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Adjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization最新文献

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Big Five and Cultural Experiences: Impact from Design to Evaluation 五大文化体验:从设计到评估的影响
A. Katifori, M. Vayanou, Angeliki Antoniou, I. Ioannidis, Y. Ioannidis
In this paper, we present the results of a user study focusing on whether the visitors' cultural preferences and expectations relate to different personality traits as defined by the Big Five personality model. We describe the user study procedure and report the correlations discovered between some of the Big Five factors and the participant assessments, over particular aspects of a shared digital storytelling experience. We suggest that the results may notably inform not only the design but also the evaluation of cultural experiences, laying the foundations for a promising line of work.
在本文中,我们提出了一项用户研究的结果,该研究的重点是访问者的文化偏好和期望是否与大五人格模型所定义的不同人格特征有关。我们描述了用户研究过程,并报告了五大因素与参与者评估之间的相关性,涉及共享数字故事叙述体验的特定方面。我们认为,研究结果不仅可以为设计提供重要信息,还可以为文化体验的评估提供重要信息,为有前途的工作奠定基础。
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引用次数: 17
Cross-Domain Recommendation for Enhancing Cultural Heritage Experience 加强文化遗产体验的跨领域建议
G. Sansonetti, Fabio Gasparetti, A. Micarelli
In this paper, we describe our research activities for integrating the recommendation process of nearby points of artistic and cultural interest (POIs) with related multimedia content. The recommendation engine exploits the potential offered by linked open data (LOD), by following semantic links in the LOD graph to identify movies, books, and music artists/songs related to that specific POI. This content is subsequently reranked based on the activity of the user and her friends on social media (i.e., Facebook), in order to provide personalized suggestions.
在本文中,我们描述了我们的研究活动,以整合附近的艺术和文化兴趣点(poi)的推荐过程与相关的多媒体内容。推荐引擎利用链接开放数据(LOD)提供的潜力,通过遵循LOD图中的语义链接来识别与特定POI相关的电影、书籍和音乐艺术家/歌曲。随后,根据用户及其朋友在社交媒体(即Facebook)上的活动对这些内容进行重新排名,以便提供个性化建议。
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引用次数: 18
Shopping Motivation and the Influence of Perceived Product Quality and Relative Price in E-commerce 电子商务中购物动机与感知产品质量和相对价格的影响
I. Adaji, Kiemute Oyibo, Julita Vassileva
Understanding a consumer's motivation to shop online with a vendor can help an e-business better understand the attitude of customers and what they look out for in their shopping decision-making process. Equally important in the shopping decision making process is the influence of the perceived quality of products and their price. Understanding how consumers are influenced by the perceived quality and price of products can help e-businesses to improve their customers' shopping experience. To contribute to ongoing research in this area, we investigate the influence of perceived product quality and price on the motivation of e-shoppers to shop online. In particular, we investigate which of perceived quality and price have a greater influence on the consumer's motivation to shop online. We also investigate the moderating effect of income and gender. Using a sample size of 241 e-commerce shoppers, we develop and test a global research model using Partial Least Squares-Structural Equation Modeling (PLS-SEM). Our results suggest that balanced buyers (shoppers who are moderately motivated by convenience and variety seeking but do not plan ahead and are impulse buyers) are more influenced by the relative price of products compared to their quality. In addition, balanced buyers who earn over $30,000 are influenced by the quality of the product compared to those who earn less than $30,000. Furthermore, male shoppers who are motivated by the convenience of online shopping (convenience shoppers) are also influenced by the perceived quality of products compared to female shoppers who are not.
