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Explainable AI and Multi-Modal Causability in Medicine. 医学中可解释的人工智能和多模态因果关系。
Q1 Social Sciences Pub Date : 2021-01-26 DOI: 10.1515/icom-2020-0024
Andreas Holzinger

Progress in statistical machine learning made AI in medicine successful, in certain classification tasks even beyond human level performance. Nevertheless, correlation is not causation and successful models are often complex "black-boxes", which make it hard to understand why a result has been achieved. The explainable AI (xAI) community develops methods, e. g. to highlight which input parameters are relevant for a result; however, in the medical domain there is a need for causability: In the same way that usability encompasses measurements for the quality of use, causability encompasses measurements for the quality of explanations produced by xAI. The key for future human-AI interfaces is to map explainability with causability and to allow a domain expert to ask questions to understand why an AI came up with a result, and also to ask "what-if" questions (counterfactuals) to gain insight into the underlying independent explanatory factors of a result. A multi-modal causability is important in the medical domain because often different modalities contribute to a result.

统计机器学习的进步使人工智能在医学领域取得了成功,在某些分类任务中甚至超越了人类的水平。然而,相关性不是因果关系,成功的模型往往是复杂的“黑盒子”,这使得很难理解为什么一个结果已经实现。可解释AI (xAI)社区开发方法,例如:突出显示与结果相关的输入参数;然而,在医疗领域需要因果性:就像可用性包括使用质量的度量一样,因果性包括xAI产生的解释质量的度量。未来人类与AI界面的关键是将可解释性与因果关系映射到一起,并允许领域专家提出问题以理解AI为什么会产生结果,并提出“假设”问题(反事实)以深入了解结果的潜在独立解释因素。多模态因果关系在医学领域很重要,因为通常不同的模态会导致一个结果。
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引用次数: 49
Intelligent Questionnaires Using Approximate Dynamic Programming 使用近似动态规划的智能问卷
Q1 Social Sciences Pub Date : 2020-12-01 DOI: 10.1515/icom-2020-0022
Frédéric Logé, E. Le Pennec, H. Amadou-Boubacar
Abstract Inefficient interaction such as long and/or repetitive questionnaires can be detrimental to user experience, which leads us to investigate the computation of an intelligent questionnaire for a prediction task. Given time and budget constraints (maximum q questions asked), this questionnaire will select adaptively the question sequence based on answers already given. Several use-cases with increased user and customer experience are given. The problem is framed as a Markov Decision Process and solved numerically with approximate dynamic programming, exploiting the hierarchical and episodic structure of the problem. The approach, evaluated on toy models and classic supervised learning datasets, outperforms two baselines: a decision tree with budget constraint and a model with q best features systematically asked. The online problem, quite critical for deployment seems to pose no particular issue, under the right exploration strategy. This setting is quite flexible and can incorporate easily initial available data and grouped questions.
低效率的交互,如冗长和/或重复的问卷,可能会损害用户体验,这导致我们研究智能问卷的计算预测任务。给定时间和预算限制(最多问q个问题),该问卷将根据已经给出的答案自适应地选择问题顺序。给出了几个增加用户和客户体验的用例。该问题被构建为一个马尔可夫决策过程,并利用问题的分层和情景结构,用近似动态规划进行数值求解。该方法在玩具模型和经典监督学习数据集上进行了评估,优于两个基线:具有预算约束的决策树和具有q个最佳特征的模型。在正确的勘探策略下,对部署至关重要的在线问题似乎没有什么特别的问题。这种设置非常灵活,可以很容易地合并初始可用数据和分组问题。
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引用次数: 0
Reflecting on Social Media Behavior by Structuring and Exploring Posts and Comments 通过构建和探索帖子和评论来反思社交媒体行为
Q1 Social Sciences Pub Date : 2020-12-01 DOI: 10.1515/icom-2020-0019
E. Herder, Daniel Roßner, Claus Atzenbeck
Abstract Social networks use several user interaction techniques for enabling and soliciting user responses, such as posts, likes and comments. Some of these triggers may lead to posts or comments that a user may regret at a later stage. In this article, we investigate how users may be supported in reflecting upon their past activities, making use of an exploratory spatial hypertext tool. We discuss how we transform raw Facebook data dumps into a graph-based structure and reflect upon design decisions. First results provide insights in users motivations for using such a tool and confirm that the approach helps them in discovering past activities that they perceive as outdated or even embarrassing.
