, H-C., & Lai, C-T. (accepted). Kinect-taped Communication: Using Motion Sensing to Study Gesture Use and Similarity in Face-to-Face and Computer-Mediated Brainstorming. ACM Conference on Human Factors in Computing Systems (CHI) 2014. Full paper. [Acceptance rate: 22.8%]

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Kinect-taped Communication: ���Using Motion Sensing to Study Gesture Use ���and Similarity in Face-to-Face and ���Computer-Mediated Brainstorming

Hao-Chuan Wang, Chien-Tung Lai National Tsing Hua University, Taiwan

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[cf.  Bos  et  al.,  2002;  Setlock  et  al.,  2004;  Scissors  et  al.,  2008,  Wang  et  al.,  2009]

Computer-mediated communication (CMC) tools are prevalent, but are they all equal?�•  Ex. Video vs. Audio���Media properties influence aspects of communication differently�•  Task performance, grounding, styles, similarity of

language patterns, social processes and outcomes etc.

How media influence communication?

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Communication could be more than speaking.�Both verbal and non-verbal channels are active

during conversations.�

Facial  expression

Gesture

[cf.  Goldin-­‐Meadow,  1999;  Giles  &  Coupland,  1991  ]

The (missing) non-verbal aspect in CMC research

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Studying gesture use in communication Current methods:�

•  Videotaping with manual coding.�•  Giving specific instructions to participants �

(e.g., to gesture or not).�•  Using confederates etc.�

Problems to solve:�•  High cost. Labor-intensiveness.�•  Resolution of manual analysis- �

Hard to recognize and reliably label small movements.�•  Scalability-�

Hard to study arbitrary communication in the wild.�

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“Kinect-taping”method Like videotaping, we use motion sensing devices, such as Microsoft Kinect, to record hand and body movements during conversations.�

•  Detailed, easier-to-process representations.�•  Behavioral science instrument (“microscope”) to

study non-verbal communication in ad hoc groups.�•  Low cost if automatic measures are satisfactory.�

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Re-appropriating motion sensors in HCI: Sensing-aided user research for ���future designs From sensors as design elements to sensors as research instruments to help future designs.�

!

!(a)!Face(to(face!(F2F)!communication! !

(b)!Video(mediated!communication!

Figure'1.'A'sample'study'setting'that'compares'(a)'F2F'to'(b)'video<mediated'communication'by'using'Kinect'as'a'behavioral'science'instrument.'

!

[cf.  Mark  et  al.,  2014]

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A media comparison study Investigate how people use gestures during face-to-face and computer-mediated brainstorming��Compare three communication media�

•  Face-to-Face�•  Video�•  Audio�

!

!(a)!Face(to(face!(F2F)!communication! !

(b)!Video(mediated!communication!

Figure'1.'A'sample'study'setting'that'compares'(a)'F2F'to'(b)'video<mediated'communication'by'using'Kinect'as'a'behavioral'science'instrument.'

!

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Hypotheses

H1. Visibility increases gesture use� Proportion of gesture� Face-to-Face > Video > Audio�

H2. Visibility increases accommodation Similarity between group members’ gestures�

Face-to-Face > Video > Audio�

Also explore how gesture use, level of understanding, and ideation productivity correlate.

[cf.  Clark  &  Brennan,  1991]

[cf.  Giles  &  Coupland,  1991]

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Experimental design

36 individuals, 18 two-person groups�

�Kinect-taped group brainstorming sessions�

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Face-to-Face Video Audio

Three  trials  (15  min  each)    in  counterbalanced  order  

Data analysis�Amount and similarity of gestures, �

Level of understanding, Productivity�

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How to quantify gestures? How many gestures are there in a 15 min talk?

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moving

not moving

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Two unit motions with speed threshold 0

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Three unit motions with speed threshold 2

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Choose the thresholds

(m/s)

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Choose the thresholds

Too  few  signals Almost  everything

Data  points  of  interest (m/s)

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How to measure similarity between unit motions?

