{"id":1174,"date":"2022-07-01T18:00:59","date_gmt":"2022-07-01T18:00:59","guid":{"rendered":"https:\/\/www.um.org\/umap2022\/?page_id=1174"},"modified":"2022-07-01T18:58:02","modified_gmt":"2022-07-01T18:58:02","slug":"acm-opentoc-proceedings","status":"publish","type":"page","link":"https:\/\/www.um.org\/umap2022\/acm-opentoc-proceedings\/","title":{"rendered":"ACM OpenToc Proceedings"},"content":{"rendered":"\t\t
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UMAP ’22: Proceedings of the 30th ACM Conference on User Modeling, Adaptation and Personalization<\/span><\/p>\n Ramon Ruiz-Dolz, <\/span>Joaquin Taverner, <\/span>Stella Heras, <\/span>Ana Garcia-Fornes, <\/span>Vicente Botti<\/span><\/p>\n Argumentation schemes are generalised patterns that provide a way to (partially) dissociate the content from the reasoning structure of the argument. On the other hand, Cialdini\u2019s principles of persuasion provide a generic model to analyse the persuasive properties of human interaction (e.g., natural language). Establishing the relationship between principles of persuasion and argumentation schemes can contribute to the improvement of the argument-based human-computer interaction paradigm. In this work, we perform a qualitative analysis of the persuasive properties of argumentation schemes. For that purpose, we present a new study conducted on a population of over one hundred participants, where twelve different argumentation schemes are instanced into four different topics of discussion considering both stances (i.e., in favour and against). Participants are asked to relate these argumentation schemes with the perceived Cialdini\u2019s principles of persuasion. From the results of our study, it is possible to conclude that some of the most commonly used patterns of reasoning in human communication have an underlying persuasive focus, regardless of how they are instanced in natural language argumentation (i.e., their stance, the domain, or their content).<\/p>\n<\/div>\n<\/div>\n Nhat Tran, <\/span>Malihe Alikhani, <\/span>Diane Litman<\/span><\/p>\n Persuasive conversations are more effective when they are custom-tailored for the intended audience. Current persuasive dialogue systems rely heavily on advice-giving or focus on different framing policies in a constrained and less dynamic\/flexible manner. In this paper, we argue for a new approach, in which the system can identify optimal persuasive strategies in context and persuade users through online interactions. We study two main questions (1) can a reinforcement-learning-based dialogue framework learn to exercise user-specific communicative strategies for persuading users? (2) How can we leverage the crowd-sourcing platforms to collect data for training, and evaluating such frameworks for human-AI(\/machine) conversations? We describe a prototype system that interacts with users with the goal of persuading them to donate to a charity and use experiments with crowd workers and analyses of our learned policies to document that our approach leads to learning context-sensitive persuasive strategies that focus on user\u2019s reactions towards donation and contribute to increasing dialogue success.<\/p>\n<\/div>\n<\/div>\n Matthias Kraus, <\/span>Nicolas Wagner, <\/span>Nico Untereiner, <\/span>Wolfgang Minker<\/span><\/p>\n Trust forms an important factor in human-robot interaction and is highly influencing the success or failure of a mixed team of humans and machines. Similarly, to human-human teamwork, communication and proactivity are one of the keys to task success and efficiency. However, the level of proactive robot behaviour needs to be adapted to a dynamically changing social environment. Otherwise, it may be perceived as counterproductive and the robot\u2019s assistance may not be accepted. For this reason, this work investigates the design of a socially-adaptive proactive dialogue strategy and its effects on humans\u2019 trust and acceptance towards the robot. The strategy is implemented in a human-like household assistance robot that helps in the execution of domestic tasks, such as tidying up or fetch-and-carry tasks. For evaluation of the strategy, users interact with the robot while watching interactive videos of the robots in six different task scenarios. Here, the adaptive proactive behaviour of the robot is compared to four different levels of static proactivity: None, Notification, Suggestion, and Intervention. The results show that proactive robot behaviour that adapts to the social expectations of a user has a significant effect on the perceived trust in the system. Here, it is shown that a robot expressing socially-adaptive proactivity is perceived as more competent and reliable than a non-adaptive robot. Based on these results, important implications for the design of future robotic assistants at home are described.