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An Approach to Improve Physical Activity by Generating Individual Implementation Intentions 一种通过产生个人实施意图来改善身体活动的方法
Ayseguel Dogangün, Michael Schwarz, Katharina Kloppenborg, Robert Le
Daily physical activity not only empowers the body, but it also invigorates the mind and helps people cope with the struggle of everyday life. A balanced amount of moderate to vigorous physical activity is recommended. Major barriers that lead to low levels of physical activity are lack of time and motivation. The objective of this paper is to generate individual recommendations to improve physical activity by using if-then plans - so called Implementation Intentions. We developed a mobile application named DayActivizer to collect all the necessary activity data by the user. Based on the collected data, the application automatically recommends activities within if-then plans with an increasing degree of physical effort to counteract insufficient physical exercise concerning individual daily routine. To evaluate our approach, we conducted a field study (N=8) and qualitative interviews in which every participant was asked to examine the validity of the individual recommended implementation intentions.
每天的体育活动不仅能增强身体的力量,还能振奋精神,帮助人们应对日常生活的挣扎。建议适度到剧烈的身体活动。导致体育活动水平低的主要障碍是缺乏时间和动力。本文的目的是通过使用“如果-那么”计划(即所谓的“实施意图”)来产生个人建议,以改善身体活动。我们开发了一个名为DayActivizer的移动应用程序来收集用户所有必要的活动数据。根据收集到的数据,应用程序会自动推荐“如果-然后”计划中的活动,并增加运动量,以抵消个人日常锻炼不足的影响。为了评估我们的方法,我们进行了一项实地研究(N=8)和定性访谈,其中每个参与者都被要求检查个人推荐的实施意图的有效性。
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引用次数: 10
UMAP'17 Workshops & Tutorials Chairs' Introduction UMAP'17研讨会和教程椅'介绍
Cécile Paris, O. Santos
We are happy to present the 8 workshops and 2 tutorials selected for the 25th ACM Conference on User Modeling, Adaptation, and Personalization (UMAP 2017) from the proposals we received in response to the corresponding calls for workshops and tutorials. The workshops provide a venue to discuss and explore emerging areas of User Modelling and Adaptive Hypermedia research with a group of like-minded researchers and practitioners from Industry and Academia. The discussions are focused on systems that adapt to individual users, to groups of users, and that collect, represent, and model user information. The workshops held in conjunction with UMAP 2017 cover a wide range of topics.
我们很高兴为第25届ACM用户建模、适应和个性化会议(UMAP 2017)提供8个讲习班和2个教程,这些讲习班和教程是从我们收到的响应相应讲习班和教程的提案中选出的。研讨会提供了一个讨论和探索用户建模和自适应超媒体研究的新兴领域的场所,来自工业界和学术界的一群志同道合的研究人员和实践者。讨论的重点是适应单个用户、用户组以及收集、表示和建模用户信息的系统。与UMAP 2017联合举办的研讨会涵盖了广泛的主题。
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引用次数: 0
BIG-AFF: Exploring Low Cost and Low Intrusive Infrastructures for Affective Computing in Secondary Schools BIG-AFF:探索中学情感计算的低成本和低侵入性基础设施
J. Boticario, O. Santos, Raúl Cabestrero, Pilar Quirós, Sergio Salmeron-Majadas, Raul Uria-Rivas, Mar Saneiro, M. Arevalillo-Herráez, F. Ferri
Recent research has provided solid evidence that emotions strongly affect motivation and engagement, and hence play an important role in learning. In BIG-AFF project, we build on the hypothesis that ``it is possible to provide learners with a personalised support that enriches their learning process and experience by using low intrusive (and low cost) devices to capture affective multimodal data that include cognitive, behavioural and physiological information''. In order to deal with the affect management complete cycle, thus covering affect detection, modelling and feedback, there is lack of standards and consolidated methodologies. Being our goal to develop realistic affect-aware learning environments, we are exploring different approaches on how these can be supported by either by traditional non-intrusive interaction sources or low intrusive and inexpensive sensing devices. In this work we describe the main issues involved in two user studies carried out with high school learners, highlight some open problems that arose when designing the corresponding experimental settings. In particular, the studies involved varied nature of information sources and each focused on one of the approaches. Our experience reflects the need to develop an extensive knowledge about the organization of this type of experiences that consider user-centric development and evaluation methodologies.