社交网络使用几种用户交互技术来启用和征求用户响应,例如帖子,喜欢和评论。其中一些触发因素可能会导致用户在稍后阶段后悔的帖子或评论。在本文中,我们研究了如何支持用户利用探索性空间超文本工具来反思他们过去的活动。我们将讨论如何将原始Facebook数据转储转换为基于图形的结构,并对设计决策进行反思。第一个结果为用户使用这种工具的动机提供了见解,并证实该方法有助于他们发现他们认为过时甚至尴尬的过去活动。
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引用次数: 1
How to Handle Health-Related Small Imbalanced Data in Machine Learning? 机器学习中如何处理与健康相关的小不平衡数据?
Q1 Social Sciences Pub Date : 2020-12-01 DOI: 10.1515/icom-2020-0018
M. Rauschenberger, R. Baeza-Yates
Abstract When discussing interpretable machine learning results, researchers need to compare them and check for reliability, especially for health-related data. The reason is the negative impact of wrong results on a person, such as in wrong prediction of cancer, incorrect assessment of the COVID-19 pandemic situation, or missing early screening of dyslexia. Often only small data exists for these complex interdisciplinary research projects. Hence, it is essential that this type of research understands different methodologies and mindsets such as the Design Science Methodology, Human-Centered Design or Data Science approaches to ensure interpretable and reliable results. Therefore, we present various recommendations and design considerations for experiments that help to avoid over-fitting and biased interpretation of results when having small imbalanced data related to health. We also present two very different use cases: early screening of dyslexia and event prediction in multiple sclerosis.
当讨论可解释的机器学习结果时,研究人员需要比较它们并检查可靠性,特别是对于与健康相关的数据。原因是错误的结果对人的负面影响,例如错误的癌症预测,错误的COVID-19大流行情况评估,或错过早期筛查阅读障碍。对于这些复杂的跨学科研究项目,通常只有少量的数据存在。因此,这类研究必须理解不同的方法和思维方式,如设计科学方法、以人为本的设计或数据科学方法,以确保可解释和可靠的结果。因此,我们对实验提出了各种建议和设计考虑,以帮助避免在与健康相关的小数据不平衡时对结果进行过度拟合和有偏见的解释。我们还提出了两个非常不同的用例:阅读障碍的早期筛查和多发性硬化症的事件预测。
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引用次数: 6
Frontmatter
Q1 Social Sciences Pub Date : 2020-12-01 DOI: 10.1515/icom-2020-frontmatter3
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引用次数: 0
Examining Autocompletion as a Basic Concept for Interaction with Generative AI 检查自动补全作为与生成式人工智能交互的基本概念
Q1 Social Sciences Pub Date : 2020-12-01 DOI: 10.1515/icom-2020-0025
Florian Lehmann, D. Buschek
Abstract Autocompletion is an approach that extends and continues partial user input. We propose to interpret autocompletion as a basic interaction concept in human-AI interaction. We first describe the concept of autocompletion and dissect its user interface and interaction elements, using the well-established textual autocompletion in search engines as an example. We then highlight how these elements reoccur in other application domains, such as code completion, GUI sketching, and layouting. This comparison and transfer highlights an inherent role of such intelligent systems to extend and complete user input, in particular useful for designing interactions with and for generative AI. We reflect on and discuss our conceptual analysis of autocompletion to provide inspiration and a conceptual lens on current challenges in designing for human-AI interaction.
