17,531 research outputs found
Assessing the Effectiveness and Usability of Personalized Internet Search through a Longitudinal Evaluation
This paper discusses a longitudinal user evaluation of Prospector, a personalized Internet meta-search engine capable of personalized re-ranking of search results. Twenty-one participants used Prospector as their primary search engine for 12 days, agreed to have their interaction with the system logged, and completed three questionnaires. The data logs show that the personalization provided by Prospector is successful: participants preferred re-ranked results that appeared higher up. However, the questionnaire results indicated that people would prefer to use Google instead (their search engine of choice). Users would, nevertheless, consider employing a personalized search engine to perform searches with terms that require disambiguation and/or contextualization. We conclude the paper with a discussion on the merit of combining system- and user-centered evaluation for the case of personalized systems
Final Report for the DARPA/NSF Interdisciplinary Study on Human–Robot Interaction
As part of a Defense Advanced Research Projects Agency/National Science Foundation study on human–robot interaction (HRI), over sixty representatives from academia, government, and industry participated in an interdisciplinary workshop, which allowed roboticists to interact with psychologists, sociologists, cognitive scientists, communication experts and human–computer interaction specialists to discuss common interests in the field of HRI, and to establish a dialogue across the disciplines for future collaborations. We include initial work that was done in preparation for the workshop, links to keynote and other presentations, and a summary of the findings, outcomes, and recommendations that were generated by the participants. Findings of the study include— the need for more extensive interdisciplinary interaction, identification of basic taxonomies and research issues, social informatics, establishment of a small number of common application domains, and field experience for members of the HRI community.
An overall conclusion of the workshop was expressed as the following— HRI is a cross-disciplinary area, which poses barriers to meaningful research, synthesis, and technology transfer. The vocabularies, experiences, methodologies, and metrics of the communities are sufficiently different that cross-disciplinary research is unlikely to happen without sustained funding and an infrastructure to establish a new HRI community
Operationalizing human-centered perspectives in explainable AI
The realm of Artificial Intelligence (AI)'s impact on our lives is far reaching - with AI systems proliferating high-stakes domains such as healthcare, finance, mobility, law, etc., these systems must be able to explain their decision to diverse end-users comprehensibly. Yet the discourse of Explainable AI (XAI) has been predominantly focused on algorithm-centered approaches, suffering from gaps in meeting user needs and exacerbating issues of algorithmic opacity. To address these issues, researchers have called for human-centered approaches to XAI. There is a need to chart the domain and shape the discourse of XAI with reflective discussions from diverse stakeholders. The goal of this workshop is to examine how human-centered perspectives in XAI can be operationalized at the conceptual, methodological, and technical levels. Encouraging holistic (historical, sociological, and technical) approaches, we put an emphasis on "operationalizing", aiming to produce actionable frameworks, transferable evaluation methods, concrete design guidelines, and articulate a coordinated research agenda for XAI
Understanding user experience of mobile video: Framework, measurement, and optimization
Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
CASP-DM: Context Aware Standard Process for Data Mining
We propose an extension of the Cross Industry Standard Process for Data
Mining (CRISPDM) which addresses specific challenges of machine learning and
data mining for context and model reuse handling. This new general
context-aware process model is mapped with CRISP-DM reference model proposing
some new or enhanced outputs
Cost-sensitive Learning for Utility Optimization in Online Advertising Auctions
One of the most challenging problems in computational advertising is the
prediction of click-through and conversion rates for bidding in online
advertising auctions. An unaddressed problem in previous approaches is the
existence of highly non-uniform misprediction costs. While for model evaluation
these costs have been taken into account through recently proposed
business-aware offline metrics -- such as the Utility metric which measures the
impact on advertiser profit -- this is not the case when training the models
themselves. In this paper, to bridge the gap, we formally analyze the
relationship between optimizing the Utility metric and the log loss, which is
considered as one of the state-of-the-art approaches in conversion modeling.
Our analysis motivates the idea of weighting the log loss with the business
value of the predicted outcome. We present and analyze a new cost weighting
scheme and show that significant gains in offline and online performance can be
achieved.Comment: First version of the paper was presented at NIPS 2015 Workshop on
E-Commerce: https://sites.google.com/site/nips15ecommerce/papers Third
version of the paper will be presented at AdKDD 2017 Workshop:
adkdd17.wixsite.com/adkddtargetad201
Human Factors in Agile Software Development
Through our four years experiments on students' Scrum based agile software
development (ASD) process, we have gained deep understanding into the human
factors of agile methodology. We designed an agile project management tool -
the HASE collaboration development platform to support more than 400 students
self-organized into 80 teams to practice ASD. In this thesis, Based on our
experiments, simulations and analysis, we contributed a series of solutions and
insights in this researches, including 1) a Goal Net based method to enhance
goal and requirement management for ASD process, 2) a novel Simple Multi-Agent
Real-Time (SMART) approach to enhance intelligent task allocation for ASD
process, 3) a Fuzzy Cognitive Maps (FCMs) based method to enhance emotion and
morale management for ASD process, 4) the first large scale in-depth empirical
insights on human factors in ASD process which have not yet been well studied
by existing research, and 5) the first to identify ASD process as a
human-computation system that exploit human efforts to perform tasks that
computers are not good at solving. On the other hand, computers can assist
human decision making in the ASD process.Comment: Book Draf
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