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Chatbots and New Audience Opportunities for Museums and Heritage Organisations

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Proceedings of Proceedings of EVA London 2018, UK
http://dx.doi.org/10.14236/ewic/EVA2018.33
164
Chatbots and New Audience Opportunities for
Museums and Heritage Organisations
Stefania Boiano
Ann Borda
Guiliano Gaia
Invisible Studio Ltd.
London
Health and Biomedical Informatics
The University of Melbourne
Invisible Studio Ltd.
London
UK
Australia
UK
stefania@invisiblestudio.net
aborda@unimelb.edu.au
giuliano@invisiblestudio.it
Stefania Rossi
Museo Poldi
Pezzoli
Milan, Italy
s.rossi@poldipezzoli.it
Pietro Cuomo
Art in the City
Milan
Italy
pietro@artinthecitymilano.com
This paper explores how chatbots can offer opportunities for museums and galleries in engaging
their audiences through recent developments, and through a case study approach focusing on the
design and implementation of an audience development pilot in Milan involving four historic house
museums (Case Museo di Milano). The pilot aimed to find new and interesting ways to engage
teenagers in visiting these museums through visualising narrative using a convergence of chatbot
technology and gamification.
Chatbots. Artificial intelligence. Museums. Gamification. Virtual museum guides. Teenagers.
1. AN INTRODUCTION TO CHATBOTS
Chatbots, also known as talkbots or chatterbots or
bots, are computer programs that mimic
conversation using auditory or textual methods.
More specifically the functionality of chatbots use
natural language processing (NLP) that has a
history rooted in artificial intelligence (AI) (Corti et
al. 2015, Dale 2017).
The concept of chatbots can be traced to Alan
Turing’s seminal publication Computing Machinery
and Intelligence that addresses an overarching
question: Can machines think? (Turing 1950,
Dennett 2004, Hill et al., 2015, Copeland et al.
2017). The parameters of this question would
shape the so-called Turing test. In its most simple
form, the test is carried out as an imitation game.
The test has a human interrogator speaking to a
number of computers and humans through an
interface. If the interrogator cannot distinguish
between the computers and the humans then the
Turing Test has been passed (Dennett 2004, Hill et
al. 2015, Warwick 2017, Copeland et al. 2017).
One of the earliest such natural language
applications was a chatbot called ELIZA developed
from 1964 to 1966 at the MIT Computer Science
and Artificial Intelligence Laboratory by computer
scientist Joseph Weizenbaum (Weizenbaum 1966).
ELIZA originally was created to use simple pattern
matching and a template-based response
(prewritten scripts) to emulate the conversational
style of a Rogerian psychotherapist.
Figure 1: Image of ELIZA terminal interface accessed
online (http://www.masswerk.at/elizabot/eliza.html).
Chatbots and New Audience Opportunities for Museums and Heritage Organisations
Stefania Boiano, Ann Borda, Giuliano Gaia, Stefania Rossi & Pietro Cuomo
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ELIZA generated global fascination in creating a
natural language bot that might pass the Turing
Test. The Loebner Prize launched in 1990 by Hugh
Loebner in conjunction with the Cambridge Center
for Behavioural Studies in Massachusetts (U.S.) is
an example of a competition expressly designed to
implement the Turing Test and builds on both the
progressive interest and advances in AI
developments (Loebner 2008).
Extending the pattern-matching techniques used in
ELIZA and advancing NLP capabilities, American
scientist Richard Wallace developed A.L.I.C.E.
(Artificial Linguistic Internet Computer Entity) in the
late 1990s. A.L.I.C.E., also known as Alicebot, is
acknowledged for its pioneering programming
using Artificial Intelligence Markup Language
(AIML), which is an XML schema for creating
natural language software agents. Wallace
released the first version of AIML in July 2001,
subsequently published the Pandora API on which
A.L.I.C.E is based (Wallace 2008). A.L.I.C.E.
became a three-time Loebner winner in 2000,
2001, and 2004.
