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Real-time gait classification for persuasive smartphone apps: structuring the literature and pushing the limits 有说服力的智能手机应用程序的实时步态分类:构建文献并推动极限
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449418
Oliver S. Schneider, Karon E Maclean, Kerem Altun, Idin Karuei, Michael M. A. Wu
Persuasive technology is now mobile and context-aware. Intelligent analysis of accelerometer signals in smartphones and other specialized devices has recently been used to classify activity (e.g., distinguishing walking from cycling) to encourage physical activity, sustainable transport, and other social goals. Unfortunately, results vary drastically due to differences in methodology and problem domain. The present report begins by structuring a survey of current work within a new framework, which highlights comparable characteristics between studies; this provided a tool by which we and others can understand the current state-of-the art and guide research towards existing gaps. We then present a new user study, positioned in an identified gap, that pushes limits of current success with a challenging problem: the real-time classification of 15 similar and novel gaits suitable for several persuasive application areas, focused on the growing phenomenon of exercise games. We achieve a mean correct classification rate of 78.1% of all 15 gaits with a minimal amount of personalized training of the classifier for each participant when carried in any of 6 different carrying locations (not known a priori). When narrowed to a subset of four gaits and one location that is known, this improves to means of 92.2% with and 87.2% without personalization. Finally, we group our findings into design guidelines and quantify variation in accuracy when an algorithm is trained for a known location and participant.
说服性技术现在是移动的和上下文感知的。智能手机和其他专用设备中的加速度计信号的智能分析最近被用于对活动进行分类(例如,区分步行和骑自行车),以鼓励身体活动、可持续交通和其他社会目标。不幸的是,由于方法和问题领域的不同,结果会有很大的不同。本报告首先在一个新的框架内对目前的工作进行调查,突出各项研究之间的可比较特点;这提供了一个工具,通过它我们和其他人可以了解当前的艺术状态,并指导研究现有的差距。然后,我们提出了一个新的用户研究,定位在一个确定的差距中,通过一个具有挑战性的问题推动了当前成功的极限:15个类似和新颖的步态的实时分类,适用于几个有说服力的应用领域,专注于日益增长的运动游戏现象。当在6个不同的携带位置(不知道先验)中携带时,我们实现了所有15种步态的平均正确分类率为78.1%,每个参与者的分类器进行了最少的个性化训练。当缩小到四个步态和一个已知位置的子集时,这一比例提高到有个性化的92.2%和没有个性化的87.2%。最后,我们将我们的发现分组到设计指南中,并量化当算法针对已知位置和参与者进行训练时准确性的变化。
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引用次数: 15
SIDNIE: scaffolded interviews developed by nurses in education 西德尼:由教育领域的护士开发的脚手架式访谈
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449447
Lauren Cairco, Toni Bloodworth, L. Hodges, N. Meehan, Arlene Johnson
One of the most common clinical education methods for teaching patient interaction skills to nursing students is role-playing established scenarios with their classmates. Unfortunately, this is far from simulating real world experiences that they will soon face, and does not provide the immediate, impartial feedback necessary for interviewing skills development. We present a system for Scaffolded Interviews Developed by Nurses In Education (SIDNIE) that supports baccalaureate nursing education by providing multiple guided interview practice sessions with virtual characters. Our scenario depicts a mother who has brought in her five year old child to the clinic. In this paper we describe our system and report on a preliminary usability evaluation conducted with nursing students.
向护生教授病人互动技巧的最常见的临床教育方法之一是与他们的同学一起角色扮演既定的场景。不幸的是,这远远不能模拟他们即将面对的真实世界的经历,也不能提供面试技能发展所必需的即时、公正的反馈。我们提出了一个由护士教育(SIDNIE)开发的脚手架访谈系统,该系统通过提供虚拟角色的多个指导访谈练习课程来支持学士学位护理教育。我们的场景描述了一位母亲带着她五岁的孩子来到诊所。在本文中,我们描述了我们的系统,并报告了在护理学生中进行的初步可用性评估。
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引用次数: 15
Functionality-based clustering using short textual description: helping users to find apps installed on their mobile device 基于功能的集群使用简短的文本描述:帮助用户找到安装在他们移动设备上的应用程序
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449434
Dai Lulu, T. Kuflik
In recent years, we have witnessed the incredible popularity and widespread adoption of mobile devices. Millions of Apps are being developed and downloaded by users at an amazing rate. These are multi-feature Apps that address a broad range of needs and functions. Nowadays, every user has dozens of Apps on his mobile device. As time goes on, it becomes more and more difficult simply to find the desired App among those that are installed on the mobile device. In spite of several attempts to address the problem, no good solution for this increasing problem has yet been found. In this paper we suggest the use of unsupervised machine learning for clustering Apps based on their functionality, to allow users to access them easily. The functionality is elicited from their description as retrieved from various App stores and enriched by content from professional blogs. The Apps are clustered and grouped according to their functionality and presented hierarchically to the user in order to facilitate the search on the small screen of the mobile device.
近年来,我们目睹了移动设备的惊人普及和广泛采用。数以百万计的应用程序正在以惊人的速度被用户开发和下载。这些都是多功能的应用程序,可以满足广泛的需求和功能。如今,每个用户的移动设备上都有几十个应用程序。随着时间的推移,在移动设备上安装的应用程序中找到自己想要的应用程序变得越来越困难。尽管为解决这个问题进行了几次尝试,但对于这个日益严重的问题,还没有找到好的解决办法。在本文中,我们建议使用无监督机器学习来基于应用程序的功能进行聚类,以便用户轻松访问它们。这些功能是从各种应用商店中检索到的描述中提取出来的,并通过专业博客的内容进行了丰富。应用程序根据其功能进行集群和分组,并分层次呈现给用户,以便于在移动设备的小屏幕上进行搜索。
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引用次数: 24
Duolingo: learn a language for free while helping to translate the web 多邻国:免费学习一门语言,同时帮助翻译网页
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449398
Luis von Ahn
I want to translate the Web into every major language: every webpage, every video, and, yes, even Justin Bieber's tweets. With its content split up into hundreds of languages -- and with over 50% of it in English -- most of the Web is inaccessible to most people in the world. This problem is pressing, now more than ever, with millions of people from China, Russia, Latin America and other quickly developing regions entering the Web. In this talk, I introduce my new project, called Duolingo, which aims at breaking this language barrier, and thus making the Web truly "world wide." We have all seen how systems such as Google Translate are improving every day at translating the gist of things written in other languages. Unfortunately, they are not yet accurate enough for my purpose: Even when what they spit out is intelligible, it's so badly written that I can't read more than a few lines before getting a headache. With Duolingo, our goal is to encourage people, like you and me, to translate the Web into their native languages.
我想把网络翻译成各种主要语言:每个网页,每个视频,是的,甚至是贾斯汀·比伯的推文。它的内容被分成数百种语言,其中超过50%是英语,世界上大多数人都无法访问大部分网络。随着来自中国、俄罗斯、拉丁美洲和其他快速发展地区的数百万人进入互联网,这个问题比以往任何时候都更加紧迫。在这次演讲中,我将介绍我的新项目,名为Duolingo,旨在打破这种语言障碍,从而使网络真正的“世界范围”。我们都看到像谷歌翻译这样的系统在翻译其他语言的要点方面每天都在进步。不幸的是,对于我的目的来说,他们还不够准确:即使他们吐出的东西是可以理解的,但写得太糟糕了,我读不了几行就会头疼。通过Duolingo,我们的目标是鼓励人们,像你和我一样,将网络翻译成他们的母语。
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引用次数: 117
Curating and contextualizing Twitter stories to assist with social newsgathering 策划和背景推特故事,以协助社会新闻收集
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449424
A. Zubiaga, Heng Ji, Kevin Knight
While journalism is evolving toward a rather open-minded participatory paradigm, social media presents overwhelming streams of data that make it difficult to identify the information of a journalist's interest. Given the increasing interest of journalists in broadening and democratizing news by incorporating social media sources, we have developed TweetGathering, a prototype tool that provides curated and contextualized access to news stories on Twitter. This tool was built with the aim of assisting journalists both with gathering and with researching news stories as users comment on them. Five journalism professionals who tested the tool found helpful characteristics that could assist them with gathering additional facts on breaking news, as well as facilitating discovery of potential information sources such as witnesses in the geographical locations of news.
虽然新闻业正在向一种相当开放的参与式模式发展,但社交媒体提供的大量数据使得很难识别记者感兴趣的信息。鉴于记者们对通过整合社交媒体资源来扩大和民主化新闻的兴趣日益浓厚,我们开发了TweetGathering,这是一个原型工具,可以在Twitter上提供经过策划和情境化的新闻报道。这个工具的建立是为了帮助记者收集和研究新闻故事,因为用户对它们进行了评论。五名测试过该工具的新闻专业人士发现了一些有用的特征,可以帮助他们收集突发新闻的额外事实,并促进发现潜在的信息来源,如新闻地理位置的证人。
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引用次数: 44
Learning non-myopically from human-generated reward 从人类产生的奖励中非近视地学习
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449422
W. B. Knox, P. Stone
Recent research has demonstrated that human-generated reward signals can be effectively used to train agents to perform a range of reinforcement learning tasks. Such tasks are either episodic - i.e., conducted in unconnected episodes of activity that often end in either goal or failure states - or continuing - i.e., indefinitely ongoing. Another point of difference is whether the learning agent highly discounts the value of future reward - a myopic agent - or conversely values future reward appreciably. In recent work, we found that previous approaches to learning from human reward all used myopic valuation [7]. This study additionally provided evidence for the desirability of myopic valuation in task domains that are both goal-based and episodic. In this paper, we conduct three user studies that examine critical assumptions of our previous research: task episodicity, optimal behavior with respect to a Markov Decision Process, and lack of a failure state in the goal-based task. In the first experiment, we show that converting a simple episodic task to non-episodic (i.e., continuing) task resolves some theoretical issues present in episodic tasks with generally positive reward and - relatedly - enables highly successful learning with non-myopic valuation in multiple user studies. The primary learning algorithm in this paper, which we call "VI-TAMER", is it the first algorithm to successfully learn non-myopically from human-generated reward; we also empirically show that such non-myopic valuation facilitates higher-level understanding of the task. Anticipating the complexity of real-world problems, we perform two subsequent user studies - one with a failure state added - that compare (1) learning when states are updated asynchronously with local bias - i.e., states quickly reachable from the agent's current state are updated more often than other states - to (2) learning with the fully synchronous sweeps across each state in the VI-TAMER algorithm. With these locally biased updates, we find that the general positivity of human reward creates problems even for continuing tasks, revealing a distinct research challenge for future work.
最近的研究表明,人类产生的奖励信号可以有效地用于训练代理执行一系列强化学习任务。这些任务要么是偶发的,即在不相关的活动中进行,通常以目标或失败状态结束,要么是持续的,即无限期地进行。另一个不同点是,学习型智能体是高度低估未来奖励的价值(近视智能体),还是相反地重视未来奖励。在最近的工作中,我们发现以前从人类奖励中学习的方法都使用了近视估值bb0。本研究还提供了证据,证明在基于目标和情景的任务域中,近视评估是可取的。在本文中,我们进行了三个用户研究,检查了我们之前研究的关键假设:任务偶然性,关于马尔可夫决策过程的最佳行为,以及基于目标的任务中缺乏失败状态。在第一个实验中,我们展示了将一个简单的情景任务转换为非情景(即持续)任务解决了通常具有积极奖励的情景任务中存在的一些理论问题,并相关地在多用户研究中实现了高度成功的非短视评估学习。本文的主要学习算法,我们称之为“VI-TAMER”,它是第一个成功地从人类产生的奖励中学习非近视的算法;我们还通过实证证明,这种非短视的评估有助于对任务的更高层次的理解。考虑到现实世界问题的复杂性,我们进行了两个后续的用户研究——其中一个添加了故障状态——比较了(1)当状态以本地偏差异步更新时的学习(即,从代理当前状态快速到达的状态比其他状态更新得更频繁)和(2)在VI-TAMER算法中对每个状态进行完全同步扫描的学习。有了这些局部偏见的更新,我们发现人类奖励的总体积极性即使对持续的任务也会产生问题,这为未来的工作揭示了一个明显的研究挑战。
