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Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization最新文献

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Addressing Temporal Aspects in User Modelling 解决时间方面的用户建模
Veronika Bogina
Early studies about user modeling already noted that user models need to continuously adapt, as new information about the user becomes available, keeping the user model updated. Although temporal aspects are inherent characteristics of user modeling, so far, they were not specifically dealt with. Therefore, the proposed research will suggest an abstract, generic framework to deal with temporal aspects of user modeling while providing guidelines based on domains characteristics for handling temporal aspects in User Modelling.
关于用户建模的早期研究已经注意到,随着有关用户的新信息变得可用,用户模型需要不断适应,以保持用户模型的更新。虽然时间方面是用户建模的固有特征,但到目前为止,还没有专门处理它们。因此,本研究将提出一个抽象的、通用的框架来处理用户建模的时间方面,同时为处理用户建模中的时间方面提供基于域特征的指导方针。
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引用次数: 2
Psychomotor Learning in Martial Arts: an Opportunity for User Modeling, Adaptation and Personalization 武术中的心理运动学习:用户建模、适应和个性化的机会
O. Santos
Psychomotor learning is crucial for many kind of tasks that involve the acquisition of motor skills, such as practicing martial arts. In the past two decades, diverse technological solutions have been developed to support the learning of the corresponding motor skills. However, the UMAP (User Modeling, Adaptation and Personalization) community has not taken part in that research efforts and thus, resulting systems do not adapt and personalize the system response to their users' needs. This paper discusses the main features of existing systems to learn martial arts and identifies research opportunities that are to be included in the future agenda for UMAP research.
心理运动学习对于许多需要获得运动技能的任务都是至关重要的,比如练习武术。在过去的二十年里,各种各样的技术解决方案已经被开发出来,以支持相应的运动技能的学习。然而,UMAP(用户建模、适应和个性化)社区并没有参与这项研究工作,因此,最终的系统不能适应和个性化系统响应用户的需求。本文讨论了现有武术学习系统的主要特点,并确定了将被纳入UMAP研究未来议程的研究机会。
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引用次数: 8
Designing a Personalized VR Exergame 设计一个个性化的VR游戏
Soojeong Yoo, Callum Parker, J. Kay
Exercise is essential for health and well-being. However, it can be difficult for people to meet the recommended amount of daily exercise simply due to the lack of motivation. It has recently become apparent that virtual reality games, even though they were not explicitly designed for exercise, have the potential to provide enough exercise to achieve recommended levels of activity for a day, while keeping people motivated. However, as these games have not generally not been designed for exercise, there is a risk that people may either under- or over-exert themselves. Therefore, in this paper we present and discuss our design for a virtual reality exergame that utilizes a user model and dynamic difficulty adjustment to deliver personalized activity levels and experiences.
锻炼对健康和幸福是必不可少的。然而,由于缺乏动力,人们很难达到建议的每日运动量。最近,虚拟现实游戏虽然没有明确地为锻炼而设计,但它有可能提供足够的锻炼,达到一天的推荐活动量,同时保持人们的积极性。然而,由于这些游戏通常不是为锻炼而设计的,因此存在人们可能会过度或过度发挥自己的风险。因此,在本文中,我们展示并讨论了我们的虚拟现实游戏设计,该游戏利用用户模型和动态难度调整来提供个性化的活动水平和体验。
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引用次数: 16
A Social Cultural Recommender based on Linked Open Data 基于关联开放数据的社会文化推荐
A. D. Angelis, Fabio Gasparetti, A. Micarelli, G. Sansonetti
This article describes a recommender system (RS) in the cultural heritage area, which takes into account the activities on social media performed by the target user and her friends. For this purpose, the system exploits linked open data (LOD) as well. More specifically, the proposed RS (i) extracts information from social networks (e.g., Facebook) by analyzing content generated by users and those included in their social networks; (ii) performs disambiguation tasks through LOD tools; (iii) profiles the user as a social graph; (iv) provides the actual user with personalized suggestions of artistic and cultural resources by integrating collaborative filtering algorithms with semantic technologies for leveraging LOD sources such as DBpedia and Europeana.
