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Knowing When to Ask: Self-Gated Clarification for Hierarchical Language Agents Impedance MPC for Physical Human-Robot Interaction: Predictive Disturbance Rejection with Joint-Limit Safety Formalizing all indexed mathematics as a benchmark for general reasoning, with the example of implementing dilatations of categories What LLMs Must Forget to Teach Effectively: A DIY Approach to Premodern Japanese Language Pedagogy Faster Completion, Less Learning: Generative AI Reduced Study Time on Math Problems and the Knowledge They Build Learning to Decide with AI Assistance under Human-Alignment Clinically Aware Synthetic Image Generation for Concept Coverage in Chest X-ray Models K2MUSE: A human lower-limb multimodal walking dataset spanning task and acquisition variability for rehabilitation robotics Privacy-Preserving Empathy Detection in Video Interactions GlyTwin: Digital Twin for Glucose Control in Type 1 Diabetes Through Optimal Behavioral Modifications Using Patient-Centric Counterfactuals AgentDynEx: Nudging the Mechanics and Dynamics of Multi-Agent Simulations Creating and Evaluating Personas Using Generative AI: A Scoping Review of 81 Articles Social Human Robot Embodied Conversation (SHREC) Dataset: Benchmarking Foundational Models' Social Reasoning Designing Synthetic Discussion Generation Systems: A Case Study for Online Facilitation FSPO: Few-Shot Optimization of Synthetic Preferences Personalizes to Real Users ExplainReduce: Generating global explanations from many local explanations AIvaluateXR: An Evaluation Framework for on-Device AI in XR with Benchmarking Results RECOVER: Designing a Large Language Model-based Remote Patient Monitoring System for Postoperative Gastrointestinal Cancer Care "Would You Want an AI Tutor?" 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Security vs. Privacy- A Social Perspective Non-Verbal Communication Analysis in Victim-Offender Mediations An Intelligent Personal Robot Assistant Effects of Coupling in Human-Virtual Agent Body Interaction Co-adaptation in a Handwriting Recognition System Bypassing Captcha By Machine A Proof For Passing The Turing Test Using Learned Predictions as Feedback to Improve Control and Communication with an Artificial Limb: Preliminary Findings Fuzzy Model on Human Emotions Recognition Expressing social attitudes in virtual agents for social training games Using the Crowd to Generate Content for Scenario-Based Serious-Games User Friendly Line CAPTCHAs Quality of Geographic Information: Ontological approach and Artificial Intelligence Tools Speeding up SOR Solvers for Constraint-based GUIs with a Warm-Start Strategy Constraint Solvers for User Interface Layout
RecQuest: Towards Estimating User Domain Knowledge in Conversational Recommender Systems
Ivica Kostric, Ujwal Gadiraju, Krisztian Balog · 2025-12-15 · via cs.HC updates on arXiv.org

The ideal conversational recommender system (CRS) acts like a savvy salesperson, adapting its language and suggestions to a user's expertise level. However, most current systems treat all users as experts, leading to frustrating and inefficient interactions when users are unfamiliar with a domain. Systems that can adapt their conversational strategies to a user's knowledge level stand to offer a much more natural and effective experience. To enable such adaptation, a CRS must first be able to estimate a user's domain knowledge from interaction signals. Yet, accurately estimating knowledge typically requires tailored interactions to elicit those signals in the first place, creating a fundamental chicken-and-egg problem. In this work, we take a first step toward breaking this dependency by introducing a new task: estimating user domain knowledge directly from conversational transcripts. A key obstacle to such estimation is the lack of suitable data; to our knowledge, no existing dataset captures the conversational behaviors of users with varying levels of domain knowledge. Furthermore, in most dialogue collection protocols, users are free to express their own preferences, which tends to concentrate on popular items and well-known features, offering little insight into how novices explore or learn about unfamiliar features. To address this, we design RecQuest, a game-with-a-purpose data collection protocol that elicits varied expressions of knowledge while using a target-aware CRS to guide interactions, release the resulting dataset, and provide baseline methods and analyses to support future work on user-knowledge-aware CRS.