850 research outputs found
A two-step approach for interest estimation from gaze behavior in digital catalog browsing
While eye gaze data contain promising clues for inferring the interests of viewers of digital catalog content, viewers often dynamically switch their focus of attention. As a result, a direct application of conventional behavior analysis techniques, such as topic models, tends to be affected by items or attributes of little or no interest to the viewer. To overcome this limitation, we need to identify “when” the user compares items and to detect “which attribute types/values” reflect the user’s interest. This paper proposes a novel two-step approach to addressing these needs. Specifically, we introduce a likelihood-based short-term analysis method as the first step of the approach to simultaneously determine comparison phases of browsing and detect the attributes on which the viewer focuses, even when the attributes cannot be directly obtained from gaze points. Using probabilistic latent semantic analysis, we show that this short-term analysis step greatly improves the results of the subsequent step. The effectiveness of the framework is demonstrated in terms of the capability to extract combinations of attributes relevant to the viewer’s interest, which we call aspects, and also to estimate the interest described by these aspects
User Perceived Qualities and Acceptance of Recommender Systems:The Role of Diversity
Recommender systems have become important, as users are faced with an ever-increasing amount of information available on internet. Much of the research work on the topic has been focused on recommendation techniques, aiming at improving the accuracy of recommended items. Today, researchers use accuracy-metrics for evaluating goodness, when in fact these do not capture users' expectations and criteria for evaluating recommendation usefulness. We must ask ourselves whether a less accurate recommendation is necessarily a less valuable one for the user. To support this, we centre our investigations in this thesis on users, and explore their acceptance behaviours when using recommendations, and their perceived qualities. We present results in four areas. First, we study users' perceptions leading to the acceptance of recommendations and the possible long-term adoption of the system. We run two user studies using two online music recommenders relying on different recommendation techniques. Our results show that the perceived usefulness in terms of quality, and the perceived ease of use in terms of effort, are directly correlated with the users' acceptance of the recommendations. The results also show the necessity for low-involvement recommenders to be highly reactive, helping to take the users' search context into account. Secondly, we evaluate a behavioural recommender, where recommendations are made from implicitly expressed user preferences. We take profile sizes into account and compare such recommendations to an explicit search & browse interface. Our experiment reveals that users perceive the smaller effort required to use a behavioural recommender, but find the explicit solution to yield more diverse suggestions and gives them more control. Overall, users perceive both approaches as being satisfactory, providing the profile size is big enough. Thirdly, we analyse the impact on users' perceptions of a visual rendering. We designed an iconised representation of compound critiques, usually textual, and observed the differences in users' appreciation. Our results reveal that users prefer the visual interface, that it reduces their interaction efforts, and that users are attracted to apply the critiques more frequently in complex product domains, which have more product-features. In a fourth area, we examine the role of diversity of recommendations in users' acceptance. A first study shows that diversity is the dimension which most influences users' satisfaction. We also highlight that users have more confidence in their choice using an organised layout interface for the same perceived ease of use as with a list view, even though the organised layout creates longer interactions. For the first time in a study, we show that diversity correlates with the trust of users. In a second study, we use an eye-tracker to carry out an in-depth study of users' decision process. We show how the influence of a recommender increases throughout a user's purchase decision process until the decision is close to being taken. At this moment, we observed that users rely on the recommender to enhance their confidence in the purchase decision, and that they need diversity to prioritise the suggestions. To end our work, we propose a theoretical diversity-model for maximising users' overall satisfaction by balancing users' needs for recommendation accuracy and diversity throughout the decision process. In addition, we derive a set of design guidelines from all of the experimental results. They are elaborated around four primary axes: user effort, purchase intentions, complex systems and diversity
Multimedia resources designed to support learning from written proofs: An eye-movement study
This paper presents two studies of an intervention designed to help undergraduates comprehend mathematical proofs. The intervention used multimedia resources that presented proofs with audio commentary and visual animations designed to focus attention on logical relationships. In Study 1, students studied an e-Proof or a standard written proof and their comprehension was assessed in both immediate and delayed tests; the groups performed similarly at immediate test, but the e-Proof group exhibited poorer
retention. Study 2 accounted for this unexpected result by using eye-movement
analyses to demonstrate that participants who studied an e-Proof exhibited less processing effort when not listening to the audio commentary. We suggest that the extra support offered by e-Proofs disrupts the processes by which students organise information, and thus restricts the extent to which their new understanding is integrated with existing knowledge. We discuss the implications of these results for evaluating teaching innovations and for supporting proof comprehension
