16,859 research outputs found

    Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

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    An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed

    Learning Personalized End-to-End Goal-Oriented Dialog

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    Most existing works on dialog systems only consider conversation content while neglecting the personality of the user the bot is interacting with, which begets several unsolved issues. In this paper, we present a personalized end-to-end model in an attempt to leverage personalization in goal-oriented dialogs. We first introduce a Profile Model which encodes user profiles into distributed embeddings and refers to conversation history from other similar users. Then a Preference Model captures user preferences over knowledge base entities to handle the ambiguity in user requests. The two models are combined into the Personalized MemN2N. Experiments show that the proposed model achieves qualitative performance improvements over state-of-the-art methods. As for human evaluation, it also outperforms other approaches in terms of task completion rate and user satisfaction.Comment: Accepted by AAAI 201

    User's Privacy in Recommendation Systems Applying Online Social Network Data, A Survey and Taxonomy

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    Recommender systems have become an integral part of many social networks and extract knowledge from a user's personal and sensitive data both explicitly, with the user's knowledge, and implicitly. This trend has created major privacy concerns as users are mostly unaware of what data and how much data is being used and how securely it is used. In this context, several works have been done to address privacy concerns for usage in online social network data and by recommender systems. This paper surveys the main privacy concerns, measurements and privacy-preserving techniques used in large-scale online social networks and recommender systems. It is based on historical works on security, privacy-preserving, statistical modeling, and datasets to provide an overview of the technical difficulties and problems associated with privacy preserving in online social networks.Comment: 26 pages, IET book chapter on big data recommender system

    Adapting robot task planning to user preferences: an assistive shoe dressing example

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    The final publication is available at link.springer.comHealthcare robots will be the next big advance in humans’ domestic welfare, with robots able to assist elderly people and users with disabilities. However, each user has his/her own preferences, needs and abilities. Therefore, robotic assistants will need to adapt to them, behaving accordingly. Towards this goal, we propose a method to perform behavior adaptation to the user preferences, using symbolic task planning. A user model is built from the user’s answers to simple questions with a fuzzy inference system, and it is then integrated into the planning domain. We describe an adaptation method based on both the user satisfaction and the execution outcome, depending on which penalizations are applied to the planner’s rules. We demonstrate the application of the adaptation method in a simple shoe-fitting scenario, with experiments performed in a simulated user environment. The results show quick behavior adaptation, even when the user behavior changes, as well as robustness to wrong inference of the initial user model. Finally, some insights in a non-simulated world shoe-fitting setup are also provided.Peer ReviewedPostprint (author's final draft

    Knowledge Graph semantic enhancement of input data for improving AI

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    Intelligent systems designed using machine learning algorithms require a large number of labeled data. Background knowledge provides complementary, real world factual information that can augment the limited labeled data to train a machine learning algorithm. The term Knowledge Graph (KG) is in vogue as for many practical applications, it is convenient and useful to organize this background knowledge in the form of a graph. Recent academic research and implemented industrial intelligent systems have shown promising performance for machine learning algorithms that combine training data with a knowledge graph. In this article, we discuss the use of relevant KGs to enhance input data for two applications that use machine learning -- recommendation and community detection. The KG improves both accuracy and explainability

    Personalized Dialogue Generation with Diversified Traits

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    Endowing a dialogue system with particular personality traits is essential to deliver more human-like conversations. However, due to the challenge of embodying personality via language expression and the lack of large-scale persona-labeled dialogue data, this research problem is still far from well-studied. In this paper, we investigate the problem of incorporating explicit personality traits in dialogue generation to deliver personalized dialogues. To this end, firstly, we construct PersonalDialog, a large-scale multi-turn dialogue dataset containing various traits from a large number of speakers. The dataset consists of 20.83M sessions and 56.25M utterances from 8.47M speakers. Each utterance is associated with a speaker who is marked with traits like Age, Gender, Location, Interest Tags, etc. Several anonymization schemes are designed to protect the privacy of each speaker. This large-scale dataset will facilitate not only the study of personalized dialogue generation, but also other researches on sociolinguistics or social science. Secondly, to study how personality traits can be captured and addressed in dialogue generation, we propose persona-aware dialogue generation models within the sequence to sequence learning framework. Explicit personality traits (structured by key-value pairs) are embedded using a trait fusion module. During the decoding process, two techniques, namely persona-aware attention and persona-aware bias, are devised to capture and address trait-related information. Experiments demonstrate that our model is able to address proper traits in different contexts. Case studies also show interesting results for this challenging research problem.Comment: Please contact [zhengyinhe1 at 163 dot com] for the PersonalDialog datase

    The Effect of Incorporating End-User Customization into Additive Manufacturing Designs

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    In the realm of additive manufacturing there is an increasing trend among makers to create designs that allow for end-users to alter them prior to printing an artifact. Online design repositories have tools that facilitate the creation of such artifacts. There are currently no rules for how to create a good customizable design or a way to measure the degree of customization within a design. This work defines three types of customizations found in additive manufacturing and presents three metrics to measure the degree of customization within designs based on the three types of customization. The goal of this work is to ultimately provide a consistent basis for which a customizable design can be evaluated in order to assist makers in the creation of new customizable designs that can better serve end-user. The types of customization were defined by doing a search of Thingiverse’s online data base of customizable designs and evaluating commonalities between designs. The three types of customization defined by this work are surface, structure, and personal customization. The associated metrics are used to quantify the adjustability of a set of online designs which are then plot against the daily use rate and each other on separate graphs. The use rate data used in this study is naturally biased towards hobbyists due to where the designs used to create the data resides. A preliminary analysis is done on the metrics to evaluate their correlation with design use rate as well as the dependency of the metrics in relation to each other. The trends between the metrics are examined for an idea of how best to provide customizable designs. This work provides a basis for measuring the degree of customization within additive manufacturing design and provides an initial framework for evaluating the usability of designs based on the measured degree of customization relative to the three types of defined customizations
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