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Proceedings of the 28th ACM Conference on User Modeling, Adaptation and Personalization最新文献

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Workshop on Personalized Access to Cultural Heritage: PATCH'20 文化遗产个性化访问研讨会:PATCH'20
L. Ardissono, Noemi Mauro, G. Raptis, A. Wecker
ACM PATCH 2020, organized in conjunction with the 28th International Conference on User Modeling, Adaptation and Personalization, is the latest event of the PATCH series, started in 2007 and held within the UMAP and IUI Conference series. We summarize the main ideas addressed in the papers accepted for publication in the workshop proceedings and for presentation at the event.
ACM PATCH 2020与第28届用户建模、适应和个性化国际会议一起组织,是PATCH系列的最新活动,始于2007年,在UMAP和IUI会议系列中举行。我们总结了在研讨会论文集和会议上发表的论文中的主要观点。
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引用次数: 0
Challenges, Strategies and Adaptations on Interactive Dashboards 交互式仪表板的挑战、策略和适应
M. Alhamadi
Interactive dashboards enable viewing and interacting with complex underlying data using visualisations such as charts, tables, maps, or even text typically on a single display. By bringing the most important information in a single place, dashboards enable performance monitoring and support decision making. Although nowadays dashboards are widely adopted in many domains, they involve challenges that prevent users from utilising them as they were intended. For example, having a dashboard with too much data can negatively affect decision making and lead to misleading interpretation. Through this research, we identify and investigate the challenges associated with dashboards, what users do in response to those challenges, and what adaptations can be applied to mitigate these challenges. Consequently, we aim to examine and evaluate a set of adaptation techniques that can improve the experience of users interacting with dashboards.
交互式仪表板允许在单个显示器上使用可视化(例如图表、表格、地图甚至文本)查看复杂的底层数据并与之交互。通过将最重要的信息集中在一个地方,仪表板可以实现性能监控并支持决策制定。尽管如今仪表板在许多领域被广泛采用,但它们涉及的挑战阻碍了用户按照预期使用它们。例如,拥有一个包含太多数据的仪表板会对决策产生负面影响,并导致误导性的解释。通过这项研究,我们确定并调查了与仪表板相关的挑战,用户如何应对这些挑战,以及可以采用哪些调整来减轻这些挑战。因此,我们的目标是检查和评估一组适应技术,这些技术可以改善用户与仪表板交互的体验。
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引用次数: 6
Investigating Multi-Modal Measures for Cognitive Load Detection in E-Learning 网络学习中认知负荷检测的多模态方法研究
Nico Herbig, Tim Düwel, M. Helali, Lea Eckhart, P. Schuck, Subhabrata Choudhury, A. Krüger
In this paper, we analyze a wide range of physiological, behavioral, performance, and subjective measures to estimate cognitive load (CL) during e-learning. To the best of our knowledge, the analyzed sensor measures comprise the most diverse set of features from a variety of modalities that have to date been investigated in the e-learning domain. Our focus lies on predicting the subjectively reported CL and difficulty as well as intrinsic content difficulty based on the explored features. A study with 21 participants, who learned through videos and quizzes in a Moodle environment, shows that classifying intrinsic content difficulty works better for quizzes than for videos, where participants actively solve problems instead of passively consuming videos. Regression analysis for predicting the subjectively reported level of CL and difficulty also works with very low error within content topics. Among the explored feature modalities, eye-based features yield the best results, followed by heart-based and then skin-based measures. Furthermore, combining multiple modalities results in better performance compared to using a single modality. The presented results can guide researchers and developers of cognition-aware e-learning environments by suggesting modalities and features that work particularly well for estimating difficulty and CL.