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引用次数: 29
Making graphic-based authentication secure against smudge attacks 使基于图形的身份验证免受涂抹攻击
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449432
E. V. Zezschwitz, Anton Koslow, A. D. Luca, H. Hussmann
Most of today's smartphones and tablet computers feature touchscreens as the main way of interaction. By using these touchscreens, oily residues of the users' fingers, smudge, remain on the device's display. As this smudge can be used to deduce formerly entered data, authentication tokens are jeopardized. Most notably, grid-based authentication methods, like the Android pattern scheme are prone to such attacks. Based on a thorough development process using low fidelity and high fidelity prototyping, we designed three graphic-based authentication methods in a way to leave smudge traces, which are not easy to interpret. We present one grid-based and two randomized graphical approaches and report on two user studies that we performed to prove the feasibility of these concepts. The authentication schemes were compared to the widely used Android pattern authentication and analyzed in terms of performance, usability and security. The results indicate that our concepts are significantly more secure against smudge attacks while keeping high input speed.
如今大多数智能手机和平板电脑都将触摸屏作为主要的交互方式。通过使用这些触摸屏,用户手指上的油渍,污迹,会留在设备的显示屏上。由于此污点可用于推断以前输入的数据,因此身份验证令牌会受到损害。最值得注意的是,基于网格的身份验证方法(如Android模式方案)容易受到此类攻击。基于低保真度和高保真度原型的全面开发过程,我们设计了三种基于图形的身份验证方法,以留下不容易解释的污点痕迹。我们提出了一种基于网格和两种随机图形的方法,并报告了我们为证明这些概念的可行性而进行的两项用户研究。将这些认证方案与目前广泛使用的Android模式认证方案进行了比较,并从性能、可用性和安全性方面进行了分析。结果表明,我们的概念在保持高输入速度的同时,对污迹攻击的安全性明显提高。
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引用次数: 89
Recommending energy tariffs and load shifting based on smart household usage profiling 根据智能家庭使用情况分析,建议能源价格和负荷转移
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449446
J. Fischer, S. Ramchurn, Michael A. Osborne, Oliver Parson, T. D. Huynh, Muddasser Alam, Nadia Pantidi, Stuart Moran, K. Bachour, S. Reece, Enrico Costanza, T. Rodden, N. Jennings
We present a system and study of personalized energy-related recommendation. AgentSwitch utilizes electricity usage data collected from users' households over a period of time to realize a range of smart energy-related recommendations on energy tariffs, load detection and usage shifting. The web service is driven by a third party real-time energy tariff API (uSwitch), an energy data store, a set of algorithms for usage prediction, and appliance-level load disaggregation. We present the system design and user evaluation consisting of interviews and interface walkthroughs. We recruited participants from a previous study during which three months of their household's energy use was recorded to evaluate personalized recommendations in AgentSwitch. Our contributions are a) a systems architecture for personalized energy services; and b) findings from the evaluation that reveal challenges in designing energy-related recommender systems. In response to the challenges we formulate design recommendations to mitigate barriers to switching tariffs, to incentivize load shifting, and to automate energy management.
