Searcharxiv⌕ Search

arXiv subjects

Meng Xia

Publications and source records attributed to Meng Xia.

At least 37 records · Page 2Linked to original sources

Ruffle&Riley: Insights from Designing and Evaluating a Large Language Model-Based Conversational Tutoring System

Conversational tutoring systems (CTSs) offer learning experiences through interactions based on natural language. They are recognized for promoting cognitive engagement and improving learning outcomes, especially in reasoning tasks. Nonetheless, the cost associated with authoring CTS content is a major obstacle to widespread adoption and to research on effective instructional design. In this paper, we discuss and evaluate a novel type of CTS that leverages recent advances in large language models (LLMs) in two ways: First, the system enables AI-assisted content authoring by inducing an easily editable tutoring script automatically from a lesson text. Second, the system automates the script orchestration in a learning-by-teaching format via two LLM-based agents (Ruffle&Riley) acting as a student and a professor. The system allows for free-form conversations that follow the ITS-typical inner and outer loop structure. We evaluate Ruffle&Riley's ability to support biology lessons in two between-subject online user studies (N = 200) comparing the system to simpler QA chatbots and reading activity. Analyzing system usage patterns, pre/post-test scores and user experience surveys, we find that Ruffle&Riley users report high levels of engagement, understanding and perceive the offered support as helpful. Even though Ruffle&Riley users require more time to complete the activity, we did not find significant differences in short-term learning gains over the reading activity. Our system architecture and user study provide various insights for designers of future CTSs. We further open-source our system to support ongoing research on effective instructional design of LLM-based learning technologies.

cs.CL↗

Ruffle&Riley: Towards the Automated Induction of Conversational Tutoring Systems

Conversational tutoring systems (CTSs) offer learning experiences driven by natural language interaction. They are known to promote high levels of cognitive engagement and benefit learning outcomes, particularly in reasoning tasks. Nonetheless, the time and cost required to author CTS content is a major obstacle to widespread adoption. In this paper, we introduce a novel type of CTS that leverages the recent advances in large language models (LLMs) in two ways: First, the system induces a tutoring script automatically from a lesson text. Second, the system automates the script orchestration via two LLM-based agents (Ruffle&Riley) with the roles of a student and a professor in a learning-by-teaching format. The system allows a free-form conversation that follows the ITS-typical inner and outer loop structure. In an initial between-subject online user study (N = 100) comparing Ruffle&Riley to simpler QA chatbots and reading activity, we found no significant differences in post-test scores. Nonetheless, in the learning experience survey, Ruffle&Riley users expressed higher ratings of understanding and remembering and further perceived the offered support as more helpful and the conversation as coherent. Our study provides insights for a new generation of scalable CTS technologies.

cs.CL↗

Towards an Understanding of Distributed Asymmetric Collaborative Visualization on Problem-solving

This paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as Virtual Reality (VR) head-mounted displays, scenarios emerge when collaborators have to or prefer to use different computing environments in different places. However, we still lack an understanding of using VR in an asymmetric setting for collaborative visualization. To get an initial understanding and better inform the designs for asymmetric systems, we first conducted a formative study with 12 pairs of participants. All participants collaborated in asymmetric (PC-VR) and symmetric settings (PC-PC and VR-VR). We then improved our asymmetric design based on the key findings and observations from the first study. Another ten pairs of participants collaborated with enhanced PC-VR and PC-PC conditions in a follow-up study. We found that a well-designed asymmetric collaboration system could be as effective as a symmetric system. Surprisingly, participants using PC perceived less mental demand and effort in the asymmetric setting (PC-VR) compared to the symmetric setting (PC-PC). We provided fine-grained discussions about the trade-offs between different collaboration settings.

cs.HC↗

Bias-Aware Design for Informed Decisions: Raising Awareness of Self-Selection Bias in User Ratings and Reviews

