With the increasing demand for predictable and accountable Artificial Intelligence, the ability to explain or justify recommender systems results by specifying how items are suggested, or why they are relevant, has become a primary goal. However, current models do not explicitly represent the services and actors that the user might encounter during the overall interaction with an item, from its selection to its usage. Thus, they cannot assess their impact on the user's experience. To address this issue, we propose a novel justification approach that uses service models to (i) extract experience data from reviews concerning all the stages of interaction with items, at different granularity levels, and (ii) organize the justification of recommendations around those stages. In a user study, we compared our approach with baselines reflecting the state of the art in the justification of recommender systems results. The participants evaluated the Perceived User Awareness Support provided by our service-based justification models higher than the one offered by the baselines. Moreover, our models received higher Interface Adequacy and Satisfaction evaluations by users having different levels of Curiosity or low Need for Cognition (NfC). Differently, high NfC participants preferred a direct inspection of item reviews. These findings encourage the adoption of service models to justify recommender systems results but suggest the investigation of personalization strategies to suit diverse interaction needs.
{"title":"Justification of recommender systems results: a service-based approach.","authors":"Noemi Mauro, Zhongli Filippo Hu, Liliana Ardissono","doi":"10.1007/s11257-022-09345-8","DOIUrl":"https://doi.org/10.1007/s11257-022-09345-8","url":null,"abstract":"<p><p>With the increasing demand for predictable and accountable Artificial Intelligence, the ability to explain or justify recommender systems results by specifying how items are suggested, or why they are relevant, has become a primary goal. However, current models do not explicitly represent the services and actors that the user might encounter during the overall interaction with an item, from its selection to its usage. Thus, they cannot assess their impact on the user's experience. To address this issue, we propose a novel justification approach that uses service models to (i) extract experience data from reviews concerning all the stages of interaction with items, at different granularity levels, and (ii) organize the justification of recommendations around those stages. In a user study, we compared our approach with baselines reflecting the state of the art in the justification of recommender systems results. The participants evaluated the <i>Perceived User Awareness Support</i> provided by our service-based justification models higher than the one offered by the baselines. Moreover, our models received higher <i>Interface Adequacy</i> and <i>Satisfaction</i> evaluations by users having different levels of Curiosity or low Need for Cognition (NfC). Differently, high NfC participants preferred a direct inspection of item reviews. These findings encourage the adoption of service models to justify recommender systems results but suggest the investigation of personalization strategies to suit diverse interaction needs.</p>","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 3","pages":"643-685"},"PeriodicalIF":3.6,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9617053/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9504943","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/s11257-022-09348-5
Min Hun Lee, Daniel P Siewiorek, Asim Smailagic, Alexandre Bernardino, Sergi Bermúdez I Badia
Socially assistive robots are increasingly being explored to improve the engagement of older adults and people with disability in health and well-being-related exercises. However, even if people have various physical conditions, most prior work on social robot exercise coaching systems has utilized generic, predefined feedback. The deployment of these systems still remains a challenge. In this paper, we present our work of iteratively engaging therapists and post-stroke survivors to design, develop, and evaluate a social robot exercise coaching system for personalized rehabilitation. Through interviews with therapists, we designed how this system interacts with the user and then developed an interactive social robot exercise coaching system. This system integrates a neural network model with a rule-based model to automatically monitor and assess patients' rehabilitation exercises and can be tuned with individual patient's data to generate real-time, personalized corrective feedback for improvement. With the dataset of rehabilitation exercises from 15 post-stroke survivors, we demonstrated our system significantly improves its performance to assess patients' exercises while tuning with held-out patient's data. In addition, our real-world evaluation study showed that our system can adapt to new participants and achieved 0.81 average performance to assess their exercises, which is comparable to the experts' agreement level. We further discuss the potential benefits and limitations of our system in practice.
