=Paper=
{{Paper
|id=Vol-2153/paper4
|storemode=property
|title=Considerations for Dealing with Real-Time Communications in an Intelligent Team Tutoring System Experiment
|pdfUrl=https://ceur-ws.org/Vol-2153/paper4.pdf
|volume=Vol-2153
|authors=Anne M. Sinatra,Stephen Gilbert,Michael Dorneich,Eliot Winer,Alec Ostrander,Kaitlyn Ouverson,Joan Johnson,Robert Sottilare
|dblpUrl=https://dblp.org/rec/conf/aied/SinatraGDWOOJS18
}}
==Considerations for Dealing with Real-Time Communications in an Intelligent Team Tutoring System Experiment ==
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Considerations for Dealing with Real-Time
Communications in an Intelligent Team Tutoring System
Experiment
Anne M. Sinatra1, Stephen Gilbert2, Michael Dorneich2, Eliot Winer2,
Alec Ostrander2, Kaitlyn Ouverson2, Joan Johnston1 & Robert Sottilare1
1 NSRDEC Simulation and Training Technology Center (STTC), USA
2 Iowa State University, USA
anne.m.sinatra.civ@mail.mil, gilbert@iastate.edu,
dorneich@iastate.edu, ewiner@iastate.edu,
alecglen@iastate.edu, kmo@iastate.edu,
joan.h.johnston.civ@mail.mil, robert.a.sottilare.civ@mail.mil
Abstract. In our paper we discuss an intelligent team tutoring system (ITTS) developed
for a computer-based surveillance task experiment. In the experiment, two teammates
worked together in a shared Virtual Battlespace 2 environment, and tutoring was pro-
vided by the Generalized Intelligent Framework for Tutoring. Feedback was triggered
by the actions that the team members took, which were largely communications based.
Since natural language processing software was not available in the tutor, we devised
ways to measure and react to communications in real time. Team members both pushed
keyboard buttons associated with the message they intended to send (which was pro-
cessed by the computer and used to drive feedback) and were asked to verbally speak
the same information to their teammates. In this paper, we discuss the reasoning behind
the process used, challenges associated with using real-time communication in an ITTS,
and initial analysis approaches that were done using the audio recordings of teammates'
sessions. Emphasis is placed on how to reconcile real-time inputs to the computer sys-
tem with audio recordings that occurred during the session and were later used for anal-
ysis. We discuss the challenges we encountered engaging with a real-time ITTS, which
relies on communications between team members, and provide suggestions on address-
ing these challenges for future experiments.
Keywords: Team Tutoring, Intelligent Tutoring Systems, Generalized Intelli-
gent Framework for Tutoring, Communication
1 Introduction
Intelligent tutoring systems (ITSs) are computer-based training systems that adapt to a
learner based on criteria such as performance in a scenario or individual difference
characteristics. It has been shown that ITSs can be as effective as a human tutor [1].
Additionally, ITSs can be used in an educational setting in many ways, such as part of
lessons in a computer-lab, as review prior to exams, and as a supplement to in-class
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activities [2]. ITSs have been developed in many different domains, some of which are
straightforward/computational (e.g., math and physics), and other that are less defined
(e.g., solving puzzles) [3]. While developing an individual ITS is a challenging and
time-intensive task, adjusting an ITS for use by teams is even more difficult.
There is a great deal of research on teams and team performance [4]. However, due
to the technological challenges, as well as the authoring challenges, there has not yet
been much research done in the area associated with creating ITSs for teams [5, 6].
Sottilare et al. [5] identified behavioral markers that can be used in an Intelligent Team
Tutoring system (ITTS) to monitor performance and determine how team members in-
teract with each other. However, many of the behavioral markers identified were fo-
cused on communications-based information that is difficult for a computer to decipher
in real-time and use for adaptation in an ITTS. One of the first steps toward being able
to quantify team behavioral markers, and to adapt them for grading in a team situation,
is to examine the communication that naturally occurs in a team tutoring situation and
determine how it relates to the performance of the team. Through this method, the level
of granularity and the impact on performance that is needed to assess team communi-
cation can be determined in specific tutoring domains. While data is being collected
about the type of communications that needs to be tracked, it is also important to have
the ITTS respond based on the actions of the individual in the current system. We de-
veloped an ITTS experiment that relied predominantly on team communication, and
also demonstrated the capabilities of the Generalized Intelligent Framework for Tutor-
ing (GIFT) to be used for teams of two.
1.1 The Experiment
In the experiment, the research team set out to create an ITTS that required two team-
mates to interact with each other through both key pushes on their individual computers,
and verbal communications. While the system recorded the key pushes, audio record-
ings were made of the verbal communications.
There were many technological challenges that were overcome to ensure the com-
puters participants used were able to communicate with each other and engage in a
simultaneous scenario. Additionally, work was done to ensure that feedback could be
provided to the teams based on the actual performance on the task. However, due to the
need to have the system respond dynamically and in-real time to communication, verbal
communication between the team members was not taken into account during the initial
scenario in the experiment. Feedback and grading of performance was based on the key
presses that the participants engaged in during the activities.