Concurrent to A.L.I.C.E. developments,
‘Jabberwacky’ was being conceived by British
programmer, Rollo Carpenter. Jabberwacky was
intended to simulate “natural human chat in an
interesting, entertaining and humorous manner"
(Shah & Warwick 2017). The emergence of the
Internet provided Jabberwacky with a dynamic
database of thousands of online human
interactions from which to process responses.
Jabberwacky under the guise of ‘George’ and
‘Joan’ won the Loebner Prize in 2005 and 2006
respectively.
In 2008, Jabberwacky launched a new iteration
rebranded as ‘Cleverbot’. Like Jabberwacky,
Cleverbot is designed to learn from its
conversations with humans (more than 150 million
to date according to Wikipedia). It draws on past
interactions to determine future questions and
answers (Gehl 2014).
Figure 2: Cleverbot interface from Cleverbot website
(http://www.cleverbot.com/).
In the endeavour to extend question-answering
(QA) capabilities posed in natural language, IBM
Watson was conceived in 2006 as a QA computing
system with the goal of outperforming human
contestants on the U.S. TV game show Jeopardy!
IBM Watson was developed as part of IBM's
DeepQA project (Ferrucci et al. 2010). Watson
became the first computer to defeat contestants on
the TV game show Jeopardy!, notably in a special
match between Watson and Jeopardy! champions,
Ken Jennings and Brad Rutter in 2011 (Best n.d.).
Chatbots in general are reaching milestones in
artificial intelligence capability, as well as their
pervasiveness in consumer facing products and
services. For example in 2014, a chatbot called
Eugene Goostman, portrayed as a 13-year-old
Ukrainian boy, won an AI contest marking the 60th
anniversary of Turing's death. In the Turing Test
2014 organised by the University of Reading, 33%
of the interrogators thought that Goostman was
human (You 2015).
Created from AIML technology by programmer,
Steve Worswick, ‘Mitsuku’ is a web-based chatbot
available on the freeware instant messaging mobile
app Kik Messenger and the Pandorabots website.
It is among a growing number of sophisticated bots
that can answer questions, play games, and is
capable of basic reasoning in QA (Corti et al. 2015,
Hill et al., 2015). Mitsuku is a three-time winner of
the Loebner prize in 2013, 2016, and recently in
2017.
Figure 3: Mitsuku avatar from Pandora website
(https://pandorabots.com/mitsuku/).
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Generally, the term ‘chatbot’ has referred to a
software application that engages in a dialogue
with a human using natural language. Most early
advances have been associated with written
language, but with advances in speech recognition,
there is a narrowing of these associations. An early
example is Dragon a simple speech understanding
system developed in 1975 by Dr James Baker from
Carnegie Mellon University. Other advances in the
speech recognition sector have been made
possible by VoiceXML, which has been published
in a series of standards since the first release in the
year 2000. The World Wide Web Consortium
(W3C) has recently established in 2017 a W3C
Community Group on Voice Interaction
(http://www.w3.org/community/voiceinteraction),
which aims to explore the future of system-initiated
directed dialogs of VoiceXML applications, such as
voice assistants.
In just a couple of years, there has been an
exponential rise of voice assistants such as Apple
Siri launched in 2010, Google Now in 2012,
Amazon’s Alexa and Microsoft’s Cortana in 2015,
and Google Assistant in 2016. Using NLP and
Internet of Things (IoT) platforms, these assistants
connect to web services to answer questions and
respond to user requests (Hoy 2018). Social media
platforms are similarly incorporating chatbot
functionality. Facebook opened up its Messenger
platform and API to developers in 2017, providing a
means to build a simple chatbot on Facebook.
Twitter opened its direct messaging channel to
chatbots in the previous year that began a hype
cycle in twitterbots (Alarifi et al. 2016), and other
messenger services are coming on board with
open APIs (Hoy 2018, Mool 2018).
