Rhoslyn Roebuck Williams, Jonathan Barnoud, Luis Toledo, Till Holzapfel, David R. Glowacki
Molecular dynamics (MD) simulations provide crucial insight into molecular interactions and biomolecular function. With interactive MD simulations in VR (iMD-VR), chemists can now interact with these molecular simulations in real-time. Our sense of touch is essential for exploring the properties of physical objects, but recreating this sensory experience for virtual objects poses challenges. Furthermore, employing haptics in the context of molecular simulation is especially difficult since textit{we do not know what molecules actually feel like}. In this paper, we build upon previous work that demonstrated how VR-users can distinguish properties of molecules without haptic feedback. We present the results of a gamified two-alternative forced choice (2AFC) psychophysics user study in which we quantify the threshold at which iMD-VR users can differentiate the stiffness of molecular bonds. Our preliminary analysis suggests that participants can sense differences between buckminsterfullerene molecules with different bond stiffness parameters and that this limit may fall within the chemically relevant range. Our results highlight how iMD-VR may facilitate a more embodied way of exploring complex and dynamic molecular systems, enabling chemists to sense the properties of molecules purely by interacting with them in VR.
{"title":"Measuring the limit of perception of bond stiffness of interactive molecules in VR via a gamified psychophysics experiment","authors":"Rhoslyn Roebuck Williams, Jonathan Barnoud, Luis Toledo, Till Holzapfel, David R. Glowacki","doi":"arxiv-2409.07836","DOIUrl":"https://doi.org/arxiv-2409.07836","url":null,"abstract":"Molecular dynamics (MD) simulations provide crucial insight into molecular\u0000interactions and biomolecular function. With interactive MD simulations in VR\u0000(iMD-VR), chemists can now interact with these molecular simulations in\u0000real-time. Our sense of touch is essential for exploring the properties of\u0000physical objects, but recreating this sensory experience for virtual objects\u0000poses challenges. Furthermore, employing haptics in the context of molecular\u0000simulation is especially difficult since textit{we do not know what molecules\u0000actually feel like}. In this paper, we build upon previous work that\u0000demonstrated how VR-users can distinguish properties of molecules without\u0000haptic feedback. We present the results of a gamified two-alternative forced\u0000choice (2AFC) psychophysics user study in which we quantify the threshold at\u0000which iMD-VR users can differentiate the stiffness of molecular bonds. Our\u0000preliminary analysis suggests that participants can sense differences between\u0000buckminsterfullerene molecules with different bond stiffness parameters and\u0000that this limit may fall within the chemically relevant range. Our results\u0000highlight how iMD-VR may facilitate a more embodied way of exploring complex\u0000and dynamic molecular systems, enabling chemists to sense the properties of\u0000molecules purely by interacting with them in VR.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"33 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper explores the efficacy of online versus offline evaluation methods in assessing conversational chatbots, specifically comparing first-party direct interactions with third-party observational assessments. By extending a benchmarking dataset of user dialogs with empathetic chatbots with offline third-party evaluations, we present a systematic comparison between the feedback from online interactions and the more detached offline third-party evaluations. Our results reveal that offline human evaluations fail to capture the subtleties of human-chatbot interactions as effectively as online assessments. In comparison, automated third-party evaluations using a GPT-4 model offer a better approximation of first-party human judgments given detailed instructions. This study highlights the limitations of third-party evaluations in grasping the complexities of user experiences and advocates for the integration of direct interaction feedback in conversational AI evaluation to enhance system development and user satisfaction.
