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UMAP 2019 Workshops & Tutorials Overview and Organization UMAP 2019研讨会和教程概述和组织
M. Kravcík, Iván Cantador
It is our great pleasure to welcome you to the ACM UMAP 2019 Workshops and Tutorials proceedings. In the 27th edition of the ACM Conference on User Modeling, Adaptation and Personalization, a total of 10 workshop and 3 tutorial proposal submissions were received for consideration. After a single-blind peer review process, 7 workshops and 2 tutorials were accepted. They were held in conjunction with the conference in Larnaca (Cyprus) on the 9th of June, 2019.
我们非常高兴地欢迎您参加2019年ACM UMAP研讨会和教程。在第27届ACM用户建模、适应和个性化会议上,共有10个研讨会和3个教程提案提交供审议。经过单盲同行评议过程,7个研讨会和2个教程被接受。会议于2019年6月9日在拉纳卡(塞浦路斯)举行。
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引用次数: 0
Drivers of Competitive Behavior in Persuasive Technology in Education 说服技术在教育中的竞争行为动因
F. Orji, Kiemute Oyibo, J. Greer, Julita Vassileva
Competition has been identified as an intrinsic motivation that could lead to successful outcomes in education. However, in Persuasive Technology in Education (PTE) research, there are limited studies showing its possible predictors. To advance research in this area, we conducted an empirical study among university students (N = 243) to uncover how extrinsic factors and social influence, which are external to learners, influence students' susceptibility to Competition. Specifically, we investigated how Social Learning, Social Comparison, and Reward, which are widely applied in persuasive technologies (PTs), influence Competition. Our results show that Social Comparison and Reward have significant influence on Competition, with Social Comparison (β = 0.52, p < 0.001) having a stronger influence than Reward (β = 0.29, p < 0.001). However, Social Learning (β = -0.07, p = n.s) has no significant effect on Competition. Our model accounts for about 41% of the variance of Competition. Moreover, our multigroup analysis reveals that there are no significant differences between males and females, indicating that our findings generalize across gender. These findings suggest that Social Comparison, Reward, and Competition are compatible strategies, which can be implemented together in a persuasive system for education. We discuss the implications of our findings
竞争被认为是一种内在动机,可以导致成功的教育结果。然而,在说服性教育技术(PTE)的研究中,显示其可能预测因素的研究有限。为了推进这一领域的研究,我们对大学生(N = 243)进行了实证研究,以揭示学习者外部的外在因素和社会影响如何影响学生的竞争易感性。具体来说,我们研究了广泛应用于说服技术(PTs)的社会学习、社会比较和奖励是如何影响竞争的。结果表明,社会比较和奖励对竞争有显著影响,其中社会比较(β = 0.52, p < 0.001)对竞争的影响强于奖励(β = 0.29, p < 0.001)。然而,社会学习对竞争没有显著影响(β = -0.07, p = n.s)。我们的模型约占竞争方差的41%。此外,我们的多组分析显示,男性和女性之间没有显著差异,表明我们的研究结果在性别之间具有普遍性。这些发现表明,社会比较、奖励和竞争是兼容的策略,它们可以在教育说服系统中一起实施。我们讨论了我们的发现的含义
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引用次数: 4
Investigating the Effectiveness of Narrative Relations for the Exploration of Cultural Heritage Archives: A Case Study on the Labyrinth system 考察叙事关系在文物档案发掘中的有效性——以迷宫系统为例
R. Damiano
Exploratory environments can overcome the limitations of keyword-based access, criticized for the difficulty of formulating specificqueries in large and complex domains and for its incapability ofpromoting personalized exploration paths. In this paper, we describe a task-based user study (n=16) aimed at testing the use ofa narrative model for supporting exploratory search in culturalheritage archives. The results show that a narrative model can actually support the exploration of cultural heritage archives, accommodating unknown and unexpected elements and relationsinto user-created paths, although further investigation on failed tasks is needed.
