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EDAssistant: Supporting Exploratory Data Analysis in Computational Notebooks with In Situ Code Search and Recommendation EDAssistant:支持探索性数据分析在计算笔记本与原位代码搜索和推荐
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-03-09 DOI: https://dl.acm.org/doi/10.1145/3545995
Xingjun Li, Yizhi Zhang, Justin Leung, Chengnian Sun, Jian Zhao

Using computational notebooks (e.g., Jupyter Notebook), data scientists rationalize their exploratory data analysis (EDA) based on their prior experience and external knowledge, such as online examples. For novices or data scientists who lack specific knowledge about the dataset or problem to investigate, effectively obtaining and understanding the external information is critical to carrying out EDA. This article presents EDAssistant, a JupyterLab extension that supports EDA with in situ search of example notebooks and recommendation of useful APIs, powered by novel interactive visualization of search results. The code search and recommendation are enabled by advanced machine learning models, trained on a large corpus of EDA notebooks collected online. A user study is conducted to investigate both EDAssistant and data scientists’ current practice (i.e., using external search engines). The results demonstrate the effectiveness and usefulness of EDAssistant, and participants appreciated its smooth and in-context support of EDA. We also report several design implications regarding code recommendation tools.

使用计算笔记本(例如,Jupyter Notebook),数据科学家根据他们先前的经验和外部知识(例如在线示例)合理化他们的探索性数据分析(EDA)。对于缺乏关于数据集或要调查的问题的具体知识的新手或数据科学家来说,有效地获取和理解外部信息对于执行EDA至关重要。本文介绍了EDAssistant,这是一个JupyterLab扩展,它通过对示例笔记本的原位搜索和有用api的推荐来支持EDA,并通过新颖的交互式搜索结果可视化提供支持。代码搜索和推荐是由先进的机器学习模型实现的,这些模型是在在线收集的大量EDA笔记本语料库上训练的。进行用户研究,以调查EDAssistant和数据科学家目前的做法(即使用外部搜索引擎)。结果显示了EDAssistant的有效性和实用性,与会者对其对EDA的流畅和上下文支持表示赞赏。我们还报告了一些关于代码推荐工具的设计含义。
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引用次数: 0
A Personalized Interaction Mechanism Framework for Micro-moment Recommender Systems 微时刻推荐系统的个性化交互机制框架
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-03-09 DOI: https://dl.acm.org/doi/10.1145/3569586
Yi-Ling Lin, Shao-Wei Lee

The emergence of the micro-moment concept highlights the influence of context; recommender system design should reflect this trend. In response to different contexts, a micro-moment recommender system (MMRS) requires an effective interaction mechanism that allows users to easily interact with the system in a way that supports autonomy and promotes the creation and expression of self. We study four types of interaction mechanisms to understand which personalization approach is the most suitable design for MMRSs. We assume that designs that support micro-moment needs well are those that give users more control over the system and constitute a lighter user burden. We test our hypothesis via a two-week between-subject field study in which participants used our system and provided feedback. User-initiated and mix-initiated intention mechanisms show higher perceived active control, and the additional controls do not add to user burdens. Therefore, these two designs suit the MMRS interaction mechanism.

微瞬间概念的出现凸显了语境的影响;推荐系统的设计应该反映这一趋势。针对不同的情境,微时刻推荐系统(MMRS)需要一种有效的交互机制,允许用户以支持自主性和促进自我创造和表达的方式轻松地与系统进行交互。我们研究了四种类型的交互机制,以了解哪种个性化方法最适合MMRSs的设计。我们认为,能够很好地支持微瞬间需求的设计是那些能够让用户更好地控制系统并减轻用户负担的设计。我们通过为期两周的主题间实地研究来检验我们的假设,参与者使用我们的系统并提供反馈。用户发起和混合发起的意图机制表现出更高的感知主动控制,并且额外的控制不会增加用户负担。因此,这两种设计都适合MMRS交互机制。
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引用次数: 0
Visualization and Visual Analytics Approaches for Image and Video Datasets: A Survey 图像和视频数据集的可视化和可视化分析方法:综述
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-03-09 DOI: https://dl.acm.org/doi/10.1145/3576935
Shehzad Afzal, Sohaib Ghani, Mohamad Mazen Hittawe, Sheikh Faisal Rashid, Omar M. Knio, Markus Hadwiger, Ibrahim Hoteit

Image and video data analysis has become an increasingly important research area with applications in different domains such as security surveillance, healthcare, augmented and virtual reality, video and image editing, activity analysis and recognition, synthetic content generation, distance education, telepresence, remote sensing, sports analytics, art, non-photorealistic rendering, search engines, and social media. Recent advances in Artificial Intelligence (AI) and particularly deep learning have sparked new research challenges and led to significant advancements, especially in image and video analysis. These advancements have also resulted in significant research and development in other areas such as visualization and visual analytics, and have created new opportunities for future lines of research. In this survey article, we present the current state of the art at the intersection of visualization and visual analytics, and image and video data analysis. We categorize the visualization articles included in our survey based on different taxonomies used in visualization and visual analytics research. We review these articles in terms of task requirements, tools, datasets, and application areas. We also discuss insights based on our survey results, trends and patterns, the current focus of visualization research, and opportunities for future research.