2. MUSEUMS AND CHATBOTS
Museums have been piloting related technologies
of artificial intelligence and natural language
processing as demonstrators for more than a
decade (Boiano et al. 2003, Bickmore 2013,
Swartout 2010, Borda & Bowen 2017, Bordoni et
al. 2016). Emerging free chatbot-creating platforms,
e.g., Chatfuel, Chatterbot Eliza, among others, and
the availability of open APIs, for instance, can offer
both large and smaller museums the opportunity of
experimenting with chatbots with relatively low
effort while keeping costs and staff resources at a
low level (Bordoni et al. 2016, Boiano et al. 2003)
and potentially less impact on existing
infrastructure (Dale 2016).
The exponential growth in the use of chatbots by
marketers and online businesses in enhancing
customer experiences, often as messaging
applications that can personalise the interaction
(e.g., recommender systems), is providing further
comparable opportunities in the cultural sector
(Swartout 2010). There are in fact a growing
number of Museums currently going down this
route, and using bots as part of their audience
engagement programming.
For instance, the Heinz Nixdorf MuseumsForum in
Paderborn Germany (http://www.hnf.de) has an
early experience of using an avatar bot introduced
as MAX. Developed in 2004, MAX is a
conversational agent that directly engages with
visitors through a screen as a virtual museum guide
(Kopp et al. 2005).
Figure 4: Avatar Max, Heinz Nixdorf MuseumsForum
website, 2018 (https://tinyurl.com/yd3qd42q).
The Cooper-Hewitt Smithsonian Design Museum in
New York City has been a pioneer in chatbot
technologies with the creation of the Object Phone
in 2013 in which a visitor can text or call to ask for
more information about a museum object in the
collection. In 2016, Object Phone became a
subscription service so that a visitor can receive a
daily update (http://objectphone.cooperhewitt.org).
In the words of Micah Walter, Director of Digital &
Emerging Media:
I think institutions like museums have a great
opportunity in the chatbot space. If anything it
represents a new way to broaden our reach and
connect with people on the platforms they are
already using. What’s more interesting to me is
that chatbots themselves represent a way to
interact with people that is by its very nature, bi-
directional (Walter 2016).
The San Francisco Museum of Modern Art
(SFMOMA) has developed Send Me SFMOMA
(http://www.sfmoma.org/send-me-sfmoma), an
SMS service that provides an approachable
method of sharing the breadth of SFMOMA’s
collection with the public of which only 5% is seen
in the Galleries at any one time (Mollica 2017).
Using the service and texting the words “send me”
followed by a keyword, a colour, or an emoji, a
visitor will receive a related artwork image and
caption via text message.
Chatbots and New Audience Opportunities for Museums and Heritage Organisations
Stefania Boiano, Ann Borda, Giuliano Gaia, Stefania Rossi & Pietro Cuomo
167
Figure 5: Image from Send Me SFMOMA blog. SFMOM,
2017 (https://www.sfmoma.org/read/send-me-sfmoma/).
In March 2017, the Anne Frank House museum
(http://www.annefrank.org) in Amsterdam launched
a Facebook Messenger chatbot that allows users to
discover the personal history of Anne Frank and
practical visitor information. Not simply a collections
discovery bot, this application offers various
conversation paths, allowing users to follow
different paths in the Anne Frank story with concise
information and links to additional content, for
example, excerpts from her diary to the context of
World War II at the time.
In 2017 the Museum of Australian Democracy in
Canberra (http://www.moadoph.gov.au) marked the
50th anniversary of a landmark 1967 referendum in
which Australians voted overwhelmingly to amend
the Constitution to include Aboriginal people in the
census and to allow the Commonwealth
government to create laws for them. The Museum
launched a referendum chatbot that allows visitors
to learn about the historic and current impacts of
this vote through chatting with it on Facebook
Messenger. Directed towards children and
accessible to adults, it uses simple gamification
and responses, including emojis.
It acts like history in your pocket and is helping
MoAD spark a conversation about the
significance of the 1967 referendum. We’re
hoping it will be an effective way for people to
get the facts, hear Indigenous perspectives on
the referendum and reflect on its continuing
relevance today. Marni Pilgrim, Digital
Engagement Manager, MOAD (O’Mallon 2017).