了解消费者在网上与供应商购物的动机可以帮助电子商务更好地了解客户的态度,以及他们在购物决策过程中所关注的内容。在购物决策过程中同样重要的是产品的感知质量和价格的影响。了解消费者如何受到产品的感知质量和价格的影响,可以帮助电子商务改善客户的购物体验。为了对这一领域正在进行的研究做出贡献,我们调查了感知产品质量和价格对电子购物者在线购物动机的影响。特别地,我们调查了感知质量和价格哪一个对消费者网上购物的动机有更大的影响。我们还研究了收入和性别的调节作用。以241名电子商务购物者为样本,我们使用偏最小二乘结构方程模型(PLS-SEM)开发并测试了一个全球研究模型。我们的研究结果表明,平衡型买家(那些追求便利性和多样性但不提前计划的冲动买家)更受产品相对价格的影响,而不是产品质量。此外,与收入低于3万美元的买家相比,收入超过3万美元的平衡买家更容易受到产品质量的影响。此外,受网购便利性激励的男性购物者(便利购物者)也受到产品感知质量的影响,而不受影响的女性购物者则相反。
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引用次数: 1
User Ownership and Control of Data with Distributed Ledger 分布式账本的用户所有权和数据控制
Julita Vassileva, R. Deters
Distributed Ledger (blockchain) technology provides an alternative for distributed databases. It creates a secure and immutable record of data transactions, thus tracking how data are shared and accessed. The access and operations on data can be regulated via "smart contracts" that allows setting conditions for accessing the data - by whom, for what purpose, for how long, under what conditions, whether access is granted to the original data or just a query /derivative data. In addition, users can benefit from sharing their data by using "smart contracts" that regulate sharing for monetary reward, or for another form of recognition. Both user profile data and user-owned data can be shared in this way, empowering users to benefit from their data, under their own conditions, rather than surrendering it to centralized services. The tutorial will present the basics of distributed ledger technology and smart contracts and will train the participants in using a privacy-preserving user data-sharing framework.
分布式账本(区块链)技术为分布式数据库提供了另一种选择。它创建了一个安全且不可变的数据事务记录,从而跟踪数据是如何共享和访问的。数据的访问和操作可以通过“智能合约”进行监管,智能合约允许为访问数据设置条件——由谁、出于什么目的、多长时间、在什么条件下、是授予对原始数据的访问权限,还是仅仅授予查询/衍生数据。此外,用户可以通过使用“智能合约”来共享他们的数据,这些“智能合约”可以规范共享以获得金钱奖励,或者获得另一种形式的认可。用户概要数据和用户拥有的数据都可以通过这种方式共享,使用户能够在自己的条件下从他们的数据中受益,而不是将其交给集中的服务。本教程将介绍分布式账本技术和智能合约的基础知识,并将培训参与者使用保护隐私的用户数据共享框架。
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引用次数: 1
Personalizing with Human Cognitive Biases 与人类认知偏见的个性化
Georgios Theocharous, Jennifer Healey, S. Mahadevan, Michele A. Saad
Human cognitive biases are numerous and well established. Due to inherent limitations in our knowledge of the world, and computational constraints, our judgments and decisions do not rigidly adhere to the principle of maximizing expected utility. We frequently employ cognitive shortcuts, ignoring relevant information, and make errors in how we store and retrieve items from memory. Human decisions are additionally influenced by moral, emotional and cultural parameters. People often perceive value in a way that is very different from well-established decision-theoretic frameworks, but much of the work on personalization does not capture human cognitive biases. Our central hypothesis is that a new generation of recommendation systems can be designed by explicitly modeling human cognitive biases such as contrast, decoy, distinction, and framing. We are just now beginning to see explicit non-linear models of human risk perception being incorporated into machine learning algorithms, and we believe this trend will accelerate in the near future. In this paper we review today's recommendation systems, give an analysis of their limitations and make an argument for why future recommendation systems should incorporate explicit models of human cognitive bias.
人类的认知偏差很多,而且已经确立。由于我们对世界认识的固有局限性和计算约束,我们的判断和决策并不严格遵循期望效用最大化的原则。我们经常使用认知捷径,忽略相关信息,并在如何存储和检索记忆中犯错误。人类的决定还受到道德、情感和文化参数的影响。人们通常以一种与成熟的决策理论框架非常不同的方式来感知价值,但许多关于个性化的工作并没有捕捉到人类的认知偏见。我们的中心假设是,新一代的推荐系统可以通过明确地模拟人类的认知偏差(如对比、诱饵、区分和框架)来设计。我们刚刚开始看到人类风险感知的明确非线性模型被纳入机器学习算法,我们相信这一趋势将在不久的将来加速。在本文中,我们回顾了当今的推荐系统,分析了它们的局限性,并提出了为什么未来的推荐系统应该包含人类认知偏见的明确模型的论点。
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引用次数: 11
Personalized Persuasion to Promote Positive Work Attitudes in Public Workplaces 个性化说服在公共工作场所促进积极的工作态度
M. Nkwo, Rita Orji
This paper investigates how mobile persuasive system targeting African audience could be designed and tailored to promote employee's commitment to the ideals, visions, and mission of an organization. We conduct a qualitative study with two categories of workers to uncover core factors that influence employee's attitudes to their jobs and map our findings to their matching social influence persuasive techniques. We propose that a persuasive system (PS) employing the social influence strategies could motivate workers towards acceptable positive pro-workplace behaviors and etiquette. The PS allows workers too compare their behaviors against set goals and acceptable standards, compete and compare performances with peers, view and respond to peers' activities, and receive recognition for accomplishing a target task. The system ensures the security of worker's data via the authentication of login credentials while showing them a personalized persuasive display of essential workplace information. We present a prototype persuasive system called "PAULApp" for motivating pro-workplace behaviors and plans for evaluation. PAULApp was designed using the iterative design process and was informed by the findings from the user studies.