在本文中,我们分析了广泛的生理、行为、性能和主观测量来估计在线学习中的认知负荷(CL)。据我们所知,所分析的传感器测量包含了迄今为止在电子学习领域研究过的各种模式中最多样化的一组特征。我们的重点是根据所探索的特征预测主观报告的CL和难度以及内在内容难度。一项针对21名参与者的研究表明,对内在内容难度进行分类对测试比对视频更有效,在视频中,参与者主动解决问题,而不是被动地观看视频。用于预测主观上报告的语言水平和难度的回归分析在内容主题中也具有非常低的误差。在探索的特征模式中,基于眼睛的特征产生最好的结果,其次是基于心脏的,然后是基于皮肤的测量。此外,与使用单一模态相比,组合多个模态可以获得更好的性能。提出的结果可以指导认知感知电子学习环境的研究人员和开发人员,通过提出特别有效的模式和特征来估计难度和CL。
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引用次数: 10
Exploring the Need for Transparency in Educational Recommender Systems 探索教育推荐系统透明度的必要性
Jordan Barria-Pineda
Educational Recommender Systems (EdRecSys) are different in nature from conventional Recommender Systems (RecSys) --mostly related to e-commerce-- as the main goal of EdRecSys is supporting students learning' instead of maximizing users' satisfaction from consuming the recommended items. Thus, research on transparency for traditional RecSys is hard to transfer from e-commerce contexts to educational scenarios, as the level of knowledge of the end-user (i.e. the student) is crucial for generating and evaluating the impact of the recommendations on students' learning. In this paper I present the main idea of my thesis proposal, which aims to fill this gap by taking a user-centered approach that combines design and evaluation of personalized recommender algorithms and explanatory interfaces with students in real learning contexts.
教育推荐系统(EdRecSys)与传统的推荐系统(RecSys)在本质上是不同的——主要与电子商务有关——因为EdRecSys的主要目标是支持学生的学习,而不是通过消费推荐的物品来最大化用户的满意度。因此,传统RecSys的透明度研究很难从电子商务环境转移到教育场景,因为最终用户(即学生)的知识水平对于生成和评估建议对学生学习的影响至关重要。在本文中,我提出了我的论文提案的主要思想,旨在通过采用以用户为中心的方法来填补这一空白,该方法将个性化推荐算法的设计和评估以及与学生在真实学习环境中的解释性界面相结合。
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引用次数: 4
Workshop on Explainable User Models and Personalized Systems (ExUM 2020) 可解释用户模型和个性化系统研讨会(ExUM 2020)
C. Musto, N. Tintarev, O. Inel, Marco Polignano, G. Semeraro, J. Ziegler
Adaptive and personalized systems have become pervasive technologies which are gradually playing an increasingly important role in our daily lives. Indeed, we are now used to interact every day with algorithms that help us in several scenarios, ranging from services that suggest us music to be listened to or movies to be watched, to personal assistants able to proactively support us in complex decision-making tasks. As the importance of such technologies in our everyday lives grows, it is fundamental that the internal mechanisms that guide these algorithms are as clear as possible. Unfortunately, the current research tends to go in the opposite direction, since most of the approaches try to maximize the effectiveness of the personalization strategy (e.g., recommendation accuracy) at the expense of the explainability and the transparency of the model. The main research questions which arise from this scenario is simple and straightforward: How can we deal with such a dichotomy between the need for effective adaptive systems and the right to transparency and interpretability? The workshop aims to provide a forum for discussing such problems, challenges and innovative research approaches in the area, by investigating the role of transparency and explainability on the recent methodologies for building user models or for developing personalized and adaptive systems.
自适应和个性化系统已经成为无处不在的技术,在我们的日常生活中逐渐发挥着越来越重要的作用。事实上,我们现在每天都习惯与算法进行互动,这些算法在不同的场景中帮助我们,从建议我们听音乐或看电影的服务,到能够在复杂的决策任务中主动支持我们的个人助理。随着这些技术在我们日常生活中的重要性越来越大,引导这些算法的内部机制尽可能清晰是至关重要的。不幸的是,目前的研究倾向于相反的方向,因为大多数方法都试图以牺牲模型的可解释性和透明度为代价,最大化个性化策略的有效性(例如,推荐准确性)。从这种情况中产生的主要研究问题是简单而直接的:我们如何处理有效适应系统的需求与透明度和可解释性之间的这种二分法?讲习班的目的是通过调查透明度和可解释性对建立用户模型或发展个性化和适应性系统的最新方法的作用,为讨论这一领域的问题、挑战和创新研究方法提供一个论坛。
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引用次数: 0
Studying Personalized Just-in-time Auditory Breathing Guides and Potential Safety Implications during Simulated Driving 在模拟驾驶过程中研究个性化的即时听觉呼吸指南和潜在的安全影响
Sebastian Zepf, Neska El Haouij, Jinmo Lee, Asma Ghandeharioun, Javier Hernández, Rosalind W. Picard
Driving can occupy a considerable part of our daily lives and is often associated with high levels of stress. Motivated by the effectiveness of controlled breathing, this work studies the potential use of breathing interventions while driving to help manage stress. In particular, we implemented and evaluated a closed-loop system that monitored the breathing rate of drivers in real-time and delivered either a conscious or an unconscious personalized acoustic breathing guide whenever needed. In a study with 24 participants, we observed that conscious interventions more effectively reduced the breathing rate but also increased the number of driving mistakes. We observed that prior driving experience as well as personality are significantly associated with the effect of the interventions, which highlights the importance of considering user profiles for in-car stress management interventions.
