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Proceedings of the 27th ACM Conference on User Modeling, Adaptation and Personalization最新文献

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Who Shares Fake News in Online Social Networks? 谁在社交网络上分享假新闻?
Laura Burbach, Patrick Halbach, M. Ziefle, André Calero Valdez
Today more and more people use social networks and so the differences in personalities of users become more diversified. The same holds true for available news content. To test if regular news and fake news are distributed similarly and to what extent this depends on the personality and behavior of individuals, we conducted a mixed-method study. Through an online questionnaire we measured personality traits of individuals in social networks, how they behave, and how they are connected to each other. Using this data, we developed an agent-based model of an online social network. Using our model, an average of 92% of regular news and 98% of fake news were disseminated to the whole network. Network density turned out to be more important for dissemination than the differences in personality and behavior of individuals. Thus the spread of fake news can not only be addressed by focusing on the personality of individual users and their associated behavior. Systemic approaches---integrating both human and algorithm---must be considered to effectively combat fake news.
如今,越来越多的人使用社交网络,因此用户的个性差异变得更加多样化。可用的新闻内容也是如此。为了测试常规新闻和假新闻的分布是否相似,以及这在多大程度上取决于个人的个性和行为,我们进行了一项混合方法研究。通过一份在线调查问卷,我们测量了社交网络中个人的个性特征,他们的行为方式,以及他们彼此之间的联系方式。利用这些数据,我们开发了一个基于代理的在线社交网络模型。使用我们的模型,平均92%的正常新闻和98%的假新闻被传播到整个网络。结果表明,网络密度比个体的个性和行为差异对传播更为重要。因此,假新闻的传播不能仅仅通过关注个人用户的个性及其相关行为来解决。要想有效地打击假新闻,必须考虑系统性的方法——将人和算法结合起来。
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引用次数: 16
Personalization of Persuasive Technology in Higher Education 高等教育中说服技术的个性化
F. Orji, Kiemute Oyibo, Rita Orji, J. Greer, Julita Vassileva
The success of persuasive systems in changing people's attitudes and behaviours has been established in various domains. Specifically, research has shown that personalized persuasive technology is more effective at achieving the desired goal than the one-size-fits-all approach. However, in the education domain, there are limited studies on the personalization of persuasive strategies to students. To advance persuasive technology research in this area, we investigated the susceptibility of undergraduate students (n = 243) to four persuasive strategies (Reward, Competition, Social Comparison and Social Learning) in order to provide a guideline for designing and personalizing persuasive systems in education. These four strategies were chosen because research on persuasion has established their effectiveness in changing behaviour and/or attitude. The results of our analysis reveal that students are more susceptible to Reward, followed by Competition and Social Comparison (both of which come in the second place) and Social Learning (the least persuasive). Moreover, there is no gender difference in the persuasiveness of the strategies. Therefore, in choosing persuasive strategies to motivate student's learning and success, among the strategies we investigated, Reward should be given priority, followed by Competition and Social Comparison, while Social Learning should be least favoured.
说服系统在改变人们的态度和行为方面的成功已经在各个领域得到了证实。具体来说,研究表明,个性化的说服技术在实现预期目标方面比一刀切的方法更有效。然而,在教育领域,对学生个性化说服策略的研究还很有限。为了推进这一领域的说服技术研究,我们调查了本科生(n = 243)对四种说服策略(奖励、竞争、社会比较和社会学习)的易感性,以期为教育说服系统的设计和个性化提供指导。之所以选择这四种策略,是因为对说服的研究已经确立了它们在改变行为和/或态度方面的有效性。我们的分析结果显示,学生更容易受到奖励的影响,其次是竞争和社会比较(两者都排在第二位)和社会学习(最没有说服力)。此外,策略的说服力不存在性别差异。因此,在选择激励学生学习和成功的说服策略时,在我们调查的策略中,应该优先考虑奖励,其次是竞争和社会比较,而社会学习应该是最不受欢迎的。
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引用次数: 19
Designing Culturally-appropriate Persuasive Technology to Promote Positive Work Attitudes among Workers in Public Workplaces 设计与文化相适应的说服技术以促进公共工作场所工人的积极工作态度
M. Nkwo
This research aims to design a mobile persuasive technology (PT) to promote acceptable pro-workplace behaviors and etiquette. As a first step to achieving this, we conducted a user study of 252 subjects from an African organization, to uncover what strategies could be used to model proper behaviors and promote employee's commitment to the ideals, visions and missions of an organization. Leveraging existing workplace behavioral procedures, and socio-cultural strategies, we mapped our findings to their corresponding persuasive techniques. Presently, we employed the iterative design process in developing the mobile PT and the design is informed by our findings. Finally, we will deploy our mobile PT and conduct a large-scale evaluation of public workers in a Nigerian workplace to determine its efficacy to promoting positive workplace etiquette and attitudes. We will employ a mixed-method approach involving both quantitative and qualitative (interview and focus group) for this study.
