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The Influence of Culture in the Effect of Age and Gender on Social Influence in Persuasive Technology 年龄和性别对说服技术中社会影响的影响
Kiemute Oyibo, Rita Orji, Julita Vassileva
Research has shown that social influence can be used to effect behavior change. However, research on the role culture plays in the effect of age and gender on social influence in persuasive technology is scarce. To address this, we investigate the effect of age and gender on the susceptibility of individuals to Competition, Reward, Social Comparison and Social Learning in individualist and collectivist cultures, using a sample of 360 participants from North America, Africa and Asia. Our results reveal that there are more significant differences between males and females and between younger and older people in collectivist cultures than individualist cultures. In individualist culture, we found that males and females differ with respect to Competition only, with males being more susceptible. However, in collectivist culture, we found males differ from females with respect to Reward and Competition, with males being more susceptible, while younger people differ from older people with respect to Competition, Social Comparison and Social Learning, with younger people be more susceptible. Our findings provide designers of gamified persuasive applications with empirical insights for tailoring to the different cultures based on age and gender
研究表明,社会影响可以用来改变行为。然而,关于年龄和性别对说服技术社会影响力的影响中文化所起的作用的研究却很少。为了解决这个问题,我们调查了年龄和性别对个人主义和集体主义文化中个人对竞争、奖励、社会比较和社会学习的敏感性的影响,使用了来自北美、非洲和亚洲的360名参与者的样本。我们的研究结果表明,在集体主义文化中,男性和女性之间以及年轻人和老年人之间的差异比个人主义文化中更显著。在个人主义文化中,我们发现男性和女性仅在竞争方面存在差异,男性更容易受到影响。然而,在集体主义文化中,我们发现男性在奖励和竞争方面与女性不同,男性更容易受到影响,而年轻人在竞争、社会比较和社会学习方面与老年人不同,年轻人更容易受到影响。我们的研究结果为游戏化说服应用程序的设计者提供了基于年龄和性别的不同文化定制的经验见解
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引用次数: 49
UMAP 2017 PATCH 2017: Personalized Access to Cultural Heritage Organizers' Welcome UMAP 2017 PATCH 2017:个性化文化遗产访问组织者欢迎
L. Ardissono, Cristina Gena, T. Kuflik
Since 2007, the PATCH workshop series have been a gathering place for researchers and professionals from various countries and institutions to discuss the topics of digital access to Cultural Heritage and specifically the personalization aspects of this process. Due to this rich history, the reach of the PATCH workshop in various research communities is extensive. PATCH 2017 is another link in the long chain of PATCH events and we hope that it will point out future research challenges and directions and its success will pave the way to future events. Following the successful series of PATCH workshops, PATCH 2017 is organized as the meeting point between state of the art cultural heritage research and personalization -- using any kind of technology, while focusing on ubiquitous and adaptive scenarios, to enhance the personal experience in cultural heritage sites. The workshop is aimed at bringing together researchers and practitioners who are working on various aspects of cultural heritage and are interested in exploring the potential of state of the art of personalized approaches that may enhance the CH visit experience. In this edition we received 7 submissions, 2 full papers (28%), 3 short papers (42%), 1 demo paper (14%), and 1 position paper (14%). To select the workshop papers a peer-review process was carried out. At least three members of the Program Committee (which is listed below) were assigned to each paper. As result, we have accepted all the papers, and downgraded 1 short paper to position paper. The 2017 workshop includes contributions covering diverse research aspects, such as: advanced brain informatics and IoT approaches to understand museum visitors' behavior or to personalize their visits; novel models for information retrieval, information visualization and automated personalized content generation, social recommendation of CH information based on Linked Open Data; and a study of the interplay among human cognitive processing differences and cultural heritage activities towards gaming experience and performance. We believe that this is a nice spectrum of topics and we wish you to enjoy reading the workshop proceedings. The contributions collected in this workshop reflect these topics.