图像和视频数据分析已经成为一个越来越重要的研究领域,应用于不同的领域,如安全监控、医疗保健、增强现实和虚拟现实、视频和图像编辑、活动分析和识别、合成内容生成、远程教育、远程呈现、遥感、体育分析、艺术、非真实感渲染、搜索引擎和社交媒体。人工智能(AI)特别是深度学习的最新进展引发了新的研究挑战,并导致了重大进步,特别是在图像和视频分析方面。这些进步也导致了可视化和可视化分析等其他领域的重大研究和发展,并为未来的研究领域创造了新的机会。在这篇调查文章中,我们介绍了可视化和视觉分析以及图像和视频数据分析交叉领域的最新技术。我们根据可视化和可视化分析研究中使用的不同分类法对调查中包含的可视化文章进行分类。我们从任务需求、工具、数据集和应用领域的角度来回顾这些文章。我们还讨论了基于我们的调查结果、趋势和模式、当前可视化研究的焦点以及未来研究的机会的见解。
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引用次数: 0
Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual Environment 在共享虚拟环境中为协作玩法合成游戏关卡
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-03-09 DOI: https://dl.acm.org/doi/10.1145/3558773
Huimin Liu, Minsoo Choi, Dominic Kao, Christos Mousas

We developed a method to synthesize game levels that accounts for the degree of collaboration required by two players to finish a given game level. We first asked a game level designer to create playable game level chunks. Then, two artificial intelligence (AI) virtual agents driven by behavior trees played each game level chunk. We recorded the degree of collaboration required to accomplish each game level chunk by the AI virtual agents and used it to characterize each game level chunk. To synthesize a game level, we assigned to the total cost function cost terms that encode both the degree of collaboration and game level design decisions. Then, we used a Markov-chain Monte Carlo optimization method, called simulated annealing, to solve the total cost function and proposed a design for a game level. We synthesized three game levels (low, medium, and high degrees of collaboration game levels) to evaluate our implementation. We then recruited groups of participants to play the game levels to explore whether they would experience a certain degree of collaboration and validate whether the AI virtual agents provided sufficient data that described the collaborative behavior of players in each game level chunk. By collecting both in-game objective measurements and self-reported subjective ratings, we found that the three game levels indeed impacted the collaboration gameplay behavior of our participants. Moreover, by analyzing our collected data, we found moderate and strong correlations between the participants and the AI virtual agents. These results show that game developers can consider AI virtual agents as an alternative method for evaluating the degree of collaboration required to finish a game level.

