Cristina Conati
University of British Columbia
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Publication
Featured researches published by Cristina Conati.
Applied Artificial Intelligence | 2002
Cristina Conati
We present a probabilistic model to monitor a users emotions and engagement during the interaction with educational games. We illustrate how our probabilistic model assesses affect by integrating evidence on both possible causes of the users emotional arousal (i.e., the state of the interaction) and its effects (i.e., bodily expressions that are known to be influenced by emotional reactions). The probabilistic model relies on a Dynamic Decision Network to leverage any indirect evidence on the users emotional state, in order to estimate this state and any other related variable in the model. This is crucial in a modeling task in which the available evidence usually varies with the user and with each particular interaction. The probabilistic model we present is to be used by decision theoretic pedagogical agents to generate interventions aimed at achieving the best tradeoff between a users learning and engagement during the interaction with educational games.
User Modeling and User-adapted Interaction | 2002
Cristina Conati; Abigail S. Gertner; Kurt VanLehn
When a tutoring system aims to provide students with interactive help, it needs to know what knowledge the student has and what goals the student is currently trying to achieve. That is, it must do both assessment and plan recognition. These modeling tasks involve a high level of uncertainty when students are allowed to follow various lines of reasoning and are not required to show all their reasoning explicitly. We use Bayesian networks as a comprehensive, sound formalism to handle this uncertainty. Using Bayesian networks, we have devised the probabilistic student models for Andes, a tutoring system for Newtonian physics whose philosophy is to maximize student initiative and freedom during the pedagogical interaction. Andes’ models provide long-term knowledge assessment, plan recognition, and prediction of students’ actions during problem solving, as well as assessment of students’ knowledge and understanding as students read and explain worked out examples. In this paper, we describe the basic mechanisms that allow Andes’ student models to soundly perform assessment and plan recognition, as well as the Bayesian network solutions to issues that arose in scaling up the model to a full-scale, field evaluated application. We also summarize the results of several evaluations of Andes which provide evidence on the accuracy of its student models.
User Modeling and User-adapted Interaction | 2009
Cristina Conati; Heather Maclaren
We present a probabilistic model of user affect designed to allow an intelligent agent to recognise multiple user emotions during the interaction with an educational computer game. Our model is based on a probabilistic framework that deals with the high level of uncertainty involved in recognizing a variety of user emotions by combining in a Dynamic Bayesian Network information on both the causes and effects of emotional reactions. The part of the framework that reasons from causes to emotions (diagnostic model) implements a theoretical model of affect, the OCC model, which accounts for how emotions are caused by one’s appraisal of the current context in terms of one’s goals and preferences. The advantage of using the OCC model is that it provides an affective agent with explicit information not only on which emotions a user feels but also why, thus increasing the agent’s capability to effectively respond to the users’ emotions. The challenge is that building the model requires having mechanisms to assess user goals and how the environment fits them, a form of plan recognition. In this paper, we illustrate how we built the predictive part of the affective model by combining general theories with empirical studies to adapt the theories to our target application domain. We then present results on the model’s accuracy, showing that the model achieves good accuracy on several of the target emotions. We also discuss the model’s limitations, to open the ground for the next stage of the work, i.e., complementing the model with diagnostic information.
intelligent user interfaces | 2004
Cristina Conati; Xiaohong Zhao
Electronic educational games can be highly entertaining, but studies have shown that they do not always trigger learning. To enhance the effectiveness of educational games, we propose intelligent pedagogical agents that can provide individualized instruction integrated with the entertaining nature of the games. In this paper, we describe one such agent, that we have developed for Prime Climb, an educational game on number factorization. The Prime Climb agent relies on a probabilistic student model to generate tailored interventions aimed at helping students learn number factorization through the game. After describing the functioning of the agent and the underlying student model, we report the results of an empirical study that we performed to test the agents effectiveness.
Knowledge Based Systems | 2007
Cristina Conati; Christina Merten
In this paper, we describe research on using eye-tracking data for on-line assessment of user meta-cognitive behavior during interaction with an environment for exploration-based learning. This work contributes to user modeling and intelligent interfaces research by extending existing research on eye-tracking in HCI to on-line capturing of high-level user mental states for real-time interaction tailoring. We first describe the empirical work we did to understand the user meta-cognitive behaviors to be modeled. We then illustrate the probabilistic user model we designed to capture these behaviors with the help of on-line information on user attention patterns derived from eye-tracking data. Next, we describe the evaluation of this model, showing that gaze-tracking data can significantly improve model performance compared to lower level, time-based evidence. Finally, we discuss work we have done on using pupil dilation information, also gathered through eye-tracking data, to further improve model accuracy.
intelligent tutoring systems | 2002
Cristina Conati; Xiaoming Zhou
We present a probabilistic model that assesses student emotional reaction during interaction with an educational game. Following a well-known cognitive theory of emotions (the OCC theory), the model predicts a students emotional state by assessing the students appraisal of her interaction with the game, in light of the students goals and personality. We illustrate how the model relies on a Dynamic Decision Network that is based on both the OCC theory and observations from two user studies.
User Modeling and User-adapted Interaction | 2003
Andrea Bunt; Cristina Conati
This paper presents the details of a student model that enables an open learning environment to provide tailored feedback on a learners exploration. Open learning environments have been shown to be beneficial for learners with appropriate learning styles and characteristics, but problematic for those who are not able to explore effectively. To address this problem, we have built a student model capable of detecting when the learner is having difficulty exploring and of providing the types of assessments that the environment needs to guide and improve the learners exploration of the available material. The model, which uses Bayesian Networks, was built using an iterative design and evaluation process. We describe the details of this process, as it was used to both define the structure of the model and to provide its initial validation.
intelligent user interfaces | 2003
Xiaoming Zhou; Cristina Conati
We present a probabilistic model, based on Dynamic Decision Networks, to assess user affect from possible causes of emotional arousal. The model relies on the OCC cognitive theory of emotions and is designed to assess student affect during the interaction with an educational game. A key element of applying the OCC theory to assess user affect is knowledge of user goals. Thus, in this paper we focus on describing how our model infers these goals from user personality traits and interaction behavior. In particular, we illustrate how we iteratively defined the structure and parameters for this part of the model by using both empirical data collected through Wizard of Oz experiments and relevant psychological findings
intelligent user interfaces | 2013
Ben Steichen; Giuseppe Carenini; Cristina Conati
Information Visualization systems have traditionally followed a one-size-fits-all model, typically ignoring an individual users needs, abilities and preferences. However, recent research has indicated that visualization performance could be improved by adapting aspects of the visualization to each individual user. To this end, this paper presents research aimed at supporting the design of novel user-adaptive visualization systems. In particular, we discuss results on using information on user eye gaze patterns while interacting with a given visualization to predict the users visualization tasks, as well as user cognitive abilities including perceptual speed, visual working memory, and verbal working memory. We show that such predictions are significantly better than a baseline classifier even during the early stages of visualization usage. These findings are discussed in view of designing visualization systems that can adapt to each individual user in real-time.
intelligent user interfaces | 2007
Andrea Bunt; Cristina Conati; Joanna McGrenere
We describe a mixed-initiative framework designed to support the customization of complex graphical user interfaces. The framework uses an innovative form of online GOMS analysis to provide the user with tailored customization suggestions aimed at maximizing the users performance with the interface. The suggestions are presented non-intrusively, minimizing disruption and allowing the user to maintain full control. The framework has been applied to a general user-productivity application. A formal user evaluation of the system provides encouraging evidence that this mixed-initiative approach is preferred to a purely adaptable alternative and that the systems suggestions help improve task performance.