自2007年以来,PATCH系列研讨会一直是来自不同国家和机构的研究人员和专业人士讨论文化遗产数字化访问主题,特别是这一过程的个性化方面的聚会场所。由于这一丰富的历史,PATCH研讨会在各个研究社区的影响是广泛的。PATCH 2017是PATCH活动长链中的另一个环节,我们希望它能指出未来的研究挑战和方向,它的成功将为未来的活动铺平道路。继一系列成功的PATCH研讨会之后,PATCH 2017被组织为最先进的文化遗产研究和个性化之间的交汇点-使用任何一种技术,同时关注无处不在和适应性场景,以增强文化遗产地的个人体验。研讨会的目的是将研究文化遗产各个方面的研究人员和实践者聚集在一起,这些研究人员和实践者对探索个性化方法的最新发展潜力感兴趣,这些方法可能会提高参观文化遗产的体验。本次共收到投稿7篇,其中全文2篇(28%),短文3篇(42%),演示论文1篇(14%),立场论文1篇(14%)。为了选择研讨会论文,进行了同行评议过程。每篇论文至少有三名计划委员会成员(如下所列)。因此,我们接受了所有的论文,并将1篇短文降级为立场论文。2017年的研讨会涵盖了不同的研究领域,例如:先进的大脑信息学和物联网方法,以了解博物馆游客的行为或个性化他们的参观;基于关联开放数据的信息检索、信息可视化和自动化个性化内容生成、CH信息社会化推荐等新模型;以及人类认知加工差异和文化遗产活动对游戏体验和表现的相互作用的研究。我们相信这是一个很好的主题范围,我们希望你喜欢阅读研讨会的会议记录。本次研讨会收集的贡献反映了这些主题。
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引用次数: 1
Forró Trainer: Automated Feedback for Partner Dance Learning Forró培训师:自动反馈合作伙伴舞蹈学习
Augusto Dias Pereira dos Santos, K. Yacef, Roberto Martínez Maldonado
In partner dance classes, teachers typically manage several students at the same time. For that reason, the amount of feedback provided in class is quite limited and students do not have many resources to get other feedback. In this demo paper, we present Forró Trainer, a tool that allows students to practice dance exercises by themselves, receiving automatically generated feedback about their performance. The system runs on a smartphone app and focuses on a fundamental aspect of dancing: learning to follow the rhythm of the music. The app detects the student's movements, using the mobile's accelerometer, extracts aspects of the rhythm and provides feedback. We present a description of the tool, the mistakes it detects, the automated feedback and the benefits that it may provide for dance students.
在舞伴课上,老师通常同时管理几个学生。因此,课堂上提供的反馈数量非常有限,学生没有太多的资源来获得其他反馈。在这篇演示论文中,我们展示了Forró Trainer,这是一个允许学生自己练习舞蹈练习的工具,并自动生成关于他们表演的反馈。该系统在智能手机应用程序上运行,专注于舞蹈的一个基本方面:学习跟随音乐的节奏。该应用程序使用手机的加速度计检测学生的动作,提取节奏的各个方面并提供反馈。我们介绍了该工具的描述,它检测的错误,自动反馈以及它可能为舞蹈学生提供的好处。
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引用次数: 7
The Influence of City Size on Dietary Choices 城市规模对饮食选择的影响
Hao Cheng, Markus Rokicki, E. Herder
In the past decades, the process of urbanization has shaped general socio-economic aspects of cities with different population sizes. Among them, food consumption is a good indicator to reflect the quality of life. In this paper, we study the impact of city size on food preferences, as shown by users of a large German food sharing community. We quantitatively and qualitatively analyze differences in dietary choices made by users who indicate to live in cities of different sizes, from metropolises and big cities to medium and small towns. Further, we demonstrate that the city size of the creators of online recipes can be predicted with a good accuracy of 86%, using predictors based on recipe authors' profiles, recipe popularity, season, and recipe complexity and contents. The findings indicate that city size is a useful feature to take into account in various other domains.