Not unlike the quick adoption of Facebook
Messenger among some of the Museum examples,
there is a rising trend in experimenting with Twitter
bots, such as the Museumbot (@museumbot) that
pulls open access images from a number of
archives such as the Metropolitan Museum of Art.
Other museum archive bots are steadily growing on
Twitter, including the Los Angeles County Museum
of Art LACMA bot (@LACMAbot), New York Public
Library NYPL postcards bot (@NYPLpostcards),
and the Museum of Modern Art MoMaR bot
(@MoMARobot).
Figure 6: Image from NYPL Postcard Bot on Twitter
(@NYPLpostcards) (retrieved 13 March 2018).
3. HOUSE MUSEUMS OF MILAN: CASE STUDY
The House Museums of Milan (Case Museo di
Milano) is a group of 4 historical homes in Milan:
Poldi Pezzoli Museum, Bagatti Valsecchi Museum,
Necchi Campiglio Villa and Boschi Di Stefano
House Museum (https://casemuseo.it). The House
Museums launched a strategic initiative in 2016
Chatbots and New Audience Opportunities for Museums and Heritage Organisations
Stefania Boiano, Ann Borda, Giuliano Gaia, Stefania Rossi & Pietro Cuomo
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that aimed to motivate people to visit the four
museums.
A London-based cultural innovation company,
InvisibleStudio (http://www.invisiblestudio.it), was
approached to introduce gamification into the
engagement process, specifically to attract teenage
audiences. The development of a chatbot-based
game aimed at teenagers was a direction chosen
by the House Museums curators and the
InvisibleStudio team due to several factors.
Teenagers are a notoriously difficult public to
engage in museums and often far more interested
in social interactions between themselves than in
cultural content and this was proven to be even
more challenging if that content is associated with a
19th century historic house. In general, teenagers
visiting museums are identified with high levels of
distraction and highly adapted to the use of social
media (Kelly & Russo 2008, Endo 2016, Fors
2016). Recent research in the U.S., for example,
shows that online chatting is one of the highest
forms of social interaction of teenagers (Statista
2017).
The InvisibleStudio team had already experimented
with earlier chatbot technology in 2002, while
working at the Museum of Science and Technology
“Leonardo da Vinci” in Milan (Boiano et al. 2016,
Boiano & Gaiia 2017a). The process provided
important lessons in the development of a chatbot
application. This early chatbot was developed to
mimic a Leonardo da Vinci character with whom
the user would interact. This set high expectations
for the user experience, and led to frustrations
when the chatbot was not able to understand the
user beyond simple introductory chat (Hill et al.
2015). Consequently, user issues occurred quite
soon in the conversation (Boiano & Gaia 2017a).
With these lessons in hand, InvisibleStudio
changed their approach when creating a chatbot for
the House Museums project. The chatbot would
only be used as a tool or “virtual companion” to
help younger audiences solve a game set in the
real physical environment of the museum. By
engaging teenagers through gamification, it could
shift the user’s focus from the conversation with the
chatbot to the actual exploration of the Museum
collections (Boiano 2016, Cawston 2017).
The chatbot game for the House Museums was
developed using Facebook Messenger, and
intended mainly for young users and teenagers to
engage them in exploring the four homes. Aspects
of visualisation and storytelling were utilised with
the chatbot platform to simulate a teenaged girl
asking visitors to help her in defeating a mysterious
Renaissance magician (based on a real historical
figure) by solving mysteries in the galleries.
Exploration is encouraged by users in looking for
hidden clues that lead to a final discovery, which
provides a further incentive to engage with the
application.
Figure 7: Teenagers using the chatbot game in Milan.
Source: InvisibleStudio, 2017.