{"title":"Design, development, and evaluation of an interactive personalized social robot to monitor and coach post-stroke rehabilitation exercises.","authors":"Min Hun Lee, Daniel P Siewiorek, Asim Smailagic, Alexandre Bernardino, Sergi Bermúdez I Badia","doi":"10.1007/s11257-022-09348-5","DOIUrl":"https://doi.org/10.1007/s11257-022-09348-5","url":null,"abstract":"<p><p>Socially assistive robots are increasingly being explored to improve the engagement of older adults and people with disability in health and well-being-related exercises. However, even if people have various physical conditions, most prior work on social robot exercise coaching systems has utilized generic, predefined feedback. The deployment of these systems still remains a challenge. In this paper, we present our work of iteratively engaging therapists and post-stroke survivors to design, develop, and evaluate a social robot exercise coaching system for personalized rehabilitation. Through interviews with therapists, we designed how this system interacts with the user and then developed an interactive social robot exercise coaching system. This system integrates a neural network model with a rule-based model to automatically monitor and assess patients' rehabilitation exercises and can be tuned with individual patient's data to generate real-time, personalized corrective feedback for improvement. With the dataset of rehabilitation exercises from 15 post-stroke survivors, we demonstrated our system significantly improves its performance to assess patients' exercises while tuning with held-out patient's data. In addition, our real-world evaluation study showed that our system can adapt to new participants and achieved 0.81 average performance to assess their exercises, which is comparable to the experts' agreement level. We further discuss the potential benefits and limitations of our system in practice.</p>","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 2","pages":"545-569"},"PeriodicalIF":3.6,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10007659/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9761426","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/s11257-022-09327-w
Gerard Canal, Carme Torras, Guillem Alenyà
Task planning in human-robot environments tends to be particularly complex as it involves additional uncertainty introduced by the human user. Several plans, entailing few or various differences, can be obtained to solve the same given task. To choose among them, the usual least-cost plan criteria is not necessarily the best option, because here, human constraints and preferences come into play. Knowing these user preferences is very valuable to select an appropriate plan, but the preference values are usually hard to obtain. In this context, we propose the Space-of-Plans-based Suggestions (SoPS) algorithms that can provide suggestions for some planning predicates, which are used to define the state of the environment in a task planning problem where actions modify the predicates. We denote these predicates as suggestible predicates, of which user preferences are a particular case. The first algorithm is able to analyze the potential effect of the unknown predicates and provide suggestions to values for these unknown predicates that may produce better plans. The second algorithm is able to suggest changes to already known values that potentially improve the obtained reward. The proposed approach utilizes a Space of Plans Tree structure to represent a subset of the space of plans. The tree is traversed to find the predicates and the values that would most increase the reward, and output them as a suggestion to the user. Our evaluation in three preference-based assistive robotics domains shows how the proposed algorithms can improve task performance by suggesting the most effective predicate values first.
{"title":"Generating predicate suggestions based on the space of plans: an example of planning with preferences.","authors":"Gerard Canal, Carme Torras, Guillem Alenyà","doi":"10.1007/s11257-022-09327-w","DOIUrl":"https://doi.org/10.1007/s11257-022-09327-w","url":null,"abstract":"<p><p>Task planning in human-robot environments tends to be particularly complex as it involves additional uncertainty introduced by the human user. Several plans, entailing few or various differences, can be obtained to solve the same given task. To choose among them, the usual least-cost plan criteria is not necessarily the best option, because here, human constraints and preferences come into play. Knowing these user preferences is very valuable to select an appropriate plan, but the preference values are usually hard to obtain. In this context, we propose the Space-of-Plans-based Suggestions (SoPS) algorithms that can provide suggestions for some planning predicates, which are used to define the state of the environment in a task planning problem where actions modify the predicates. We denote these predicates as <i>suggestible predicates</i>, of which user preferences are a particular case. The first algorithm is able to analyze the potential effect of the unknown predicates and provide suggestions to values for these unknown predicates that may produce better plans. The second algorithm is able to suggest changes to already known values that potentially improve the obtained reward. The proposed approach utilizes a Space of Plans Tree structure to represent a subset of the space of plans. The tree is traversed to find the predicates and the values that would most increase the reward, and output them as a suggestion to the user. Our evaluation in three preference-based assistive robotics domains shows how the proposed algorithms can improve task performance by suggesting the most effective predicate values first.</p>","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 2","pages":"333-357"},"PeriodicalIF":3.6,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10147776/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9752798","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/s11257-022-09340-z
Vishal Kuvar, Nathaniel Blanchard, Alexander Colby, Laura Allen, Caitlin Mills
Task-unrelated thought (TUT), commonly referred to as mind wandering, is a mental state where a person's attention moves away from the task-at-hand. This state is extremely common, yet not much is known about how to measure it, especially during dyadic interactions. We thus built a model to detect when a person experiences TUTs while talking to another person through a computer-mediated conversation, using their keystroke patterns. The best model was able to differentiate between task-unrelated thoughts and task-related thoughts with a kappa of 0.363, using features extracted from a 15 second window. We also present a feature analysis to provide additional insights into how various typing behaviors can be linked to our ongoing mental states.