开车在我们的日常生活中占据了相当大的一部分,而且常常与高水平的压力联系在一起。受控制呼吸有效性的激励,这项工作研究了驾驶时呼吸干预的潜在用途,以帮助管理压力。特别是,我们实施并评估了一个闭环系统,该系统实时监测驾驶员的呼吸频率,并在需要时提供有意识或无意识的个性化声学呼吸指南。在一项有24名参与者的研究中,我们观察到有意识的干预更有效地降低了呼吸频率,但也增加了驾驶失误的数量。我们观察到,先前的驾驶经验以及个性与干预的效果显着相关,这突出了在车内压力管理干预中考虑用户特征的重要性。
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引用次数: 13
Physical and Social Human-robot Interaction 物理和社会人机交互
G. Metta
This talk covers two main research directions based on the iCub humanoid robot. The iCub is a humanoid robot designed to support research in embodied AI. At 104 cm tall, the iCub has the size of a five-year-old child. It can crawl on all fours, walk, and sit up to manipulate objects. Its hands have been designed to support sophisticate manipulation skills. The iCub is distributed as Open Source following the GPL license and can now count on a worldwide community of enthusiastic developers. There are more than 40 robots available in laboratories across the globe. The iCub sensory system allows seeing, hearing and feeling physical contacts. It is one of the few platforms in the world with a sensitive full-body skin. The iCub is being used at the Italian Institute of Technology as a model platform to develop the technology of future interactive service robots. In particular, I will describe our work in the field of physical and social interaction. For example, through extensive use of machine learning, we developed algorithms to interpret and use external contact information in a variety of tasks as well as contactless cues - vision, sound - to ease interaction between the user and the robot.
本次演讲涵盖了基于iCub人形机器人的两个主要研究方向。iCub是一款人形机器人,旨在支持嵌入式人工智能的研究。iCub高104厘米,大小相当于一个5岁的孩子。它可以四肢爬行,走路,坐起来操纵物体。它的手被设计成支持复杂的操作技能。iCub遵循GPL许可作为开放源代码发布,现在可以依靠一个由热情的开发人员组成的全球社区。在全球的实验室里,有40多个机器人可供使用。iCub的感官系统允许看到、听到和感觉身体接触。它是世界上少数几个全身皮肤敏感的平台之一。意大利理工学院正在使用iCub作为开发未来交互式服务机器人技术的模型平台。特别是,我将描述我们在身体和社会互动领域的工作。例如,通过广泛使用机器学习,我们开发了算法来解释和使用各种任务中的外部接触信息以及非接触式线索-视觉,声音-以简化用户和机器人之间的交互。
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引用次数: 0
Group Recommender User Interfaces for Improving Requirements Prioritization 改进需求优先级的组推荐用户界面
Ralph Samer, Martin Stettinger, A. Felfernig
Requirements engineering is one of the most critical phases in the context of software development. Unclear textual specifications of requirements, hidden dependencies between requirements, and suboptimal prioritizations and release plans represent the major reasons for project delays and even cancellation. In this paper, we show how group recommender user interfaces can help to improve the quality of requirements engineering processes. To that end, we developed a novel group recommendation approach that focuses on the aspect of improving requirements prioritization by making preference elicitation processes more flexible as well as by introducing innovative user interfaces that foster information exchange among stakeholders. We conducted a large user study (N=313 participants) to evaluate our approach. The evaluation results indicate that argumentation-based user interfaces in a group setting trigger more rating and communication activity among the group members which significantly improves the quality of the prioritization process. Our main contributions are twofold: (1) more flexibility of the requirements evaluation by supporting the delegation of votes to experts and (2) an increased engagement of the stakeholders responsible for the requirements.
