1,871 research outputs found

    Current Challenges and Visions in Music Recommender Systems Research

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    Music recommender systems (MRS) have experienced a boom in recent years, thanks to the emergence and success of online streaming services, which nowadays make available almost all music in the world at the user's fingertip. While today's MRS considerably help users to find interesting music in these huge catalogs, MRS research is still facing substantial challenges. In particular when it comes to build, incorporate, and evaluate recommendation strategies that integrate information beyond simple user--item interactions or content-based descriptors, but dig deep into the very essence of listener needs, preferences, and intentions, MRS research becomes a big endeavor and related publications quite sparse. The purpose of this trends and survey article is twofold. We first identify and shed light on what we believe are the most pressing challenges MRS research is facing, from both academic and industry perspectives. We review the state of the art towards solving these challenges and discuss its limitations. Second, we detail possible future directions and visions we contemplate for the further evolution of the field. The article should therefore serve two purposes: giving the interested reader an overview of current challenges in MRS research and providing guidance for young researchers by identifying interesting, yet under-researched, directions in the field

    Humanized Recommender Systems: State-of-the-art and Research Issues

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    Leveraging contextual-cognitive relationships into mobile commerce systems

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    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophyMobile smart devices are becoming increasingly important within the on-line purchasing cycle. Thus the requirement for mobile commerce systems to become truly context-aware remains paramount if they are to be effective within the varied situations that mobile users encounter. Where traditionally a recommender system will focus upon the user – item relationship, i.e. what to recommend, in this thesis it is proposed that due to the complexity of mobile user situational profiles the how and when must also be considered for recommendations to be effective. Though non-trivial, it should be, through the understanding of a user’s ability to complete certain cognitive processes, possible to determine the likelihood of engagement and therefore the success of the recommendation. This research undertakes an investigation into physical and modal contexts and presents findings as to their relationships with cognitive processes. Through the introduction of the novel concept, disruptive contexts, situational contexts, including noise, distractions and user activity, are identified as having significant effects upon the relationship between user affective state and cognitive capability. Experimental results demonstrate that by understanding specific cognitive capabilities, e.g. a user’s perception of advert content and user levels of purchase-decision involvement, a system can determine potential user engagement and therefore improve the effectiveness of recommender systems’ performance. A quantitative approach is followed with a reliance upon statistical measures to inform the development, and subsequent validation, of a contextual-cognitive model that was implemented as part of a context-aware system. The development of SiDISense (Situational Decision Involvement Sensing system) demonstrated, through the use of smart-phone sensors and machine learning, that is was viable to classify subjectively rated contexts to then infer levels of cognitive capability and therefore likelihood of positive user engagement. Through this success in furthering the understanding of contextual-cognitive relationships there are novel and significant advances that are now viable within the area of m-commerce