{"title":"Online vs Offline: A Comparative Study of First-Party and Third-Party Evaluations of Social Chatbots","authors":"Ekaterina Svikhnushina, Pearl Pu","doi":"arxiv-2409.07823","DOIUrl":"https://doi.org/arxiv-2409.07823","url":null,"abstract":"This paper explores the efficacy of online versus offline evaluation methods\u0000in assessing conversational chatbots, specifically comparing first-party direct\u0000interactions with third-party observational assessments. By extending a\u0000benchmarking dataset of user dialogs with empathetic chatbots with offline\u0000third-party evaluations, we present a systematic comparison between the\u0000feedback from online interactions and the more detached offline third-party\u0000evaluations. Our results reveal that offline human evaluations fail to capture\u0000the subtleties of human-chatbot interactions as effectively as online\u0000assessments. In comparison, automated third-party evaluations using a GPT-4\u0000model offer a better approximation of first-party human judgments given\u0000detailed instructions. This study highlights the limitations of third-party\u0000evaluations in grasping the complexities of user experiences and advocates for\u0000the integration of direct interaction feedback in conversational AI evaluation\u0000to enhance system development and user satisfaction.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183420","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lijie Yao, Anastasia Bezerianos, Romain Vuillemot, Petra Isenberg
Competitive sports coverage increasingly includes information on athlete or team statistics and records. Sports video coverage has traditionally embedded representations of this data in fixed locations on the screen, but more recently also attached representations to athletes or other targets in motion. These publicly used representations so far have been rather simple and systematic investigations of the research space of embedded visualizations in motion are still missing. Here we report on our preliminary research in the domain of professional and amateur swimming. We analyzed how visualizations are currently added to the coverage of Olympics swimming competitions and then plan to derive a design space for embedded data representations for swimming competitions. We are currently conducting a crowdsourced survey to explore which kind of swimming-related data general audiences are interested in, in order to identify opportunities for additional visualizations to be added to swimming competition coverage.
{"title":"Situated Visualization in Motion for Swimming","authors":"Lijie Yao, Anastasia Bezerianos, Romain Vuillemot, Petra Isenberg","doi":"arxiv-2409.07695","DOIUrl":"https://doi.org/arxiv-2409.07695","url":null,"abstract":"Competitive sports coverage increasingly includes information on athlete or\u0000team statistics and records. Sports video coverage has traditionally embedded\u0000representations of this data in fixed locations on the screen, but more\u0000recently also attached representations to athletes or other targets in motion.\u0000These publicly used representations so far have been rather simple and\u0000systematic investigations of the research space of embedded visualizations in\u0000motion are still missing. Here we report on our preliminary research in the\u0000domain of professional and amateur swimming. We analyzed how visualizations are\u0000currently added to the coverage of Olympics swimming competitions and then plan\u0000to derive a design space for embedded data representations for swimming\u0000competitions. We are currently conducting a crowdsourced survey to explore\u0000which kind of swimming-related data general audiences are interested in, in\u0000order to identify opportunities for additional visualizations to be added to\u0000swimming competition coverage.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"14 2 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183426","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Seyda Öney, Moataz Abdelaal, Kuno Kurzhals, Paul Betz, Cordula Kropp, Daniel Weiskopf
Various standardized tests exist that assess individuals' visualization literacy. Their use can help to draw conclusions from studies. However, it is not taken into account that the test itself can create a pressure situation where participants might fear being exposed and assessed negatively. This is especially problematic when testing domain experts in design studies. We conducted interviews with experts from different domains performing the Mini-VLAT test for visualization literacy to identify potential problems. Our participants reported that the time limit per question, ambiguities in the questions and visualizations, and missing steps in the test procedure mainly had an impact on their performance and content. We discuss possible changes to the test design to address these issues and how such assessment methods could be integrated into existing evaluation procedures.
{"title":"Testing the Test: Observations When Assessing Visualization Literacy of Domain Experts","authors":"Seyda Öney, Moataz Abdelaal, Kuno Kurzhals, Paul Betz, Cordula Kropp, Daniel Weiskopf","doi":"arxiv-2409.08101","DOIUrl":"https://doi.org/arxiv-2409.08101","url":null,"abstract":"Various standardized tests exist that assess individuals' visualization\u0000literacy. Their use can help to draw conclusions from studies. However, it is\u0000not taken into account that the test itself can create a pressure situation\u0000where participants might fear being exposed and assessed negatively. This is\u0000especially problematic when testing domain experts in design studies. We\u0000conducted interviews with experts from different domains performing the\u0000Mini-VLAT test for visualization literacy to identify potential problems. Our\u0000participants reported that the time limit per question, ambiguities in the\u0000questions and visualizations, and missing steps in the test procedure mainly\u0000had an impact on their performance and content. We discuss possible changes to\u0000the test design to address these issues and how such assessment methods could\u0000be integrated into existing evaluation procedures.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183417","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
For the Bio+Med-Vis Challenge 2024, we propose a visual analytics system as a redesign for the scatter pie chart visualization of cell type proportions of spatial transcriptomics data. Our design uses three linked views: a view of the histological image of the tissue, a stacked bar chart showing cell type proportions of the spots, and a scatter plot showing a dimensionality reduction of the multivariate proportions. Furthermore, we apply a compositional data analysis framework, the Aitchison geometry, to the proportions for dimensionality reduction and $k$-means clustering. Leveraging brushing and linking, the system allows one to explore and uncover patterns in the cell type mixtures and relate them to their spatial locations on the cellular tissue. This redesign shifts the pattern recognition workload from the human visual system to computational methods commonly used in visual analytics. We provide the code and setup instructions of our visual analytics system on GitHub (https://github.com/UniStuttgart-VISUS/va-for-spatial-transcriptomics).