在过去几十年里,城市化进程塑造了不同人口规模城市的一般社会经济方面。其中,食物消费是反映生活质量的一个很好的指标。在本文中,我们研究了城市规模对食物偏好的影响,以德国一个大型食物分享社区的用户为例。我们定量和定性地分析了表明生活在不同规模城市的用户在饮食选择上的差异,从大都市和大城市到中小城镇。此外,我们证明,使用基于食谱作者的个人资料、食谱受欢迎程度、季节、食谱复杂性和内容的预测器,可以预测在线食谱创作者的城市规模,准确率达到86%。研究结果表明,城市规模是一个有用的特征,可以在其他领域加以考虑。
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引用次数: 7
Experiences Using an Interactive Presentation Platform in a Functional and Logic Programming Course 在函数和逻辑程序设计课程中使用交互式演示平台的经验
Vasileios Triglianos, M. Lábaj, Róbert Móro, Jakub Simko, M. Hucko, Jozef Tvarozek, C. Pautasso, M. Bieliková
Modern constructivist approaches to education dictate active experimentation with the study material and have been linked with improved learning outcomes in STEM fields. During classroom time we believe it is important for students to experiment with the lecture material since active recall helps them to start the memory encoding process as well as to catch misconceptions early and to prevent them from taking root. In this paper, we report on our experiences using ASQ, a Web-based interactive presentation tool in a functional and logic programming course taught at the Faculty of Informatics and Information Technologies at the Slovak University of Technology in Bratislava. ASQ allowed us to collect immediate feedback from students and retain their attention by asking complex types of questions and aggregating student answers in real time. From our experience we identified several requirements and guidelines for successfully adopting ASQ. One of the most critical concerns was how to estimate the time when to stop collecting the students' answers and proceed to their evaluation and discussion with the class. We also report the students' feedback on the ASQ system that we collected in the form of the standard SUS questionnaire.
现代建构主义教育方法要求对学习材料进行积极的实验,并与STEM领域学习成果的改善联系在一起。在课堂上,我们认为学生对课堂材料进行实验是很重要的,因为主动回忆可以帮助他们开始记忆编码过程,也可以帮助他们及早发现误解,防止它们扎根。在本文中,我们报告了我们在布拉迪斯拉发斯洛伐克科技大学信息学和信息技术学院教授的功能和逻辑编程课程中使用ASQ的经验。ASQ是一种基于网络的交互式演示工具。ASQ允许我们从学生那里收集即时反馈,并通过提出复杂类型的问题和实时汇总学生的答案来保持他们的注意力。根据我们的经验,我们确定了成功采用ASQ的几个要求和指导方针。最关键的问题之一是如何估计何时停止收集学生的答案,并继续与全班进行评估和讨论。我们还以标准SUS问卷的形式报告学生对ASQ系统的反馈。
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引用次数: 6
Personalised Diversification Using Intent-Aware Portfolio 使用意向感知投资组合的个性化多样化
Jacek Wasilewski, N. Hurley
The intent-aware diversification framework considers a set of aspects associated with items to be recommended. A baseline recommendation is greedily re-ranked using an objective that promotes diversity across the aspects. In this paper the framework is analysed and a new intent-aware objective is derived that considers the minimum variance criterion, connecting the framework directly to portfolio diversification from finance. We derive an aspect model that supports the goal of minimum variance and that is faithful to the underlying baseline algorithm. We evaluate diversification capabilities of the proposed method on the MovieLens dataset.
