1,317 research outputs found

    A Design Thinking Framework for Human-Centric Explainable Artificial Intelligence in Time-Critical Systems

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    Artificial Intelligence (AI) has seen a surge in popularity as increased computing power has made it more viable and useful. The increasing complexity of AI, however, leads to can lead to difficulty in understanding or interpreting the results of AI procedures, which can then lead to incorrect predictions, classifications, or analysis of outcomes. The result of these problems can be over-reliance on AI, under-reliance on AI, or simply confusion as to what the results mean. Additionally, the complexity of AI models can obscure the algorithmic, data and design biases to which all models are subject, which may exacerbate negative outcomes, particularly with respect to minority populations. Explainable AI (XAI) aims to mitigate these problems by providing information on the intent, performance, and reasoning process of the AI. Where time or cognitive resources are limited, the burden of additional information can negatively impact performance. Ensuring XAI information is intuitive and relevant allows the user to quickly calibrate their trust in the AI, in turn improving trust in suggested task alternatives, reducing workload and improving task performance. This study details a structured approach to the development of XAI in time-critical systems based on a design thinking framework that preserves the agile, fast-iterative approach characteristic of design thinking and augments it with practical tools and guides. The framework establishes a focus on shared situational perspective, and the deep understanding of both users and the AI in the empathy phase, provides a model with seven XAI levels and corresponding solution themes, and defines objective, physiological metrics for concurrent assessment of trust and workload

    An Empirical Study Comparing Unobtrusive Physiological Sensors for Stress Detection in Computer Work.

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    Several unobtrusive sensors have been tested in studies to capture physiological reactions to stress in workplace settings. Lab studies tend to focus on assessing sensors during a specific computer task, while in situ studies tend to offer a generalized view of sensors' efficacy for workplace stress monitoring, without discriminating different tasks. Given the variation in workplace computer activities, this study investigates the efficacy of unobtrusive sensors for stress measurement across a variety of tasks. We present a comparison of five physiological measurements obtained in a lab experiment, where participants completed six different computer tasks, while we measured their stress levels using a chest-band (ECG, respiration), a wristband (PPG and EDA), and an emerging thermal imaging method (perinasal perspiration). We found that thermal imaging can detect increased stress for most participants across all tasks, while wrist and chest sensors were less generalizable across tasks and participants. We summarize the costs and benefits of each sensor stream, and show how some computer use scenarios present usability and reliability challenges for stress monitoring with certain physiological sensors. We provide recommendations for researchers and system builders for measuring stress with physiological sensors during workplace computer use

    Developing Persona Analytics Towards Persona Science

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    Much of the reported work on personas suffers from the lack of empirical evidence. To address this issue, we introduce Persona Analytics (PA), a system that tracks how users interact with data-driven personas. PA captures users’ mouse and gaze behavior to measure users’ interaction with algorithmically generated personas and use of system features for an interactive persona system. Measuring these activities grants an understanding of the behaviors of a persona user, required for quantitative measurement of persona use to obtain scientifically valid evidence. Conducting a study with 144 participants, we demonstrate how PA can be deployed for remote user studies during exceptional times when physical user studies are difficult, if not impossible.© 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM.fi=vertaisarvioitu|en=peerReviewed

    RGB-D datasets using microsoft kinect or similar sensors: a survey

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    RGB-D data has turned out to be a very useful representation of an indoor scene for solving fundamental computer vision problems. It takes the advantages of the color image that provides appearance information of an object and also the depth image that is immune to the variations in color, illumination, rotation angle and scale. With the invention of the low-cost Microsoft Kinect sensor, which was initially used for gaming and later became a popular device for computer vision, high quality RGB-D data can be acquired easily. In recent years, more and more RGB-D image/video datasets dedicated to various applications have become available, which are of great importance to benchmark the state-of-the-art. In this paper, we systematically survey popular RGB-D datasets for different applications including object recognition, scene classification, hand gesture recognition, 3D-simultaneous localization and mapping, and pose estimation. We provide the insights into the characteristics of each important dataset, and compare the popularity and the difficulty of those datasets. Overall, the main goal of this survey is to give a comprehensive description about the available RGB-D datasets and thus to guide researchers in the selection of suitable datasets for evaluating their algorithms