    Understanding the Role of Interactivity and Explanation in Adaptive Experiences

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    Adaptive experiences have been an active area of research in the past few decades, accompanied by advances in technology such as machine learning and artificial intelligence. Whether the currently ongoing research on adaptive experiences has focused on personalization algorithms, explainability, user engagement, or privacy and security, there is growing interest and resources in developing and improving these research focuses. Even though the research on adaptive experiences has been dynamic and rapidly evolving, achieving a high level of user engagement in adaptive experiences remains a challenge. %????? This dissertation aims to uncover ways to engage users in adaptive experiences by incorporating interactivity and explanation through four studies. Study I takes the first step to link the explanation and interactivity in machine learning systems to facilitate users\u27 engagement with the underlying machine learning model with the Tic-Tac-Toe game as a use case. The results show that explainable machine learning (XML) systems (and arguably XAI systems in general) indeed benefit from mechanisms that allow users to interact with the system\u27s internal decision rules. Study II, III, and IV further focus on adaptive experiences in recommender systems in specific, exploring the role of interactivity and explanation to keep the user “in-the-loop” in recommender systems, trying to mitigate the ``filter bubble\u27\u27 problem and help users in self-actualizing by supporting them in exploring and understanding their unique tastes. Study II investigates the effect of recommendation source (a human expert vs. an AI algorithm) and justification method (needs-based vs. interest-based justification) on professional development recommendations in a scenario-based study setting. The results show an interaction effect between these two system aspects: users who are told that the recommendations are based on their interests have a better experience when the recommendations are presented as originating from an AI algorithm, while users who are told that the recommendations are based on their needs have a better experience when the recommendations are presented as originating from a human expert. This work implies that while building the proposed novel movie recommender system covered in study IV, it would provide a better user experience if the movie recommendations are presented as originating from algorithms rather than from a human expert considering that movie preferences (which will be visualized by the movies\u27 emotion feature) are usually based on users\u27 interest. Study III explores the effects of four novel alternative recommendation lists on participants’ perceptions of recommendations and their satisfaction with the system. The four novel alternative recommendation lists (RSSA features) which have the potential to go beyond the traditional top N recommendations provide transparency from a different level --- how much else does the system learn about users beyond the traditional top N recommendations, which in turn enable users to interact with these alternative lists by rating the initial recommendations so as to correct or confirm the system\u27s estimates of the alternative recommendations. The subjective evaluation and behavioral analysis demonstrate that the proposed RSSA features had a significant effect on the user experience, surprisingly, two of the four RSSA features (the controversial and hate features) perform worse than the traditional top-N recommendations on the measured subjective dependent variables while the other two RSSA features (the hipster and no clue items) perform equally well and even slightly better than the traditional top-N (but this effect is not statistically significant). Moreover, the results indicate that individual differences, such as the need for novelty and domain knowledge, play a significant role in users’ perception of and interaction with the system. Study IV further combines diversification, visualization, and interactivity, aiming to encourage users to be more engaged with the system. The results show that introducing emotion as an item feature into recommender systems does help in personalization and individual taste exploration; these benefits are greatly optimized through the mechanisms that diversify recommendations by emotional signature, visualize recommendations on the emotional signature, and allow users to directly interact with the system by tweaking their tastes, which further contributes to both user experience and self-actualization. This work has practical implications for designing adaptive experiences. Explanation solutions in adaptive experiences might not always lead to a positive user experience, it highly depends on the application domain and the context (as studied in all four studies); it is essential to carefully investigate a specific explanation solution in combination with other design elements in different fields. Introducing control by allowing for direct interactivity (vs. indirect interactivity) in adaptive systems and providing feedback to users\u27 input by integrating their input into the algorithms would create a more engaging and interactive user experience (as studied in Study I and IV). And cumulatively, appropriate direct interaction with the system along with deliberate and thoughtful designs of explanation (including visualization design with the application environment fully considered), which are able to arouse user reflection or resonance, would potentially promote both user experience and user self-actualization

    Alter ego, state of the art on user profiling: an overview of the most relevant organisational and behavioural aspects regarding User Profiling.

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    This report gives an overview of the most relevant organisational and\ud behavioural aspects regarding user profiling. It discusses not only the\ud most important aims of user profiling from both an organisation’s as\ud well as a user’s perspective, it will also discuss organisational motives\ud and barriers for user profiling and the most important conditions for\ud the success of user profiling. Finally recommendations are made and\ud suggestions for further research are given

    Hybrid Recommender for Online Petitions with Social Network and Psycholinguistic Features

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    The online petition has become one of the most important channels of civic participation. Most of the state-of-the-art online platforms, however, tend to use simple indicators (such as popularity) to rank petitions, hence creating a situation where the most popular petitions dominate the rank and attract most people’s attention. For the petitions which focus on specific issues, they are often in a disadvantageous position on the list. For example, a petition for local environment problem may not be seen by many people who are really concerned with it, simply because it takes multiple pages to reach it. Therefore, the simple ranking mechanism adopted by most of the online petition platforms cannot effectively link most petitions with those who are really concerned with them. According to previous studies online, petitions seriousness has been questioned due to the rare chance of succeeding. At most, less than 10% of online petitions get the chance to fulfill their causes. To solve this problem, we present a design of a novel recommender system (PETREC). It leverages social interaction features, psycholinguistic features, and latent topic features to provide a personalized ranking to different users. Hence, it can give users better petition recommendations fitting their unique concerns. We evaluate PETREC against matrix factorization collaborative filtering and content-based filtering with the bag of words (Bow) features as two baseline recommenders for benchmarking. PETREC prediction performance outperformed Matrix factorization collaborative filtering, Bow petition-based content filtering, and Bow user-based content filtering with 4.2%, 1.7%, and 2.8% respectively as improvements in Root Mean Square Error (RMSE). The recommendation system described in this paper has potential to improve the user experience of online petition platforms. Thus, it is possible that it could encourage more public participation. Eventually, it will help the citizens to make a real difference through actively participating in online petitions that are matching their personalized concerns

    The ethics of digital well-being: a multidisciplinary perspective

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    This chapter serves as an introduction to the edited collection of the same name, which includes chapters that explore digital well-being from a range of disciplinary perspectives, including philosophy, psychology, economics, health care, and education. The purpose of this introductory chapter is to provide a short primer on the different disciplinary approaches to the study of well-being. To supplement this primer, we also invited key experts from several disciplines—philosophy, psychology, public policy, and health care—to share their thoughts on what they believe are the most important open questions and ethical issues for the multi-disciplinary study of digital well-being. We also introduce and discuss several themes that we believe will be fundamental to the ongoing study of digital well-being: digital gratitude, automated interventions, and sustainable co-well-being
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