{"title":"Visual Compositional Data Analytics for Spatial Transcriptomics","authors":"David Hägele, Yuxuan Tang, Daniel Weiskopf","doi":"arxiv-2409.07306","DOIUrl":"https://doi.org/arxiv-2409.07306","url":null,"abstract":"For the Bio+Med-Vis Challenge 2024, we propose a visual analytics system as a\u0000redesign for the scatter pie chart visualization of cell type proportions of\u0000spatial transcriptomics data. Our design uses three linked views: a view of the\u0000histological image of the tissue, a stacked bar chart showing cell type\u0000proportions of the spots, and a scatter plot showing a dimensionality reduction\u0000of the multivariate proportions. Furthermore, we apply a compositional data\u0000analysis framework, the Aitchison geometry, to the proportions for\u0000dimensionality reduction and $k$-means clustering. Leveraging brushing and\u0000linking, the system allows one to explore and uncover patterns in the cell type\u0000mixtures and relate them to their spatial locations on the cellular tissue.\u0000This redesign shifts the pattern recognition workload from the human visual\u0000system to computational methods commonly used in visual analytics. We provide\u0000the code and setup instructions of our visual analytics system on GitHub\u0000(https://github.com/UniStuttgart-VISUS/va-for-spatial-transcriptomics).","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"36 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183427","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
While personal characteristics influence people's snapshot trust towards autonomous systems, their relationships with trust dynamics remain poorly understood. We conducted a human-subject experiment with 130 participants performing a simulated surveillance task aided by an automated threat detector. A comprehensive pre-experimental survey collected data on participants' personal characteristics across 12 constructs and 28 dimensions. Based on data collected in the experiment, we clustered participants' trust dynamics into three types and assessed differences among the three clusters in terms of personal characteristics, behaviors, performance, and post-experiment ratings. Participants were clustered into three groups, namely Bayesian decision makers, disbelievers, and oscillators. Results showed that the clusters differ significantly in seven personal characteristics: masculinity, positive affect, extraversion, neuroticism, intellect, performance expectancy, and high expectations. The disbelievers tend to have high neuroticism and low performance expectancy. The oscillators tend to have higher scores in masculinity, positive affect, extraversion and intellect. We also found significant differences in the behaviors and post-experiment ratings among the three groups. The disbelievers are the least likely to blindly follow the recommendations made by the automated threat detector. Based on the significant personal characteristics, we developed a decision tree model to predict cluster types with an accuracy of 70%.
{"title":"Trust Dynamics in Human-Autonomy Interaction: Uncover Associations between Trust Dynamics and Personal Characteristics","authors":"Hyesun Chung, X. Jessie Yang","doi":"arxiv-2409.07406","DOIUrl":"https://doi.org/arxiv-2409.07406","url":null,"abstract":"While personal characteristics influence people's snapshot trust towards\u0000autonomous systems, their relationships with trust dynamics remain poorly\u0000understood. We conducted a human-subject experiment with 130 participants\u0000performing a simulated surveillance task aided by an automated threat detector.\u0000A comprehensive pre-experimental survey collected data on participants'\u0000personal characteristics across 12 constructs and 28 dimensions. Based on data\u0000collected in the experiment, we clustered participants' trust dynamics into\u0000three types and assessed differences among the three clusters in terms of\u0000personal characteristics, behaviors, performance, and post-experiment ratings.\u0000Participants were clustered into three groups, namely Bayesian decision makers,\u0000disbelievers, and oscillators. Results showed that the clusters differ\u0000significantly in seven personal characteristics: masculinity, positive affect,\u0000extraversion, neuroticism, intellect, performance expectancy, and high\u0000expectations. The disbelievers tend to have high neuroticism and low\u0000performance expectancy. The oscillators tend to have higher scores in\u0000masculinity, positive affect, extraversion and intellect. We also found\u0000significant differences in the behaviors and post-experiment ratings among the\u0000three groups. The disbelievers are the least likely to blindly follow the\u0000recommendations made by the automated threat detector. Based on the significant\u0000personal characteristics, we developed a decision tree model to predict cluster\u0000types with an accuracy of 70%.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"157 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We contribute a first design space on visualizations in motion and the design of a pilot study we plan to run in the fall. Visualizations can be useful in contexts where either the observation is in motion or the whole visualization is moving at various speeds. Imagine, for example, displays attached to an athlete or animal that show data about the wearer -- for example, captured from a fitness tracking band; or a visualization attached to a moving object such as a vehicle or a soccer ball. The ultimate goal of our research is to inform the design of visualizations under motion.
