Pande, Charuta

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Charuta
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Charuta Pande

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New hybrid techniques for business recommender systems

2022, Pande, Charuta, Witschel, Hans Friedrich, Martin, Andreas

Besides the typical applications of recommender systems in B2C scenarios such as movie or shopping platforms, there is a rising interest in transforming the human-driven advice provided, e.g., in consultancy via the use of recommender systems. We explore the special characteristics of such knowledge-based B2B services and propose a process that allows incorporating recommender systems into them. We suggest and compare several recommender techniques that allow incorporating the necessary contextual knowledge (e.g., company demographics). These techniques are evaluated in isolation on a test set of business intelligence consultancy cases. We then identify the respective strengths of the different techniques and propose a new hybridisation strategy to combine these strengths. Our results show that the hybridisation leads to substantial performance improvement over the individual methods.

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Hybrid conversational AI for intelligent tutoring systems

2021, Pande, Charuta, Witschel, Hans Friedrich, Martin, Andreas, Montecchiari, Devid, Martin, Andreas, Hinkelmann, Knut, Fill, Hans-Georg, Gerber, Aurona, Lenat, Dough, Stolle, Reinhard, Harmelen, Frank van

We present an approach to improve individual and self-regulated learning in group assignments. We focus on supporting individual reflection by providing feedback through a conversational system. Our approach leverages machine learning techniques to recognize concepts in student utterances and combines them with knowledge representation to infer the student’s understanding of an assignment’s cognitive requirements. The conversational agent conducts end-to-end conversations with the students and prompts them to reflect and improve their understanding of an assignment. The conversational agent not only triggers reflection but also encourages explanations for partial solutions.

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Practice track: a learning tracker using digital biomarkers for autistic preschoolers

2022, Sandhu, Gurmit, Kilburg, Anne, Martin, Andreas, Pande, Charuta, Witschel, Hans Friedrich, Laurenzi, Emanuele, Billing, Erik, Hinkelmann, Knut, Gerber, Aurona

Preschool children, when diagnosed with Autism Spectrum Disorder (ASD), often ex- perience a long and painful journey on their way to self-advocacy. Access to standard of care is poor, with long waiting times and the feeling of stigmatization in many social set- tings. Early interventions in ASD have been found to deliver promising results, but have a high cost for all stakeholders. Some recent studies have suggested that digital biomarkers (e.g., eye gaze), tracked using affordable wearable devices such as smartphones or tablets, could play a role in identifying children with special needs. In this paper, we discuss the possibility of supporting neurodiverse children with technologies based on digital biomark- ers which can help to a) monitor the performance of children diagnosed with ASD and b) predict those who would benefit most from early interventions. We describe an ongoing feasibility study that uses the “DREAM dataset”, stemming from a clinical study with 61 pre-school children diagnosed with ASD, to identify digital biomarkers informative for the child’s progression on tasks such as imitation of gestures. We describe our vision of a tool that will use these prediction models and that ASD pre-schoolers could use to train certain social skills at home. Our discussion includes the settings in which this usage could be embedded.

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Visualization of patterns for hybrid learning and reasoning with human involvement

2020, Witschel, Hans Friedrich, Pande, Charuta, Martin, Andreas, Laurenzi, Emanuele, Hinkelmann, Knut, Dornberger, Rolf

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ChEdventure - A chatbot-based educational adventure game for modeling tasks in information systems

2021, Pande, Charuta, Witschel, Hans Friedrich, Martin, Andreas

Practitioners in business information systems are frequently faced with tasks that involve interpretation and representation of organizational information as models, e.g. business processes, the involved participants, and data. Usually, this information comes from varied sources like stakeholders and documents, often resulting in subjective, biased, or incomplete information. Simulating a realistic organizational environment is important for the education of future business process experts, but challenging to achieve in the educational setting. In this work, we propose a chatbot-based educational adventure game that can introduce complex and often contradictory sources of information in a fun learning approach and help the students in abstracting and interpreting this information, constructing models as an outcome. We elaborate on the first design ideas and requirements.