自动补全是一种扩展和延续部分用户输入的方法。我们建议将自动补全解释为人机交互中的一个基本交互概念。我们首先描述了自动补全的概念,并剖析了其用户界面和交互元素,以搜索引擎中完善的文本自动补全为例。然后,我们强调这些元素如何在其他应用程序领域中重新出现,例如代码完成、GUI草图和布局。这种比较和转移强调了这种智能系统在扩展和完成用户输入方面的固有作用,这对于设计与生成式人工智能的交互尤其有用。我们反思并讨论了我们对自动补全的概念分析,为当前人类与人工智能交互设计的挑战提供灵感和概念视角。
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引用次数: 8
Explaining Review-Based Recommendations: Effects of Profile Transparency, Presentation Style and User Characteristics 解释基于评论的推荐:配置文件透明度,演示风格和用户特征的影响
Q1 Social Sciences Pub Date : 2020-12-01 DOI: 10.1515/icom-2020-0021
Diana C. Hernandez-Bocanegra, J. Ziegler
Abstract Providing explanations based on user reviews in recommender systems (RS) may increase users’ perception of transparency or effectiveness. However, little is known about how these explanations should be presented to users, or which types of user interface components should be included in explanations, in order to increase both their comprehensibility and acceptance. To investigate such matters, we conducted two experiments and evaluated the differences in users’ perception when providing information about their own profiles, in addition to a summarized view on the opinions of other customers about the recommended hotel. Additionally, we also aimed to test the effect of different display styles (bar chart and table) on the perception of review-based explanations for recommended hotels, as well as how useful users find different explanatory interface components. Our results suggest that the perception of an RS and its explanations given profile transparency and different presentation styles, may vary depending on individual differences on user characteristics, such as decision-making styles, social awareness, or visualization familiarity.
在推荐系统(RS)中,基于用户评论提供解释可以增加用户对透明度或有效性的感知。然而,对于这些解释应该如何呈现给用户,或者哪些类型的用户界面组件应该包含在解释中,以增加它们的可理解性和可接受性,人们知之甚少。为了调查这些问题,我们进行了两个实验,并评估了用户在提供自己的个人资料信息时感知的差异,以及总结了其他客户对推荐酒店的意见。此外,我们还旨在测试不同显示风格(条形图和表格)对基于评论的推荐酒店解释的感知的影响,以及用户如何找到有用的不同解释界面组件。我们的研究结果表明,在个人资料透明度和不同的呈现风格的情况下,RS的感知及其解释可能会因用户特征的个体差异而有所不同,例如决策风格、社会意识或可视化熟悉度。
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引用次数: 10
Demystifying Deep Learning: Developing and Evaluating a User-Centered Learning App for Beginners to Gain Practical Experience 揭秘深度学习:为初学者开发和评估以用户为中心的学习应用程序,以获得实践经验
Q1 Social Sciences Pub Date : 2020-12-01 DOI: 10.1515/icom-2020-0023
Sven Schultze, Uwe Gruenefeld, Susanne CJ Boll
Abstract Deep Learning has revolutionized Machine Learning, enhancing our ability to solve complex computational problems. From image classification to speech recognition, the technology can be beneficial in a broad range of scenarios. However, the barrier to entry is quite high, especially when programming skills are missing. In this paper, we present the development of a learning application that is easy to use, yet powerful enough to solve practical Deep Learning problems. We followed the human-centered design approach and conducted a technical evaluation to identify solvable classification problems. Afterwards, we conducted an online user evaluation to gain insights on users’ experience with the app, and to understand positive as well as negative aspects of our implemented concept. Our results show that participants liked using the app and found it useful, especially for beginners. Nonetheless, future iterations of the learning app should step-wise include more features to support advancing users.