我们开发了一种综合游戏关卡的方法,该方法考虑了两名玩家完成特定游戏关卡所需的合作程度。我们首先要求游戏关卡设计师创造可玩的游戏关卡块。然后,由行为树驱动的两个人工智能(AI)虚拟代理玩每个游戏关卡块。我们记录了AI虚拟代理完成每个游戏关卡块所需的协作程度,并用它来描述每个游戏关卡块。为了合成一个游戏关卡,我们将总成本函数分配给包含协作程度和游戏关卡设计决策的成本项。然后,我们使用马尔可夫链蒙特卡罗优化方法,称为模拟退火,来求解总成本函数,并提出了一个游戏关卡的设计。我们综合了三个游戏关卡(低、中、高合作游戏关卡)来评估我们的执行情况。然后,我们招募了一组参与者来玩游戏关卡,以探索他们是否会体验到一定程度的协作,并验证AI虚拟代理是否提供了足够的数据来描述玩家在每个游戏关卡块中的协作行为。通过收集游戏中的客观测量值和自我报告的主观评分,我们发现这三个游戏关卡确实影响了参与者的合作玩法行为。此外,通过分析我们收集的数据,我们发现参与者与人工智能虚拟代理之间存在适度而强烈的相关性。这些结果表明,游戏开发者可以考虑将人工智能虚拟代理作为评估完成游戏关卡所需的协作程度的替代方法。
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引用次数: 0
Visual Analytics of Neuron Vulnerability to Adversarial Attacks on Convolutional Neural Networks 卷积神经网络对抗性攻击下神经元脆弱性的可视化分析
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-03-06 DOI: 10.1145/3587470
Yiran Li, Junpeng Wang, Takanori Fujiwara, Kwan-Liu Ma
Adversarial attacks on a convolutional neural network (CNN)—injecting human-imperceptible perturbations into an input image—could fool a high-performance CNN into making incorrect predictions. The success of adversarial attacks raises serious concerns about the robustness of CNNs, and prevents them from being used in safety-critical applications, such as medical diagnosis and autonomous driving. Our work introduces a visual analytics approach to understanding adversarial attacks by answering two questions: (1) which neurons are more vulnerable to attacks and (2) which image features do these vulnerable neurons capture during the prediction? For the first question, we introduce multiple perturbation-based measures to break down the attacking magnitude into individual CNN neurons and rank the neurons by their vulnerability levels. For the second, we identify image features (e.g., cat ears) that highly stimulate a user-selected neuron to augment and validate the neuron’s responsibility. Furthermore, we support an interactive exploration of a large number of neurons by aiding with hierarchical clustering based on the neurons’ roles in the prediction. To this end, a visual analytics system is designed to incorporate visual reasoning for interpreting adversarial attacks. We validate the effectiveness of our system through multiple case studies as well as feedback from domain experts.
对卷积神经网络(CNN)的对抗性攻击——在输入图像中注入人类难以察觉的扰动——可能会欺骗高性能的CNN做出错误的预测。对抗性攻击的成功引发了人们对cnn鲁棒性的严重担忧,并阻碍了它们在医疗诊断和自动驾驶等安全关键应用中的应用。我们的工作引入了一种视觉分析方法,通过回答两个问题来理解对抗性攻击:(1)哪些神经元更容易受到攻击;(2)这些脆弱的神经元在预测过程中捕捉到哪些图像特征?对于第一个问题,我们引入了多个基于微扰的度量,将攻击幅度分解为单个CNN神经元,并根据其脆弱性等级对神经元进行排名。其次,我们识别高度刺激用户选择的神经元的图像特征(例如,猫耳),以增强和验证神经元的职责。此外,我们通过基于神经元在预测中的作用的分层聚类来支持对大量神经元的交互式探索。为此,设计了一个视觉分析系统来结合视觉推理来解释对抗性攻击。我们通过多个案例研究以及来自领域专家的反馈来验证我们系统的有效性。
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引用次数: 2
Combining the Projective Consciousness Model and Virtual Humans for Immersive Psychological Research: A Proof-of-concept Simulating a ToM Assessment 结合投射意识模型和虚拟人进行沉浸式心理学研究:模拟ToM评估的概念验证
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-02-21 DOI: 10.1145/3583886
D. Rudrauf, Grégoire Sergeant-Perhtuis, Y. Tisserand, Teerawat Monnor, Valentin Durand de Gevigney, Olivier Belli
Relating explicit psychological mechanisms and observable behaviours is a central aim of psychological and behavioural science. One of the challenges is to understand and model the role of consciousness and, in particular, its subjective perspective as an internal level of representation (including for social cognition) in the governance of behaviour. Toward this aim, we implemented the principles of the Projective Consciousness Model (PCM) into artificial agents embodied as virtual humans, extending a previous implementation of the model. Our goal was to offer a proof-of-concept, based purely on simulations, as a basis for a future methodological framework. Its overarching aim is to be able to assess hidden psychological parameters in human participants, based on a model relevant to consciousness research, in the context of experiments in virtual reality. As an illustration of the approach, we focused on simulating the role of Theory of Mind (ToM) in the choice of strategic behaviours of approach and avoidance to optimise the satisfaction of agents’ preferences. We designed a main experiment in a virtual environment that could be used with real humans, allowing us to classify behaviours as a function of order of ToM, up to the second order. We show that agents using the PCM demonstrated expected behaviours with consistent parameters of ToM in this experiment. We also show that the agents could be used to estimate correctly each other’s order of ToM. Furthermore, in a supplementary experiment, we demonstrated how the agents could simultaneously estimate order of ToM and preferences attributed to others to optimize behavioural outcomes. Future studies will empirically assess and fine tune the framework with real humans in virtual reality experiments.
