220 research outputs found
AI for the Common Good?! Pitfalls, challenges, and Ethics Pen-Testing
Recently, many AI researchers and practitioners have embarked on research
visions that involve doing AI for "Good". This is part of a general drive
towards infusing AI research and practice with ethical thinking. One frequent
theme in current ethical guidelines is the requirement that AI be good for all,
or: contribute to the Common Good. But what is the Common Good, and is it
enough to want to be good? Via four lead questions, I will illustrate
challenges and pitfalls when determining, from an AI point of view, what the
Common Good is and how it can be enhanced by AI. The questions are: What is the
problem / What is a problem?, Who defines the problem?, What is the role of
knowledge?, and What are important side effects and dynamics? The illustration
will use an example from the domain of "AI for Social Good", more specifically
"Data Science for Social Good". Even if the importance of these questions may
be known at an abstract level, they do not get asked sufficiently in practice,
as shown by an exploratory study of 99 contributions to recent conferences in
the field. Turning these challenges and pitfalls into a positive
recommendation, as a conclusion I will draw on another characteristic of
computer-science thinking and practice to make these impediments visible and
attenuate them: "attacks" as a method for improving design. This results in the
proposal of ethics pen-testing as a method for helping AI designs to better
contribute to the Common Good.Comment: to appear in Paladyn. Journal of Behavioral Robotics; accepted on
27-10-201
Conceptual model for usable multi-modal mobile assistance during Umrah
Performing Umrah is very demanding and to be performed in very crowded environments. In response to that, many efforts have been initiated to overcome the difficulties faced by pilgrims. However, those efforts focus on acquiring initial perspective and background knowledge before going to Mecca. Findings of
preliminary study show that those efforts do not support multi-modality for user interaction. Nowadays the computational capabilities in mobile phones enable it to serve people in various aspects of daily life. Consequently, the mobile phone penetration has increased dramatically in the last decade. Hence, this study aims to propose a comprehensive conceptual model for usable multimodal mobile assistance
during Umrah called Multi-model Mobile Assistance during Umrah (MMA-U). Thus, four (4) supporting objectives are formulated, and the Design Science Research Methodology has been adopted. For the usability of MMA-U, Systematic
Literature Review (SLR) indicates ten (10) attributes: usefulness, errors rate, simplicity, reliability, ease of use, safety, flexibility, accessibility, attitude, and acceptability. Meanwhile, the content and comparative analysis result in five (5) components that construct the conceptual model of MMA-U: structural, content
composition, design principles, development approach, technology, and the design and usability theories. Then, the MMA-U has been reviewed and well-accepted by 15 experts. Later, the MMA-U was incorporated into a prototype called Personal Digital Mutawwif (PDM). The PDM was developed for the purpose of user test in
the field. The findings indicate that PDM facilitates the execution of Umrah and
successfully meet pilgrims’ needs and expectations. Also, the pilgrims were satisfied
and felt that they need to have PDM. In fact, they would recommend PDM to their friends, which mean that use of PDM is safe and suitable while performing Umrah. As a conclusion, the theoretical contribution; the conceptual model of MMA-U; provides guidelines for developing multimodal content mobile applications during
Umrah
Computational socioeconomics
Uncovering the structure of socioeconomic systems and timely estimation of socioeconomic status are significant for economic development. The understanding of socioeconomic processes provides foundations to quantify global economic development, to map regional industrial structure, and to infer individual socioeconomic status. In this review, we will make a brief manifesto about a new interdisciplinary research field named Computational Socioeconomics, followed by detailed introduction about data resources, computational tools, data-driven methods, theoretical models and novel applications at multiple resolutions, including the quantification of global economic inequality and complexity, the map of regional industrial structure and urban perception, the estimation of individual socioeconomic status and demographic, and the real-time monitoring of emergent events. This review, together with pioneering works we have highlighted, will draw increasing interdisciplinary attentions and induce a methodological shift in future socioeconomic studies
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
Toward an Understanding of Online Lending Intentions: Evidence from a Survey in China
The online peer-to-peer lending marketplace has experienced rapid growth since its inception in 2005. It has played a significant role in helping small and micro-enterprises resolve financing problems. However, this marketplace is still in its infant stage. To better understand the lending activities associated with peer-to-peer lending, we need theoretically grounded empirical research. In this study, we investigate the perceptual drivers of online lending from the perspective of lenders. We empirically test our research model with survey data collected from 217 lenders in a major online peer-to-peer lending website in China. Our results reveal that trust was the most critical determinant of willingness to lend. Perceived information quality was important in mitigating perceived risk and enhancing trust, and perceived social capital impacted trust in borrowers. Furthermore, perceived risk did not significantly influence lending willingness, but had a negative impact on trust. These findings indicate that transaction behaviors in the peer-to-peer market may not be the same as that in the purchase-oriented e-commerce settings. We conclude by discussing the study’s implications for research and practice along with the its limitations
A Design Framework for Engaging Collective Interaction Applications for Mobile Devices
The main objective of this research is to define the conceptual and technological key factors of engaging collective interaction applications for mobile devices. To answer the problem, a throwaway prototyping software development method is utilized to study design issues. Furthermore, a conceptual framework is constructed in accordance with design science activities. This fundamentally exploratory research is a combination of literature review, design and implementation of mobile device based prototypes, as well as empirical humancomputer interaction studies, which were conducted during the period 2008 - 2012. All the applications described in this thesis were developed mainly for research purposes in order to ensure that attention could be focused on the problem statement.
The thesis presents the design process of the novel Engaging Collective Interaction (ECI) framework that can be used to design engaging collective interaction applications for mobile devices e.g. for public events and co-creational spaces such as sport events, schools or exhibitions. The building and evaluating phases of design science combine the existing knowledge and the results of the throwaway prototyping approach. Thus, the framework was constructed from the key factors identified of six developed and piloted prototypes. Finally, the framework was used to design and implement a collective sound sensing application in a classroom setting. The evaluation results indicated that the framework offered knowledge to develop a purposeful application. Furthermore, the evolutionary and iterative framework building process combined together with the throwaway prototyping process can be presented as an unseen Dual Process Prototyping (DPP) model. Therefore it is claimed that: 1) ECI can be used to design engaging collective interaction applications for mobile devices. 2) DPP is an appropriate method to build a framework or a model.
This research indicates that the key factors of the presented framework are: collaborative control, gamification, playfulness, active spectatorship, continuous sensing, and collective experience. Further, the results supported the assumption that when the focus is more on activity rather than technology, it has a positive impact on the engagement. As a conclusion, this research has shown that a framework for engaging collective interaction applications for mobile devices can be designed (ECI) and it can be utilized to build an appropriate application. In addition, the framework design process can be presented as a novel model (DPP). The framework does not provide a step-by-step guide for designing applications, but it helps to refine the design of successful ones. The overall benefit of the framework is that developers can pay attention to the factors of engaging application at an early stage of design
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