Katashi Nagao Artificial Intelligence Accelerates Human Learning Discussion Data Analytics fi Arti cial Intelligence Accelerates Human Learning Katashi Nagao fi Arti cial Intelligence Accelerates Human Learning Discussion Data Analytics 123 KatashiNagao Nagoya University Nagoya,Japan ISBN978-981-13-6174-6 ISBN978-981-13-6175-3 (eBook) https://doi.org/10.1007/978-981-13-6175-3 LibraryofCongressControlNumber:2018968397 ©SpringerNatureSingaporePteLtd.2019 Thisworkissubjecttocopyright.AllrightsarereservedbythePublisher,whetherthewholeorpart of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission orinformationstorageandretrieval,electronicadaptation,computersoftware,orbysimilarordissimilar methodologynowknownorhereafterdeveloped. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publicationdoesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfrom therelevantprotectivelawsandregulationsandthereforefreeforgeneraluse. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authorsortheeditorsgiveawarranty,expressorimplied,withrespecttothematerialcontainedhereinor for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictionalclaimsinpublishedmapsandinstitutionalaffiliations. ThisSpringerimprintispublishedbytheregisteredcompanySpringerNatureSingaporePteLtd. Theregisteredcompanyaddressis:152BeachRoad,#21-01/04GatewayEast,Singapore189721, Singapore Preface Discussion is something that often occurs in everyday conversation, for example, sharing your opinion with others and answering questions. However, it is slightly more sophisticated than just chat. People who are good at communicating are generally good at discussion. Inthecaseofcommunicationabilityingeneral,youmightthinkofsomeonethat considers the feeling of their conversation partner, or thinks about what is appro- priate conversation for the current environment, or maybe even that they are more skilled atmakingsmall talk.AlthoughIeven believe that these arevalid,themost essential skill to acquire is discussion ability. In addition, I would like to explain about three very important technical concepts in this book. The first is data analytics, which is a scientific system for gathering objective facts(data)inlargequantities,analyzingdataprobabilisticallyandstatistically,and makingnewdiscoveries.Thesecondisnaturallanguageprocessing,atechniquefor analyzingandgeneratinghumanlanguage.Thethirdtypeisgamification,whichis a methodology that introduces game elements (such as scoring points and com- petition, to gradually increase the skill level of the target by giving a sense of accomplishment, etc.) for daily activities. These three concepts play an important role in efficiently improving discussion ability. Data analytics is used in the objective analysis of human behavior, and natural language processing is used to extract features of human behavior, espe- cially to extract and utilize features contained in words. One should think about training for discussion ability in the same way as training for improvement in sports. Inother words,we need self-analysis andpractice toovercome weaknesses and improve strengths. However, different from sports, discussion is an intellectual activity, and those data are composed mainly of words. Although the technology concerning the analysis of words is considerably advanced, it is still very difficult to analyze its semanticcontentswithhigh accuracy.So,Iwill proposeacreative idea. Thatisto attachattributestopeople’sremarks.Wethinkaboutwhatwewanttodiscussnext, anddecideifitisrelatedtothepreviousspeaker’sspeechornot,thenwecategorize the speech. Of course, if you follow conversation properly as a human, you can v vi Preface understand without the need for categorization. However, it is quite difficult for a machine to judge the relatedness of remarks in the same manner. Interestingly, if you were to askmost peopleif they were awarein what way theirutterances were related to the flow of the conversation, you would find that in most cases they are not completely aware. To tell the truth, it is good for both machines and human beings to listen to other people’s speech and think about the connections. We now think about how to apply data analytics to a discussion, where the simplest analysis is to examine the number of remarks produced by each partici- pant. After collecting data for around a year, one of the first things we found was thatpeoplewithahighernumberofutteranceswerefoundtohaveahigherlevelof communication ability in comparison to those who produced less utterances. Of course, there are some people that make many utterances with little content. However, we have established practical policies for our meeting system in our lab that encourage thoroughly listening to the speech of others before talking during theirturnandtoproduceutterancesthatarerelatedtothepreviousspeechorifitis not related to ask clear questions. Next, we examine the relationship between a remark and the preceding utter- ance. This makes it easier for analysis by having metadata on speech. What I learned from the analysis