User decision improvement and trust building in product recommender systems
As online stores are offering an almost unlimited shelf space, users must increasingly rely on product search and recommender systems to find their most preferred products and decide which item is the truly best one to buy. However, much research work has emphasized on developing and improving the underlying algorithms whereas many of the user issues such as preference elicitation and trust formation received little attention. In this thesis, we aim at designing and evaluating various decision technologies, with emphases on how to improve users' decision accuracy with intelligent preference elicitation and revision tools, and how to build their competence-inspired subjective constructs via trustworthy recommender interfaces. Specifically, two primary technologies are proposed: one is called example critiquing agents aimed to stimulate users to conduct tradeoff navigation and freely specify feedback criteria to example products; another termed as preference-based organization interfaces designed to take two roles: explaining to users why and how the recommendations are computed and displayed, and suggesting critique suggestions to guide users to understand existing tradeoff potentials and to make concrete decision navigations from the top candidate for better choices. To evaluate the two technologies' true performance and benefits to real-users, an evaluation framework was first established, that includes important assessment standards such as the objective/subjective accuracy-effort measures and trust-related subjective aspects (e.g., competence perceptions and behavioral intentions). Based on the evaluation framework, a series of nine experiments has been conducted and most of them were participated by real-users. Three user studies focused on the example critiquing (EC) agent, which first identified the significant impact of tradeoff process with the help of EC on users' decision accuracy improvement, and then in depth explored the advantage of multi-item strategy (for critiquing coverage) against single-item display, and higher user-control level reflected by EC in supporting users to freely compose critiquing criteria for both simple and complex tradeoffs. Another three experiments studied the preference-based organization technique. Regarding its explanation role, a carefully conducted user survey and a significant-scale quantitative evaluation both demonstrated that it can be likely to increase users' competence perception and return intention, and reduce their cognitive effort in information searching, relative to the traditional "why" explanation method in ranked list views. In addition, a retrospective simulation revealed its superior algorithm accuracy in predicting critiques and product choices that real-users intended to make, in comparison with other typical critiquing generation approaches. Motivated by the empirically findings in terms of the two technologies' respective strengths, a hybrid system has been developed with the purpose of combining them into a single application. The final three experiments evaluated its two design versions and particularly validated the hybrid system's universal effectiveness among people from different types of cultural backgrounds: oriental culture and western culture. In the end, a set of design guidelines is derived from all of the experimental results. They should be helpful for the development of a preference-based recommender system, making it capable of practically benefiting its users in improving decision accuracy, expending effort they are willing to invest, and even promoting trust in the system with resulting behavioral intentions to purchase chosen products and return to the system for repeated uses
Proceedings of the 2nd IUI Workshop on Interacting with Smart Objects
These are the Proceedings of the 2nd IUI Workshop on Interacting with Smart Objects. Objects that we use in our everyday life are expanding their restricted interaction capabilities and provide functionalities that go far beyond their original functionality. They feature computing capabilities and are thus able to capture information, process and store it and interact with their environments, turning them into smart objects
Countervisuality as Policy Feedback: A Critical Policy Study on the Symbolic Role of Visual Culture in Contemporary Antiracist Resistance
This critical interpretive study explores the relationship between public policy and visual culture. Drawing from five areas of research literature on (1) policy feedback theory, (2) the spectacle, (3) art and visual culture, (4) Black feminist theory, (5) and critical philosophies of resistance, images of contemporary antiracist activism are conceptualized as a form of policy feedback. Photographs of Ieshia Evans, Bree Newsome, and a self-portrait by Nona Faustine are reverse searched through Google Images. Utilizing constructivist grounded theory, a collection of publicly available news articles, blogs, and social media content are analyzed to better understand how mass publics engage with these images online.
The findings reveal that a unique form of social learning takes place as publics orient themselves to the images in terms of lived experience, current events, and history; as they make sense of images by connecting novel information to previously learned information; and, as they apply the images in a variety of ways in civil society, politics, and market. This form of extra-institutional learning appears to be consistent with current literature on public pedagogy. Implications for the field of public policy are discussed
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Building expert systems: cognitive emulation.