People often take user ratings and reviews into consideration when shopping for products or services online. However, such user-generated data contains self-selection bias that could affect people decisions and it is hard to resolve this issue completely by algorithms. In this work, we propose to raise the awareness of the self-selection bias by making three types of information concerning user ratings and reviews transparent. We distill these three pieces of information (reviewers experience, the extremity of emotion, and reported aspects) from the definition of self-selection bias and exploration of related literature. We further conduct an online survey to assess the perceptions of the usefulness of such information and identify the exact facets people care about in their decision process. Then, we propose a visual design to make such details behind user reviews transparent and integrate the design into an experimental website for evaluation. The results of a between-subjects study demonstrate that our bias-aware design significantly increases the awareness of bias and their satisfaction with decision-making. We further offer a series of design implications for improving information transparency and awareness of bias in user-generated content.

cs.HC↗

Exploring Interactions with Printed Data Visualizations in Augmented Reality

This paper presents a design space of interaction techniques to engage with visualizations that are printed on paper and augmented through Augmented Reality. Paper sheets are widely used to deploy visualizations and provide a rich set of tangible affordances for interactions, such as touch, folding, tilting, or stacking. At the same time, augmented reality can dynamically update visualization content to provide commands such as pan, zoom, filter, or detail on demand. This paper is the first to provide a structured approach to mapping possible actions with the paper to interaction commands. This design space and the findings of a controlled user study have implications for future designs of augmented reality systems involving paper sheets and visualizations. Through workshops (N=20) and ideation, we identified 81 interactions that we classify in three dimensions: 1) commands that can be supported by an interaction, 2) the specific parameters provided by an (inter)action with paper, and 3) the number of paper sheets involved in an interaction. We tested user preference and viability of 11 of these interactions with a prototype implementation in a controlled study (N=12, HoloLens 2) and found that most of the interactions are intuitive and engaging to use. We summarized interactions (e.g., tilt to pan) that have strong affordance to complement "point" for data exploration, physical limitations and properties of paper as a medium, cases requiring redundancy and shortcuts, and other implications for design.

cs.HC↗

Persua: A Visual Interactive System to Enhance the Persuasiveness of Arguments in Online Discussion

Persuading people to change their opinions is a common practice in online discussion forums on topics ranging from political campaigns to relationship consultation. Enhancing people's ability to write persuasive arguments could not only practice their critical thinking and reasoning but also contribute to the effectiveness and civility in online communication. It is, however, not an easy task in online discussion settings where written words are the primary communication channel. In this paper, we derived four design goals for a tool that helps users improve the persuasiveness of arguments in online discussions through a survey with 123 online forum users and interviews with five debating experts. To satisfy these design goals, we analyzed and built a labeled dataset of fine-grained persuasive strategies (i.e., logos, pathos, ethos, and evidence) in 164 arguments with high ratings on persuasiveness from ChangeMyView, a popular online discussion forum. We then designed an interactive visual system, Persua, which provides example-based guidance on persuasive strategies to enhance the persuasiveness of arguments. In particular, the system constructs portfolios of arguments based on different persuasive strategies applied to a given discussion topic. It then presents concrete examples based on the difference between the portfolios of user input and high-quality arguments in the dataset. A between-subjects study shows suggestive evidence that Persua encourages users to submit more times for feedback and helps users improve more on the persuasiveness of their arguments than a baseline system. Finally, a set of design considerations was summarized to guide future intelligent systems that improve the persuasiveness in text.

cs.HC↗

RLens: A Computer-aided Visualization System for Supporting Reflection on Language Learning under Distributed Tutorship

With the rise of the gig economy, online language tutoring platforms are becoming increasingly popular. These platforms provide temporary and flexible jobs for native speakers as tutors and allow language learners to have one-on-one speaking practices on demand, on which learners occasionally practice the language with different tutors. With such distributed tutorship, learners can hold flexible schedules and receive diverse feedback. However, learners face challenges in consistently tracking their learning progress because different tutors provide feedback from diverse standards and perspectives, and hardly refer to learners' previous experiences with other tutors. We present RLens, a visualization system for facilitating learners' learning progress reflection by grouping different tutors' feedback, tracking how each feedback type has been addressed across learning sessions, and visualizing the learning progress. We validate our design through a between-subjects study with 40 real-world learners. Results show that learners can successfully analyze their progress and common language issues under distributed tutorship with RLens, while most learners using the baseline interface had difficulty achieving reflection tasks. We further discuss design considerations of computer-aided systems for supporting learning under distributed tutorship.