is that people who are good at discussions tend to make related remarks when someone speaks related to their remarks. In other words, people who are capable of making related statements consecutively will have high communication skills. By using data analytics, you can explain such things with a clear basis. On the other hand, what is gamification? Applying game-like elements to everyday activities is not an entirely new concept. We all are familiar with the teacher praising the first student to get a question right in front of the class. It is an important requirement for games to reward achievement of tasks, allow competition with multiple people, and show results in an easy-to-understand mannerbeforetheplayergrowsboredofthegame,butthisalsocanapplytodaily activities where it isn’t rare to gauge motivation. Nevertheless,whytrytosystemizegameswithanamelikegamification?Tothat end, information technology (IT) is also heavily involved. Data are important here as well. In short, IT is a mechanism that processes digitized data to suit the cir- cumstancesofhumanbeings,sogamingcanalsoactivelyutilizethedatatoexpand its effect. For example,a small survey can now be easily filled out via smartphone with the results being quickly summarized for everyone present to view. If you happen to have past data from a similar survey, you can quickly compare it and carry out statistical processing. In this way, IT is providing humans with new opportunities to think. The fact that we are able to collect and quickly process informationforhumanunderstandingwillchangeourdefinitionofwhatispossible. So, I would like to try to make discussion a game. Some might think that there already exists debate which is like discussion made game-like. Debates have clear rulesandframeworkstodecidetheoutcome.Givenaproblem,suchas“whetherthe Japanese constitution should be revised”, arguing and arguing against and against, wewillcompetetodeterminewhichclaimismoreconvincing.Wecanimaginethat Preface vii debate will be good training for discussion. However, it is far from the commu- nication which we usually do. We will express our opinion based on our thinking andexperience.Itisconstructivetotrainpeoplethinkingabouthowtoexpresssuch opinions effectively to the opponent. Debate is not appropriate for it. Then, what should we do? Ruleslikedebatearenotnecessaryfortrainingtoimprovediscussion.However, there are some restrictions. In order to introduce gamification, at least you need to do the following. First, you have the speaker record their name when they speak and whether their remarks are related to previous statements. This also makes it easy to use IT, so that you can enter it automatically for the former speaker. Next, whensomeone’sremarksareover,wewillevaluatethatstatement.Thisevaluation isalittledifficult,buthereitiseasytothinkthatitiswhetheryouwereconvinced bytheremarkornotbyenteringyesorno.Infact,youmayhavetoentersomewhat more complicated things, but that is when the stage in the game has advanced. The way to train the discussion ability using IT like this is very effective. We havebeendoingresearchonthisforover10years.Thisbookiswrittentosharethe research results with readers. In addition, I will explain data analytics and gami- fication in order to understand the research contents. Of course, I would like to touch on artificial intelligence which is the cutting edge of IT, especially machine learning and data mining. It would be an unexpected pleasure if readers would someday become good at discussions and communication by utilizing our research. I greatly appreciate the assistance provided by people who contributed to this book. The staff and students of Nagao laboratory of Nagoya University, Shigeki Ohira,ShigekiMatsubara,KatsuhikoKaji,DaisukeYamamoto,TakahiroTsuchida, Kentaro Ishitoya, Hironori Tomobe, Kei Inoue, Kosuke Kawanishi, Naoya Kobayashi, NaoyaMorita,SayaSugiura, Kosuke Okamoto,Ryo Takeshima, Yuki Umezawa, Shimeng Peng, Ryoma Senda, and Yusuke Asai, whom I have worked with and have kindly supported me during the development of the prototype sys- tems introduced in this book. Kazutaka Kurihara, Professor of Tsuda University, providedmewithmuchhelpfuladvicetodeveloptheideasdescribedinthisbook. Also, I thank Miku Suganuma, Miyuki Saito, and William Samuel Anderson who gave me helpful advice on the wording used in the book. The work described in Chap. 5 was supported by the Real-World Data Circulation Leaders’ Graduate Program of Nagoya University. I thank Kazuya Takeda, program coordinator, and Mehrdad Panahpour Tehrani and Jovilyn ThereseB.Fajardo,designatedprofessorsoftheprogram,whoareco-authorsofthe journal paper based on Chap. 5. Furthermore, I am indebted to my editor, Mio Sugino, who hasbeen a constant mentor during the writing process. Finally, I am particularly grateful to my wife, Kazue Nagao, and my daughter, Saki Nagao, without whom I could not have undertaken this effort. Nagoya, Japan Katashi Nagao Contents 1 Artificial Intelligence in Education . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 AI and Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 e-Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.3 Intelligent Tutoring System . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1.4 Learning Analytics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 1.5 Machine Learning Accelerates Human Learning. . . . . . . . . . . . . 11 1.6 Deep Learning Approaches . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 2 Discussion Data Analytics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.1 Structure of Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 2.2 Discussion Mining System . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 2.3 Structuring Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 2.4 Summarization of Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . 25 2.5 Task Discovery from Discussion . . . . . . . . . . . . . . . . . . . . . . . . 27 2.6 Active Learning for Improving Supervised Learning. . . . . . . . . . 33 2.7 Natural Language Processing for Deep Understanding of Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 2.8 Natural Language Processing for Discussion Structure Analysis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 2.9 Correctness of Discussion Structure. . . . . . . . . . . . . . . . . . . . . . 46 2.10 Structuring Discussion with Pointing Information . . . . . . . . . . . . 51 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 3 Creative Meeting Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 3.1 Meeting Analytics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 3.2 Machine Learning for Structured Meeting Content . . . . . . . . . . . 63 3.3 Post-meeting Assistance to Support Creative Activities. . . . . . . . 64 ix x Contents 3.4 Evaluation of Creativity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 3.5 Future of Creative Meeting . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 4 Discussion Skills Evaluation and Training . . . . . . . . . . . . . . . . . . . . 77 4.1 Evaluation of Speaking Ability . . . . . . . . . . . . . . . . . . . . . . . . . 78 4.2 Feedback of Evaluation Results. . . . . . . . . . . . . . . . . . . . . . . . . 83 4.3 Evaluation of Listening Ability . . . . . . . . . . . . . . . . . . . . . . . . . 88 4.4 Discussion Skills Training. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 4.5 Gamification for Maintaining Motivation to Raise Discussion Abilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 5 Smart Learning Environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 5.1 Environments for Evidence-Based Education . . . . . . . . . . . . . . . 106 5.2 Related Work and Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . 106 5.2.1 Discussion Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . 107 5.2.2 Presentation Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . 109 5.2.3 Motivation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 5.3 Leaders’ Saloon: A New Physical–Digital Learning Environment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 5.3.1 Discussion Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 5.3.2 Digital Poster Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 5.3.3 Interactive Wall-Sized Whiteboard . . . . . . . . . . . . . . . . . 111 5.4 Importing Discussion Mining System into Leaders Saloon . . . . . 112 5.4.1 Discussion Visualizer. . . . . . . . . . . . . . . . . . . . . . . . . . . 112 5.4.2 Discussion Reminder . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 5.4.3 Employing Machine Learning Techniques. . . . . . . . . . . . 116 5.5 Digital Poster Presentation System. . . . . . . . . . . . . . . . . . . . . . . 116 5.5.1 Digital Posters Versus Regular Posters . . . . . . . . . . . . . . 116 5.5.2 Authoring Digital Posters. . . . . . . . . . . . . . . . . . . . . . . . 117 5.5.3 Data Acquisition from Interactions with Digital Posters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 5.6 Skill Evaluation Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 5.6.1 Discussion Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 5.6.2 Presentation Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122 5.7 Future Features of Smart Learning Environments . . . . . . . . . . . . 125 5.7.1 Psychophysiology-Based Activity Evaluation. . . . . . . . . . 127 5.7.2 Virtual Reality Presentation Training System. . . . . . . . . . 130 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 6 Symbiosis between Humans and Artificial Intelligence . . . . . . . . . . . 135 6.1 Augmentation of Human Ability by AI . . . . . . . . . . . . . . . . . . . 136 6.2 Intelligent Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 Contents xi 6.3 Singularity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 6.4 Human–AI Symbiosis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 6.5 Agents Embedded in Ordinary Things . . . . . . . . . . . . . . . . . . . . 145 6.6 Artificial Intelligence Accelerates Human Learning. . . . . . . . . . . 147 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Description: