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User Modeling and User-Adapted Interaction最新文献

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Justification of recommender systems results: a service-based approach. 推荐系统结果的证明:基于服务的方法。
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1007/s11257-022-09345-8
Noemi Mauro, Zhongli Filippo Hu, Liliana Ardissono

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.

随着对可预测和可问责的人工智能的需求不断增加,通过指定项目是如何被推荐的,或者为什么它们是相关的,来解释或证明推荐系统结果的能力已经成为一个主要目标。然而,当前的模型并没有显式地表示用户在与项目的整体交互过程中(从选择到使用)可能遇到的服务和参与者。因此,他们无法评估自己对用户体验的影响。为了解决这个问题,我们提出了一种新的论证方法,该方法使用服务模型(i)在不同粒度级别上从涉及与项目交互的所有阶段的评论中提取经验数据,以及(ii)围绕这些阶段组织建议的论证。在一项用户研究中,我们将我们的方法与反映推荐系统结果合理性的最新水平的基线进行了比较。参与者评估了我们基于服务的论证模型提供的感知用户意识支持,比基线提供的支持高。此外,我们的模型在不同好奇程度或低认知需求(NfC)的用户中获得了更高的界面充分性和满意度评价。不同的是,高NfC参与者更喜欢直接检查项目评论。这些发现鼓励采用服务模型来证明推荐系统的结果,但建议调查个性化策略以适应不同的交互需求。
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引用次数: 2
Design, development, and evaluation of an interactive personalized social robot to monitor and coach post-stroke rehabilitation exercises. 设计、开发和评估用于监测和指导中风后康复训练的交互式个性化社交机器人。
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 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.

人们越来越多地探索社交辅助机器人,以提高老年人和残疾人在健康和福祉相关锻炼中的参与度。然而,即使人们有各种各样的身体状况,大多数之前关于社交机器人运动指导系统的工作都使用了通用的、预定义的反馈。这些系统的部署仍然是一个挑战。在本文中,我们介绍了我们的工作,迭代参与治疗师和中风后幸存者设计,开发和评估一个用于个性化康复的社交机器人运动指导系统。通过与治疗师的访谈,我们设计了这个系统如何与用户交互,然后开发了一个交互式社交机器人运动指导系统。该系统将神经网络模型与基于规则的模型相结合,可以自动监测和评估患者的康复训练,并可以根据患者的个人数据进行调整,生成实时的、个性化的纠正反馈以进行改进。通过15名中风后幸存者的康复训练数据集,我们证明了我们的系统在评估患者锻炼时显著提高了性能,同时调整了患者的数据。此外,我们的真实世界评估研究表明,我们的系统可以适应新的参与者,并达到0.81的平均表现来评估他们的练习,这与专家的同意水平相当。我们进一步讨论了该系统在实践中的潜在优势和局限性。
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引用次数: 1
Generating predicate suggestions based on the space of plans: an example of planning with preferences. 基于规划的空间生成谓词建议:一个带有偏好的规划示例。
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 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.

人机环境中的任务规划往往特别复杂,因为它涉及到由人类用户引入的额外不确定性。对于同一个任务,可以得到几个不同的方案,这些方案之间的差别很少或不同。要在它们之间进行选择,通常的最低成本计划标准不一定是最好的选择,因为在这里,人的约束和偏好会起作用。了解这些用户偏好对于选择合适的计划非常有价值,但是偏好值通常很难获得。在这种情况下,我们提出了基于计划空间的建议(SoPS)算法,该算法可以为一些规划谓词提供建议,这些谓词用于在任务规划问题中定义环境状态,其中操作修改谓词。我们将这些谓词表示为可暗示谓词,其中用户首选项是一种特殊情况。第一种算法能够分析未知谓词的潜在影响,并为这些未知谓词提供可能产生更好计划的值建议。第二种算法能够建议改变已知的值,从而潜在地提高获得的奖励。该方法利用平面空间树结构来表示平面空间的子集。遍历树以找到最能增加奖励的谓词和值,并将它们作为建议输出给用户。我们在三个基于偏好的辅助机器人领域的评估显示了所提出的算法如何通过首先建议最有效的谓词值来提高任务性能。
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引用次数: 1
Automatically detecting task-unrelated thoughts during conversations using keystroke analysis. 自动检测任务无关的想法在对话中使用击键分析。
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 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.

任务无关思维(TUT),通常被称为走神,是一种精神状态,一个人的注意力从手头的任务上转移开。这种状态非常普遍,但人们对如何测量它知之甚少,特别是在二进相互作用中。因此,我们建立了一个模型来检测一个人在通过计算机媒介对话与另一个人交谈时,何时使用他们的击键模式来体验tut。最好的模型能够区分与任务无关的想法和与任务相关的想法,kappa为0.363,使用从15秒窗口提取的特征。我们还提供了一个特征分析,以提供关于各种打字行为如何与我们正在进行的精神状态相关联的额外见解。
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引用次数: 3
Using latent variable models to make gaming-the-system detection robust to context variations. 使用潜在变量模型使博弈系统检测对上下文变化具有鲁棒性。
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 Epub Date: 2023-05-18 DOI: 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.

对系统进行游戏,是一种学习者利用系统属性取得进步,同时避免学习的行为,经常被证明与较低的学习有关。然而,当我们在代数导师的实验中,在各种条件下应用先前验证的游戏检测器时,检测到的游戏与学习减少无关,这对其在我们的研究环境中的有效性提出了质疑。我们的探索性数据分析表明,不同条件下和不同条件下的不同背景因素导致了这种关联的缺乏。我们提出了一种新的方法,基于潜在变量的游戏检测(LV-GD),该方法控制上下文因素,并更稳健地估计学生水平的潜在游戏趋势。在LV-GD中,如果检测到学生的游戏量超过了给定背景下人群的预期水平,则该学生被估计为具有高游戏倾向。LV-GD在基于典型人类标记过程开发的现有动作级游戏检测器之上应用统计模型,而无需额外的标记工作。在三个数据集中,我们发现LV-GD在游戏和学习之间的关联以及可靠性方面的有效性始终优于原始检测器。LV-GD还提供了很高的实用性:它更准确地揭示了对游戏的干预效果,揭示了游戏与数学感知能力之间的相关性,并有助于理解富有成效的游戏行为。我们的方法不仅对其他想要一种经济高效的方式来调整游戏检测器以适应其环境的人有用,而且通常也适用于创建稳健的行为测量。
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引用次数: 0
Introducing CARESSER: A framework for in situ learning robot social assistance from expert knowledge and demonstrations. 介绍CARESSER:现场学习机器人社会援助的框架,由专家知识和演示。
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 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.

社交辅助机器人有可能增加和提高治疗师在认知治疗等重复性任务中的有效性。然而,他们的贡献通常是有限的,因为领域专家没有完全参与设计过程的整个管道以及机器人行为的自动化。在这篇文章中,我们提出了主动学习代理辅助行为(CARESSER),这是一个新的框架,通过利用治疗师的专业知识(知识驱动方法)和他们的演示(数据驱动方法)来主动学习机器人的辅助行为。通过利用这种混合方法,所提出的方法能够以完全自主的方式现场快速学习个性化患者特定策略。为了评估我们的框架,我们在一家日常护理中心进行了两项用户研究,其中患有轻度痴呆和轻度认知障碍的老年人(N = 22)被要求在治疗师和配有CARESSER的机器人的支持下解决认知练习。结果表明:(i)机器人在治疗过程中比治疗师更能保持患者的表现稳定;(ii)机器人在治疗过程中提供的帮助最终符合治疗师的偏好。我们得出的结论是,CARESSER以利益相关者为中心的设计,可以为新的人工智能方法铺平道路,通过利用人与人之间的互动以及人类的专业知识来学习,这有加速学习过程的好处,消除了设计复杂奖励功能的需要,并最终避免了不想要的状态。
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引用次数: 12
Recommending on graphs: a comprehensive review from a data perspective 图表推荐:从数据角度全面回顾
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-12-23 DOI: 10.1007/s11257-023-09359-w
Lemei Zhang, Peng Liu, J. Gulla
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引用次数: 0
Intra-list similarity and human diversity perceptions of recommendations: the details matter 清单内的相似性和人类对建议的多样性看法:细节问题
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-12-12 DOI: 10.1007/s11257-022-09351-w
Mathias Jesse, Christine Bauer, D. Jannach
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引用次数: 2
Correction to: How do item features and user characteristics affect users’ perceptions of recommendation serendipity? A cross-domain analysis 更正:商品特征和用户特征如何影响用户对推荐偶然性的看法?跨域分析
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-12-01 DOI: 10.1007/s11257-022-09350-x
Ningxia Wang, L. Chen
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引用次数: 0
Gaze-based predictive models of deep reading comprehension 基于凝视的深度阅读理解预测模型
IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-11-17 DOI: 10.1007/s11257-022-09346-7
Rosy Southwell, Caitlin Mills, Megan Caruso, S. D’Mello
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引用次数: 0
期刊
User Modeling and User-Adapted Interaction
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