    Visual Representation of Explainable Artificial Intelligence Methods: Design and Empirical Studies

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    Explainability is increasingly considered a critical component of artificial intelligence (AI) systems, especially in high-stake domains where AI systems’ decisions can significantly impact individuals. As a result, there has been a surge of interest in explainable artificial intelligence (XAI) to increase the transparency of AI systems by explaining their decisions to end-users. In particular, extensive research has focused on developing “local model-agnostic” explainable methods that generate explanations of individual predictions for any predictive model. While these explanations can support end-users in the use of AI systems through increased transparency, three significant challenges have hindered their design, implementation, and large-scale adoption in real applications. First, there is a lack of understanding of how end-users evaluate explanations. There are many critiques that explanations are based on researchers’ intuition instead of end-users’ needs. Furthermore, there is insufficient evidence on whether end-users understand these explanations or trust XAI systems. Second, it is unclear which effect explanations have on trust when they disclose different biases on AI systems’ decisions. Prior research investigating biased decisions has found conflicting evidence on explanations’ effects. Explanations can either increase trust through perceived transparency or decrease trust as end-users perceive the system as biased. Moreover, it is unclear how contingency factors influence these opposing effects. Third, most XAI methods deliver static explanations that offer end-users limited information, resulting in an insufficient understanding of how AI systems make decisions and, in turn, lower trust. Furthermore, research has found that end-users perceive static explanations as not transparent enough, as these do not allow them to investigate the factors that influence a given decision. This dissertation addresses these challenges across three studies by focusing on the overarching research question of how to design visual representations of local model-agnostic XAI methods to increase end-users’ understanding and trust. The first challenge is addressed through an iterative design process that refines the representations of explanations from four well-established model-agnostic XAI methods and a subsequent evaluation with end-users using eye-tracking technology and interviews. Afterward, a research study that takes a psychological contract violation (PCV) theory and social identity theory perspective to investigate the contingency factors of the opposing effects of explanations on end-users’ trust addresses the second challenge. Specifically, this study investigates how end-users evaluate explanations of a gender-biased AI system while controlling for their awareness of gender discrimination in society. Finally, the third challenge is addressed through a design science research project to design an interactive XAI system for end-users to increase their understanding and trust. This dissertation makes several contributions to the ongoing research on improving the transparency of AI systems by explicitly emphasizing the end-user perspective on XAI. First, it contributes to practice by providing insights that help to improve the design of explanations of AI systems’ decisions. Additionally, this dissertation provides significant theoretical contributions by contextualizing the PCV theory to gender-biased XAI systems and the contingency factors that determine whether end-users experience a PCV. Moreover, it provides insights into how end-users cognitively evaluate explanations and extends the current understanding of the impact of explanations on trust. Finally, this dissertation contributes to the design knowledge of XAI systems by proposing guidelines for designing interactive XAI systems that give end-users more control over the information they receive to help them better understand how AI systems make decisions

    The State of AI Ethics Report (June 2020)

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    These past few months have been especially challenging, and the deployment of technology in ways hitherto untested at an unrivalled pace has left the internet and technology watchers aghast. Artificial intelligence has become the byword for technological progress and is being used in everything from helping us combat the COVID-19 pandemic to nudging our attention in different directions as we all spend increasingly larger amounts of time online. It has never been more important that we keep a sharp eye out on the development of this field and how it is shaping our society and interactions with each other. With this inaugural edition of the State of AI Ethics we hope to bring forward the most important developments that caught our attention at the Montreal AI Ethics Institute this past quarter. Our goal is to help you navigate this ever-evolving field swiftly and allow you and your organization to make informed decisions. This pulse-check for the state of discourse, research, and development is geared towards researchers and practitioners alike who are making decisions on behalf of their organizations in considering the societal impacts of AI-enabled solutions. We cover a wide set of areas in this report spanning Agency and Responsibility, Security and Risk, Disinformation, Jobs and Labor, the Future of AI Ethics, and more. Our staff has worked tirelessly over the past quarter surfacing signal from the noise so that you are equipped with the right tools and knowledge to confidently tread this complex yet consequential domain