本文调查了如何移动说服系统针对非洲观众可以设计和定制,以促进员工的承诺,理想,愿景和组织的使命。我们对两类员工进行了定性研究,以揭示影响员工工作态度的核心因素,并将我们的发现映射到他们匹配的社会影响说服技巧。我们建议采用社会影响策略的说服系统(PS)可以激励员工采取可接受的积极的亲工作场所行为和礼仪。PS允许员工将自己的行为与设定的目标和可接受的标准进行比较,与同伴竞争和比较表现,查看和回应同伴的活动,并因完成目标任务而获得认可。该系统通过登录凭证的认证来确保员工数据的安全性,同时向他们展示个性化的重要工作场所信息。我们提出了一个名为“PAULApp”的原型说服系统,用于激励亲工作场所的行为和评估计划。PAULApp是使用迭代设计过程设计的,并根据用户研究的结果进行了设计。
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引用次数: 7
On the Compatibility of Privacy and Fairness 论隐私与公平的兼容性
Rachel Cummings, Varun Gupta, Dhamma Kimpara, Jamie Morgenstern
In this work, we investigate whether privacy and fairness can be simultaneously achieved by a single classifier in several different models. Some of the earliest work on fairness in algorithm design defined fairness as a guarantee of similar outputs for "similar'' input data, a notion with tight technical connections to differential privacy. We study whether tensions exist between differential privacy and statistical notions of fairness, namely Equality of False Positives and Equality of False Negatives (EFP/EFN). We show that even under full distributional access, there are cases where the constraint of differential privacy precludes exact EFP/EFN. We then turn to ask whether one can learn a differentially private classifier which approximately satisfies EFP/EFN, and show the existence of a PAC learner which is private and approximately fair with high probability. We conclude by giving an efficient algorithm for classification that maintains utility and satisfies both privacy and approximate fairness with high probability.
在这项工作中,我们研究了在几个不同的模型中,单个分类器是否可以同时实现隐私和公平。一些关于算法设计公平性的早期工作将公平性定义为对“相似”输入数据的相似输出的保证,这一概念与差分隐私有着紧密的技术联系。我们研究了差异隐私和统计公平概念之间是否存在紧张关系,即假阳性平等和假阴性平等(EFP/EFN)。我们表明,即使在完全分布访问下,也存在差分隐私约束排除精确EFP/EFN的情况。然后,我们转而问是否可以学习近似满足EFP/EFN的差分私有分类器,并证明存在一个高概率私有且近似公平的PAC学习者。最后给出了一种有效的分类算法,该算法既保持效用,又高概率地满足隐私性和近似公平性。
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引用次数: 113
Extending the Evaluation Paradigm for Personalisation: A Categorisation Use Case 扩展个性化评估范例:一个分类用例
J. Dowell, Marios Constantinides
The Conlan whitepaper makes a compelling case for a community-scale means of evaluating algorithms for user modeling, adaptation and personalisation (UMAP). The authors propose an evaluation paradigm focused on a personalisation use case within an open modeling environment. Their use case is one where a mobile interface learns a user's preferences for different notifications in different contexts. Additional use cases could be incorporated in this paradigm to provide contrasting kinds of challenge for personalisation evaluation. In this position paper we summarise a use case where personalisation is achieved by categorising a user and switching their interface to a variant. The user interface is a mobile news app within a platform that also comprises a user modeling function and an interface personalisation service. Comparison of the use cases helps to map the space for the evaluation paradigm.