{"title":"Automatically detecting task-unrelated thoughts during conversations using keystroke analysis.","authors":"Vishal Kuvar, Nathaniel Blanchard, Alexander Colby, Laura Allen, Caitlin Mills","doi":"10.1007/s11257-022-09340-z","DOIUrl":"https://doi.org/10.1007/s11257-022-09340-z","url":null,"abstract":"<p><p>Task-unrelated thought (TUT), commonly referred to as mind wandering, is a mental state where a person's attention moves away from the task-at-hand. This state is extremely common, yet not much is known about how to measure it, especially during dyadic interactions. We thus built a model to detect when a person experiences TUTs while talking to another person through a computer-mediated conversation, using their keystroke patterns. The best model was able to differentiate between task-unrelated thoughts and task-related thoughts with a kappa of 0.363, using features extracted from a 15 second window. We also present a feature analysis to provide additional insights into how various typing behaviors can be linked to our ongoing mental states.</p>","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 3","pages":"617-641"},"PeriodicalIF":3.6,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9390119/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9500091","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01Epub Date: 2023-05-18DOI: 10.1007/s11257-023-09362-1
Yun Huang, Steven Dang, J Elizabeth Richey, Pallavi Chhabra, Danielle R Thomas, Michael W Asher, Nikki G Lobczowski, Elizabeth A McLaughlin, Judith M Harackiewicz, Vincent Aleven, Kenneth R Koedinger
Gaming the system, a behavior in which learners exploit a system's properties to make progress while avoiding learning, has frequently been shown to be associated with lower learning. However, when we applied a previously validated gaming detector across conditions in experiments with an algebra tutor, the detected gaming was not associated with reduced learning, challenging its validity in our study context. Our exploratory data analysis suggested that varying contextual factors across and within conditions contributed to this lack of association. We present a new approach, latent variable-based gaming detection (LV-GD), that controls for contextual factors and more robustly estimates student-level latent gaming tendencies. In LV-GD, a student is estimated as having a high gaming tendency if the student is detected to game more than the expected level of the population given the context. LV-GD applies a statistical model on top of an existing action-level gaming detector developed based on a typical human labeling process, without additional labeling effort. Across three datasets, we find that LV-GD consistently outperformed the original detector in validity measured by association between gaming and learning as well as reliability. LV-GD also afforded high practical utility: it more accurately revealed intervention effects on gaming, revealed a correlation between gaming and perceived competence in math and helped understand productive detected gaming behaviors. Our approach is not only useful for others wanting a cost-effective way to adapt a gaming detector to their context but is also generally applicable in creating robust behavioral measures.
{"title":"Using latent variable models to make gaming-the-system detection robust to context variations.","authors":"Yun Huang, Steven Dang, J Elizabeth Richey, Pallavi Chhabra, Danielle R Thomas, Michael W Asher, Nikki G Lobczowski, Elizabeth A McLaughlin, Judith M Harackiewicz, Vincent Aleven, Kenneth R Koedinger","doi":"10.1007/s11257-023-09362-1","DOIUrl":"10.1007/s11257-023-09362-1","url":null,"abstract":"<p><p>Gaming the system, a behavior in which learners exploit a system's properties to make progress while avoiding learning, has frequently been shown to be associated with lower learning. However, when we applied a previously validated gaming detector across conditions in experiments with an algebra tutor, the detected gaming was not associated with reduced learning, challenging its validity in our study context. Our exploratory data analysis suggested that varying contextual factors across and within conditions contributed to this lack of association. We present a new approach, latent variable-based gaming detection (LV-GD), that controls for contextual factors and more robustly estimates student-level latent gaming tendencies. In LV-GD, a student is estimated as having a high gaming tendency if the student is detected to game more than the expected level of the population given the context. LV-GD applies a statistical model on top of an existing action-level gaming detector developed based on a typical human labeling process, without additional labeling effort. Across three datasets, we find that LV-GD consistently outperformed the original detector in validity measured by association between gaming and learning as well as reliability. LV-GD also afforded high practical utility: it more accurately revealed intervention effects on gaming, revealed a correlation between gaming and perceived competence in math and helped understand productive detected gaming behaviors. Our approach is not only useful for others wanting a cost-effective way to adapt a gaming detector to their context but is also generally applicable in creating robust behavioral measures.</p>","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 5","pages":"1211-1257"},"PeriodicalIF":3.6,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10564808/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41217734","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-01-01DOI: 10.1007/s11257-021-09316-5
Antonio Andriella, Carme Torras, Carla Abdelnour, Guillem Alenyà
Socially assistive robots have the potential to augment and enhance therapist's effectiveness in repetitive tasks such as cognitive therapies. However, their contribution has generally been limited as domain experts have not been fully involved in the entire pipeline of the design process as well as in the automatisation of the robots' behaviour. In this article, we present aCtive leARning agEnt aSsiStive bEhaviouR (CARESSER), a novel framework that actively learns robotic assistive behaviour by leveraging the therapist's expertise (knowledge-driven approach) and their demonstrations (data-driven approach). By exploiting that hybrid approach, the presented method enables in situ fast learning, in a fully autonomous fashion, of personalised patient-specific policies. With the purpose of evaluating our framework, we conducted two user studies in a daily care centre in which older adults affected by mild dementia and mild cognitive impairment (N = 22) were requested to solve cognitive exercises with the support of a therapist and later on of a robot endowed with CARESSER. Results showed that: (i) the robot managed to keep the patients' performance stable during the sessions even more so than the therapist; (ii) the assistance offered by the robot during the sessions eventually matched the therapist's preferences. We conclude that CARESSER, with its stakeholder-centric design, can pave the way to new AI approaches that learn by leveraging human-human interactions along with human expertise, which has the benefits of speeding up the learning process, eliminating the need for the design of complex reward functions, and finally avoiding undesired states.