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Feature extraction and representation Unit motions are represented as feature vectors�

•  Time length, path length, displacement, �velocity, speed, angular movement etc.�

•  Features extracted for both hands and both elbows.�

73 features extracted for each unit motion.��Similarity between unit motions: Cosine value between the two vectors.��

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Validating the similarity metric

1 2

3

Machine Ranking

Human Ranking

1 2

3

Randomly select motion queries

Retrieve similar and dissimilar motions

Kinect-taped motion database

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Count Human Rank

R1 R2 R3

Machine Rank�

R1 29 2 5

R2 7 27 2

R3 0 7 29

x2=107.97,  p<.001

Validating the similarity metric

Contingency analysis

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H1: Amount of gesture use�

H2: Similarity between group members�

Associations�•  Amount of gesture and understanding�•  Amount of gesture and ideation productivity�•  Gesture similarity and ideation productivity��

Key Results

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Visibility on proportion of gesture use

0

2

4

6

8

10

12

14

16

Face-to-face Video Audio

Prop

ortio

n of

Ges

ture

Use

(%

)

H1 not supported. Media did not influence percentage of gesture. �People gesture as much in Audio as in F2F and Video.�

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Association between self-gesture and level of understanding

Mod

el&Predicted

,Und

erstanding�

Mod

el&Predicted

,Num

ber,o

f,Ide

as�

Propor9on,of,Individual’s,Own,Gesture,Use,(%)�

Mod

el&Predicted

,Und

erstanding�

Mod

el&Predicted

,Num

ber,o

f,Ide

as�

Propor9on,of,Individual’s,Own,Gesture,Use,(%)�

Audio�

F2F�

Video�

Individual’s Own Gesture Use (%)�

Non-communicative function of gesture. ��Understanding correlates with �self-gesture but not partner-gesture��Stronger correlation with reduced or no visibility.��

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Similarity between group members

0.46

0.47

0.48

0.49

0.5

0.51

0.52

0.53

0.54

0.55

Face-to-face Video Audio

Betw

een-

part

icip

ant

Ges

tura

l Si

mila

rity

H2 supported. Similarity F2F > Video > Audio. �People gesture more similarly when they can see each other.�

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Summary and implications

 Media  

Comparison    Study

Kinect-taping

Method��

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Motion sensing for studying non-verbal behaviors in CMC.�

Summary and implications

 Media  

Comparison    Study

Kinect-taping

Method��

Visibility influences similarity but not amount of gesture.��Only self-gesture correlates with understanding.��Gesture doesn’t seem to convey much meaning to the partner. Seeing the partner is not crucial to understanding.���

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Study communication of ad hoc groups�in the wild. ��Distributed deployment�study of CMC tools.��Cross-lingual and cross-cultural communication.�

Summary and implications (cont.)

 Media  

Comparison    Study

Kinect-taping

Method��

The value of video may be relatively limited to the social and collaborative aspect (similarity etc.).��Feedback that promotes self-gesturing may help understanding.��

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Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents        �

Hao-Chuan Wang, Tau-Heng Yeo, Hsin-Hui Lee, Ai-Ju Huang���National Tsing Hua University, Hsinchu, Taiwan Jia-Jang Tu, Sen-Chia Chang Industrial Technology Research Institute, Hsinchu, Taiwan

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“What’s the top-grossing movie in 2012?”

“Let me see... The Avengers.”

“The top-grossing movie in 2012 is The Avengers”

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Young, S., Keiser, S. & Gašić, M. Spoken Dialogue Management using Partially Observable Markov Decision Processes

Spoken  Dialogue  Systems�

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

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Young, S., Keiser, S. & Gašić, M. Spoken Dialogue Management using Partially Observable Markov Decision Processes

How to collect more natural language responses?

Language  Genera<on  Task�

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

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Some  Exis<ng  Methods� •  One-on-one interviews to get the responses

from people - Manual data collection. - Expensive.

•  Using surveys with specific instructions, “Imagine that you’re answering people’s questions …” - Less expensive. - Non-interactive, “imagined interaction”.