    Visual aesthetic quotient: Establishing the effects of computational aesthetic measures for servicescape design

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    Visual aesthetics play a pivotal role in attracting and retaining customers in service environments. Building on theories of environmental psychology, this study introduces a novel and comprehensive aesthetic measure for evaluating servicescape design, which is called as the “visual aesthetic quotient” (VAQ). This measure is presented as the ratio of the dimensions of order and complexity in servicescape’s visual design, and it aims to provide an objective and holistic approach of servicescape design evaluation. In addition, we introduce and validate a pioneering method for quantifying order and complexity objectively using algorithmic models applied to servicescape images. We investigated and established the influence of the VAQ on the perceived attractiveness of servicescapes, developing its role further in this context. The entire approach was comprehensively and rigorously examined using four studies (social media analytics, eye-tracking, a field experiment, and an experimental design), contributing to conceptual advancement and empirical testing. This study provides a novel, computational, objective, and holistic aesthetic measure for effective servicescape design management by validating computational aesthetic measures and establishing their role in influencing servicescape attractiveness; testing the mediation of processing fluency and pleasure; and examining the moderating effects of service context

    Beyond Accuracy: A Critical Review of Fairness in Machine Learning for Mobile and Wearable Computing

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    The field of mobile, wearable, and ubiquitous computing (UbiComp) is undergoing a revolutionary integration of machine learning. Devices can now diagnose diseases, predict heart irregularities, and unlock the full potential of human cognition. However, the underlying algorithms are not immune to biases with respect to sensitive attributes (e.g., gender, race), leading to discriminatory outcomes. The research communities of HCI and AI-Ethics have recently started to explore ways of reporting information about datasets to surface and, eventually, counter those biases. The goal of this work is to explore the extent to which the UbiComp community has adopted such ways of reporting and highlight potential shortcomings. Through a systematic review of papers published in the Proceedings of the ACM Interactive, Mobile, Wearable and Ubiquitous Technologies (IMWUT) journal over the past 5 years (2018-2022), we found that progress on algorithmic fairness within the UbiComp community lags behind. Our findings show that only a small portion (5%) of published papers adheres to modern fairness reporting, while the overwhelming majority thereof focuses on accuracy or error metrics. In light of these findings, our work provides practical guidelines for the design and development of ubiquitous technologies that not only strive for accuracy but also for fairness