本研究旨在设计一种移动说服技术(PT)来促进可接受的亲工作场所行为和礼仪。作为实现这一目标的第一步,我们对一家非洲组织的252名受试者进行了一项用户研究,以揭示哪些策略可以用来树立正确行为的榜样,并促进员工对组织理想、愿景和使命的承诺。利用现有的工作场所行为程序和社会文化策略,我们将我们的发现映射到相应的说服技巧上。目前,我们在开发移动PT时采用了迭代设计过程,并根据我们的发现进行了设计。最后,我们将部署我们的移动PT,并对尼日利亚工作场所的公共工作人员进行大规模评估,以确定其在促进积极的工作场所礼仪和态度方面的功效。在这项研究中,我们将采用混合方法,包括定量和定性(访谈和焦点小组)。
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引用次数: 11
Value Driven Representation for Human-in-the-Loop Reinforcement Learning 人在环强化学习的价值驱动表示
Ramtin Keramati, E. Brunskill
Interactive adaptive systems powered by Reinforcement Learning (RL) have many potential applications, such as intelligent tutoring systems. In such systems there is typically an external human system designer that is creating, monitoring and modifying the interactive adaptive system, trying to improve its performance on the target outcomes. In this paper we focus on algorithmic foundation of how to help the system designer choose the set of sensors or features to define the observation space used by reinforcement learning agent to make decisions. We present an algorithm, value driven representation (VDR), that can iteratively and adaptively augment the observation space of a reinforcement learning agent so that is sufficient to capture a (near) optimal policy. To do so we introduce a new method to optimistically estimate the value of a policy using offline simulated Monte Carlo rollouts. We evaluate the performance of our approach on standard RL benchmarks with simulated humans and demonstrate significant improvement over prior baselines.
由强化学习(RL)驱动的交互式自适应系统有许多潜在的应用,例如智能辅导系统。在这样的系统中,通常会有一个外部的人类系统设计师来创建、监控和修改交互式自适应系统,试图改善其在目标结果上的表现。本文重点研究了如何帮助系统设计者选择传感器或特征集来定义强化学习智能体用于决策的观察空间的算法基础。我们提出了一种算法,价值驱动表示(VDR),它可以迭代和自适应地增加强化学习代理的观察空间,以便足以捕获(接近)最优策略。为此,我们引入了一种新的方法,使用离线模拟蒙特卡罗部署来乐观地估计策略的值。我们在模拟人类的标准RL基准上评估了我们的方法的性能,并证明了比以前的基线有显著的改进。
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引用次数: 3
"An Unscented Hound for Working Memory" and the Cognitive Adaptation of User Interfaces “工作记忆的无气味猎犬”和用户界面的认知适应
B. Sguerra, P. Jouvelot
An Unscented Hound for Working Memory (AUHWM) is a new framework for the real-time tracking of human Working Memory (WM) that can be used to adapt computer interfaces to users' available cognitive resources. WM is the part of human cognition responsible for the short term storing and handling of information; it can, in stressful situations, under information overload or when suffering from dementia-like diseases, become severely limited, possibly leading to poor decision making. Our preliminary results suggest that AUHWM can provide a precise and timely assessment of WM capacity, so that the cognitive load a specific task imposes on users can be adapted, e.g., at the User Interface (UI) level. AUHWM is based on a low-level stochastic discrete model of human WM dynamics, implemented as a Gradient-Boosting-derived deterministic algorithm that simulates users' oblivion. AUHWM also performs Unscented Kalman filtering to track users' WM-specific parameters in real time, thus providing a dynamic assessment of their cognitive resources. Our approach has been tested and validated using data collected from Match$ ^2$s, a visual memory game played by 18 users in another study. Going beyond real-time WM tracking, AUHWM is intended to also be used for WM prediction, paving the way to the adaptation of tasks and their UIs in real time as a function of users' cognitive abilities; we detail an example of such an adapted system, and provide experimental evidence this approach could lead to future enhanced WM-adapted UIs.