将显性心理机制和可观察的行为联系起来是心理和行为科学的中心目标。其中一个挑战是理解和模拟意识的作用,特别是它的主观视角作为行为治理中的内部表现水平(包括社会认知)。为了实现这一目标,我们将投射意识模型(PCM)的原理应用到虚拟人的人工代理中,扩展了该模型的先前实现。我们的目标是提供一个纯粹基于模拟的概念验证,作为未来方法论框架的基础。它的首要目标是能够在虚拟现实实验的背景下,基于与意识研究相关的模型,评估人类参与者的隐藏心理参数。为了说明这一方法,我们重点模拟了心理理论(ToM)在选择接近和回避的战略行为中所起的作用,以优化代理偏好的满意度。我们在虚拟环境中设计了一个主要的实验,可以用在真人身上,允许我们将行为分类为ToM阶的函数,直到二阶。我们表明,在本实验中,使用PCM的智能体表现出与ToM参数一致的预期行为。我们还证明了代理可以用来正确地估计彼此的ToM的顺序。此外,在一个补充实验中,我们展示了代理如何同时估计ToM的顺序和归因于他人的偏好以优化行为结果。未来的研究将在虚拟现实实验中对真实的人类进行经验评估和微调框架。
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引用次数: 2
GRAFS: Graphical Faceted Search System to Support Conceptual Understanding in Exploratory Search 图形面搜索系统,以支持探索性搜索的概念理解
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-02-19 DOI: 10.1145/3588319
Mengtian Guo, Zhilan Zhou, D. Gotz, Yue Wang
When people search for information about a new topic within large document collections, they implicitly construct a mental model of the unfamiliar information space to represent what they currently know and guide their exploration into the unknown. Building this mental model can be challenging as it requires not only finding relevant documents but also synthesizing important concepts and the relationships that connect those concepts both within and across documents. This article describes a novel interactive approach designed to help users construct a mental model of an unfamiliar information space during exploratory search. We propose a new semantic search system to organize and visualize important concepts and their relations for a set of search results. A user study (n=20) was conducted to compare the proposed approach against a baseline faceted search system on exploratory literature search tasks. Experimental results show that the proposed approach is more effective in helping users recognize relationships between key concepts, leading to a more sophisticated understanding of the search topic while maintaining similar functionality and usability as a faceted search system.
当人们在大型文档集合中搜索关于新主题的信息时,他们隐式地构建了一个不熟悉的信息空间的心智模型,以表示他们目前知道的内容,并指导他们探索未知的内容。构建这种心智模型可能具有挑战性,因为它不仅需要找到相关文档,还需要综合重要概念以及在文档内部和跨文档连接这些概念的关系。本文描述了一种新的交互方法,旨在帮助用户在探索性搜索期间构建不熟悉的信息空间的心理模型。我们提出了一个新的语义搜索系统来组织和可视化重要的概念和它们之间的关系,为一组搜索结果。进行了一项用户研究(n=20),将所提出的方法与探索性文献搜索任务的基线分面搜索系统进行比较。实验结果表明,所提出的方法在帮助用户识别关键概念之间的关系方面更有效,从而更复杂地理解搜索主题,同时保持与分面搜索系统相似的功能和可用性。
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引用次数: 1
Explaining Recommendations through Conversations: Dialog Model and the Effects of Interface Type and Degree of Interactivity 通过对话解释建议:对话模型和界面类型和交互性程度的影响
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-01-21 DOI: 10.1145/3579541
Diana C. Hernandez-Bocanegra, J. Ziegler
Explaining system-generated recommendations based on user reviews can foster users’ understanding and assessment of the recommended items and the recommender system (RS) as a whole. While up to now explanations have mostly been static, shown in a single presentation unit, some interactive explanatory approaches have emerged in explainable artificial intelligence (XAI), making it easier for users to examine system decisions and to explore arguments according to their information needs. However, little is known about how interactive interfaces should be conceptualized and designed to meet the explanatory aims of transparency, effectiveness, and trust in RS. Thus, we investigate the potential of interactive, conversational explanations in review-based RS and propose an explanation approach inspired by dialog models and formal argument structures. In particular, we investigate users’ perception of two different interface types for presenting explanations, a graphical user interface (GUI)-based dialog consisting of a sequence of explanatory steps, and a chatbot-like natural-language interface. Since providing explanations by means of natural language conversation is a novel approach, there is a lack of understanding how users would formulate their questions with a corresponding lack of datasets. We thus propose an intent model for explanatory queries and describe the development of ConvEx-DS, a dataset containing intent annotations