Chapter 1 briefly introduces the concept of cognitive emulation, and outlines its current status. Chapter 2 reviews psychological research on human expert thinking. First, the study of expert thinking is placed in the context of modern cognitive psychology. Next, the principal methods and techniques employed by psychologists examining expert cognition are examined. The remainder of the chapter is given over to a review of the published literature on the nature and development of human expertise. Chapter 3 reviews the main arguments for and against cognitive emulation in expert system design. The tentative conclusion reached is that a significant degree of emulation is inevitable, but that a pure, unselective strategy of emulation is neither realistic nor desirable. Chapter 4 examines the prospects for cognitive emulation from a more pragmatic angle. Several factors are identified that represent constraints on the usefulness of a cognitive approach. However, a second set of factors is identified which should facilitate an emulation strategy - especially in the longer term. Some guidance is given on when to seriously consider adopting an emulation strategy. Chapter 5 presents a critical survey of expert system research that has already addressed the emulation issue. Six basic approaches to cognitive emulation are distinguished and evaluated. This helps draw out in more detail the implications of an emulation strategy for knowledge acquisition, knowledge representation and system architecture. The chapter concludes by discussing the issues that arise when different approaches to emulation are combined. Some guidance is offered on how this might be achieved. Chapter 6 summarizes the main themes and issues to have emerged, the design advice contained in the thesis, and the original contributions made by the thesis
Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology
The volume 2 proceedings from the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology are presented. Topics discussed include intelligent computer assisted training (ICAT) systems architectures, ICAT educational and medical applications, virtual environment (VE) training and assessment, human factors engineering and VE, ICAT theory and natural language processing, ICAT military applications, VE engineering applications, ICAT knowledge acquisition processes and applications, and ICAT aerospace applications
Responsive environments: Participants and protagonists
This PhD research project builds on thirteen years of enquiries as an academic practitioner, developing/critiquing interactive audio-visuals. This approach interweaves theory and practice so that both build on each other. It responds to the need for principles that inter-relate people, digital technologies and environments. The concept of “responsive environments” (RE) is offered as a starting point for the development of
principles focusing on people within these environments. A responsive environment is “responsive” in the sense that some form of computer technologies are present and sensing/recording/reacting to people, and an “environment” in the sense that these activities are located in a place and that that place matters in terms of setting the scene, housing the technology and providing a context for the users/visitors. Common
themes were extracted from the literature review to draw together previous and, for the most part, separate attempts at theory/practice relating to RE. These themes were complemented by research into contemporaneous activities in the areas of Augmented Reality, Mixed Reality and Locative Media to provided enhancements to the development of three practice projects. These enhancements together with the incorporation of Moore and Anderson’s concepts of “patient”, “actor”, “reciprocator” and “referee” as roles available to those encountering REs led to specific research questions regarding roles, positions, opportunities for repurposing content, learning experiences, the use of sound, visuals and presence, and the assessment of values represented in and through a responsive environment. In each case these questions shift the emphasis of the research towards the experiencing of REs and what they enable rather than the technologies used only. The use of Schwartz and Halegoua’s concept of the “spatial self” further focuses attention of the value in connecting digital expression with real spaces through an RE. This has led to a proposed conceptual framework and principles of practice that can be
applied in the area of study of RE to nurture opportunities for participants and protagonists. The latter term is proposed as a means of acknowledging opportunities to make content/concepts in an RE as well as obtain and use them by participation. These opportunities are supported by both synchronous and asynchronous interactions through
digital layers using online social media platforms. These platforms enable the archiving of content in a digital layer and/or possibilities for continued social interaction through a digital social layer in relation to the responsive environment. The incorporation of synchronous and asynchronous interactions through digital layers is a major contribution
to the concept of REs. A further contribution is the use of the pioneering work of Gordon Pask in both the practice and theory of cybernetics as informing the concept of REs. Pask provided a formulation that expressed how content/concepts could be produced through relationships between people, computers and environments. This approach has been
mirrored in other disciplines thus giving additional credence to its value. This discovery provides the impetus for further research, by academic practitioners and others, in this developing area of study
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Understanding and Telling Stories across Online and Real-world Cultural and Historical Artefacts
Storytelling is a natural way for humans to make sense of their world. Narratives structure experience into expected forms that improve understanding of relationships between discrete objects and events. This is the rationale behind museum curation, which organises objects in the physical museum space to reveal how they are related. This thesis explores how to support people to tell and experience narratives across multiple objects. For the online world, a model of curatorial inquiry is introduced which is designed to support a historical inquiry from online sources. This model extends existing inquiry models and is inspired by museum practice in which curators organize objects into museum narratives. For the physical world, a model is introduced that describes navigation through both the physical and conceptual neighbourhood of a set of objects. It is designed to support tourist activities across a non-portable set of cultural objects, such as statues, buildings, or landscape features. Key findings, based on both participant studies and analysis of data from Foursquare, is that while people are keen to understand stories that link places in a physical space, they prefer to navigate using physical, rather than conceptual proximity, and to visit places that are popular. This is counter to many mobile tour guides that focus on prompting navigation to similar places. The proposal of this thesis is therefore to develop applications that support tourists in understanding both what is physically nearby and conceptually nearby. This would allow them to use physical proximity - or any preferred alternative – to select where to go next, whilst supporting them to make links between the places they visit. In this way tourists would be provided with enough information about the relationships of places within a physical neighbourhood that they can start to understand and create their own stories about them
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