Before operational release of the chatbot, it was
piloted with teenagers aged 16-18. The pilot was
conducted by InvisibleStudio with 80 teenaged
students from local high schools in Milan. The pilot
resulted in the following findings:
90% of students managed to complete the
game
30% had connection problems
34% were worried for their data traffic
88% found the length of the game was right
72% evaluated the game as highly
entertaining
66% found it a useful learning tool,
especially if it was used with another
student or in a small group.
These results offered some clear directions for the
final development stages. Especially interesting for
the developers was the fact that students liked
using the chatbot in small groups, rather than on
their own, because the game triggered
collaboration within the team and created a friendly
competitive environment with other teams. (Boiano
& Gaia 2017b)
At the same time, the pace and quality of the
conversation emerged as a critical aspect for future
consideration, requiring a larger effort from the
development team to create engaging and realistic
non-linear narratives (Hill et al. 2015). For instance,
key features which required considerable tweaking
before publishing the application included: making
conversations more realistic by studying real chats
between users and guides, referencing objects
which the user can actually see “here and now” in
the galleries, and finding the perfect length for the
game (Boiano & Gaia 2017a, 2017b).
Chatbots and New Audience Opportunities for Museums and Heritage Organisations
Stefania Boiano, Ann Borda, Giuliano Gaia, Stefania Rossi & Pietro Cuomo
169
Another key challenge was the necessity of
keeping open a continuous online connection
between users and the chatbot. This can prove
difficult in historical house museums, where the
older infrastructure is comprised of complex layouts
and thick walls, which can prevent wireless
connectivity or an even distribution of Wi-Fi
connections.
Other challenges still need to be addressed. These
are mainly related to the Facebook Messenger
platform itself, and changing preferences by
teenagers and audiences for different messaging
services and platforms which may not have open
APIs for chatbot development at this stage, such as
WhatsApp (Mool 2018). With the possibility of more
open APIs, museum chatbots could be developed
for a potentially larger audience (e.g., teenagers),
and potentially a larger uptake, which does not
depend on a subscription.
Despite the current limitations, the advanced
chatbot application in the House Museums has
become successfully operational through design
thinking, design iteration, and importantly,
teenagers’ participation in the development
process.
4. CONCLUSION
There is clear evidence of the potential of cultural
heritage organisations to play a significant role in
the development of chatbots. The sector already
has a strong provenance with decades long
experience in piloting emerging and embedded
technologies relevant to smart city services, and in
its understanding of user-centric interaction
characterised by context-awareness,
personalisation, and adaptation.
What emerged from this project is that the
convergence of chatbot and gamification has
proved to be a powerful tool in involving younger,
digital savvy generations in novel and interesting
ways to them (Cawston et al. 2017, Kelly & Russo
2008, Endo 2016, Fors 2016).
Our findings particularly suggest that users enjoy
interacting with a chatbot in a game context, and
that this engagement can provide a smarter way of
leading younger audiences to interact with objects
and historic environments with greater attention.
However with all the successes of this chatbot
launch, there also remain challenges that need
further consideration beyond the scope of this
paper. As mentioned above, the availability of a
wider range of chatbot platforms is one such
challenge. A more involved issue is the pace and
quality of the bot conversation which emerged as a
critical aspect of this project. The present chatbot
application required a bigger effort from the
developing team to create engaging and realistic
non-linear narrative lines, and this will be part of a
continuing iteration in future developments.
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Stefania Boiano, Ann Borda, Giuliano Gaia, Stefania Rossi & Pietro Cuomo
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... The idea to exploit AI and the use of natural language as a means of providing information about exhibits in museums and cultural sites has been already pursued for long [17], [19]. While early attempts involved bots interacting with the public via web interfaces [18], more recent approaches leveraged the portability and sensing capabilities of mobile devices to provide personalized UX during physical visits [17], [39]. ...
... The idea to exploit AI and the use of natural language as a means of providing information about exhibits in museums and cultural sites has been already pursued for long [17], [19]. While early attempts involved bots interacting with the public via web interfaces [18], more recent approaches leveraged the portability and sensing capabilities of mobile devices to provide personalized UX during physical visits [17], [39]. The proliferation of open chatbot solutions (free or at a very low cost) unlocks opportunities for cultural organizations to incorporate chatbot technologies without committing human and financial resources or computing infrastructure. ...