需求工程是软件开发环境中最关键的阶段之一。不明确的需求文本说明,需求之间隐藏的依赖关系,次优的优先级和发布计划是项目延迟甚至取消的主要原因。在本文中,我们展示了组推荐用户界面如何帮助提高需求工程过程的质量。为此,我们开发了一种新颖的组推荐方法,该方法通过使偏好激发过程更加灵活以及通过引入创新的用户界面来促进涉众之间的信息交换,从而关注于改进需求优先级的方面。我们进行了一项大型用户研究(N=313名参与者)来评估我们的方法。评价结果表明,在群组设置中,基于论证的用户界面引发了群组成员之间更多的评分和交流活动,从而显著提高了优先排序过程的质量。我们的主要贡献是两方面的:(1)通过支持专家投票的授权,使需求评估更加灵活;(2)增加了负责需求的涉众的参与。
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引用次数: 6
Personality Correlates of Music Audio Preferences for Modelling Music Listeners 模拟音乐听众的音乐音频偏好的个性关联
Alessandro B. Melchiorre, M. Schedl
Past studies have shown that personality has a significant association with user behaviour and preferences, not least towards music. This makes personality information a promising aspect for user modelling in personalised recommender systems and similar domains. In contrast to existing studies, which investigate personality correlates of music preferences via genres or styles, we study such correlates by modelling music preferences at a finer-grained content level, using audio features of the music users listen to. Leveraging listening and personality information of more than 1,300 Last.fm users, we identify several significant medium and weak correlations between music audio features and personality traits, the latter defined by the five-factor model. Our results provide useful insights into the relationship between personality and music preference, which can be valuable for music recommender systems in terms of more personalised recommendations.
过去的研究表明,个性与用户的行为和偏好有着显著的联系,尤其是对音乐的偏好。这使得个性信息成为个性化推荐系统和类似领域中用户建模的一个有前途的方面。现有的研究通过类型或风格来调查音乐偏好的个性相关性,与之相反,我们通过在更细粒度的内容层面上建模音乐偏好来研究这种相关性,使用用户听的音乐的音频特征。利用1300余人的倾听和个性信息。在FM用户中,我们发现音乐音频特征与人格特质之间存在显著的中、弱相关性,后者由五因素模型定义。我们的研究结果为个性和音乐偏好之间的关系提供了有用的见解,这对于音乐推荐系统在更个性化的推荐方面是有价值的。
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引用次数: 17
Recommending Video Games to Adults with Autism Spectrum Disorder for Social-Skill Enhancement 向患有自闭症谱系障碍的成年人推荐电子游戏以提高社交技能
Alisha Banskota, Yiu-Kai Ng
Autism spectrum disorder (ASD) is a long-standing mental condition characterized by hindered mental growth and development and is a lifelong disability for the majority of affected individuals. In 2018, 2-3% of children in the USA have been diagnosed with autism. As these children move to adulthood, they have difficulty in developing a well-functioning motor skill. Some of these abnormalities, however, can be gradually improved if they are treated appropriately during their adulthood. Studies have shown that people with ASD enjoy playing video games. Educational games, however, have been primarily developed for children with ASD, which are too primitive for adults with ASD. We have developed a gaming and personalized recommender system that suggests therapeutic games to adults with ASD which can improve their social-interactive skills. The gaming system maintains the entertainment value of the games to ensure that adults are interested in playing them, whereas the recommender system suggests appropriate games for adults with ASD to play. The effectiveness and merit of our gaming and recommender system is backed up by an empirical study.
自闭症谱系障碍(ASD)是一种长期存在的精神疾病,其特征是智力生长和发育受阻,是大多数患者的终身残疾。2018年,美国有2-3%的儿童被诊断患有自闭症。随着这些孩子长大成人,他们在发展良好的运动技能方面有困难。然而,如果在他们成年后得到适当的治疗,这些异常中的一些可以逐渐改善。研究表明,自闭症患者喜欢玩电子游戏。然而,教育游戏主要是为患有自闭症的儿童开发的,对于患有自闭症的成年人来说,这些游戏太原始了。我们已经开发了一个游戏和个性化推荐系统,向患有自闭症的成年人推荐治疗游戏,这些游戏可以提高他们的社交互动技能。游戏系统维持游戏的娱乐价值,以确保成年人对游戏感兴趣,而推荐系统则为患有ASD的成年人推荐合适的游戏。我们的游戏和推荐系统的有效性和优点得到了实证研究的支持。
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引用次数: 3
期刊
Proceedings of the 28th ACM Conference on User Modeling, Adaptation and Personalization
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