cs.HC↗

"It Feels Like Taking a Gamble": Exploring Perceptions, Practices, and Challenges of Using Makeup and Cosmetics for People with Visual Impairments

Makeup and cosmetics offer the potential for self-expression and the reshaping of social roles for visually impaired people. However, there exist barriers to conducting a beauty regime because of the reliance on visual information and color variances in makeup. We present a content analysis of 145 YouTube videos to demonstrate visually impaired individuals' unique practices before, during, and after doing makeup. Based on the makeup practices, we then conducted semi-structured interviews with 12 visually impaired people to discuss their perceptions of and challenges with the makeup process in more depth. Overall, through our findings and discussion, we present novel perceptions of makeup from visually impaired individuals (e.g., broader representations of blindness and beauty). The existing challenges provide opportunities for future research to address learning barriers, insufficient feedback, and physical and environmental barriers, making the experience of doing makeup more accessible to people with visual impairments.

cs.HC↗

Understanding Distributed Tutorship in Online Language Tutoring

With the rise of the gig economy, online language tutoring platforms are becoming increasingly popular. They provide temporary and flexible jobs for native speakers as tutors and allow language learners to have one-on-one speaking practices on demand. However, the lack of stable relationships hinders tutors and learners from building long-term trust. "Distributed tutorship" -- temporally discontinuous learning experience with different tutors -- has been underexplored yet has many implications for modern learning platforms. In this paper, we analyzed tutorship sequences of 15,959 learners and found that around 40% of learners change to new tutors every session; 44% learners change to new tutors while reverting to previous tutors sometimes; only 16% learners change to new tutors and then fix on one tutor. We also found suggestive evidence that higher distributedness -- higher diversity and lower continuity in tutorship -- is correlated to slower improvements in speaking performance scores with a similar number of sessions. We further surveyed 519 and interviewed 40 learners and found that more learners preferred fixed tutorship while some do not have it due to various reasons. Finally, we conducted semi-structured interviews with three tutors and one product manager to discuss the implications for improving the continuity in learning under distributed tutorship.

cs.HC↗

Malignancy Prediction and Lesion Identification from Clinical Dermatological Images

We consider machine-learning-based malignancy prediction and lesion identification from clinical dermatological images, which can be indistinctly acquired via smartphone or dermoscopy capture. Additionally, we do not assume that images contain single lesions, thus the framework supports both focal or wide-field images. Specifically, we propose a two-stage approach in which we first identify all lesions present in the image regardless of sub-type or likelihood of malignancy, then it estimates their likelihood of malignancy, and through aggregation, it also generates an image-level likelihood of malignancy that can be used for high-level screening processes. Further, we consider augmenting the proposed approach with clinical covariates (from electronic health records) and publicly available data (the ISIC dataset). Comprehensive experiments validated on an independent test dataset demonstrate that i) the proposed approach outperforms alternative model architectures; ii) the model based on images outperforms a pure clinical model by a large margin, and the combination of images and clinical data does not significantly improves over the image-only model; and iii) the proposed framework offers comparable performance in terms of malignancy classification relative to three board certified dermatologists with different levels of experience.

cs.CV↗

QLens: Visual Analytics of Multi-step Problem-solving Behaviors for Improving Question Design