我们提出了一个个性化能源相关推荐的系统和研究。AgentSwitch利用从用户家庭收集的一段时间内的用电数据,实现一系列与能源相关的智能建议,包括能源关税、负荷检测和使用转移。该web服务由第三方实时能源价格API (uSwitch)、一个能源数据存储、一组用于使用预测的算法和设备级负载分解驱动。我们介绍了系统设计和用户评估,包括访谈和界面演练。我们从之前的一项研究中招募了参与者,在此期间,记录了他们三个月的家庭能源使用情况,以评估AgentSwitch中的个性化建议。我们的贡献是a)个性化能源服务的系统架构;b)评估结果揭示了设计与能源相关的推荐系统的挑战。为了应对这些挑战,我们制定了设计建议,以减轻转换关税的障碍,激励负荷转移,并实现能源管理的自动化。
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引用次数: 45
Informing intelligent user interfaces by inferring affective states from body postures in ubiquitous computing environments 在无处不在的计算环境中,通过推断身体姿势的情感状态来通知智能用户界面
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449427
Chiew Seng Sean Tan, Johannes Schöning, K. Luyten, K. Coninx
Intelligent User Interfaces can benefit from having knowledge on the user's emotion. However, current implementations to detect affective states, are often constraining the user's freedom of movement by instrumenting her with sensors. This prevents affective computing from being deployed in naturalistic and ubiquitous computing contexts. In this paper, we present a novel system called mASqUE, which uses a set of association rules to infer someone's affective state from their body postures. This is done without any user instrumentation and using off-the-shelf and non-expensive commodity hardware: a depth camera tracks the body posture of the users and their postures are also used as an indicator of their openness. By combining the posture information with physiological sensors measurements we were able to mine a set of association rules relating postures to affective states. We demonstrate the possibility of inferring affective states from body postures in ubiquitous computing environments and our study also provides insights how this opens up new possibilities for IUI to access the affective states of users from body postures in a nonintrusive way.
智能用户界面可以从了解用户的情感中获益。然而,目前用于检测情感状态的实现通常会通过使用传感器来限制用户的行动自由。这阻止了情感计算被部署到自然的和无处不在的计算环境中。在本文中,我们提出了一个名为mASqUE的新系统,该系统使用一组关联规则从某人的身体姿势中推断出某人的情感状态。这是在没有任何用户仪器和使用现成的和不昂贵的商品硬件的情况下完成的:一个深度相机跟踪用户的身体姿势,他们的姿势也被用作他们开放的一个指标。通过将姿势信息与生理传感器测量相结合,我们能够挖掘出一套将姿势与情感状态联系起来的关联规则。我们展示了在无处不在的计算环境中从身体姿势推断情感状态的可能性,我们的研究还提供了如何为IUI以非侵入性的方式从身体姿势获取用户的情感状态开辟新的可能性的见解。
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引用次数: 29
Tailoring recommendations to groups of users: a graph walk-based approach 为用户组定制推荐:基于图行走的方法
Pub Date : 2013-03-19 DOI: 10.1145/2449396.2449401
Heung-Nam Kim, Majdi Rawashdeh, Abdulmotaleb El Saddik
With the rapid popularity of smart devices, users are easily and conveniently accessing rich multimedia content. Consequentially, the increasing need for recommender services, from both individual users and groups of users, has arisen. In this paper, we present a graph-based approach to a recommender system that can make recommendations most notably to groups of users. From rating information, we first model a signed graph that contains both positive and negative links between users and items. On this graph we examine two distinct random walks to separately quantify the degree to which a group of users would like or dislike items. We then employ a differential ranking approach for tailoring recommendations to the group. Our empirical evaluations on the MovieLens dataset demonstrate that the proposed group recommendation method performs better than existing alternatives. We also demonstrate the feasibility of Folkommender for smartphones.
随着智能设备的迅速普及,用户可以轻松方便地访问丰富的多媒体内容。因此,个人用户和群体用户对推荐服务的需求不断增加。在本文中,我们提出了一种基于图的推荐系统方法,该方法可以向用户组提供最显著的推荐。从评价信息中,我们首先建立了一个包含用户和物品之间的积极和消极联系的签名图。在这张图中,我们检查了两个不同的随机游走,分别量化了一组用户喜欢或不喜欢某项商品的程度。然后,我们采用一种差异排名方法来为小组量身定制推荐。我们对MovieLens数据集的实证评估表明,所提出的组推荐方法比现有的替代方法性能更好。我们还演示了Folkommender在智能手机上的可行性。
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引用次数: 15
期刊
IUI. International Conference on Intelligent User Interfaces
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