最近的研究提供了确凿的证据,表明情绪强烈地影响动机和投入,因此在学习中起着重要作用。在BIG-AFF项目中,我们基于这样的假设:“有可能为学习者提供个性化的支持,通过使用低侵入性(和低成本)的设备来捕获包括认知、行为和生理信息在内的情感多模态数据,丰富他们的学习过程和体验。”为了处理影响管理的完整周期,从而涵盖影响检测、建模和反馈,缺乏标准和统一的方法。我们的目标是开发现实的情感感知学习环境,我们正在探索如何通过传统的非侵入性交互源或低侵入性和廉价的传感设备来支持这些学习环境。在这项工作中,我们描述了与高中学习者进行的两个用户研究中涉及的主要问题,强调了在设计相应实验设置时出现的一些开放问题。特别是,这些研究涉及各种性质的信息来源,每项研究都侧重于其中一种方法。我们的经验反映出,我们需要在考虑以用户为中心的开发和评估方法的基础上,对这类体验的组织进行广泛的了解。
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引用次数: 2
Towards Adaptive Height-Aware Public Interactive Displays 面向自适应高度感知公共互动显示
Callum Parker, Joel Fredericks, M. Tomitsch, Soojeong Yoo
Public interactive displays (PIDs) are becoming more pervasive in urban environments as a means to engage passers-by and to provide interactive features such as wayfinding. However, one of the problems with current PIDs is that they are typically designed around an average specification, potentially excluding a large range of users that for instance might not be able to reach interactive elements. To address this challenge, we propose a number of design concepts for adjusting PIDs to users of different heights. We present a preliminary evaluation of our concepts through a cognitive walk-through study with 10 design experts using a custom-developed experience prototype featuring four height-aware modes. Based on qualitative feedback and observations we discuss design suggestions for future work.
公共互动显示器(pid)在城市环境中变得越来越普遍,作为一种吸引路人和提供寻路等互动功能的手段。然而,当前pid的一个问题是,它们通常是围绕一个平均规范设计的,可能会排除大量用户,例如,这些用户可能无法访问交互元素。为了应对这一挑战,我们提出了一些设计概念来调整pid以适应不同高度的用户。我们通过与10位设计专家的认知演练研究,使用具有四种高度感知模式的定制开发体验原型,对我们的概念进行了初步评估。基于定性反馈和观察,我们讨论了未来工作的设计建议。
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引用次数: 14
Measuring Predictive Performance of User Models: The Details Matter 测量用户模型的预测性能:细节很重要
Radek Pelánek
Evaluation of user modeling techniques is often based on the predictive accuracy of models. The quantification of predictive accuracy is done using performance metrics. We show that the choice of a performance metric is important and that even details of metric computation matter. We analyze in detail two commonly used metrics (AUC, RMSE) in the context of student modeling. We discuss different approaches to their computation (global, averaging across skill, averaging across students) and show that these methods have different properties. An analysis of recent research papers shows that the reported descriptions of metric computation are often insufficient. To make research conclusions valid and reproducible, researchers need to pay more attention to the choice of performance metrics and they need to describe more explicitly details of their computation.
用户建模技术的评估通常基于模型的预测准确性。预测准确性的量化是使用性能度量来完成的。我们展示了性能度量的选择是重要的,甚至度量计算的细节也很重要。我们详细分析了学生建模环境中两种常用的度量(AUC, RMSE)。我们讨论了不同的计算方法(全局、跨技能平均、跨学生平均),并表明这些方法具有不同的性质。对近年来的研究论文的分析表明,对度量计算的描述往往不够充分。为了使研究结论有效和可重复,研究人员需要更加注意性能指标的选择,并且需要更明确地描述其计算的细节。
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引用次数: 5
Personalized Behavior Recommendation: A Case Study of Applicability to 13 Courses on edX 个性化行为推荐:edX 13门课程适用性案例研究
Steven Tang, Z. Pardos
Individualized and personalized learning has taken on different forms in the context of digital learning environments. In intelligent tutoring systems, individualization is focused on estimation of the cognitive mastery of the student and the speed at which the student progresses through the material is conditioned on her individual rate of mastery. In prior work, a recommendation framework based on learner behaviors, rather than learner's cognitive abilities, was proposed and developed. This framework trained a behavior model on millions of previous student actions in order to estimate how a future learner might behave. This behavior model can incorporate the amount of time spent on each course page, such that the model can take into account a learner's previous behaviors and provide a specific course page recommendation to where the learner may want to go next where they can be expected to spend a significant amount of time on. We stipulate that this approach touches on factors more aligned with personalization, since the prediction of behavior is an aggregation of the student's cognitive abilities, affective state, and preferences. This model was applied to a hand-picked pair of MOOC offerings where model results were expected to be favorable. In this paper, we investigate the suitability of this behavioral prediction approach by applying it to an expanded set of 13 UC Berkeley MOOCs run on the edX platform. Preliminary results from applying the time-augmented Recurrent Neural Network (RNN) based behavior model approach are presented and compared to baseline models. These findings contribute to the discussion of when and in what context this form of collaborative based personalized recommendation is appropriate in MOOCs.