{"title":"Introducing CARESSER: A framework for in situ learning robot social assistance from expert knowledge and demonstrations.","authors":"Antonio Andriella, Carme Torras, Carla Abdelnour, Guillem Alenyà","doi":"10.1007/s11257-021-09316-5","DOIUrl":"https://doi.org/10.1007/s11257-021-09316-5","url":null,"abstract":"<p><p>Socially assistive robots have the potential to augment and enhance therapist's effectiveness in repetitive tasks such as cognitive therapies. However, their contribution has generally been limited as domain experts have not been fully involved in the entire pipeline of the design process as well as in the automatisation of the robots' behaviour. In this article, we present aCtive leARning agEnt aSsiStive bEhaviouR (CARESSER), a novel framework that actively learns robotic assistive behaviour by leveraging the therapist's expertise (knowledge-driven approach) and their demonstrations (data-driven approach). By exploiting that hybrid approach, the presented method enables in situ fast learning, in a fully autonomous fashion, of personalised patient-specific policies. With the purpose of evaluating our framework, we conducted two user studies in a daily care centre in which older adults affected by mild dementia and mild cognitive impairment (<i>N</i> = 22) were requested to solve cognitive exercises with the support of a therapist and later on of a robot endowed with CARESSER. Results showed that: (i) the robot managed to keep the patients' performance stable during the sessions even more so than the therapist; (ii) the assistance offered by the robot during the sessions eventually matched the therapist's preferences. We conclude that CARESSER, with its stakeholder-centric design, can pave the way to new AI approaches that learn by leveraging human-human interactions along with human expertise, which has the benefits of speeding up the learning process, eliminating the need for the design of complex reward functions, and finally avoiding undesired states.</p>","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 2","pages":"441-496"},"PeriodicalIF":3.6,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8916953/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"9365606","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-23DOI: 10.1007/s11257-023-09359-w
Lemei Zhang, Peng Liu, J. Gulla
{"title":"Recommending on graphs: a comprehensive review from a data perspective","authors":"Lemei Zhang, Peng Liu, J. Gulla","doi":"10.1007/s11257-023-09359-w","DOIUrl":"https://doi.org/10.1007/s11257-023-09359-w","url":null,"abstract":"","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"1 1","pages":"1-86"},"PeriodicalIF":3.6,"publicationDate":"2022-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41321805","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-12DOI: 10.1007/s11257-022-09351-w
Mathias Jesse, Christine Bauer, D. Jannach
{"title":"Intra-list similarity and human diversity perceptions of recommendations: the details matter","authors":"Mathias Jesse, Christine Bauer, D. Jannach","doi":"10.1007/s11257-022-09351-w","DOIUrl":"https://doi.org/10.1007/s11257-022-09351-w","url":null,"abstract":"","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 1","pages":"769 - 802"},"PeriodicalIF":3.6,"publicationDate":"2022-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49352996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-12-01DOI: 10.1007/s11257-022-09350-x
Ningxia Wang, L. Chen
{"title":"Correction to: How do item features and user characteristics affect users’ perceptions of recommendation serendipity? A cross-domain analysis","authors":"Ningxia Wang, L. Chen","doi":"10.1007/s11257-022-09350-x","DOIUrl":"https://doi.org/10.1007/s11257-022-09350-x","url":null,"abstract":"","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 1","pages":"767"},"PeriodicalIF":3.6,"publicationDate":"2022-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47712955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-11-17DOI: 10.1007/s11257-022-09346-7
Rosy Southwell, Caitlin Mills, Megan Caruso, S. D’Mello
{"title":"Gaze-based predictive models of deep reading comprehension","authors":"Rosy Southwell, Caitlin Mills, Megan Caruso, S. D’Mello","doi":"10.1007/s11257-022-09346-7","DOIUrl":"https://doi.org/10.1007/s11257-022-09346-7","url":null,"abstract":"","PeriodicalId":49388,"journal":{"name":"User Modeling and User-Adapted Interaction","volume":"33 1","pages":"687-725"},"PeriodicalIF":3.6,"publicationDate":"2022-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47648001","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}