探索性环境可以克服基于关键字的访问的限制,这些限制被批评为难以在大型和复杂的领域中制定特定的查询,以及无法促进个性化的探索路径。在本文中,我们描述了一个基于任务的用户研究(n=16),旨在测试在文化遗产档案中支持探索性搜索的叙事模型的使用。结果表明,叙事模型实际上可以支持文化遗产档案的探索,将未知的和意想不到的元素和关系纳入用户创建的路径中,尽管需要对失败的任务进行进一步的调查。
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引用次数: 2
Social Tags and Emotions as main Features for the Next Song To Play in Automatic Playlist Continuation 社会标签和情感作为自动播放列表继续播放下一首歌的主要功能
Marco Polignano, Pierpaolo Basile, M. Degemmis, G. Semeraro
The broad diffusion over the Internet of songs streaming services points out the need for implementing efficient and personalized strategies for incrementing the fidelity of the customers. This scenario can collect enough information about the user and the items for successfully design a Recommender System for the automatic continuation of playlists of digital contents. In particular, in this work we proposed a strategy for suggesting a set of tracks, starting from a list of songs played by the user, candidate as next to play. The list contains songs that are coherent with the main characteristics of songs already played. In order to collect enough information and for applying a recommendation strategy, we used third-party external sources of information. They provide data about the song, including its popularity, the emotion evoked by its lyrics, low and high-level audio features, lyrics and more. The system highlights the importance to use user-generated tags and emotional features for successfully predicts user next played songs.
歌曲流媒体服务在互联网上的广泛传播表明,需要实施有效和个性化的策略来增加客户的保真度。这个场景可以收集到足够的关于用户和项目的信息,从而成功地设计了一个推荐系统,用于自动延续数字内容的播放列表。特别是,在这项工作中,我们提出了一种策略,从用户播放的歌曲列表开始,建议一组曲目作为下一个播放。该列表包含与已播放歌曲的主要特征相一致的歌曲。为了收集足够的信息并应用推荐策略,我们使用了第三方外部信息源。它们提供有关歌曲的数据,包括它的受欢迎程度、歌词所唤起的情感、低音频和高音频特征、歌词等等。该系统强调了使用用户生成的标签和情感特征来成功预测用户下一个播放的歌曲的重要性。
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引用次数: 9
The Effect of Smiling Pictures on Perceptions of Personas 微笑图片对人物角色认知的影响
Joni O. Salminen, Soon-Gyo Jung, João M. Santos, B. Jansen
We analyze the effect of a smile in personas pictures on persona perceptions, including credibility, likability, similarity, and willingness to use. We conduct an online experiment with 2,400 participants using a 16-item survey and multiple persona profile treatments of which half have a smiling photo and half do not. We find that persona profiles with a smiling photo result in an increase in perceived similarity with, likability of, and willingness to use the personas. In contrast, a smile does not increase the credibility of the personas. Our research has implications for the design of persona profiles and adds to previous findings of persona research that the picture choice influences individuals' persona perceptions in profound ways.
我们分析了人物画像中微笑对人物形象感知的影响,包括可信度、可爱度、相似性和使用意愿。我们对2400名参与者进行了一项在线实验,使用了16项调查和多种人物资料处理,其中一半有微笑的照片,一半没有。我们发现,带有微笑照片的人物画像会增加人们对人物画像的相似度、好感度和使用意愿。相反,微笑不会增加角色的可信度。我们的研究对人物画像的设计具有启示意义,并补充了先前人物画像研究的发现,即图片选择以深刻的方式影响个人的人物画像感知。
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引用次数: 6
Do BCIs Detect User's Engagement?: The Results of an Empirical Experiment with Emotional Artworks bci能检测用户粘性吗?情感艺术作品的实证实验结果
Cristina Gena, Claudio Mattutino, Simone Pirani, B. D. Carolis
Brain Computer Interfaces (BCIs) are interfaces that put the user in communication with an electronic device through the brain activity produced by the user herself. Non-invasive BCI are mainly based on electroencephalographic (EEG) signals. While using these systems, users become able to manipulate their brain activity to produce signals that will then be used to control computers or Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from permissions@acm.org. UMAP '19, June 9-12, 2019, Larnaca, Cyprus © 2019 Association for Computing Machinery. ACM ISBN 978-1-4503-6021-0/19/06. . . $15.00 https://doi.org/10.1145/3320435.3320472 other devices without the aid of motor movements. Besides active BCI systems, in which the user directly control the system by a conscious and voluntary mental activity, there are passive BCI that can be used to recognize mental states, like the user's emotional state (in particular the level of engagement) during the interaction or according to a received stimulus. In this paper we describe a passive BCI experiment and its results, wherein users are exposed to a set of emotional artworks and the engagement measured through a BCI headset is compared to their explicit engagement, in order to test the reliability of BCI-based engagement detection