1.2 Communication
In the current paper, we discuss the types of communication that individuals engaged
in, describe the challenges associated with dealing with communication in a team tutor,
and do an initial examination of the verbal communication that occurred between team
members during performance. While it would be ideal to process the verbal data in real-
time during an ITTS performance, there is still utility in capturing auditory data that at
the time may not be used in driving real-time assessment but can provide important
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insights into the task in which the team was engaged. Even though it is difficult to deal
with team-communication data in a computer-based tutoring environment in real-time,
it may be advantageous to spend effort on finding ways to capture the data and seman-
tically analyze it such that it can help to determine appropriate feedback. As these ca-
pabilities are not yet implemented in the ITS framework that was used for our study,
we captured verbal data while relying on key presses to prompt feedback.
2 Method
2.1 Participants
Fifty participants were initially recruited from a large state university. Due to various
technical issues, some participant data was incomplete or lost. After removing incom-
plete data, there were 32 participants. Of those participants, there were 20 males, 11
females, and 1 individual that preferred not to specify. Two participants signed up for
each time slot, and upon arrival they were paired as a team. In total, there were 16 teams
run in the experiment. As part of the procedure, audio was recorded for all participants.
However, in some cases there were errors in the files or partial recordings. When re-
moving these sessions, there were a total of 11 teams that had full audio recordings for
all sessions.
2.2 Experimental Design
This was a between-subjects design with repeated measures. Each participant only en-
gaged in one condition, and each team engaged in four experimental sessions, with each
session lasting five minutes. The three conditions were: no feedback, individual feed-
back, and team feedback. The no feedback condition served as a baseline, the individual
feedback condition only provided feedback to the teammate that made an error, and the
team feedback condition provided feedback to both teammates based on all errors that
occurred.
2.3 Task
Participants engaged with Virtual Battlespace 2 (VBS2) software and were asked to
monitor a 180-degree sector for enemy forces (OPFOR) who were running. They were
told to alert their teammate of crossings from one section of the area to the other (trans-
fer), and to acknowledge when their teammate had passed individuals to their own sec-
tor (acknowledge). They were also asked to identify when new enemies were visible
(identify).
Feedback based on performance was provided to participants through GIFT on the
left side of the screen in the Individual and Team Feedback conditions. Individual feed-
back was specific to the errors that the individual was making and was only viewed by
the individual. Team feedback was triggered by errors that an individual was making
but was displayed and addressed to the entire team.
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2.4 Materials and Apparatus
Each team consisted of two participants who sat at desktop computers in separate
rooms. There was a speaker phone next to each computer that the participants used to
communicate to their teammate, as well as an audio recorder used to capture team ver-
bal communication for later analysis. Each computer had the GIFT 2014-3X software
installed on it, as well as VBS2. During the trials, participants pushed specific keys on
the keyboard to indicate to the software the information that they were passing verbally
to their teammates. These key pushes were recorded in GIFT’s logs so they could be
used to infer behaviors and trigger prompt, relevant feedback. Surveys were given to
participants after the completion of the sessions using Qualtrics on a separate laptop
computer.
2.5 Procedure
When participants arrived, they were given an informed consent form and provided an
opportunity to ask questions. After completing the form, participants sat at a computer,
and watched a video that explained the task that they would be engaging in. Participants
were told that they should press the keys on their keyboard that were associated with
the actions they were to take, as well as verbally tell their teammate the command that
they were saying. Teammates were able to communicate via the speakerphone next to
them on their desk. There were four consecutive trials of five minutes each. Participants
completed two surveys between each session. After each interaction session the sce-
nario was reset, and a new 5-minute scenario began. At the end of the four sessions
participants were asked to answer one final survey, and they participated in a verbal
forum discussion where they talked about their assessment of their performance, the
task, and the feedback they received from the ITTS.
3 Approaches used to Process Audio Data
As this was the first team tutor developed with the GIFT software, the team task itself
was relatively simple (two players) and effort was also spent on ensuring that the com-
puters could communicate information to GIFT for assessment during the sessions. In
the traditional individual version of GIFT, there is a single Domain Knowledge File
(DKF) that determines the feedback that will be presented to a participant based on his
or her actions or performance. For the team version, each individual participant had a
DKF, and there was an additional one that assessed the performance of the team and
provided feedback. Determining how to monitor the performance of the participants
was important, and there were additional challenges such as ensuring that participants
were not overwhelmed by too much feedback.
3.1 Capturing Communication Data in the Experiment
As GIFT is not equipped with real-time speech analysis capabilities, the decision was
made to capture communication in two ways: (1) through speech recording, and (2)
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through button pressing behaviors. A button press served the purpose of alerting the
system to what the participant was trying to communicate. However, after discussion
the researchers decided that it was important to not only capture the button presses, but
to also have access to the natural communication during the experimental session.
There were many reasons behind this decision, including the belief that in a high work-
load situation, a participant may forget to either press the button or verbally communi-
cate their action, and this would allow for data to be examined after the fact to under-
stand the intention behind the actions that were taken during the session. Given the
current technical state of the ITTS, it was impractical to base real-time feedback based
on spoken words. Therefore, there was a reliance on input or button-pushes into the
keyboard to assess performance and prompt feedback.