个性化和个性化学习在数字化学习环境中呈现出不同的形式。在智能辅导系统中,个性化侧重于评估学生的认知掌握程度,学生通过材料的进步速度取决于她的个人掌握程度。在前人的研究中,提出并发展了一种基于学习者行为而非学习者认知能力的推荐框架。这个框架根据数百万以前的学生行为训练了一个行为模型,以估计未来的学习者可能会如何行为。这个行为模型可以包含在每个课程页面上花费的时间,这样模型就可以考虑学习者以前的行为,并提供一个特定的课程页面建议,告诉学习者下一步可能想去哪里,他们可以在哪里花费大量的时间。我们认为,这种方法涉及到与个性化更一致的因素,因为对行为的预测是学生认知能力、情感状态和偏好的集合。该模型应用于精心挑选的一对MOOC课程,模型结果预计是有利的。在本文中,我们通过将这种行为预测方法应用于在edX平台上运行的13门加州大学伯克利分校mooc的扩展集来研究这种方法的适用性。提出了基于时间增强递归神经网络(RNN)的行为模型方法的初步结果,并与基线模型进行了比较。这些发现有助于讨论这种基于协作的个性化推荐形式何时以及在何种背景下适用于mooc。
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引用次数: 10
When will Cultural Heritage Content Creation Get to the Digital Age? 文化遗产内容创作何时进入数字时代?
T. Kuflik, A. L. Bue, O. Stock, A. Wecker
Cultural heritage (CH) is an attractive domain for experimenting with novel technologies for various reasons. In general, the research focuses is on experimenting the potential of the novel technology, while having a high-quality content is necessary for experimentation in a realistic setting, but it is not the focus of the research. While generally ignored, it seems that automatic content creation is one of the main challenges for wide adoption of CH application in practice. Some effort was invested in automating the process without providing a real solution. It seems that recent semantic web techniques and large content digitization and standardization efforts pave the way for trying again to suggest ways for automatic creation of personalized and context aware coherent presentations from freely available content on the fly.
由于各种原因,文化遗产(CH)是一个有吸引力的领域,可以进行新技术的实验。总的来说,研究的重点是实验新技术的潜力,而在现实环境中进行实验需要高质量的内容,但这不是研究的重点。虽然通常被忽视,但自动内容创建似乎是CH应用在实践中广泛采用的主要挑战之一。在没有提供真正的解决方案的情况下,在自动化过程中投入了一些努力。最近的语义网技术和大量的内容数字化和标准化工作似乎为从动态的免费内容中自动创建个性化和上下文感知的连贯演示铺平了道路。
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引用次数: 5
Busy versus Empty Museums: Effects of Visitors' Crowd on Users' Behaviors in Smart Museums 博物馆繁忙与空虚:游客人群对智能博物馆用户行为的影响
Seyyed Hadi Hashemi, J. Kamps, W. Hupperetz
There is a growing interests in integration of Internet of Things (IoT) in smart environments, which creates an opportunity to understand users' information needs using onsite physical sensor logs. However, the physical context creates numerous external factors that play a role in users' information interactions, thus creating new external biases in the collected information interaction logs. In order to provide an effective personalized experiences for users in smart environment, we need to take care of these external biases in the behavioral user models. Our general aim is to understand users' onsite physical behaviors for providing online and onsite personalized services like personalized tour guides. We focus on the cultural heritage domain and collect onsite users' physical information interaction logs of visits in a museum. This prompts the question: How to understand users' behavior in the existence of external biases? Our main finding is that users behave differently in their solitude in comparison to a busy museum situation. Specifically, visitors' crowd bias has a considerable effect on users' following position rank bias based check-in behavior. Our study investigates on understanding users' onsite physical behavior accurately, which can improve the state-of-the-art onsite behavioral user models.