With the rapid development of online education in recent years, there has been an increasing number of learning platforms that provide students with multi-step questions to cultivate their problem-solving skills. To guarantee the high quality of such learning materials, question designers need to inspect how students' problem-solving processes unfold step by step to infer whether students' problem-solving logic matches their design intent. They also need to compare the behaviors of different groups (e.g., students from different grades) to distribute questions to students with the right level of knowledge. The availability of fine-grained interaction data, such as mouse movement trajectories from the online platforms, provides the opportunity to analyze problem-solving behaviors. However, it is still challenging to interpret, summarize, and compare the high dimensional problem-solving sequence data. In this paper, we present a visual analytics system, QLens, to help question designers inspect detailed problem-solving trajectories, compare different student groups, distill insights for design improvements. In particular, QLens models problem-solving behavior as a hybrid state transition graph and visualizes it through a novel glyph-embedded Sankey diagram, which reflects students' problem-solving logic, engagement, and encountered difficulties. We conduct three case studies and three expert interviews to demonstrate the usefulness of QLens on real-world datasets that consist of thousands of problem-solving traces.

cs.HC↗

Investigating the Effects of Robot Engagement Communication on Learning from Demonstration

Robot Learning from Demonstration (RLfD) is a technique for robots to derive policies from instructors' examples. Although the reciprocal effects of student engagement on teacher behavior are widely recognized in the educational community, it is unclear whether the same phenomenon holds true for RLfD. To fill this gap, we first design three types of robot engagement behavior (attention, imitation, and a hybrid of the two) based on the learning literature. We then conduct, in a simulation environment, a within-subject user study to investigate the impact of different robot engagement cues on humans compared to a "without-engagement" condition. Results suggest that engagement communication significantly changes the human's estimation of the robots' capability and significantly raises their expectation towards the learning outcomes, even though we do not run actual learning algorithms in the experiments. Moreover, imitation behavior affects humans more than attention does in all metrics, while their combination has the most profound influences on humans. We also find that communicating engagement via imitation or the combined behavior significantly improve humans' perception towards the quality of demonstrations, even if all demonstrations are of the same quality.

cs.HC↗

Predicting Student Performance in Interactive Online Question Pools Using Mouse Interaction Features

Modeling student learning and further predicting the performance is a well-established task in online learning and is crucial to personalized education by recommending different learning resources to different students based on their needs. Interactive online question pools (e.g., educational game platforms), an important component of online education, have become increasingly popular in recent years. However, most existing work on student performance prediction targets at online learning platforms with a well-structured curriculum, predefined question order and accurate knowledge tags provided by domain experts. It remains unclear how to conduct student performance prediction in interactive online question pools without such well-organized question orders or knowledge tags by experts. In this paper, we propose a novel approach to boost student performance prediction in interactive online question pools by further considering student interaction features and the similarity between questions. Specifically, we introduce new features (e.g., think time, first attempt, and first drag-and-drop) based on student mouse movement trajectories to delineate students' problem-solving details. In addition, heterogeneous information network is applied to integrating students' historical problem-solving information on similar questions, enhancing student performance predictions on a new question. We evaluate the proposed approach on the dataset from a real-world interactive question pool using four typical machine learning models.

cs.HC↗

Visual Analytics of Student Learning Behaviors on K-12 Mathematics E-learning Platforms

With increasing popularity in online learning, a surge of E-learning platforms have emerged to facilitate education opportunities for k-12 (from kindergarten to 12th grade) students and with this, a wealth of information on their learning logs are getting recorded. However, it remains unclear how to make use of these detailed learning behavior data to improve the design of learning materials and gain deeper insight into students' thinking and learning styles. In this work, we propose a visual analytics system to analyze student learning behaviors on a K-12 mathematics E-learning platform. It supports both correlation analysis between different attributes and a detailed visualization of user mouse-movement logs. Our case studies on a real dataset show that our system can better guide the design of learning resources (e.g., math questions) and facilitate quick interpretation of students' problem-solving and learning styles.

cs.HC↗

Estimating Emotional Intensity from Body Poses for Human-Robot Interaction

Equipping social and service robots with the ability to perceive human emotional intensities during an interaction is in increasing demand. Most of existing work focuses on determining which emotion(s) participants are expressing from facial expressions but largely overlooks the emotional intensities spontaneously revealed by other social cues, especially body languages. In this paper, we present a real-time method for robots to capture fluctuations of participants' emotional intensities from their body poses. Unlike conventional joint-position-based approaches, our method adopts local joint transformations as pose descriptors which are invariant to subject body differences as well as the pose sensor positions. In addition, we use a Long Short-Term Memory Recurrent Neural Network (LSTM-RNN) architecture to take the specific emotion context into account when estimating emotional intensities from body poses. The dataset evaluation suggests that the proposed method is effective and performs better than baseline method on the test dataset. Also, a series of succeeding field tests on a physical robot demonstrates that the proposed method effectively estimates subjects emotional intensities in real-time. Furthermore, the robot equipped with our method is perceived to be more emotion-sensitive and more emotionally intelligent.