意向感知多样化框架考虑了与要推荐的项目相关的一组方面。基线建议是利用促进各方面多样性的目标贪婪地重新排序。本文对该框架进行了分析,并推导了一个新的意图感知目标,该目标考虑了最小方差准则,将该框架直接与金融投资组合多样化联系起来。我们推导了一个支持最小方差目标的方面模型,该模型忠实于底层基线算法。我们在MovieLens数据集上评估了该方法的多样化能力。
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引用次数: 5
UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization UMAP 2017个性化的五十种阴影-严肃和有说服力的游戏和游戏互动中的个性化研讨会:组织者的欢迎和组织
Elke E. Mattheiss, Marc Busch, Rita Orji, G. F. Tondello, Andrzej Marczewski, Wolfgang Hochleitner, M. Lankes, M. Tscheligi
It is our great pleasure to welcome you to the UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions. Serious games (games for purposes other than entertainment) as well as persuasive games (games for promoting desirable behavior without coercion) are increasingly adopted by scholars and have also found their way into industry. Elements of games are also increasingly used to design gameful interactions (this is also referred to as gamification). Serious and persuasive approaches focus on imparting knowledge and raising awareness about topics or issues, and also fostering attitude or behavior change in a desirable direction, for example towards a healthier lifestyle. In an era when we are used to highly individualized, personal and ubiquitous interactions and with the possibility to collect an enormous amount of information about people's behaviors, habits and attitudes, personalization has increased much in significance since it became a topic in Human-Computer Interaction. Not only do we have advanced opportunities to personalize serious and persuasive games and gameful interactions, we have also scientific evidence that this is highly useful. Studies show that these technologies are more effective in educating users about certain topics and in supporting them in behavioral and attitudinal change, as well as in raising awareness and engaging them in specific topics, when they are personalized in contrast to employing a one-size-fits-all approach. Although personalization of serious and persuasive games and gameful interactions is a vibrant and highly promising area and has become an important researched field, many aspects of it are still underexplored. Thus, there is common understanding on the importance of personalization itself, but also an ongoing debate and a growing number of research on the approaches used for personalization: Will we use subjective or objective variables for personalization? Will we use continuous (such as traits) or categorical (such as types) dimensions? Will we personalize according to specific interactions (e.g. game dynamics) or ends of the interaction (e.g. different goals)? Will we rely on an a priori personalization or will we be able to personalize in real-time? The various shades of personalization in serious games and gameful interactions will be the central aspect of the workshop and will form the basis for participants' discussions.
我们非常高兴地欢迎您参加UMAP 2017年个性化的五十度阴影-严肃和有说服力的游戏和游戏互动中的个性化研讨会。严肃游戏(游戏邦注:游戏的目的不是娱乐)和劝导游戏(游戏邦注:在没有强迫的情况下促进理想行为的游戏)越来越多地被学者所采用,并且也进入了工业领域。游戏元素也越来越多地用于设计游戏互动(这也被称为游戏化)。认真和有说服力的方法侧重于传授知识和提高对专题或问题的认识,并促进态度或行为朝着理想的方向转变,例如朝着更健康的生活方式转变。在一个我们习惯于高度个性化、个性化和无处不在的交互的时代,并且有可能收集关于人们的行为、习惯和态度的大量信息,个性化自成为人机交互的一个话题以来,其重要性大大增加。我们不仅拥有更先进的机会去个性化严肃且有说服力的游戏和游戏互动,我们也有科学证据证明这是非常有用的。研究表明,如果这些技术是个性化的,而不是采用一刀切的方法,这些技术在教育用户了解某些主题、支持他们改变行为和态度、以及提高认识和使他们参与具体主题方面更为有效。尽管严肃且有说服力的游戏和游戏互动的个性化是一个充满活力且极具前景的领域,并已成为重要的研究领域,但它的许多方面仍未得到充分探索。因此,人们对个性化本身的重要性有共同的理解,但对个性化使用的方法也有持续的争论和越来越多的研究:我们将使用主观变量还是客观变量进行个性化?我们将使用连续(如特征)还是分类(如类型)维度?我们会根据特定的互动(如游戏动态)或互动的结束(如不同的目标)进行个性化吗?我们会依赖先验的个性化还是能够实时个性化?严肃游戏和游戏互动中的各种个性化将成为研讨会的核心内容,并将成为参与者讨论的基础。
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引用次数: 3
Leveraging Interfaces to Improve Recommendation Diversity 利用界面提高推荐多样性
Chun-Hua Tsai, Peter Brusilovsky
Increasing diversity in the output of a recommender system is an active research question for solving a long-tail issue. Most of the current approaches have focused on ranked list optimization to improve recommendation diversity. However, little is known about the effect that a visual interface can have on this issue. This paper shows that a multidimensional visualization promotes diversity of social exploration in the context of an academic conference. Our study shows a significant difference in the exploration pattern between ranked list and visual interfaces. The results show that a visual interface can help the user explore a a more diverse set of recommended items.