本文描述了一个文化遗产领域的推荐系统(RS),该系统考虑了目标用户及其朋友在社交媒体上的活动。为此,该系统还利用了链接开放数据(LOD)。更具体地说,拟议的RS (i)通过分析用户生成的内容及其社交网络中包含的内容,从社交网络(例如Facebook)中提取信息;(ii)通过LOD工具执行消歧任务;(iii)将用户作为社交图谱进行剖析;(iv)将协同过滤算法与利用DBpedia、Europeana等LOD源的语义技术相结合,为实际用户提供个性化的艺术文化资源建议。
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引用次数: 18
A Data-driven Approach to Identifying Music Listener Groups based on Users' Playrate Distributions of Listening Events 基于用户收听事件的播放率分布来识别音乐听众群体的数据驱动方法
Sooyeon Yoo, Kyogu Lee
Many studies have sought to understand the behavior of music listeners to design an improved music listening experience. This is especially important in music recommendation systems in that listening behavior can directly relate to the purpose of the system. For example, a listener who likes to discover new music will be more satisfied with a list of suggestions that present different types of music, while others prefer to listen to their same old music and artists. Previous research has focused on performing user research to explicitly extract information about listening behavior but few studies have attempted a data-driven approach to suggest listener personas or groups. In this study, we applied two clustering methods to user playrate distribution data to see if meaningful user clusters appear, and performed analysis on the results by comparing the patterns of the result clusters with the major characteristics of listener groups derived from previous user researches. Our experiments show that two large clusters and two small clusters are formed, with each cluster representing an intuitive difference in terms of listening behavior.
许多研究试图了解音乐听众的行为,以设计更好的音乐聆听体验。这在音乐推荐系统中尤其重要,因为聆听行为可以直接关系到系统的目的。例如,一个喜欢发现新音乐的听众会更满意于提供不同类型音乐的建议列表,而其他人则更喜欢听他们的老音乐和艺术家。以前的研究主要集中在进行用户研究,以明确地提取有关倾听行为的信息,但很少有研究尝试用数据驱动的方法来建议听众角色或群体。在本研究中,我们采用两种聚类方法对用户播放率分布数据进行聚类,以查看是否出现有意义的用户聚类,并通过将结果聚类的模式与以往用户研究得出的听众群体的主要特征进行比较,对结果进行分析。我们的实验表明,形成了两个大集群和两个小集群,每个集群代表了聆听行为方面的直观差异。
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引用次数: 2
Thematic Maps for Geographical Information Search 地理资讯检索专题地图
Noemi Mauro, L. Ardissono
The exploration of cultural heritage information is challenged by the fact that most data provided by online resources is fragmented and it is repository or application-centered. In order to address this issue, a data integration approach should be adopted, that makes it possible to generate custom views, focused on the user's information needs, but easily extensible to support the inspection of topically related contents. In this paper, we present a model supporting the management of thematic maps for information exploration, and their integration with query expansion during the interaction with the user. Our model is based on: (i) an ontological domain knowledge representation for describing the meaning of concepts and their semantic relations; (ii) a semantic interpretation model for identifying the concepts referenced in the user's queries. We are experimenting our model in the OnToMap Participatory GIS, which manages interactive community maps for information sharing and participatory decision-making.
在线资源提供的数据大多是碎片化的、以存储库或应用为中心的,这给文化遗产信息的挖掘带来了挑战。为了解决这个问题,应该采用一种数据集成方法,这种方法可以生成定制视图,专注于用户的信息需求,但易于扩展,以支持对主题相关内容的检查。在本文中,我们提出了一个支持专题地图管理的模型,用于信息探索,并在与用户交互时将其与查询扩展相结合。我们的模型基于:(i)本体领域知识表示,用于描述概念的含义及其语义关系;(ii)一个语义解释模型,用以识别用户查询中所引用的概念。我们正在OnToMap参与式地理信息系统中试验我们的模型,该系统管理用于信息共享和参与式决策的交互式社区地图。
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引用次数: 5
Cultural Heritage Gaming: Effects of Human Cognitive Styles on Players' Performance and Visual Behavior 文化遗产游戏:人类认知风格对玩家表现和视觉行为的影响
G. Raptis, C. Fidas, N. Avouris
Common design practices of current cultural heritage activities barely take into account the contextual, cultural, and cognitive characteristics of visitors. Bearing in mind that information processing is substantial in such activities, this paper investigates the interplay among human cognitive differences and cultural heritage gaming activities towards players' performance and visual behavior. Three user studies were conducted under the field dependence/independence theory, which underpin cognitive differences in visual perceptiveness and contextual information handling. Findings are expected to provide useful insights for practitioners and researchers with the aim to design playful cultural activities tailored to the users' cognitive preferences.