cs.HC↗

Three-dimensional modeling magneto-optical trapping of MgF molecule with multilevel rate equations

We present a theoretical study of magneto-optical trapping (MOT) force exerted on magnesium monofluoride (MgF) with 3D rate equations, in which we have considered the complex vibrational and rotational levels and the effects of small internal splittings and degeneracies,including fine and hyperfine structures and the magnetic quantum numbers. We investigate the feasibility of MOT for MgF with a very small excited state g-factor ($g_{e} = -0.0002$) and a large radiative decay reate ($Γ = 2π\times22$MHz) for the electronic transition of X$^2Σ^{+}$ to A$^2Π_{1/2}$ states. We also optimize the MOT with reference to the three-, four- and more-frequency component models with various polarization configurations and detunings. By applying the dual frequency arrangement to more than one hyperfine level, we suggest a configuration of the 3+1 frequency components for achieving the MOT of MgF.

physics.atom-ph↗

Optical stimulated slowing of polar heavy-atom molecules with a constant beat phase

Polar heavy-atom molecules have been well recognized as promising candidates for precision measurements and tests of fundamental physics. A much slower molecular beam to increase the interaction time should lead to a more sensitive measurement. Here we theoretically demonstrate the possibility of the stimulated longitudinal slowing of heavy-atom molecules by the coherent optical bichromatic force with a constant beat phase. Taking the YbF meolecule as an example, we show that a rapid and short-distance deceleration of heavy molecules by a phase-compensation method is feasible with moderate conditions. A molecular beam of YbF with a forward velocity of 120 m/s can be decelerated below 10 m/s within a distance of 3.5 cm and with a laser irradiance for each traveling wave of 107.2 W/cm$^2$. We also give a simple approach to estimate the performance of the BCF on some other heavy molecules, which is helpful for making a rapid evaluation on the feasibility of the stimulated slowing experiment. Our proposed slowing method could be a promising approach to break through the space constraint or the limited capture efficiency of molecules loadable into a MOT in traditional deceleration schemes, opening the possibility for a significant improvement of the precision measurement sensitivity.

physics.atom-ph↗

A Passivity-Based Design for Stability and Robustness in Event-Triggered Networked Control Systems with Communication Delays, Signal Quantizations and Packet Dropouts

In this report, we introduce a comprehensive design framework for Event-Triggered Networked Control Systems based on the passivity-based concept of Input Feed-Forward Output Feedback Passive (IF-OFP) systems. Our approach is comprehensive in the sense that we show finite-gain $L_2$-stability and robustness for the networked control system by considering the effects of time-varying or constant network induced delays, signal quantizations, and data losses in communication links from the plant to controller and the controller to plant. Our design is based on the need for a more efficient utilization of band-limited shared communication networks which is a necessity for the design of Large-Scale Cyber-Physical systems. To achieve this, we introduce simple triggering conditions that do not require the exact knowledge of the sub-systems and are located on both sides of the communication network: the plant's output and the controller's output. This specifically leads to a great decrease in the communication rate between the controller and plant. Additionally, we show lower-bounds on inter-event time intervals for the triggering conditions and show the design's robustness against external noise and disturbance. We illustrate the relationship amongst stability, robustness and passivity levels for the plant and controller. We analyze our design's robustness against packet dropouts and loss of communication. Our results are design-oriented in the sense that based on our proposed framework, the designer can easily observe the trade-offs amongst different components of the networked control system, time-varying delays, effects of signal quantizations and triggering conditions, stability, robustness and performance of networked control system and make design decisions accordingly.

eess.SY↗