Unscented Hound for Working Memory (AUHWM)是一种实时跟踪人类工作记忆(WM)的新框架,可用于调整计算机界面以适应用户可用的认知资源。WM是人类认知中负责信息短期存储和处理的部分;在压力大的情况下,在信息超载或患有类似痴呆症的疾病时,它可能会受到严重限制,可能导致决策失误。我们的初步研究结果表明,AUHWM可以提供对认知能力的精确和及时的评估,从而可以适应特定任务对用户施加的认知负荷,例如在用户界面(UI)层面。AUHWM基于人类WM动态的低级随机离散模型,作为梯度增强衍生的确定性算法实现,模拟用户的遗忘。AUHWM还执行Unscented卡尔曼滤波,实时跟踪用户的wm特定参数,从而提供对其认知资源的动态评估。我们的方法已经通过Match$ ^2$s收集的数据进行了测试和验证,Match$ ^2$s是另一项研究中18名用户玩的视觉记忆游戏。除了实时WM跟踪之外,AUHWM还打算用于WM预测,为实时适应任务及其ui作为用户认知能力的功能铺平道路;我们详细介绍了这样一个适应系统的例子,并提供了实验证据,这种方法可以导致未来增强的适应wm的ui。
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引用次数: 3
Engagement, Metrics and Personalisation: the Good, the Bad and the Ugly 用户粘性,参数和个性化:好,坏和丑
M. Lalmas
User engagement plays a central role in companies and organisations operating online services. A main challenge is to leverage knowledge about the online interaction of users to understand what engage them short-term and more importantly long-term. Two critical steps of improving user engagement are defining the right metrics and properly optimising for them. A common way that engagement is measured and understood is through the definition and development of metrics of user satisfaction, which can act as proxy of short-term user engagement, mostly at session level. In the context of recommender systems, developing a better understanding of how users interact (implicit signals) with them during their online session is important for developing metrics of user satisfaction. Detecting and understanding implicit signals of user satisfaction are essential for enhancing the quality of the recommendations. When users interact with the recommendations served to them, they leave behind fine-grained traces of interaction patterns, which can be leveraged to predict how satisfying their experience was. This talk will present various works and personal thoughts on how to measure user engagement. It will discuss the definition and development of metrics of user satisfaction that can be used as proxy of user engagement, and will include cases of good, bad and ugly scenarios. An important message will be to show that, when aiming to personalise the recommendations, it is important to consider the heterogeneity of both user and content to formalise the notion of satisfaction, and in turn design the appropriate satisfaction metrics to capture these.