深度学习彻底改变了机器学习,增强了我们解决复杂计算问题的能力。从图像分类到语音识别,该技术可以在广泛的场景中发挥作用。然而,进入门槛相当高,尤其是在缺乏编程技能的情况下。在本文中,我们展示了一个学习应用程序的开发,它易于使用,但足够强大,可以解决实际的深度学习问题。我们遵循以人为中心的设计方法,并进行了技术评估,以确定可解决的分类问题。之后,我们进行了在线用户评估,以了解用户使用应用程序的体验,并了解我们实施概念的积极和消极方面。我们的研究结果显示,参与者喜欢使用这个应用程序,并且觉得它很有用,尤其是对初学者来说。尽管如此,学习应用的未来迭代应该逐步包括更多的功能,以支持高级用户。
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引用次数: 0
Mixed Reality based Collaboration for Design Processes 基于混合现实的设计过程协作
Q1 Social Sciences Pub Date : 2020-08-01 DOI: 10.1515/icom-2020-0012
Natalie Hube, Mathias Müller, Esther Lapczyna, Jan Wojdziak
Abstract Due to constantly and rapidly growing digitization, requirements for international cooperation are changing. Tools for collaborative work such as video telephony are already an integral part of today’s communication across companies. However, these tools are not sufficient to represent the full physical presence of an employee or a product as well as its components in another location, since the representation of information in a two-dimensional way and the resulting limited communication loses concrete objectivity. Thus, we present a novel object-centered approach that compromises of Augmented and Virtual Reality technology as well as design suggestions for remote collaboration. Furthermore, we identify current key areas for future research and specify a design space for the use of Augmented and Virtual Reality remote collaboration in the manufacturing process in the automotive industry.
随着数字化的不断快速发展,对国际合作的要求也在发生变化。用于协作工作的工具,如视频电话,已经成为当今跨公司通信的一个组成部分。然而,这些工具不足以表示员工或产品及其组件在另一个位置的完整物理存在,因为以二维方式表示信息以及由此产生的有限交流失去了具体的客观性。因此,我们提出了一种新的以对象为中心的方法,该方法折衷了增强现实和虚拟现实技术以及远程协作的设计建议。此外,我们确定了未来研究的当前关键领域,并为在汽车行业的制造过程中使用增强现实和虚拟现实远程协作指定了设计空间。
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引用次数: 3
Investigating the Relationship Between Emotion Recognition Software and Usability Metrics 情绪识别软件与可用性度量的关系研究
Q1 Social Sciences Pub Date : 2020-08-01 DOI: 10.1515/icom-2020-0009
Thomas Schmidt, Miriam Schlindwein, Katharina Lichtner, Christian Wolff
Abstract Due to progress in affective computing, various forms of general purpose sentiment/emotion recognition software have become available. However, the application of such tools in usability engineering (UE) for measuring the emotional state of participants is rarely employed. We investigate if the application of sentiment/emotion recognition software is beneficial for gathering objective and intuitive data that can predict usability similar to traditional usability metrics. We present the results of a UE project examining this question for the three modalities text, speech and face. We perform a large scale usability test (N = 125) with a counterbalanced within-subject design with two websites of varying usability. We have identified a weak but significant correlation between text-based sentiment analysis on the text acquired via thinking aloud and SUS scores as well as a weak positive correlation between the proportion of neutrality in users’ voice and SUS scores. However, for the majority of the output of emotion recognition software, we could not find any significant results. Emotion metrics could not be used to successfully differentiate between two websites of varying usability. Regression models, either unimodal or multimodal could not predict usability metrics. We discuss reasons for these results and how to continue research with more sophisticated methods.
由于情感计算的进步,各种形式的通用情感/情感识别软件已经出现。然而,这些工具在可用性工程(UE)中用于测量参与者的情绪状态的应用很少。我们研究了情感/情感识别软件的应用是否有利于收集客观和直观的数据,这些数据可以像传统的可用性指标一样预测可用性。我们提出了一个UE项目的结果,该项目研究了文本、语音和面部三种模式的这个问题。我们进行了一次大规模的可用性测试(N = 125),在两个不同可用性的网站上进行了主题内平衡设计。我们已经发现,通过大声思考获得的文本的基于文本的情感分析与SUS分数之间存在微弱但显著的相关性,以及用户声音中立性比例与SUS分数之间存在微弱的正相关性。然而,对于大多数情绪识别软件的输出,我们没有发现任何显著的结果。情感指标无法成功区分两个可用性不同的网站。回归模型,无论是单模态还是多模态都不能预测可用性指标。我们讨论了这些结果的原因,以及如何用更复杂的方法继续研究。
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引用次数: 16
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