Conlan白皮书为社区规模的评估用户建模、适应和个性化(UMAP)算法的方法提出了一个令人信服的案例。作者提出了一个评估范例,专注于开放建模环境中的个性化用例。它们的用例是移动界面学习用户在不同上下文中对不同通知的偏好。额外的用例可以合并到这个范例中,为个性化评估提供不同类型的挑战。在这篇意见书中,我们总结了一个用例,其中通过对用户进行分类并将其界面切换为变体来实现个性化。用户界面是平台内的移动新闻应用程序,该平台还包括用户建模功能和界面个性化服务。用例的比较有助于为评估范型绘制空间。
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引用次数: 0
Exploring Online Music Listening Behaviors of Musically Sophisticated Users 探索音乐成熟用户的在线音乐聆听行为
B. Ferwerda, M. Tkalcic
Due to the rise of available online music, a lot of music consumption is moving from traditional offline media to online sources. Online music sources offer almost an unlimited music collection to its users. Hence, how music is consumed by users (e.g., experts) may differ from traditional offline sources. In this work we explored how musically sophisticated users (i.e. experts) consume online music in terms of diversity. To analyze this, we gathered data from two different sources: Last.fm and Spotify. As expertise is defined by the ubiquitousness of experiences, we calculated different diversity measurements to explore how ubiquitous (in terms of diversity) the listening behaviors of users are. We found that different musical sophistication levels correspond to applying diversity related to specific kind of musical characteristics (i.e., artist or genre). Our results can provide knowledge on how systems should be designed to provide better support to expert users.
由于在线音乐的兴起,许多音乐消费正在从传统的线下媒体转向在线资源。在线音乐资源为用户提供了几乎无限的音乐收藏。因此,用户(如专家)消费音乐的方式可能与传统的线下来源不同。在这项工作中,我们探讨了音乐复杂的用户(即专家)如何在多样性方面消费在线音乐。为了分析这一点,我们从两个不同的来源收集数据:fm和Spotify。由于专业知识是由经验的普遍性定义的,我们计算了不同的多样性测量值来探索用户的倾听行为有多普遍(就多样性而言)。我们发现,不同的音乐复杂程度对应于与特定类型的音乐特征(即艺术家或流派)相关的应用多样性。我们的结果可以为如何设计系统提供知识,以便为专家用户提供更好的支持。
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引用次数: 6
RehaBot: Gamified Virtual Assistants Towards Adaptive TeleRehabilitation RehaBot:面向自适应远程康复的游戏化虚拟助手
Imad Afyouni, Anas Einea, Abdullah Murad
This paper introduces 'RehaBot', a framework for building adaptive serious games in the context of telerehabilitation. RehaBot takes advantage of 3D motion tracking and virtual reality devices, to develop an immersive and gamified telerehabilitation environment. A personalized and adaptive gaming system is developed, which allows patients to perform exercises with the help of embedded virtual assistants, hereafter called 'rehab bots', that are dynamically displayed within scenes to guide the patient through the different sets of gestures required to complete the session. These rehab bots have the ability to learn and adapt to the best level of difficulty in real-time based on the user performance. An intelligent alerting and automatic correction technique is incorporated within our engine, so that pre-calculated gesture patterns are correlated and matched with patients' gestures. Consequently, the system estimates the perceived difficulty of gestures by the patient, and automatically adjusts the game behavior to ensure a highly engaging and adaptive gaming experience. Furthermore, multimodal instructions are conveyed to users with details on joints that are not performing as expected, and to guide them towards improving the current gesture. A pilot study has been conducted to prove the usability and effectiveness of our adaptive physiotherapy solution.
本文介绍了“RehaBot”,这是一个在远程康复背景下构建自适应严肃游戏的框架。RehaBot利用3D运动跟踪和虚拟现实设备,开发了一个沉浸式和游戏化的远程康复环境。开发了一种个性化和自适应的游戏系统,允许患者在嵌入式虚拟助手(以下称为“康复机器人”)的帮助下进行锻炼,这些虚拟助手在场景中动态显示,指导患者完成所需的不同手势集。这些康复机器人能够根据用户的表现实时学习和适应最佳难度水平。在我们的引擎中加入了智能警报和自动校正技术,以便预先计算的手势模式与患者的手势相关联和匹配。因此,系统估计患者感知到的手势难度,并自动调整游戏行为,以确保高度参与和自适应的游戏体验。此外,多模态指令会向用户传达有关未按预期执行的关节的详细信息,并指导他们改进当前的手势。一项试点研究已经进行,以证明我们的适应性物理治疗解决方案的可用性和有效性。
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引用次数: 9
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Adjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization
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