    Evaluating humanoid embodied conversational agents in mobile guide applications

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    Evolution in the area of mobile computing has been phenomenal in the last few years. The exploding increase in hardware power has enabled multimodal mobile interfaces to be developed. These interfaces differ from the traditional graphical user interface (GUI), in that they enable a more “natural” communication with mobile devices, through the use of multiple communication channels (e.g., multi-touch, speech recognition, etc.). As a result, a new generation of applications has emerged that provide human-like assistance in the user interface (e.g., the Siri conversational assistant (Siri Inc., visited 2010)). These conversational agents are currently designed to automate a number of tedious mobile tasks (e.g., to call a taxi), but the possible applications are endless. A domain of particular interest is that of Cultural Heritage, where conversational agents can act as personalized tour guides in, for example, archaeological attractions. The visitors to historical places have a diverse range of information needs. For example, casual visitors have different information needs from those with a deeper interest in an attraction (e.g., - holiday learners versus students). A personalized conversational agent can access a cultural heritage database, and effectively translate data into a natural language form that is adapted to the visitor’s personal needs and interests. The present research aims to investigate the information needs of a specific type of visitors, those for whom retention of cultural content is important (e.g., students of history, cultural experts, history hobbyists, educators, etc.). Embodying a conversational agent enables the agent to use additional modalities to communicate this content (e.g., through facial expressions, deictic gestures, etc.) to the user. Simulating the social norms that guide the real-world human-to-human interaction (e.g., adapting the story based on the reactions of the users), should at least theoretically optimize the cognitive accessibility of the content. Although a number of projects have attempted to build embodied conversational agents (ECAs) for cultural heritage, little is known about their impact on the users’ perceived cognitive accessibility of the cultural heritage content, and the usability of the interfaces they support. In particular, there is a general disagreement on the advantages of multimodal ECAs in terms of users’ task performance and satisfaction over nonanthropomorphised interfaces. Further, little is known about what features influence what aspects of the cognitive accessibility of the content and/or usability of the interface. To address these questions I studied the user experiences with ECA interfaces in six user studies across three countries (Greece, UK and USA). To support these studies, I introduced: a) a conceptual framework based on well-established theoretical models of human cognition, and previous frameworks from the literature. The framework offers a holistic view of the design space of ECA systems b) a research technique for evaluating the cognitive accessibility of ECA-based information presentation systems that combine data from eye tracking and facial expression recognition. In addition, I designed a toolkit, from which I partially developed its natural language processing component, to facilitate rapid development of mobile guide applications using ECAs. Results from these studies provide evidence that an ECA, capable of displaying some of the communication strategies (e.g., non-verbal behaviours to accompany linguistic information etc.) found in the real-world human guidance scenario, is not affecting and effective in enhancing the user’s ability to retain cultural content. The findings from the first two studies, suggest than an ECA has no negative/positive impact on users experiencing content that is similar (but not the same) across different locations (see experiment one, in Chapter 7), and content of variable difficulty (see experiment two, in Chapter 7). However, my results also suggest that improving the degree of content personalization and the quality of the modalities used by the ECA can result in both effective and affecting human-ECA interactions. Effectiveness is the degree to which an ECA facilitates a user in accomplishing the navigation and information tasks. Similarly, affecting is the degree to which the ECA changes the quality of the user’s experience while accomplishing the navigation and information tasks. By adhering to the above rules, I gradually improved my designs and built ECAs that are affecting. In particular, I found that an ECA can affect the quality of the user’s navigation experience (see experiment three in Chapter 7), as well as how a user experiences narrations of cultural value (see experiment five, in Chapter 8). In terms of navigation, I found sound evidence that the strongest impact of the ECAs nonverbal behaviours is on the ability of users to correctly disambiguate the navigation of an ECA instructions provided by a tour guide system. However, my ECAs failed to become effective, and to elicit enhanced navigation or retention performances. Given the positive impact of ECAs on the disambiguation of navigation instructions, the lack of ECA-effectiveness in navigation could be attributed to the simulated mobile conditions. In a real outdoor environment, where users would have to actually walk around the castle, an ECA could have elicited better navigation performance, than a system without it. With regards to retention performance, my results suggest that a designer should not solely consider the impact of an ECA, but also the style and effectiveness of the question-answering (Q&A) with the ECA, and the type of user interacting with the ECA (see experiments four and six, in Chapter 8). I found that that there is a correlation between how many questions participants asked per location for a tour, and the information they retained after the completion of the tour. When participants were requested to ask the systems a specific number of questions per location, they could retain more information than when they were allowed to freely ask questions. However, the constrained style of interaction decreased their overall satisfaction with the systems. Therefore, when enhanced retention performance is needed, a designer should consider strategies that should direct users to ask a specific number of questions per location for a tour. On the other hand, when maintaining the positive levels of user experiences is the desired outcome of an interaction, users should be allowed to freely ask questions. Then, the effectiveness of the Q&A session is of importance to the success/failure of the user’s interaction with the ECA. In a natural-language question-answering system, the system often fails to understand the user’s question and, by default, it asks the user to rephrase again. A problem arises when the system fails to understand a question repeatedly. I found that a repetitive request to rephrase the same question annoys participants and affects their retention performance. Therefore, in order to ensure effective human-ECA Q&A, the repeat messages should be built in a way to allow users to figure out how to ask the system questions to avoid improper responses. Then, I found strong evidence that an ECA may be effective for some type of users, while for some others it may be not. I found that an ECA with an attention-grabbing mechanism (see experiment six, in Chapter 8), had an inverse effect on the retention performance of participants with different gender. In particular, it enhanced the retention performance of the male participants, while it degraded the retention performance of the female participants. Finally, a series of tentative design recommendations for the design of both affecting and effective ECAs in mobile guide applications in derived from the work undertaken. These are aimed at ECA researchers and mobile guide designers
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