{"title":"Situated Visualization in Motion","authors":"Lijie Yao, Anastasia Bezerianos, Petra Isenberg","doi":"arxiv-2409.07005","DOIUrl":"https://doi.org/arxiv-2409.07005","url":null,"abstract":"We contribute a first design space on visualizations in motion and the design\u0000of a pilot study we plan to run in the fall. Visualizations can be useful in\u0000contexts where either the observation is in motion or the whole visualization\u0000is moving at various speeds. Imagine, for example, displays attached to an\u0000athlete or animal that show data about the wearer -- for example, captured from\u0000a fitness tracking band; or a visualization attached to a moving object such as\u0000a vehicle or a soccer ball. The ultimate goal of our research is to inform the\u0000design of visualizations under motion.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shengxin Hong, Chang Cai, Sixuan Du, Haiyue Feng, Siyuan Liu, Xiuyi Fan
Interactive feedback, where feedback flows in both directions between teacher and student, is more effective than traditional one-way feedback. However, it is often too time-consuming for widespread use in educational practice. While Large Language Models (LLMs) have potential for automating feedback, they struggle with reasoning and interaction in an interactive setting. This paper introduces CAELF, a Contestable AI Empowered LLM Framework for automating interactive feedback. CAELF allows students to query, challenge, and clarify their feedback by integrating a multi-agent system with computational argumentation. Essays are first assessed by multiple Teaching-Assistant Agents (TA Agents), and then a Teacher Agent aggregates the evaluations through formal reasoning to generate feedback and grades. Students can further engage with the feedback to refine their understanding. A case study on 500 critical thinking essays with user studies demonstrates that CAELF significantly improves interactive feedback, enhancing the reasoning and interaction capabilities of LLMs. This approach offers a promising solution to overcoming the time and resource barriers that have limited the adoption of interactive feedback in educational settings.
{"title":"\"My Grade is Wrong!\": A Contestable AI Framework for Interactive Feedback in Evaluating Student Essays","authors":"Shengxin Hong, Chang Cai, Sixuan Du, Haiyue Feng, Siyuan Liu, Xiuyi Fan","doi":"arxiv-2409.07453","DOIUrl":"https://doi.org/arxiv-2409.07453","url":null,"abstract":"Interactive feedback, where feedback flows in both directions between teacher\u0000and student, is more effective than traditional one-way feedback. However, it\u0000is often too time-consuming for widespread use in educational practice. While\u0000Large Language Models (LLMs) have potential for automating feedback, they\u0000struggle with reasoning and interaction in an interactive setting. This paper\u0000introduces CAELF, a Contestable AI Empowered LLM Framework for automating\u0000interactive feedback. CAELF allows students to query, challenge, and clarify\u0000their feedback by integrating a multi-agent system with computational\u0000argumentation. Essays are first assessed by multiple Teaching-Assistant Agents\u0000(TA Agents), and then a Teacher Agent aggregates the evaluations through formal\u0000reasoning to generate feedback and grades. Students can further engage with the\u0000feedback to refine their understanding. A case study on 500 critical thinking\u0000essays with user studies demonstrates that CAELF significantly improves\u0000interactive feedback, enhancing the reasoning and interaction capabilities of\u0000LLMs. This approach offers a promising solution to overcoming the time and\u0000resource barriers that have limited the adoption of interactive feedback in\u0000educational settings.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183357","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper revisits the role of quantitative and qualitative methods in visualization research in the context of advancements in artificial intelligence (AI). The focus is on how we can bridge between the different methods in an integrated process of analyzing user study data. To this end, a process model of - potentially iterated - semantic enrichment and transformation of data is proposed. This joint perspective of data and semantics facilitates the integration of quantitative and qualitative methods. The model is motivated by examples of own prior work, especially in the area of eye tracking user studies and coding data-rich observations. Finally, there is a discussion of open issues and research opportunities in the interplay between AI, human analyst, and qualitative and quantitative methods for visualization research.