of 1,806 user questions in the domain of hotels, that can be used to to train intent detection methods as part of the development of conversational agents for explainable RS. We validate the model by measuring user-perceived helpfulness of answers given based on the implemented intent detection. Finally, we report on a user study investigating users’ evaluation of the two types of interactive explanations proposed (GUI and chatbot), and to test the effect of varying degrees of interactivity that result in greater or lesser access to explanatory information. By using Structural Equation Modeling, we reveal details on the relationships between the perceived quality of an explanation and the explanatory objectives of transparency, trust, and effectiveness. Our results show that providing interactive options for scrutinizing explanatory arguments has a significant positive influence on the evaluation by users (compared to low interactive alternatives). Results also suggest that user characteristics such as decision-making style may have a significant influence on the evaluation of different types of interactive explanation interfaces.
解释基于用户评论的系统生成的推荐可以促进用户对推荐项目和推荐系统(RS)作为一个整体的理解和评估。虽然到目前为止,解释大多是静态的,以单个表示单元显示,但在可解释人工智能(XAI)中出现了一些交互式解释方法,使用户更容易检查系统决策并根据他们的信息需求探索论点。然而,对于交互界面应该如何概念化和设计以满足RS中透明度、有效性和信任的解释目标,我们知之甚少。因此,我们研究了基于评论的RS中交互式对话解释的潜力,并提出了一种受对话模型和正式论证结构启发的解释方法。我们特别研究了用户对两种不同界面类型的感知,一种是基于图形用户界面(GUI)的对话框,由一系列解释步骤组成,另一种是类似聊天机器人的自然语言界面。由于通过自然语言对话提供解释是一种新颖的方法,因此缺乏对用户如何在相应缺乏数据集的情况下提出问题的理解。因此,我们提出了一个用于解释性查询的意图模型,并描述了ConvEx-DS的开发,ConvEx-DS是一个包含酒店领域1806个用户问题的意图注释的数据集,可用于训练意图检测方法,作为可解释RS的会话代理开发的一部分。我们通过测量基于实现的意图检测给出的答案的用户感知有用性来验证模型。最后,我们报告了一项用户研究,调查了用户对所提出的两种类型的交互解释(GUI和聊天机器人)的评价,并测试了不同程度的交互性对解释信息访问的影响。通过使用结构方程模型,我们揭示了解释的感知质量与透明度、信任和有效性的解释目标之间关系的细节。我们的研究结果表明,提供交互式选项来审查解释性论点对用户的评价有显著的积极影响(与低交互性替代方案相比)。结果还表明,决策风格等用户特征可能会对不同类型的交互式解释界面的评价产生显著影响。
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引用次数: 1
Visual Analytics of Co-Occurrences to Discover Subspaces in Structured Data 结构化数据中发现子空间的共现可视化分析
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-01-21 DOI: 10.1145/3579031
Wolfgang Jentner, Giuliana Lindholz, H. Hauptmann, Mennatallah El-Assady, K. Ma, D. Keim
We present an approach that shows all relevant subspaces of categorical data condensed in a single picture. We model the categorical values of the attributes as co-occurrences with data partitions generated from structured data using pattern mining. We show that these co-occurrences are a-priori, allowing us to greatly reduce the search space, effectively generating the condensed picture where conventional approaches filter out several subspaces as these are deemed insignificant. The task of identifying interesting subspaces is common but difficult due to exponential search spaces and the curse of dimensionality. One application of such a task might be identifying a cohort of patients defined by attributes such as gender, age, and diabetes type that share a common patient history, which is modeled as event sequences. Filtering the data by these attributes is common but cumbersome and often does not allow a comparison of subspaces. We contribute a powerful multi-dimensional pattern exploration approach (MDPE-approach) agnostic to the structured data type that models multiple attributes and their characteristics as co-occurrences, allowing the user to identify and compare thousands of subspaces of interest in a single picture. In our MDPE-approach, we introduce two methods to dramatically reduce the search space, outputting only the boundaries of the search space in the form of two tables. We implement the MDPE-approach in an interactive visual interface (MDPE-vis) that provides a scalable, pixel-based visualization design allowing the identification, comparison, and sense-making of subspaces in structured data. Our case studies using a gold-standard dataset and external domain experts confirm our approach’s and implementation’s applicability. A third use case sheds light on the scalability of our approach and a user study with 15 participants underlines its usefulness and power.