... The proliferation of open chatbot solutions (free or at a very low cost) unlocks opportunities for cultural organizations to incorporate chatbot technologies without committing human and financial resources or computing infrastructure. The adoption of chatbots in cultural sites has shown a positive effect on user engagement while offering an interactive, fun and always-on experience compared to traditional museum guides or organized visits [17], [20]. AI chatbots inherently support personalized learning, helping to reduce intrinsic cognitive load and improve visitors' learning achievements [35]. ...
... Preprocessing tasks like 91 text sanitization and removing irrelevant symbols are critical first steps to ensure the 92 quality of training. Once the data is prepared, the next pivotal step involves 93 establishing the architecture-most often, the transformer architecture, as seen in 94 models like GPT. Initial values for weights and biases are set during this phase, laying 95 the groundwork for the model to develop a comprehensive understanding of language. ...
... A.L.I.C.E. 190 incorporated context awareness through short-term memory and refined its responses by 191 storing previous inputs and corresponding responses [89,90], which led to the 192 development of other chatbot systems like MegaHAL [91,92] and Jabberwacky [93][94][95]. 193 The twenty-first century has witnessed remarkable advancements in AI and NLP 194 techniques, leading to the development of sophisticated and innovative chatbots [96][97][98]. 195 These chatbots can understand user queries and provide meaningful responses, making 196 them invaluable for various applications such as customer service, personalized support, 197 and product recommendations [99,100]. ...
... However, these technological solutions often face scalability challenges beyond the confines of physical institutions, which restricts their broader applicability on global cultural heritage education. [7,15,18]. Despite interactive and personalized recommendations [8,10], challenges in achieving deep conversational contexts persist [10,14,18]. ...
... This has significantly changed the sport, shifting it from its outdoor roots to indoor venues. 7 Modern Adaptations How has Scottish curling adapted to modern climate conditions? ...
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This paper explores the innovative application of Large Language Models (LLMs) in Virtual Reality (VR) environments to promote heritage education, focusing on traditional Scottish curling presented in the game ``Scottish Bonspiel VR''. Our study compares the effectiveness of LLM-based chatbots with pre-defined scripted chatbots, evaluating key criteria such as usability, user engagement, and learning outcomes. The results show that LLM-based chatbots significantly improve interactivity and engagement, creating a more dynamic and immersive learning environment. This integration helps document and preserve cultural heritage and enhances dissemination processes, which are crucial for safeguarding intangible cultural heritage (ICH) amid environmental changes. Furthermore, the study highlights the potential of novel technologies in education to provide immersive experiences that foster a deeper appreciation of cultural heritage. These findings support the wider application of LLMs and VR in cultural education to address global challenges and promote sustainable practices to preserve and enhance cultural heritage.
... These mechanisms enable 92 LLMs to grasp the context within sentences or even across paragraphs, improving their 93 utility in tasks like translation, summarization, and question-answering [50][51][52]. 94 Computational Power: The efficacy of LLMs is closely tied to computational 95 resources. The usage of advanced GPUs and TPUs has made it possible to train models 96 with more parameters, enabling a level of performance that was previously 97 unattainable [53][54][55][56][57]. 98 As we wrap up our discussion on the innovations driving the efficacy of LLMs, it is 99 crucial to recognize that these advancements in architecture or computational power are 100 tightly coupled with the complexities of training these models. ...
... A.L.I.C.E. 217 incorporated context awareness through short-term memory and refined its responses by 218 storing previous inputs and corresponding responses [89,90], which led to the 219 development of other chatbot systems like MegaHAL [91,92] and Jabberwacky [93][94][95]. 220 ...