增加推荐系统输出的多样性是解决长尾问题的一个积极研究课题。目前大多数方法都集中在排序列表优化上,以提高推荐的多样性。然而,人们对可视化界面在这个问题上的影响知之甚少。研究表明,在学术会议的背景下,多维可视化促进了社会探索的多样性。我们的研究表明,排名列表和视觉界面之间的探索模式存在显著差异。结果表明,一个可视化的界面可以帮助用户探索更多样化的推荐项目。
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引用次数: 14
Content Wizard: Concept-Based Recommender System for Instructors of Programming Courses 内容向导:基于概念的编程课程讲师推荐系统
Hung Chau, Jordan Barria-Pineda, Peter Brusilovsky
Authoring an adaptive educational system is a complex process that involves allocating a large range of educational content within a fixed sequence of units. In this paper, we describe Content Wizard, a concept-based recommender system for recommending learning materials that meet the instructor's pedagogical goals during the creation of an online programming course. Here, the instructors are asked to provide a set of code examples that jointly reflect the learning goals that are associated with each course unit. The Wizard is built on top of our course-authoring tool, and it helps to decrease the time instructors spend on the task and to maintain the coherence of the sequential structure of the course. It also provides instructors with additional information to identify content that might be not appropriate for the unit they are creating. We conducted an off-line study with data collected from an introductory Java course previously taught at the University of Pittsburgh in order to evaluate both the practicality and effectiveness of the system. We found that the proposed recommendation's performance is relatively close to the teacher's expectation in creating a computer-based adaptive course.
创建一个适应性教育系统是一个复杂的过程,它涉及到在固定的单元序列中分配大范围的教育内容。在本文中,我们描述了Content Wizard,这是一个基于概念的推荐系统,用于在创建在线编程课程期间推荐满足教师教学目标的学习材料。在这里,教师被要求提供一组代码示例,这些示例共同反映了与每个课程单元相关的学习目标。向导是建立在我们的课程编写工具之上的,它有助于减少教师花在任务上的时间,并保持课程顺序结构的一致性。它还为教师提供了额外的信息,以识别可能不适合他们正在创建的单元的内容。为了评估系统的实用性和有效性,我们使用从匹兹堡大学以前教授的Java入门课程中收集的数据进行了离线研究。我们发现,在创建基于计算机的自适应课程时,所提出的推荐的效果相对接近教师的期望。
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引用次数: 10
RUTICO: Recommending Successful Learning Paths Under Time Constraints RUTICO:在时间限制下推荐成功的学习路径
A. Nabizadeh, A. Jorge, J. P. Leal
Nowadays using E-learning platforms such as Intelligent Tutoring Systems (ITS) that support users to learn subjects are quite common. Despite the availability and the advantages of these systems, they ignore the learners' time limitation for learning a subject. In this paper we propose RUTICO, that recommends successful learning paths with respect to a learner's knowledge background and under a time constraint. RUTICO, which is an example of Long Term goal Recommender Systems (LTRS), after locating a learner in the course graph, it utilizes a Depth-first search (DFS) algorithm to find all possible paths for a learner given a time restriction. RUTICO also estimates learning time and score for the paths and finally, it recommends a path with the maximum score that satisfies the learner time restriction. In order to evaluate the ability of RUTICO in estimating time and score for paths, we used the Mean Absolute Error and Error. Our results show that we are able to generate a learning path that maximizes a learner's score under a time restriction.
如今,使用智能辅导系统(ITS)等支持用户学习科目的电子学习平台是相当普遍的。尽管这些系统具有可用性和优势,但它们忽略了学习者学习一门学科的时间限制。在本文中,我们提出了RUTICO,它根据学习者的知识背景和时间限制推荐成功的学习路径。RUTICO是长期目标推荐系统(Long Term goal Recommender Systems, LTRS)的一个例子,它在课程图中找到一个学习者后,利用深度优先搜索(deep -first search, DFS)算法,在给定的时间限制下,找到一个学习者的所有可能路径。RUTICO还会估计路径的学习时间和分数,最后,它会推荐一条满足学习者时间限制的分数最高的路径。为了评估RUTICO在估计路径时间和分数方面的能力,我们使用了平均绝对误差和误差。我们的结果表明,我们能够生成一个学习路径,在时间限制下最大化学习者的分数。
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引用次数: 21
期刊
Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization
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