脑机接口(bci)是通过用户自己产生的大脑活动使用户与电子设备进行通信的接口。无创脑机接口主要基于脑电图信号。在使用这些系统时,用户能够操纵他们的大脑活动来产生信号,然后用于控制计算机或允许免费制作本作品的全部或部分数字或硬拷贝供个人或课堂使用,前提是副本不是为了盈利或商业利益而制作或分发的,并且副本在第一页上带有此通知和完整的引用。本作品组件的版权归ACM以外的其他人所有,必须得到尊重。允许有信用的摘要。以其他方式复制或重新发布,在服务器上发布或重新分发到列表,需要事先获得特定许可和/或付费。从permissions@acm.org请求权限。2019年6月9日至12日,塞浦路斯拉纳卡©2019计算机械协会。Acm isbn 978-1-4503-6021-0/19/06…$15.00 https://doi.org/10.1145/3320435.3320472其他不需要运动辅助的设备。除了主动脑机接口系统(用户通过有意识和自愿的心理活动直接控制系统)之外,还有被动脑机接口系统,可以用来识别心理状态,比如用户在交互过程中或根据收到的刺激的情绪状态(特别是参与程度)。在本文中,我们描述了一个被动脑机接口实验及其结果,其中用户暴露于一组情感艺术品,通过脑机接口耳机测量的参与度与他们的显性参与度进行比较,以测试基于脑机接口的参与度检测的可靠性
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引用次数: 4
Supporting the Exploration of Cultural Heritage Information via Search Behavior Analysis 通过搜索行为分析支持文化遗产信息的发掘
Noemi Mauro
Thematic maps, traditionally developed to present specific themes within defined geographical areas, are an interesting information presentation model for Cultural Heritage exploration because of the abstract view on the territory they provide. However, in order to cope with possibly heterogeneous user interests, they should be adapted to the individual user by including the relevant types of information, given her/his specific interests. In a previous paper, we proposed an approach to the integration of thematic maps in the OnToMap Participatory GIS (Geographic Information System), in order to support query expansion during an exploratory search task. The proposed maps were built on the basis of a survey in which we asked people to rate the relevance of a set of concepts to five main themes around which we developed the maps. In this paper we go one step forward and we propose a more general approach to information search support in order to automatically create thematic maps, based on the analysis of frequently co-occurring search interests in a search engine query log. This type of analysis supports the identification of clusters of concepts that people frequently search within the same sessions and helps the identification of co-occurring topics that can be proposed to users when exploring an information space. In this way, when the user browses a catalog of Cultural Heritage information, (s)he can both visualize the thematic maps relevant to the search context, and be guided in the navigation within types of information, looking for possibly complementary types of data to satisfy her/his needs.
主题地图,传统上是为了在确定的地理区域内呈现特定主题而开发的,由于它们提供了对领土的抽象视图,因此是文化遗产探索的有趣信息呈现模式。然而,为了应对可能存在的用户兴趣异质性,应根据用户的具体兴趣,根据用户的具体兴趣,对其进行调整,包括相关类型的信息。在之前的一篇论文中,我们提出了一种在OnToMap参与式地理信息系统(GIS)中集成专题地图的方法,以支持探索性搜索任务期间的查询扩展。我们提出的地图是建立在一项调查的基础上的,在这项调查中,我们要求人们对一组概念与我们开发地图所围绕的五个主题的相关性进行评级。在本文中,我们更进一步,在分析搜索引擎查询日志中频繁出现的搜索兴趣的基础上,提出了一种更通用的信息搜索支持方法,以自动创建主题地图。这种类型的分析支持识别人们在同一会话中经常搜索的概念集群,并帮助识别在探索信息空间时可以向用户提出的共同出现的主题。这样,当用户浏览文化遗产信息目录时,既可以可视化与搜索上下文相关的专题地图,又可以在信息类型的导航中被引导,寻找可能互补的数据类型来满足他/她的需求。
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引用次数: 4
The Need for Identifying Ways to Monetize Personalization and Recommendation 识别个性化和推荐货币化方法的必要性
E. Herder
Research on user modeling and personalization typically only serves the needs of end-users. However, when applied in real-world, commercial contexts, recommendations should also serve the (often monetary) interests of other parties, such as platform providers, sellers and advertisers. This paper provides a brief historical perspective on the research field, contrasts this with the commercial context, and investigates the topics currently addressed at the UMAP and RecSys conferences. The paper concludes with a discussion on the need for the research community to take multi-stakeholder interests into account in the design and evaluation of adaptive systems. This would allow us to foresee unwanted effects, such as online filter bubbles, and to pro-actively find strategies to prevent them.