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In the rapidly evolving landscape of education, digital technologies have repeatedly disrupted traditional pedagogical methods. This paper explores the latest of these disruptions: the potential integration of large language models (LLMs) and chatbots into graduate engineering education. We begin by tracing historical and technological disruptions to provide context and then introduce key terms such as machine learning and deep learning and the underlying mechanisms of recent advancements, namely attention/transformer models and graphics processing units. The heart of our investigation lies in the application of an LLM-based chatbot in a graduate fluid mechanics course. We developed a question bank from the course material and assessed the chatbot's ability to provide accurate, insightful responses. The results are encouraging, demonstrating not only the bot's ability to effectively answer complex questions but also the potential advantages of chatbot usage in the classroom, such as the promotion of self-paced learning, the provision of instantaneous feedback, and the reduction of instructors' workload. The study also examines the transformative effect of intelligent prompting on enhancing the chatbot's performance. Furthermore, we demonstrate how powerful plugins like Wolfram Alpha for mathematical problem-solving and code interpretation can significantly extend the chatbot's capabilities, transforming it into a comprehensive educational tool. While acknowledging the challenges and ethical implications surrounding the use of such AI models in education, we advocate for a balanced approach. The use of LLMs and chatbots in graduate education can be greatly beneficial but requires ongoing evaluation and adaptation to ensure ethical and efficient use. This paper invites further research and dialogue in this emerging field, with the goal of responsibly harnessing these technologies to advance higher education.
... This talk delves into the evolutionary journey and practical applications of immersive serious games within cultural and educational domains spanning several decades (Boiano et al. 2018;Borda & Molnar 2024;Gaia et al. 2019). Utilizing technologies like virtual and augmented reality, as well as computational and machine learning innovations such as generative media, these serious games are revolutionizing interactive learning and narrative experiences. ...
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George Mallen and members of the early Computer Arts Society
... One way in which AI relates to alternative realities is through the development of intelligent agents and virtual assistants that can interact with users within virtual and augmented reality environments. These agents and assistants can provide personalized assistance, support, and guidance to users, enhancing the overall user experience and making the interactions within the virtual and augmented reality environments more natural and intuitive, involving chatbots for example (Boiano et al. 2018;Gaia, et al. 2019). AI is also essential in the development of realistic and responsive virtual characters and avatars, which can interact with users in the Metaverse and other virtual reality environments. ...
Chapter
The internationalExpo (2020)exhibition, delayed due to the COVID-19 pandemic, was held in Dubai, United Arab Emirates, from 2021 to 2022. It is itself a “Metaverse” of the world with pavilions of 192 countries presenting their national characteristics in any way that they wish, within varying financial restrictions. For example, the UK pavilion included a display of poetry generated from words supplied by visitors using artificial intelligence (AI) techniques. In contrast, the Italian pavilion included a reproduction of the historic David statue carved by Michelangelo, generated from a very high-resolution digital scan of the original sculpture. Other displays were more poignant with concurrent world events, such as the Ukrainian pavilion where all electronic displays were replaced with the hashtag #StandWithUkraine. Expo (2020) had dedicated associated apps, including a Metaverse app paralleling the Expo (2020) site itself in a virtual world. In addition, many of the larger pavilions included large electronic displays using AI, AR, VR, and Mixed Reality (MR) approaches. This chapter introduces Metaverse aspects such as VR. AR, MR, and Extended Reality (XR), and it relates these in more detail for a selection of pavilions and resources at Expo 2020.
... -Natural Language Processing: Natural language processing (NLP) is an area of AI focused on enabling computers to understand and process human language (Chowdhary 2020). NLP has been used in a wide range of applications, from chatbots (Boiano et al. 2018;Gaia et al. 2019) to language translation. Recent advancements in NLP, such as the development of the GPT (Generative Pre-trained Transformer) series of language models (Brown et al. 2020), have achieved impressive results in language understanding and generation. ...
Chapter
The film, The Imitation Game, a Hollywood version of Turing’s life, brought fame to a life that was anything but a game. Turing brought his unmatched genius for mathematics and computing and total dedication to his work which led him to break the wartime German Enigma code and introduce artificial intelligence as we understand it today and is changing life as we know it. He also considered emotional intelligence, which ties to his sense of being human and gay. Bringing greater coherence to our understanding of Turing, this chapter explores facets of his life and work that tie to computing in general and artificial intelligence in particular. It also considers some aspects of his cultural legacy.
