478 research outputs found
A Linear General Type-2 Fuzzy Logic Based Computing With Words Approach for Realising an Ambient Intelligent Platform for Cooking Recipes Recommendation
This paper addresses the need to enhance transparency in ambient intelligent environments by developing more natural ways of interaction, which allow the users to communicate easily with the hidden networked devices rather than embedding obtrusive tablets and computing equipment throughout their surroundings. Ambient intelligence vision aims to realize digital environments that adapt to users in a responsive, transparent, and context-aware manner in order to enhance users' comfort. It is, therefore, appropriate to employ the paradigm of “computing with words” (CWWs), which aims to mimic the ability of humans to communicate transparently and manipulate perceptions via words. One of the daily activities that would increase the comfort levels of the users (especially people with disabilities) is cooking and performing tasks in the kitchen. Existing approaches on food preparation, cooking, and recipe recommendation stress on healthy eating and balanced meal choices while providing limited personalization features through the use of intrusive user interfaces. Herein, we present an application, which transparently interacts with users based on a novel CWWs approach in order to predict the recipe's difficulty level and to recommend an appropriate recipe depending on the user's mood, appetite, and spare time. The proposed CWWs framework is based on linear general type-2 (LGT2) fuzzy sets, which linearly quantify the linguistic modifiers in the third dimension in order to better represent the user perceptions while avoiding the drawbacks of type-1 and interval type-2 fuzzy sets. The LGT2-based CWWs framework can learn from user experiences and adapt to them in order to establish more natural human-machine interaction. We have carried numerous real-world experiments with various users in the University of Essex intelligent flat. The comparison analysis between interval type-2 fuzzy sets and LGT2 fuzzy sets demonstrates up to 55.43% improvement when general type-2 fuzzy sets are used than when interval type-2 fuzzy sets are used instead. The quantitative and qualitative analysis both show the success of the system in providing a natural interaction with the users for recommending food recipes where the quantitative analysis shows the high statistical correlation between the system output and the users' feedback; the qualitative analysis presents social scienc
Computing point-of-view : modeling and simulating judgments of taste
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 153-163).People have rich points-of-view that afford them the ability to judge the aesthetics of people, things, and everyday happenstance; yet viewpoint has an ineffable quality that is hard to articulate in words, let alone capture in computer models. Inspired by cultural theories of taste and identity, this thesis explores end-to-end computational modeling of people's tastes-from model acquisition, to generalization, to application- under various realms. Five aesthetical realms are considered-cultural taste, attitudes, ways of perceiving, taste for food, and sense-of-humor. A person's model is acquired by reading her personal texts, such as a weblog diary, a social network profile, or emails. To generalize a person model, methods such as spreading activation, analogy, and imprimer supplementation are applied to semantic resources and search spaces mined from cultural corpora. Once a generalized model is achieved, a person's tastes are brought to life through perspective-based applications, which afford the exploration of someone else's perspective through interactivity and play. The thesis describes model acquisition systems implemented for each of the five aesthetical realms.(cont.) The techniques of 'reading for affective themes' (RATE), and 'culture mining' are described, along with their enabling technologies, which are commonsense reasoning and textual affect analysis. Finally, six perspective-based applications were implemented to illuminate a range of real-world beneficiaries to person modeling-virtual mentoring, self-reflection, and deep customization.by Xinyu Hugo Liu.Ph.D
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Planning multisentential English text using communicative acts
The goal of this research is to develop explanation presentation mechanisms for knowledge based
systems which enable them to define domain terminology and concepts, narrate events, elucidate plans,
processes, or propositions and argue to support a claim or advocate action. This requires the development
of devices which select, structure, order and then linguistically realize explanation content as coherent and
cohesive English text.
With the goal of identifying generic explanation presentation strategies, a wide range of naturally
occurring texts were analyzed with respect to their communicative sttucture, function, content and intended
effects on the reader. This motivated an integrated theory of communicative acts which characterizes text at
the level of rhetorical acts (e.g., describe, define, narrate), illocutionary acts (e.g., inform, request), and
locutionary acts (e.g., ask, command). Taken as a whole, the identified communicative acts characterize
the structure, content and intended effects of four types of text: description, narration, exposition,
argument. These text types have distinct effects such as getting the reader to know about entities, to know
about events, to understand plans, processes, or propositions, or to believe propositions or want to
perform actions. In addition to identifying the communicative function and effect of text at multiple levels
of abstraction, this dissertation details a tripartite theory of focus of attention (discourse focus, temporal
focus, and spatial focus) which constrains the planning and linguistic realization of text.