当前文化遗产活动的常见设计实践几乎没有考虑到游客的语境、文化和认知特征。考虑到这些活动中信息处理的重要性,本文调查了人类认知差异和文化遗产游戏活动对玩家表现和视觉行为的相互作用。在领域依赖/独立理论下进行了三个用户研究,该理论支持视觉感知和上下文信息处理的认知差异。研究结果有望为从业者和研究人员提供有用的见解,旨在根据用户的认知偏好设计有趣的文化活动。
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引用次数: 14
The TagRec Framework as a Toolkit for the Development of Tag-Based Recommender Systems TagRec框架作为开发基于标签的推荐系统的工具包
Dominik Kowald, Simone Kopeinik, E. Lex
Recommender systems have become important tools to support users in identifying relevant content in an overloaded information space. To ease the development of recommender systems, a number of recommender frameworks have been proposed that serve a wide range of application domains. Our TagRec framework is one of the few examples of an open-source framework tailored towards developing and evaluating tag-based recommender systems. In this paper, we present the current, updated state of TagRec, and we summarize and reflect on four use cases that have been implemented with TagRec: (i) tag recommendations, (ii) resource recommendations, (iii) recommendation evaluation, and (iv) hashtag recommendations. To date, TagRec served the development and/or evaluation process of tag-based recommender systems in two large scale European research projects, which have been described in 17 research papers. Thus, we believe that this work is of interest for both researchers and practitioners of tag-based recommender systems.
推荐系统已经成为支持用户在过载的信息空间中识别相关内容的重要工具。为了简化推荐系统的开发,许多推荐框架被提出,服务于广泛的应用领域。我们的TagRec框架是为开发和评估基于标签的推荐系统量身定制的开源框架的少数例子之一。在本文中,我们介绍了TagRec的当前更新状态,并总结和反思了TagRec已经实现的四个用例:(i)标签推荐,(ii)资源推荐,(iii)推荐评估,以及(iv)标签推荐。迄今为止,TagRec在两个大型欧洲研究项目中服务于基于标签的推荐系统的开发和/或评估过程,这些项目已在17篇研究论文中进行了描述。因此,我们相信这项工作对基于标签的推荐系统的研究人员和实践者都很有意义。
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引用次数: 19
Real-Time Public Transport Navigation on Smartwatches: A Comparison with a Smartphone-based Solution 智能手表上的实时公共交通导航:与基于智能手机的解决方案的比较
S. Siddiqui, Daniel Herzog, W. Wörndl
In a rapidly growing mobile device market, a new and unique type of IT product, the smartwatch, has started gaining the users' attention. After several years of technological development, it has finally become a viable device that extends the functions of a smartphone to a more intimate level. In the industry of smart devices, particularly in wearable devices, smartwatches are widely considered as the next big thing which is going to have a significant impact on our daily lives. However, smartwatches still have a limited use in public transport information systems. In this paper, we present promising use cases for smartwatches in public transport which were extracted through a survey questionnaire we conducted. We designed and developed a prototype to realize one of the most promising use cases: real-time public transport navigation. We evaluated our prototype in a comprehensive user study. The comparison of the smartwatch-based navigation with a pure smartphone-based solution shows that the smartwatch outperforms the smartphone in all user experience metrics.
在快速发展的移动设备市场上,一种新的、独特的IT产品——智能手表开始受到用户的关注。经过几年的技术发展,它终于成为一种可行的设备,将智能手机的功能扩展到更亲密的层面。在智能设备行业,特别是在可穿戴设备中,智能手表被广泛认为是下一个大事件,它将对我们的日常生活产生重大影响。然而,智能手表在公共交通信息系统中的应用仍然有限。在本文中,我们提出了智能手表在公共交通中有前途的用例,这些用例是通过我们进行的调查问卷得出的。我们设计并开发了一个原型,以实现最有前途的用例之一:实时公共交通导航。我们在全面的用户研究中评估了我们的原型。将基于智能手表的导航与纯粹基于智能手机的解决方案进行比较,可以发现智能手表在所有用户体验指标上都优于智能手机。
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引用次数: 4
Impact of Individual Differences on User Experience with a Visualization Interface for Public Engagement 个人差异对公众参与可视化界面用户体验的影响
Sébastien Lallé, C. Conati, G. Carenini
Although there is abundant evidence that individual differences such as cognitive abilities impact visualization effectiveness, this influence has mostly been shown for fictional tasks/scenarios. This paper extends previous findings by investigating the impact of individual differences on user experience with a real-world information visualization tool designed to support preferential choices in public engagement. We show that several cognitive abilities do have an influence on user experience in this task, and show that this influence can be explained by eye tracking. We discuss how these results are promising towards the design of visualizations for preferential choice in public engagement that can adapt to the user's needs, abilities and expertise.
尽管有大量证据表明个体差异(如认知能力)会影响可视化效果,但这种影响主要表现在虚构的任务/场景中。本文通过研究个体差异对用户体验的影响,扩展了之前的研究结果,使用了一个真实世界的信息可视化工具,旨在支持公众参与中的优先选择。我们表明,在这个任务中,几种认知能力确实对用户体验有影响,并且表明这种影响可以通过眼动追踪来解释。我们讨论了这些结果如何有希望在公众参与中优先选择可视化设计,以适应用户的需求、能力和专业知识。
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引用次数: 19
期刊
Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization
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