... Technological innovation has become an indispensable element for cultural enterprises and the process through which these organizations are called upon to create value implies the use of structures and tools capable of providing innovative and interactive approaches in cultural fruition (Sfodera et al., 2020). Artificial Intelligence technology is receiving increasing attention from the cultural sector as well as scholars (Boiano et al., 2018). The introduction of software into the cultural market that can dialogue with users and respond to their needs has renewed traditional communication trajectories and led to a personalisation of interaction with users, maximizing the effectiveness and efficiency of services (Huang & Rust, 2021). ...
Chapter
In recent years, the cultural value proposition has acquired an innovative technological component. The daily overexposure to multimedia platforms and the pervasiveness of social networks requires cultural organizations to develop strategic trajectories that can stimulate interest and involvement of current audiences on a par with the attraction of potential audiences. This chapter explores, from a managerial perspective, emerging experimentations regarding the use of artificial intelligence for the enhancement of the cultural-based experience through chatbot technology. The research's findings highlight that this technology can take on different characteristics depending on the implementation used and the purpose to be achieved. The innovativeness of the approach lies in the components of interactivity and customization of human-like interaction, through which museums attract and involve more effectively current and potential audiences.
... A.L.I.C.E. incorporated context awareness through short-term memory and refined its responses by storing previous inputs and corresponding responses [89,90], which led to the development of other chatbot systems like MegaHAL [91,92] and Jabberwacky [93][94][95]. ...
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Full-text available
In the rapidly evolving landscape of education, digital technologies have repeatedly disrupted traditional pedagogical methods. This paper explores the latest of these disruptions: the potential integration of large language models (LLMs) and chatbots into graduate engineering education. We begin by tracing historical and technological disruptions to provide context and then introduce key terms such as machine learning and deep learning and the underlying mechanisms of recent advancements, namely attention/transformer models and graphics processing units. The heart of our investigation lies in the application of an LLM-based chatbot in a graduate fluid mechanics course. We developed a question bank from the course material and assessed the chatbot's ability to provide accurate, insightful responses. The results are encouraging, demonstrating not only the bot's ability to effectively answer complex questions but also the potential advantages of chatbot usage in the classroom, such as the promotion of self-paced learning, the provision of instantaneous feedback, and the reduction of instructors' workload. The study also examines the transformative effect of intelligent prompting on enhancing the chatbot's performance. Furthermore, we demonstrate how powerful plugins like Wolfram Alpha for mathematical problem-solving and code interpretation can significantly extend the chatbot's capabilities, transforming it into a comprehensive educational tool. While acknowledging the challenges and ethical implications surrounding the use of such AI models in education, we advocate for a balanced approach. The use of LLMs and chatbots in graduate education can be greatly beneficial but requires ongoing evaluation and adaptation to ensure ethical and efficient use. This paper invites further research and dialogue in this emerging field, with the goal of responsibly harnessing these technologies to advance higher education.
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In this paper, we look at the possibility of a machine having a sense of humour. In particular, we focus on actual machine utterances in Turing test discourses. In doing so, we do not consider the Turing test in depth and what this might mean for humanity, rather we merely look at cases in conversations when the output from a machine can be considered to be humorous. We link such outpourings with Turing’s “arguments from various disabilities” used against the concept of a machine being able to think, taken from his seminal work of 1950. Finally we consider the role that humour might play in adding to the deception, integral to the Turing test, that a machine in practice appears to be a human.
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Much has been written about the Turing Test in the last few years, some of it preposterously off the mark. People typically mis-imagine the test by orders of magnitude. This essay is an antidote, a prosthesis for the imagination, showing how huge the task posed by the Turing Test is, and hence how unlikely it is that any computer will ever pass it. It does not go far enough in the imagination-enhancement department, however, and I have updated the essay with a new postscript.
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