To test the integrated theory of communicative acts and tripartite theory of focus of attention, a text
generation system TEXPLAN (Textual EXplanation PLANner) was implemented that plans and
linguistically realizes multisentential and multiparagraph explanations from knowledge based systems. The
communicative acts identified during text analysis were formalized as over sixty compositional and (in
some cases) recursive plan operators in the library of a hierarchical planner. Discourse, temporal, and
spatial focus models were implemented to track and use attentional information to guide the organization
and realization of text. Because the plan operators distinguish between the communicative function (e.g.,
argue for a proposition) and the expected effect (e.g., the reader believes the proposition) of communicative
acts, the system is able to construct a discourse model of the structure and function of its textual responses
as well as a user model of the expected effects of its responses on the reader's knowledge, beliefs, and
desires. The system uses both the discourse model and user model to guide subsequent utterances. To test
its generality, the system was interfaced to a variety of domain applications including a neuropsychological
diagnosis system, a mission planning system, and a knowledge based mission simulator. The system
produces descriptions, narrations, expositions, and arguments from these applications, thus exhibiting a
broader range of rhetorical coverage than previous text generation systems
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Sustainable lighting product development underpinned by online data mining and life cycle assessment
The accurate acquisition of customer requirement information is an important part in product planning and positioning, it plays a decisive role in the success of products in the market. the rapid development of e-commerce makes increasing more consumers shopping online and a big volume of customer reviews are posted on different Websites. The online reviews contain valuable opinions of customers, enabling designers to understand their concerns. In this research, an integrated approach has been developed to mine customer requirements according to the online reviews collected from e-commerce sites to form product design specifications. The main research contents include the following aspects: (1) development of useful online review prediction and classification approach; (2) online review implicit product features and sentiment analysis based on the constructed feature and sentiment lexicon; (3) built a knowledge base containing customer requirements mined from online reviews; (4) conduct a dedicated environmental and social LCA on the proposed domestic lighting product by using a professional LCA software.
In this study, multiple models and technologies/methods have been successfully implemented: review helpfulness classification model has been constructed based on the training set and test set by tuning and optimizing; proposes a new approach to implicit feature and sentiment analysis, based on explicit formal feature-emotion sentences, implicit feature sentences and implicit sentiment sentences, combined with a feature lexicon, a 1V1/1Vn sentiment-feature rule base and the feature-emotion word pairs are extracted; based on the preliminary analysis results of feature extraction and sentiment analysis, combined with KANO model to establish user requirement mining rules, and consider satisfaction, propose the user demand priority to obtain the final list of user requirements; a real industrial context with lighting product manufacturer (ONA) in Spain has involved with the lighting product life cycle analysis and development for new product. The analytical results of these studies present an in-depth modelling and analysis on the sustainable lighting product lifecycle with the aid of real manufacturing data
CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines
Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective.
The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines.
From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research
Dynamic Personalization of Gameful Interactive Systems
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with a task, can influence gamification outcomes.
It is important to understand how to personalize gameful systems, given how user qualities shape the gameful experience. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create these kinds of systems, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a novel method for personalized gameful design divided into three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.
Regarding the classification of user preferences, this thesis evaluates and validates the Hexad Gamification User Types Scale, which scores a person in six user types: philanthropist, socialiser, free spirit, achiever, player, and disruptor. Results show that the scale’s structural validity is acceptable for gamification studies through reliability analysis and factor analysis. For classification and selection of gameful design elements, this thesis presents a conceptual framework based on participants’ self-reported preferences, which classifies elements in eight groups organized into three categories: individual motivations (immersion and progression), external motivations (risk/reward, customization, and incentives), and social motivations (socialization, altruism, and assistance). And to evaluate the design of gameful applications, this thesis introduces a set of 28 gameful design heuristics, which are based on motivational theories and gameful design methods and enable user experience professionals to conduct a heuristic evaluation of a gameful application.
Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.
Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems
Model-driven Personalisation of Human-Computer Interaction across Ubiquitous Computing Applications
Personalisation is essential to Ubiquitous Computing (Ubicomp), which focuses on a human-centred paradigm aiming to provide interaction with adaptive content, services, and interfaces towards each one of its users, according to the context of the applications’ scenarios. However, the provision of that appropriated personalised interaction is a true challenge due to different reasons, such as the user interests, heterogeneous environments and devices, dynamic user behaviour and data capture.
This dissertation focuses on a model-driven personalisation solution that has the main goal of facili-tating the implementation of a personalised human-computer interaction across different Ubicomp scenarios and applications. The research reported here investigates how a generic and interoperable model for personalisation can be used, shared and processed by different applications, among diverse devices, and across different scenarios, studying how it can enrich human-computer interaction. The research started by the definition of a consistent user model with the integration of context to end in a pervasive model for the definition of personalisations across different applications.
Besides the model proposal, the other key contributions within the solution are the modelling frame-work, which encapsulates the model and integrates the user profiling module, and a cloud-based platform to pervasively support developers in the implementation of personalisation across different applications and scenarios. This platform provides tools to put end users in control of their data and to support developers through web services based operations implemented on top of a personalisa-tion API, which can also be used independently of the platform for testing purposes, for instance.
Several Ubicomp applications prototypes were designed and used to evaluate, at different phases, both the solution as a whole and each one of its components. Some were specially created with the goal of evaluating specific research questions of this work. Others were being developed with a pur-pose other than for personalisation evaluation, but they ended up as personalised prototypes to better address their initial goals. The process of applying the personalisation model to the design of the latter should also work as a proof of concept on the developer side.