Whereas a human coach gives feedback based on their student’s overall behavior,
the ITTS could only make feedback decisions based on each isolated action. To enable
this higher-level reasoning, and to reduce the amount of feedback given, a feedback
controller was designed and implemented for GIFT that adjusted the performance
model based on the recent history of actions in addition to the current one. This was
especially relevant in the team condition when the performance of multiple individuals
could impact the performance state. The user model adjustments were based on when
the accurate button was pushed in relation to the state of a corresponding OPFOR.
3.2 Extracting Data for Analysis after the Experiment
Additional analysis was conducted after the experiment, which required the extraction
of data from the ITTS logs. Performance measures were calculated, and included indi-
vidual and team transfer rates, acknowledge rate, identify rate, and identify timing. Ad-
ditional information about these data analyses can be found in [7]. A visualization and
coding scheme was created such that it could be established that transfer and
acknowledge events were connected with the appropriate OPFOR and could be as-
sessed by a human coder. The post-processing data measures were then calculated
based on the log data provided by the ITTS.
3.3 Initial Analysis Process for Verbal Data
While the system needed to rely on manual button-press data for feedback, the post-
processing analysis examined the content of the verbal data. There were a number of
challenges involved with the initial audio data processing for the experiment. Among
these were determining how the data would be of most use.
Rather than going into the content of the data, one approach considered was a simple
count of the number of utterances made by each teammate during performance. If com-
munication increased or decreased over time and trials, it would be considered relevant
information. One of the largest challenges here includes matching up the log file data
to audio data. Initial approaches that were taken included creating a transcript for each
of the participants in a team that required timestamps for utterances. The timestamps
within the transcripts would then be lined up with the records of button pushing and
visualizations created for performance analysis. See Figure 1 for an example of mock
data in the transcription format.
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This approach was challenging because the recordings included both participants’
voices, which at times could get confusing to a transcriber if they sound similar. Fur-
ther, ensuring that the timestamps of the audio lines up with the timestamps of the log
file could be difficult since the audio recordings began earlier than the sessions did.
After an initial examination of the auditory data it was also found that participants
often repeatedly said similar phrases multiple times, as opposed to having conversations
with each other during the sessions. Due to this and that the voices sometimes sounded
similar, there was a reduced utility in making simple transcripts of everything that was
said during a session.
While the verbal communication is relevant, it is difficult data to work with, and it
takes a large amount of time to ensure that transcripts are done in a way that will be
useful for analysis purposes. For an initial analysis, as opposed to examining the content
of the verbal interactions, it may be helpful to focus on the number of spoken interac-
tions that occurred between team members.
Fig. 1: Mockup of a representative log of keystrokes and spoken words for two players.
The ideal sequence is: One player transfers an OPFOR to the other player (e.g., at
93.04); the other player acknowledges the communication (e.g., at 95.26) and then
Identifies the OPFOR when it comes into view (e.g., at 97.18). It is apparent that some-
times players enter a keystroke without speaking. Also, the two keystrokes at 40.50 and
47.86, which align with one spoken utterance at 40.50, illustrate the potential difficulty
of aligning speech with keystrokes.
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4 Recommendations for Future Approaches Based on our
Experience
In an ideal ITTS, the system would be able to convert the spoken information into typed
words and do a semantic analysis based on the content. However, in the current state of
many ITTSs this is not practical. This approach would require speech recognition
software to transcribe what participants are saying in real-time, and then process it for
semantic analysis. While speech recognition software is widely available, it is not
always reliable and typically requires an initial training process to be run before it can
accurately transcribe an individual. It may be helpful in the current state to have the
speech software as a starting point for a transcript, which would then have a human
check the material to ensure that the transcription makes sense. In regard to lining up
audio data with entered data logs, it would be helpful to have a plan in place ahead of
time so that timestamps could easily be created from the audio files, or a signal provided
to the transcriber that could be stated on the recording to make the process easier to
determine when the session started. Additionally, creating templates that transcribers
could type into and cutting audio files down such that they start at the beginning of the
session would be exceedingly helpful.
5 Conclusions
In our recent experiment, we addressed communication between team members
through button presses and recording verbal communication. While button presses were
necessary so that actions could be tracked by an ITTS, verbal information was not pro-
cessed in real-time. Verbal information has utility for checking the accuracy of the in-
tention of the button pushes, as well as providing relevant information about the com-
munication content of the team members. There are a number of challenges that should
be considered when dealing with audio information, especially when it comes from a
team performing a high workload task. Therefore, it is important to carefully consider
the approach that would be used when recording and analyzing verbal data during an
ITTS interaction.
Acknowledgements. The work was completed with support from a cooperative
agreement with the US Army Research Laboratory – Human Research & Engineering
Directorate (ARL-HRED)/NSRDEC Simulation and Training Technology Center
(STTC). Statements and opinions expressed in this text do not necessarily reflect the
position or the policy of the United States Government, and no official endorsement
should be inferred.
35
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