Toward Gamified Knowledge Contents Refinement - Case Study of a Conversation Partner Agent

Takayuki Iwamae, Kazuhiro Kuwabara, Hung-Hsuan Huang

Abstract

Rich knowledge contents are necessary to develop an intelligent agent that interacts with people and supports their communication or their activities. In this paper, we choose a conversation partner agent for people with aphasia as an example and propose a method that interactively acquires and refines knowledge contents for the agent. The proposed method is invoked when a problem is found in the knowledge contents and utilizes the concept of gamified crowdsourcing. Gamified tasks verify the data input by a user. By utilizing a crowdsourcing approach, we strive for more accurate knowledge contents. The paper presents its game design and an example scenario.

References

  1. Arima, S., Kuroiwa, S., Horiuchi, Y., and Furukawa, D. (2015). Question-asking strategy for people with aphasia to remember food names. Journal on Technology & Persons with Disabilities, 3:10-19.
  2. Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining ”gamification”. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pages 9-15. ACM.
  3. Feyisetan, O., Simperl, E., Van Kleek, M., and Shadbolt, N. (2015). Improving paid microtasks through gamification and adaptive furtherance incentives. In Proceedings of the 24th International Conference on World Wide Web, WWW 7815, pages 333-343. International World Wide Web Conferences Steering Committee.
  4. Ipeirotis, P. G. and Gabrilovich, E. (2014). Quizz: Targeted crowdsourcing with a billion (potential) users. In Proceedings of the 23rd International Conference on World Wide Web, WWW 7814, pages 143-154. ACM.
  5. Kuwabara, K., Iwamae, T., Wada, Y., Huang, H.-H., and Takenaka, K. (2016). Toward a conversation partner agent for people with aphasia: Assisting word retrieval. In Intelligent Decision Technologies 2016: Proceedings of the 8th KES International Conference on Intelligent Decision Technologies (KES-IDT 2016) - Part I , pages 203-213. Springer International Publishing.
  6. Lieberman, H., Smith, D., and Teeters, A. (2007). Common consensus: a web-based game for collecting commonsense goals. In ACM Workshop on Common Sense for Intelligent Interfaces.
  7. Morschheuser, B., Hamari, J., and Koivisto, J. (2016). Gamification in crowdsourcing: A review. In 49th Hawaii International Conference on System Sciences (HICSS), pages 4375-4384.
  8. Rodosthenous, C. and Michael, L. (2016). A hybrid approach to commonsense knowledge acquisition. In proceedings of the 8th European Starting AI Researcher Symposium (STAIRS 2016), pages 111-122. IOS Press.
  9. Ryan, R. M. and Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1):68-78.
  10. Siorpaes, K. and Hepp, M. (2008). OntoGame: Weaving the semantic web by online games. In The Semantic Web: Research and Applications, volume 5021 of Lecture Notes in Computer Science, pages 751-766. Springer Berlin Heidelberg.
  11. von Ahn, L. and Dabbish, L. (2008). Designing games with a purpose. Commun. ACM, 51(8):58-67.
Download


Paper Citation


in Harvard Style

Iwamae T., Kuwabara K. and Huang H. (2017). Toward Gamified Knowledge Contents Refinement - Case Study of a Conversation Partner Agent . In Proceedings of the 9th International Conference on Agents and Artificial Intelligence - Volume 1: ICAART, ISBN 978-989-758-219-6, pages 302-307. DOI: 10.5220/0006243103020307


in Bibtex Style

@conference{icaart17,
author={Takayuki Iwamae and Kazuhiro Kuwabara and Hung-Hsuan Huang},
title={Toward Gamified Knowledge Contents Refinement - Case Study of a Conversation Partner Agent},
booktitle={Proceedings of the 9th International Conference on Agents and Artificial Intelligence - Volume 1: ICAART,},
year={2017},
pages={302-307},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006243103020307},
isbn={978-989-758-219-6},
}


in EndNote Style

TY - CONF
JO - Proceedings of the 9th International Conference on Agents and Artificial Intelligence - Volume 1: ICAART,
TI - Toward Gamified Knowledge Contents Refinement - Case Study of a Conversation Partner Agent
SN - 978-989-758-219-6
AU - Iwamae T.
AU - Kuwabara K.
AU - Huang H.
PY - 2017
SP - 302
EP - 307
DO - 10.5220/0006243103020307