{"title":"Bridging Quantitative and Qualitative Methods for Visualization Research: A Data/Semantics Perspective in Light of Advanced AI","authors":"Daniel Weiskopf","doi":"arxiv-2409.07250","DOIUrl":"https://doi.org/arxiv-2409.07250","url":null,"abstract":"This paper revisits the role of quantitative and qualitative methods in\u0000visualization research in the context of advancements in artificial\u0000intelligence (AI). The focus is on how we can bridge between the different\u0000methods in an integrated process of analyzing user study data. To this end, a\u0000process model of - potentially iterated - semantic enrichment and\u0000transformation of data is proposed. This joint perspective of data and\u0000semantics facilitates the integration of quantitative and qualitative methods.\u0000The model is motivated by examples of own prior work, especially in the area of\u0000eye tracking user studies and coding data-rich observations. Finally, there is\u0000a discussion of open issues and research opportunities in the interplay between\u0000AI, human analyst, and qualitative and quantitative methods for visualization\u0000research.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183428","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daniel Zhang-Li, Zheyuan Zhang, Jifan Yu, Joy Lim Jia Yin, Shangqing Tu, Linlu Gong, Haohua Wang, Zhiyuan Liu, Huiqin Liu, Lei Hou, Juanzi Li
The vast pre-existing slides serve as rich and important materials to carry lecture knowledge. However, effectively leveraging lecture slides to serve students is difficult due to the multi-modal nature of slide content and the heterogeneous teaching actions. We study the problem of discovering effective designs that convert a slide into an interactive lecture. We develop Slide2Lecture, a tuning-free and knowledge-regulated intelligent tutoring system that can (1) effectively convert an input lecture slide into a structured teaching agenda consisting of a set of heterogeneous teaching actions; (2) create and manage an interactive lecture that generates responsive interactions catering to student learning demands while regulating the interactions to follow teaching actions. Slide2Lecture contains a complete pipeline for learners to obtain an interactive classroom experience to learn the slide. For teachers and developers, Slide2Lecture enables customization to cater to personalized demands. The evaluation rated by annotators and students shows that Slide2Lecture is effective in outperforming the remaining implementation. Slide2Lecture's online deployment has made more than 200K interaction with students in the 3K lecture sessions. We open source Slide2Lecture's implementation in https://anonymous.4open.science/r/slide2lecture-4210/.
{"title":"Awaking the Slides: A Tuning-free and Knowledge-regulated AI Tutoring System via Language Model Coordination","authors":"Daniel Zhang-Li, Zheyuan Zhang, Jifan Yu, Joy Lim Jia Yin, Shangqing Tu, Linlu Gong, Haohua Wang, Zhiyuan Liu, Huiqin Liu, Lei Hou, Juanzi Li","doi":"arxiv-2409.07372","DOIUrl":"https://doi.org/arxiv-2409.07372","url":null,"abstract":"The vast pre-existing slides serve as rich and important materials to carry\u0000lecture knowledge. However, effectively leveraging lecture slides to serve\u0000students is difficult due to the multi-modal nature of slide content and the\u0000heterogeneous teaching actions. We study the problem of discovering effective\u0000designs that convert a slide into an interactive lecture. We develop\u0000Slide2Lecture, a tuning-free and knowledge-regulated intelligent tutoring\u0000system that can (1) effectively convert an input lecture slide into a\u0000structured teaching agenda consisting of a set of heterogeneous teaching\u0000actions; (2) create and manage an interactive lecture that generates responsive\u0000interactions catering to student learning demands while regulating the\u0000interactions to follow teaching actions. Slide2Lecture contains a complete\u0000pipeline for learners to obtain an interactive classroom experience to learn\u0000the slide. For teachers and developers, Slide2Lecture enables customization to\u0000cater to personalized demands. The evaluation rated by annotators and students\u0000shows that Slide2Lecture is effective in outperforming the remaining\u0000implementation. Slide2Lecture's online deployment has made more than 200K\u0000interaction with students in the 3K lecture sessions. We open source\u0000Slide2Lecture's implementation in\u0000https://anonymous.4open.science/r/slide2lecture-4210/.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"23 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142183359","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}