我们提出了一种方法,显示所有相关的子空间的分类数据浓缩在一个单一的图片。我们将属性的分类值建模为与使用模式挖掘从结构化数据生成的数据分区共现。我们表明,这些共现是先验的,允许我们大大减少搜索空间,有效地生成压缩的图片,而传统的方法过滤掉了几个子空间,因为这些被认为是不重要的。识别感兴趣的子空间是一项常见的任务,但由于指数搜索空间和维度的诅咒,这一任务很困难。这种任务的一个应用程序可能是识别由诸如性别、年龄和糖尿病类型等属性定义的患者队列,这些属性具有共同的患者历史,并将其建模为事件序列。按这些属性过滤数据是很常见的,但很麻烦,而且通常不允许对子空间进行比较。我们提供了一种强大的多维模式探索方法(mdpe方法),该方法与结构化数据类型无关,该数据类型将多个属性及其特征建模为共现,允许用户识别和比较单个图片中感兴趣的数千个子空间。在我们的mdpe方法中,我们引入了两种方法来显著减少搜索空间,仅以两个表的形式输出搜索空间的边界。我们在交互式可视化界面(MDPE-vis)中实现mdpe方法,该界面提供了可扩展的、基于像素的可视化设计,允许对结构化数据中的子空间进行识别、比较和意义构建。我们使用黄金标准数据集和外部领域专家进行的案例研究证实了我们的方法和实现的适用性。第三个用例揭示了我们方法的可扩展性,一个有15个参与者的用户研究强调了它的有用性和强大性。
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引用次数: 1
Directive Explanations for Actionable Explainability in Machine Learning Applications 机器学习应用中可操作解释性的指令解释
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2023-01-12 DOI: https://dl.acm.org/doi/10.1145/3579363
Ronal Singh, Tim Miller, Henrietta Lyons, Liz Sonenberg, Eduardo Velloso, Frank Vetere, Piers Howe, Paul Dourish

In this paper, we show that explanations of decisions made by machine learning systems can be improved by not only explaining why a decision was made but also by explaining how an individual could obtain their desired outcome. We formally define the concept of directive explanations (those that offer specific actions an individual could take to achieve their desired outcome), introduce two forms of directive explanations (directive-specific and directive-generic), and describe how these can be generated computationally. We investigate people’s preference for and perception towards directive explanations through two online studies, one quantitative and the other qualitative, each covering two domains (the credit scoring domain and the employee satisfaction domain). We find a significant preference for both forms of directive explanations compared to non-directive counterfactual explanations. However, we also find that preferences are affected by many aspects, including individual preferences and social factors. We conclude that deciding what type of explanation to provide requires information about the recipients and other contextual information. This reinforces the need for a human-centred and context-specific approach to explainable AI.

在本文中,我们证明了机器学习系统对决策的解释不仅可以通过解释为什么做出决策,还可以通过解释个人如何获得他们想要的结果来改进。我们正式定义了指令解释的概念(提供个人可以采取的特定行动以实现其预期结果),介绍了两种形式的指令解释(特定指令和通用指令),并描述了如何通过计算生成这些解释。我们通过两个在线研究调查人们对指导性解释的偏好和感知,一个是定量的,另一个是定性的,每个研究涵盖两个领域(信用评分领域和员工满意度领域)。我们发现,与非指导性反事实解释相比,人们对两种形式的指导性解释都有显著的偏好。然而,我们也发现偏好受到多方面的影响,包括个人偏好和社会因素。我们的结论是,决定提供哪种类型的解释需要有关接收者和其他上下文信息的信息。这加强了对以人为中心和特定于情境的可解释人工智能方法的需求。
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引用次数: 0
期刊
ACM Transactions on Interactive Intelligent Systems
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