人们对智能环境中物联网(IoT)的集成越来越感兴趣,这为使用现场物理传感器日志了解用户的信息需求创造了机会。然而,物理环境产生了许多在用户信息交互中起作用的外部因素,从而在收集到的信息交互日志中产生了新的外部偏差。为了给智能环境下的用户提供有效的个性化体验,我们需要在行为用户模型中考虑到这些外部偏差。我们的总体目标是了解用户在现场的身体行为,以便提供个性化导游等在线和现场个性化服务。我们专注于文化遗产领域,收集现场用户参观博物馆的物理信息互动日志。这就引出了一个问题:如何在存在外部偏见的情况下理解用户的行为?我们的主要发现是,与繁忙的博物馆环境相比,用户在独处时的行为有所不同。具体而言,访客群体偏见对用户基于关注位置排名偏见的签到行为有相当大的影响。本研究旨在探讨如何准确地理解用户的现场物理行为,从而改进现有的现场行为用户模型。
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引用次数: 3
Proposing an Evaluation Task for Identifying Struggling Students in Online Courses 提出了一项评估任务,以识别在线课程中的困难学生
A. Staikopoulos, Owen Conlan
This paper describes and proposes a community evaluation task that is designed for evaluating learning systems that can automatically identify different types of problems, that students may encounter with their online courses. As a basis, the learning systems would use logs from an artificial learning environment to analyse the student interactions and behaviour with the online course. The learning systems will also use specific domain models to ensure that the course requirements such as task deadlines and learning content conditions (e.g., pre-requisites) are addressed. As a result, the outputs (identified student problems) can be used by a) the learning systems to provide personalised feedback and direction to students to overcome a problem b) notify an instructor for a more professional support and response c) inform a learning designer for potential problems on the design of the course.
本文描述并提出了一个社区评估任务,用于评估学习系统,该系统可以自动识别学生在在线课程中可能遇到的不同类型的问题。作为基础,学习系统将使用来自人工学习环境的日志来分析学生与在线课程的互动和行为。学习系统还将使用特定的领域模型来确保满足课程要求,例如任务截止日期和学习内容条件(例如先决条件)。因此,输出(确定的学生问题)可以用于:a)学习系统为学生提供个性化的反馈和指导,以克服问题;b)通知教师以获得更专业的支持和响应;c)通知学习设计师课程设计中的潜在问题。
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引用次数: 2
An Adaptive Learning with Gamification & Conversational UIs: The Rise of CiboPoliBot 游戏化与对话式用户界面的自适应学习:CiboPoliBot的兴起
Ahmed Fadhil, Adolfo Villafiorita
Gamification in the era of chatbots is a novel way to engage users with the chatbot application. When developing a gamified chatbot system, there are factors related to user types (ages, gender and others) that we should consider to effectively integrate the game elements into the chatbot while targeting the right audience. In this study, we discuss the development of an educational chatbot game 'CiboPoli', that's specialised in teaching children about healthy lifestyle through an interactive social game environment. The presented game is based on a paper prototype that we developed to teach primary school students about healthy diet and food waste management. The current approach will be more engaging and pose AI capabilities. This is still a work in progress and we plan to improve its design by incorporating additional components, such as dialog management module, user-specific knowledge module or machine learning module. Future work will be devoted to integrating machine learning to automatically identify learners emotions and provide personalised suggestions. Moreover, we tested the initial prototype with school students and found that it outperforms the paper version. Future work will focus on applying it to other domains and demographics.
聊天机器人时代的游戏化是一种吸引用户使用聊天机器人应用程序的新方式。在开发游戏化聊天机器人系统时,我们应该考虑与用户类型(年龄,性别等)相关的因素,以便有效地将游戏元素整合到聊天机器人中,同时瞄准正确的用户。在这项研究中,我们讨论了教育聊天机器人游戏“CiboPoli”的开发,该游戏专门通过互动社交游戏环境向儿童传授健康的生活方式。所呈现的游戏是基于我们开发的纸上原型,用于教授小学生健康饮食和食物垃圾管理。目前的方法将更吸引人,并提供人工智能功能。这仍是一项正在进行的工作,我们计划通过合并其他组件来改进其设计,例如对话管理模块,用户特定知识模块或机器学习模块。未来的工作将致力于整合机器学习来自动识别学习者的情绪并提供个性化的建议。此外,我们在学生中测试了最初的原型,发现它的性能优于纸质版本。未来的工作将侧重于将其应用于其他领域和人口统计学。
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引用次数: 57
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Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization
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