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

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Idea:  Using  an  Interac<ve  Chat  Bot  to  

Elicit  Natural  Responses�

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Page 63: Nctu seminar may26_2014

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Anthropomorphic features: ü Greet workers ü Simulate human typing delays ü Wait for response

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Sta<c  Interface�

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

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Crowdsourcing  Answer  Genera<on�

Evalua<on  

Compare interactive and static interface

Crowdsourcing to select quality responses

Evaluate the results with end users

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Stage1 : Creation

Stage2 : Aggregation

Evaluation Stage

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PTT A BBS System and Online

Community in Taiwan

MTurk

Mul<lingual  Crowdsourcing  Study�

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Chinese and English versions of ads and task instructions are prepared for crowdsourcing

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Stage 1 : Answer Creation •  223 workers

- 122 from MTurk - 101 from PTT

Stage 2 : Answer Aggregation •  222 workers

Evaluation •  165 workers

98 from Mturk 67 from PTT

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Page 68: Nctu seminar may26_2014

Key  Results�

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

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Interac<ve  vs.  Sta<c  Interface�

•  73.6% of comments show preference for working with the interactive chat bot.

•  Increasing the satisfaction of workers (Kittur, A., et al. 2013)

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Stage1 : Creation Stage2 : Aggregation Evaluation Stage

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Interac<ve  vs.  Sta<c  Interface�

“Chat is much fun and more likely to make me think, while questionnaire is

more standardized, like an exam.”

“the chat interface is much better. it recognizes the text entered in real time and

responds accordingly with artificial intelligence and recognition. very nice”

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Stage1 : Creation Stage2 : Aggregation Evaluation Stage

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Interac<ve  vs.  Sta<c  Interface�

•  73.6% of comments show preference for working with the interactive chat bot.

•  Increasing the satisfaction of workers (Kittur, A., et al. 2013)

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Stage1 : Creation Stage2 : Aggregation Evaluation Stage

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Mturk  vs.  PTT  :  Language� •  Two platforms are highly language-specific.

0 10 20 30 40 50 60 70 80 90

100 110 120

Chinese Recruitment

Ads (PTT)

English Recruitment

Ads (PTT)

Chinese Recruitment Ads (MTurk)

English Recruitment Ads (MTurk)

Answer in English

Answer in Chinese

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Stage1 : Creation Stage2 : Aggregation Evaluation Stage

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•  Cultural Differences. (Nisbett, R., 2003  & Hall, E. T.,1977).

Evalua<on:  Ul<mate  User  Experience�

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

Stage1 : Creation Stage2 : Aggregation Evaluation Stage

3.5

3.0

2.5

Enjo

yab

ility

Answers collected w/ Interactivity

Answers collected w/ questionnaire

Chinese English

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Conclusion� •  Present an interactive chat bot-based

interface for crowdsourcing language generation tasks for building natural dialogue agents.

•  Interactivity lead to higher worker satisfaction, and better perceived enjoyability by Chinese-speaking users.

•  Also, identified language specificity of crowdsourcing platforms. Helps to inform crowdsourcing practices.

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

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Thank  you  for  your  listening.  �

Acknowledgement This study is partially supported by Project D352B24310 and conducted at ITRI under the sponsorship of the Ministry of Economic Affairs, Taiwan.

//// ////

Contact Hao-Chuan Wang [email protected] Ai-Ju (Ivy) Huang [email protected]

ChiCHI 2014 | Effects of Interface Interactivity on Collecting Language Data to Power Dialogue Agents

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Wang

Key Messages  Suppor<ng  human  communica<on  con<nues  to  be  an  important  

topic  in  HCI,  both  to  research  and  design  prac<ce.  •  Focusing  on  how  to  shorten  the  “psychological  distance”  between  people.  “Mind-­‐connec<ng”!  

Basic  and  applied  behavioral,  cogni<ve  and  social  sciences  helps  to  understand  the  features  of  successful  and  unsuccessful  communica<on  •  Insight  that  we  should  focus  on  CMC  affordances  as  much  as  technicality.  

Interdisciplinary  work  can  benefit  both  sides:  Social  and  behavioral  sciences  help  technology  design,  and  vice  versa.  

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Wang

Ultimate Goal? Mind-Connecting!

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Wang 78  

國⽴立清華⼤大學⼈人機合作與社群運算實驗室 NTHU  Collabora<ve  and  Social  Compu<ng  Lab  (CSC  Lab)  

Acknowledgement  for  Support  from  Ministry  of  Science  and  Technology,  Taiwan  科技部  

Google  Inc.  美國Google總部  Microsov  Research  Asia  微軟亞洲研究院

Industrial  Technology  Research  Ins<tute  (ITRI)  ⼯工業技術研究院 Delta  Corp  台達電⼦子公司

Na<onal  Science  Founda<on,  USA  美國NSF