On the one hand, developers have been probed with the implementation of personalised applications using the proposed solution, or a part of it, to assess how it works and can help them. The usage of our solution by developers was also important to assess how the model and the platform respond to the developers’ needs. On the other hand, some prototypes that implement our model-driven per-sonalisation solution have been selected for end user evaluation. Usually, user testing was conducted at two different stages of the development, using: (1) a non-personalised version; (2) the final per-sonalised version. This procedure allowed us to assess if personalisation improved the human-com-puter interaction. The first stage was also important to know who were the end users and gather interaction data to come up with personalisation proposals for each prototype. Globally, the results of both developers and end users tests were very positive.
Finally, this dissertation proposes further work, which is already ongoing, related to the study of a methodology to the implementation and evaluation of personalised applications, supported by the development of three mobile health applications for rehabilitation
selected case studies from the choice factory
A inovação tecnológica e digital, o surgimento do marketing digital e a generalização da
utilização de dados para fins comerciais têm permitido que o marketing comportamental
orientado para os dados esteja progressivamente mais presente no sector da publicidade.
Devido Ă vontade das empresas e profissionais de aumentar as suas vendas, os marketers
e os publicitários apresentam técnicas publicitárias baseadas em conclusões provenientes
da ciĂŞncia comportamental que podem nĂŁo ser tĂŁo inofensivas como parecem. Como tal,
os consumidores podem vir a ser vĂtimas de publicidade personalizada, enganosa ou
agressiva, através de, por exemplo, violações do RGPD ou mesmo da utilização de
padrões obscuros, que podem constituir práticas comerciais desleais ao abrigo da DPCD.
Como Vender Mais, de Richard Shotton, autor e consultor, Ă© um livro em que o autor
emprega preconceitos comportamentais para sugerir técnicas práticas de marketing com
o objetivo de convencer os consumidores a comprar mais.
Posto isto, esta dissertação analisa quatro dessas técnicas de marketing e publicidade,
sugeridas por Richard Shotton, para inferir se sĂŁo inofensivas para o consumidor ou se,
de facto, poderĂŁo constituir práticas ilĂcitas ao abrigo da DPCD.
A análise foi dividida em três partes. Em primeiro lugar, esta dissertação reconhece e faz
um esboço geral dos recentes desenvolvimentos legislativos no quadro da UE em matéria
de proteção do consumidor que podem prevenir eventuais abusos na área do marketing e
publicidade, fornecendo, em simultâneo, uma análise do conceito de marketing
comportamental, da sua influĂŞncia e do entendimento dos marketers sobre este tema.
Em segundo lugar, uma vez que, de acordo com orientações recentes fornecidas pela CE
sobre a interpretação e aplicação da DPCD e da própria DPCD, há necessidade de efetuar
apreciações caso a caso, para garantir a segurança jurĂdica, esta dissertação pretende fazĂŞlo, analisando as tĂ©cnicas fornecidas no livro Como Vender Mais, Ă luz do contexto legal
comunitário existente e explicando como algumas destas práticas comerciais poderiam
ser consideradas desleais e, por isso, proibidas ao abrigo da DPCD.
Finalmente, são feitos alguns comentários acerca das declarações de Richard Shotton
sobre a ética aplicada à utilização da ciência comportamental para influenciar
consumidores.Technological and digital innovation, the emergence of digital marketing and the
widespread of data use for commercial purposes have allowed data-driven behavioural
marketing to be progressively more present in the advertising sector.
Due to businesses’ demand to sell more, marketers and advertisers come up with
advertising techniques based on behavioural science findings that may not be as harmless
as them seem. Hence, consumers may fall victim to over personalised, misleading or
aggressive advertisements, for instance through violations of the GDPR or even the use
of dark patterns, that may constitute unfair commercial practices under the UCPD.
The Choice Factory, by Richard Shotton, bestselling author and consultant, is a book in
which the author employs behavioural biases to suggest practical marketing techniques
to sway consumers into buying more.
Therefore, this dissertation analyses four of those marketing and adverting techniques,
suggested by Richard Shotton, to further explore if they are harmless to the consumer or
if, in fact, they are unlawful under the UCPD.
The analysis is divided in three parts. Firstly, this dissertation acknowledges and makes
an overview of recent developments in the EU’s legal framework regarding consumer
protection that could prevent eventual marketing and advertising abuses towards
consumers, while also providing an overview of behavioural marketing, its influence and
the marketers’ perspective of it.
Secondly, since according to recent Guidance provided by the EC on the interpretation
and application of the UCPD and the UCPD itself, case-by-case assessments are required
to ensure legal certainty, this dissertation intends to do precisely that, analysing the
techniques provided in The Choice Factory in light of the existing EU’s legal framework
and explaining how some of these commercial practices could be considered unfair and,
therefore, prohibited under the UCPD.
Lastly, some comments are made on the statements by Richard Shotton on the ethics
regarding using behavioural science to influence consumers
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