用户参与在运营在线服务的公司和组织中起着核心作用。一个主要的挑战是利用关于用户在线交互的知识来了解什么吸引了他们的短期和更重要的长期。提高用户粘性的两个关键步骤是定义正确的参数并针对它们进行适当的优化。衡量和理解用户粘性的一种常见方法是定义和开发用户满意度指标,这可以作为短期用户粘性的代表,主要是在会话级别。在推荐系统的背景下,更好地理解用户在在线会话期间如何与他们交互(隐含信号),对于开发用户满意度指标非常重要。检测和理解用户满意度的隐含信号对于提高推荐的质量至关重要。当用户与提供给他们的建议进行交互时,他们会留下交互模式的细粒度痕迹,可以利用这些痕迹来预测他们的体验满意度。本次演讲将呈现关于如何衡量用户粘性的各种作品和个人想法。它将讨论用户满意度指标的定义和发展,这些指标可以用作用户粘性的代理,并将包括好的、坏的和丑陋的场景。一个重要的信息将表明,当目标是个性化推荐时,重要的是考虑用户和内容的异质性,以形式化满意度的概念,并反过来设计适当的满意度指标来捕获这些。
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引用次数: 0
Relationship between Device Performance, Trust and User Behaviour in a Care-taking Scenario 看护场景中设备性能、信任和用户行为的关系
Andisheh Partovi, Ingrid Zukerman, Kai Zhan, Nora Hamacher, J. Hohwy
We present insights obtained from a web-based game designed to investigate trust-related factors in a care-taking scenario. The game is set in a retirement village, where elderly residents live in smart homes equipped with monitoring systems. These systems should raise alerts when adverse events happen, but they do not function perfectly (they may issue false alerts or miss true events). Players, who "work'' in the village, perform a primary task, whereby they must ensure the welfare of the residents by attending to adverse events in a timely manner, and a secondary routine task that demands their attention. Our contributions are (1) the game itself, which supports experimentation with various trust-related factors; (2) a methodology for the calibration of the game's parameters; (3) insights from two experiments regarding the relationship between device performance, in particular error type, and trust and user behaviour; and (4) insights from predictive models about factors that influence trust and aspects of user behaviour.
我们从一款基于网页的游戏中获得见解,该游戏旨在调查看护情境中的信任相关因素。游戏的背景设定在一个退休村,那里的老人住在配有监控系统的智能家中。当不良事件发生时,这些系统应该发出警报,但它们的功能并不完美(它们可能发出错误警报或错过真实事件)。在村子里“工作”的玩家要完成一项主要任务,即他们必须通过及时处理不利事件来确保居民的福利,还有一项次要的日常任务需要他们的关注。我们的贡献是:(1)游戏本身,它支持各种信任相关因素的实验;(2)校准游戏参数的方法;(3)两个实验对设备性能(特别是错误类型)与信任和用户行为之间关系的见解;(4)预测模型对影响信任的因素和用户行为方面的见解。
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引用次数: 4
Exploring the Potential of the Resolving Sets Model for Introducing Serendipity to Recommender Systems 探索解决集模型在推荐系统中引入偶然性的潜力
Noa Tuval
Recommender systems offer recommendations based on user's previous ratings. However, sometimes the user is interested in unusual and interesting items that do not exactly match her user profile, as defined by the system. Serendipity, a concept that can be interpreted primarily as surprise, is one of the "beyond-accuracy" aspects that have been proposed to be considered to meet user's expectations for the recommendations she/he gets. Although recent studies attempt to address the serendipity problem, there is still a variety of interpretations regarding the definition, the measurement and the application of serendipity in recommender systems. Our proposed method follows the distance-based approach for multi-dimensional serendipity measurement, which refers to the expected items for the user as a benchmark for measuring serendipity. For integrating serendipity into recommendations, we propose a novel serendipity-oriented user modeling method, based on graph-theory approach - resolving sets in a graph, which enables finding serendipitous items in a multi-dimensional content-based space by detecting the expected items for the user.
推荐系统根据用户以前的评分提供推荐。然而,有时用户对不寻常的和有趣的项目感兴趣,这些项目与系统定义的用户配置文件不完全匹配。Serendipity这个概念主要可以解释为惊喜,是“超越准确性”的一个方面,它被认为是为了满足用户对她/他得到的推荐的期望。虽然最近的研究试图解决意外发现问题,但关于意外发现的定义、测量和在推荐系统中的应用仍然存在各种各样的解释。我们提出的方法遵循基于距离的多维意外发现测量方法,该方法将用户的期望项目作为测量意外发现的基准。为了将偶然性集成到推荐中,我们提出了一种新的基于偶然性的用户建模方法,该方法基于图论方法-在图中解析集合,通过检测用户的期望项目,可以在多维基于内容的空间中发现偶然性项目。
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引用次数: 1
Extending a Tag-based Collaborative Recommender with Co-occurring Information Interests 扩展一个基于标签的协同推荐系统
Noemi Mauro, L. Ardissono
Collaborative Filtering is largely applied to personalize item recommendation but its performance is affected by the sparsity of rating data. In order to address this issue, recent systems have been developed to improve recommendation by extracting latent factors from the rating matrices, or by exploiting trust relations established among users in social networks. In this work, we are interested in evaluating whether other sources of preference information than ratings and social ties can be used to improve recommendation performance. Specifically, we aim at testing whether the integration of frequently co-occurring interests in information search logs can improve recommendation performance in User-to-User Collaborative Filtering (U2UCF). For this purpose, we propose the Extended Category-based Collaborative Filtering (ECCF) recommender, which enriches category-based user profiles derived from the analysis of rating behavior with data categories that are frequently searched together by people in search sessions. We test our model using a big rating dataset and a log of a largely used search engine to extract the co-occurrence of interests. The experiments show that ECCF outperforms U2UCF and category-based collaborative recommendation in accuracy, MRR, diversity of recommendations and user coverage. Moreover, it outperforms the SVD++ Matrix Factorization algorithm in accuracy and diversity of recommendation lists.