对用户建模和个性化的研究通常只满足最终用户的需求。然而,当应用于现实世界的商业环境时,推荐也应该服务于其他各方(通常是金钱)的利益,比如平台提供商、卖家和广告商。本文提供了研究领域的简要历史视角,将其与商业背景进行了对比,并调查了UMAP和RecSys会议当前讨论的主题。本文最后讨论了研究界在设计和评估自适应系统时考虑多利益相关者利益的必要性。这将使我们能够预见到有害的影响,例如在线过滤泡沫,并主动找到预防它们的策略。
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引用次数: 3
Developing Persuasive Mobile Games for African Rural Audiences: Challenges implementing the Persuasive Techniques 为非洲农村用户开发说服性手机游戏:实施说服性技巧的挑战
Chinenye Ndulue, Rita Orji
With the advent of cheap Android phones in the African Tech market, most people living in the rural areas of many African countries now have access to smartphones. These phones give them the opportunity to have an almost identical mobile phone experience as people living in urban areas or the Western world. This development opens a window of opportunity to leverage this high penetration of mobile devices to design application such as persuasive game interventions to assist individuals living in these communities to modify, change or shape their behaviours and attitudes in a desirable way. This paper explores the challenges and issues encountered in the design and use of persuasive mobile games as a tool to promote behaviour change among people living in the Rural African communities. It also highlights how these challenges affect the implementation of persuasive strategies, suggests design solutions for overcoming these challenges, and how persuasive games can be optimized to be appropriate for the target rural African populations. Some of these challenges are technically oriented (internet connectivity issues) while others are non-technically oriented (language diversity).
随着廉价安卓手机在非洲科技市场的出现,许多非洲国家农村地区的大多数人现在都有了智能手机。这些手机让他们有机会拥有与生活在城市地区或西方世界的人几乎相同的手机体验。这一发展为我们打开了一扇机会之窗,我们可以利用移动设备的高渗透率来设计应用程序,如有说服力的游戏干预,以帮助生活在这些社区中的个人以理想的方式修改、改变或塑造他们的行为和态度。本文探讨了在设计和使用说服性手机游戏时所遇到的挑战和问题,并将其作为促进非洲农村社区人们行为改变的工具。它还强调了这些挑战如何影响说服策略的实施,提出了克服这些挑战的设计解决方案,以及如何优化说服游戏以适合目标非洲农村人口。其中一些挑战是技术性的(互联网连接问题),而另一些则是非技术性的(语言多样性)。
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引用次数: 3
Technology-facilitated Societal Consensus 技术促进社会共识
Timotheus Kampik, A. Najjar
The spread of radical opinions, facilitated by homophilic Internet communities (echo chambers), has become a threat to the stability of societies around the globe. The concept of choice architecture--the design of choice information for consumers with the goal of facilitating societally beneficial decisions--provides a promising (although not uncontroversial) general concept to address this problem. The choice architecture approach is reflected in recent proposals advocating for recommender systems that consider the societal impact of their recommendations and not only strive to optimize revenue streams. However, the precise nature of the goal state such systems should work towards remains an open question. In this paper, we suggest that this goal state can be defined by considering target opinion spread in a society on different topics of interest as a multivariate normal distribution; i.e., while there is a diversity of opinions, most people have similar opinions on most topics. We explain why this approach is promising, and list a set of cross-disciplinary research challenges that need to be solved to advance the idea.
在同性恋网络社区(回音室)的推动下,激进观点的传播已对全球社会的稳定构成威胁。选择架构的概念——为消费者设计选择信息,以促进社会有益的决策——为解决这个问题提供了一个有希望的(尽管不是没有争议的)一般概念。选择架构方法反映在最近的建议中,建议推荐系统考虑其推荐的社会影响,而不仅仅是努力优化收入流。然而,这些系统应该努力实现的目标状态的确切性质仍然是一个悬而未决的问题。在本文中,我们建议通过将社会中不同感兴趣主题的目标意见传播视为多元正态分布来定义该目标状态;也就是说,虽然有不同的观点,但大多数人对大多数话题都有相似的观点。我们解释了为什么这种方法是有前途的,并列出了一系列需要解决的跨学科研究挑战,以推进这一想法。
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引用次数: 3
期刊
Adjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization
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