27,578 research outputs found
A 3D Visual Interface for Critiquing-based Recommenders: Architecture and Interaction
Nowadays e-commerce websites offer users such a huge amount of products, which far from facilitating the buying process, actually make it more difficult. Hence, recommenders, which learn from users' preferences, are consolidating as valuable instruments to enhance the buying process in the 2D Web. Indeed, 3D virtual environments are an alternative interface for recommenders. They provide the user with an immersive 3D social experience, enabling a richer visualisation and increasing the interaction possibilities with other users and with the recommender. In this paper, we focus on a novel framework to tightly integrate interactive recommendation systems in a 3D virtual environment. Specifically, we propose to integrate a Collaborative Conversational Recommender (CCR) in a 3D social virtual world. Our CCR Framework defines three layers: the user interaction layer (3D Collaborative Space Client), the communication layer (3D Collaborative Space Server), and the recommendation layer (Collaborative Conversational Recommender). Additionally, we evaluate the framework based on several usability criteria such as learnability, perceived efficiency and effectiveness. Results demonstrate that users positively valued the experience
A Personalized System for Conversational Recommendations
Searching for and making decisions about information is becoming increasingly
difficult as the amount of information and number of choices increases.
Recommendation systems help users find items of interest of a particular type,
such as movies or restaurants, but are still somewhat awkward to use. Our
solution is to take advantage of the complementary strengths of personalized
recommendation systems and dialogue systems, creating personalized aides. We
present a system -- the Adaptive Place Advisor -- that treats item selection as
an interactive, conversational process, with the program inquiring about item
attributes and the user responding. Individual, long-term user preferences are
unobtrusively obtained in the course of normal recommendation dialogues and
used to direct future conversations with the same user. We present a novel user
model that influences both item search and the questions asked during a
conversation. We demonstrate the effectiveness of our system in significantly
reducing the time and number of interactions required to find a satisfactory
item, as compared to a control group of users interacting with a non-adaptive
version of the system
Towards Question-based Recommender Systems
Conversational and question-based recommender systems have gained increasing
attention in recent years, with users enabled to converse with the system and
better control recommendations. Nevertheless, research in the field is still
limited, compared to traditional recommender systems. In this work, we propose
a novel Question-based recommendation method, Qrec, to assist users to find
items interactively, by answering automatically constructed and algorithmically
chosen questions. Previous conversational recommender systems ask users to
express their preferences over items or item facets. Our model, instead, asks
users to express their preferences over descriptive item features. The model is
first trained offline by a novel matrix factorization algorithm, and then
iteratively updates the user and item latent factors online by a closed-form
solution based on the user answers. Meanwhile, our model infers the underlying
user belief and preferences over items to learn an optimal question-asking
strategy by using Generalized Binary Search, so as to ask a sequence of
questions to the user. Our experimental results demonstrate that our proposed
matrix factorization model outperforms the traditional Probabilistic Matrix
Factorization model. Further, our proposed Qrec model can greatly improve the
performance of state-of-the-art baselines, and it is also effective in the case
of cold-start user and item recommendations.Comment: accepted by SIGIR 202
The benefits of opening recommendation to human interaction
This paper describes work in progress that uses an interactive recommendation process to construct new objects which are tailored to user preferences. The novelty in our work is moving from the recommendation of static objects like consumer goods, movies or books, towards dynamically-constructed recommendations which are built as part of the recommendation process. As a proof-of-concept we build running or jogging routes for visitors to a city, recommending routes to users according to their preferences and we present details of this system
Implementing a Chatbot Music Recommender System Based on User Emotion
The use of chatbots has become increasingly popular in recent years, as more organisations try to improve and streamline their customer service operations. One area which has been gaining momentum is the use of chatbots for music recommendation. Such systems utilise AI technologies to deliver personalised music recommendations to users via conversational interfaces. Chatbot music recommender systems present several benefits namely; they provide a personalised and natural experience which can be engaging for the users. Moreover, the users can engage in a dialogue whereby the system can better interpret the user context and preferences. This work presents the development of a chatbot personalised music recommender system, based on Natural Language Processing (NLP) techniques, coupled with a web interface that can provide song recommendations based on the user’s emotions
Seamlessly Unifying Attributes and Items: Conversational Recommendation for Cold-Start Users
Static recommendation methods like collaborative filtering suffer from the
inherent limitation of performing real-time personalization for cold-start
users. Online recommendation, e.g., multi-armed bandit approach, addresses this
limitation by interactively exploring user preference online and pursuing the
exploration-exploitation (EE) trade-off. However, existing bandit-based methods
model recommendation actions homogeneously. Specifically, they only consider
the items as the arms, being incapable of handling the item attributes, which
naturally provide interpretable information of user's current demands and can
effectively filter out undesired items. In this work, we consider the
conversational recommendation for cold-start users, where a system can both ask
the attributes from and recommend items to a user interactively. This important
scenario was studied in a recent work. However, it employs a hand-crafted
function to decide when to ask attributes or make recommendations. Such
separate modeling of attributes and items makes the effectiveness of the system
highly rely on the choice of the hand-crafted function, thus introducing
fragility to the system. To address this limitation, we seamlessly unify
attributes and items in the same arm space and achieve their EE trade-offs
automatically using the framework of Thompson Sampling. Our Conversational
Thompson Sampling (ConTS) model holistically solves all questions in
conversational recommendation by choosing the arm with the maximal reward to
play. Extensive experiments on three benchmark datasets show that ConTS
outperforms the state-of-the-art methods Conversational UCB (ConUCB) and
Estimation-Action-Reflection model in both metrics of success rate and average
number of conversation turns.Comment: TOIS 202
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