协同过滤主要用于个性化商品推荐,但其性能受到评价数据稀疏性的影响。为了解决这个问题,最近开发了一些系统,通过从评分矩阵中提取潜在因素,或利用社交网络中用户之间建立的信任关系来改进推荐。在这项工作中,我们感兴趣的是评估是否可以使用评分和社会关系以外的其他偏好信息来源来提高推荐性能。具体来说,我们旨在测试信息搜索日志中频繁共同出现的兴趣的集成是否可以提高用户对用户协同过滤(U2UCF)中的推荐性能。为此,我们提出了扩展的基于类别的协同过滤(ECCF)推荐,它通过分析人们在搜索会话中经常一起搜索的数据类别,丰富了基于类别的用户概要。我们使用一个大型评级数据集和一个广泛使用的搜索引擎的日志来测试我们的模型,以提取兴趣的共现性。实验表明,ECCF在准确率、MRR、推荐多样性和用户覆盖率等方面都优于U2UCF和基于类别的协同推荐。此外,该方法在推荐列表的准确性和多样性方面都优于SVD++矩阵分解算法。
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引用次数: 2
Towards Social Choice-based Explanations in Group Recommender Systems 群体推荐系统中基于社会选择的解释
Thi Ngoc Trang Tran, Müslüm Atas, A. Felfernig, Viet-Man Le, Ralph Samer, Martin Stettinger
Explanations help users to better understand why a set of items has been recommended. Compared to single user recommender systems, explanations in group recommender systems have further goals. Examples thereof are fairness which helps to take into account as much as possible group members' preferences and consensus which persuades group members to agree on a decision. This paper proposes different explanation types and investigates which explanation best helps to increase the fairness perception, consensus perception, and satisfaction of group members with regard to group recommendations. We conducted a user study to evaluate the proposed explanations. The results show that explanations which take into account preferences of all or the majority of group members achieve the best results in terms of the mentioned aspects. Moreover, there exist positive correlations among these aspects, i.e., as the perceived fairness (or the perceived consensus) of explanations increases, so does the satisfaction of users with regard to group recommendations. In addition, in the context of repeated decisions, the inclusion of group members' satisfaction from previous decisions in the explanations helps to improve the fairness perception of users with regard to group recommendations.
解释可以帮助用户更好地理解为什么推荐一组项目。与单用户推荐系统相比,群推荐系统中的解释有更长远的目标。其中的例子是公平性,它有助于尽可能多地考虑到群体成员的偏好和共识,它说服群体成员同意一个决定。本文提出了不同的解释类型,并研究了哪种解释最有助于提高小组成员对小组建议的公平感知、共识感知和满意度。我们进行了一项用户研究来评估提出的解释。结果表明,考虑到所有或大多数群体成员的偏好的解释在上述方面取得了最好的结果。此外,这些方面之间存在正相关关系,即随着解释的感知公平性(或感知共识)的增加,用户对群体推荐的满意度也会增加。此外,在重复决策的背景下,在解释中加入小组成员对先前决策的满意度有助于提高用户对小组推荐的公平性感知。
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引用次数: 27
期刊
Proceedings of the 27th ACM Conference on User Modeling, Adaptation and Personalization
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