<\/p>\n<\/div>\n<\/div>\n Roberto Legaspi, <\/span>Wenzhen Xu, <\/span>Tatsuya Konishi, <\/span>Shinya Wada, <\/span>Yuichi Ishikawa<\/span><\/p>\n Sense of agency (SoA) is the subjective experience that one\u2019s own volitional action caused an event to happen. This experience has cast light to understanding fundamental aspects of human behavior, which includes regulating actions during goal pursuit. Due to its many facets, investigating SoA has proved to be a strong challenge, compelling theorists and experimentalists to develop various paradigms to analyze it. While investigations on SoA have primarily focused on simple tasks that probe basic self-agency capacity awareness, and were carried out mostly under controlled laboratory settings over short experiment durations, we investigated this feeling of control in a complex, natural setting where participants performed daily their goal-directed tasks. More importantly, however, we investigated the SoA construct in a multidimensional way, i.e., simultaneously investigating its pre-reflective and reflective, local and general, and dynamic nature, as well as how individual differences moderated its influence on goal pursuit. We collected over 5,000 data points from 43 participants on their daily perceptions of self-agency and pursuance of healthy eating for more than a month outside the confines of a lab using a smartphone app that we designed. We present our analyses and insights that emerged from our empirical results on how the many facets of SoA impacted in various ways the pursuance of the goal. To our knowledge, we are the first to study the SoA construct in this manner, and we posit our method can be used for an intelligent system to enhance a human counterpart\u2019s SoA for self-driven persuasion to follow through the goal.<\/p>\n<\/div>\n<\/div>\n Ayoub El Majjodi, <\/span>Alain D. Starke, <\/span>Christoph Trattner<\/span><\/p>\n Food recommender systems show personalized recipes to users based on content liked previously. Despite their potential, often recommended (popular) recipes in previous studies have turned out to be unhealthy, negatively contributing to prevalent obesity problems worldwide. Changing how foods are presented through digital nudges might help, but these are usually examined in non-personalized contexts, such as a brick-and-mortar supermarket. This study seeks to support healthy food choices in a personalized interface by adding front-of-package nutrition labels to recipes in a food recommender system. After performing an offline evaluation, we conducted an online study (N = 600) with six different recommender interfaces, based on a 2 (non-personalized vs. personalized recipe advice) x 3 (No Label, Multiple Traffic Light, Nutri-Score) between-subjects design. We found that recipe choices made in the non-personalized scenario were healthier, while the use of nutrition labels (our digital nudge) reduced choice difficulty when the content was personalized.<\/p>\n<\/div>\n<\/div>\n Madhurima Vardhan, <\/span>Narayan Hegde, <\/span>Srujana Merugu, <\/span>Shantanu Prabhat, <\/span>Deepak Nathani, <\/span>Martin Seneviratne, <\/span>Nur Muhammad, <\/span>Pranay Reddy, <\/span>Sriram Lakshminarasimhan, <\/span>Rahul Singh, <\/span>Karina Lorenzana, <\/span>Eshan Motwani, <\/span>Partha Talukdar, <\/span>Aravindan Raghuveer<\/span><\/p>\n We design and implement a personalized and automated physical activity coaching engine, PACE, which uses the Fogg\u2019s behavioral model (FBM) to engage users in mini-conversation based coaching sessions. It is a chat-based nudge assistant that can boost (encourage) and sense (ask) the motivation, ability and propensity of users to walk and help them in achieving their step count targets, similar to a human coach. We demonstrate the feasibility, effectiveness and acceptability of PACE by directly comparing to human coaches in a Wizard-of-Oz deployment study with 33 participants over 21 days. We tracked coach-participant conversations, step counts and qualitative survey feedback. Our findings indicate that the PACE framework strongly emulated human coaching with no significant differences in the overall number of active days, step count and engagement patterns. The qualitative user feedback suggests that PACE cultivated a coach-like experience, offering barrier resolution via motivational and educational support. We use traditional human-computer interaction approaches, to interrogate the conversational data and report positive PACE-participant interaction patterns with respect to addressal, disclosure, collaborative target settings, and reflexivity. As a post-hoc analysis, we annotated the conversation logs from the human coaching arm and trained machine learning (ML) models on these data sets to predict the next boost (AUC 0.73 \u00b1 0.02) and sense (AUC 0.83 \u00b1 0.01) action. In future, such ML-based models could be made increasingly personalized and adaptive based on user behaviors.<\/p>\n<\/div>\n<\/div>\n Daniel Ben Zaken, <\/span>Avi Segal, <\/span>Darlene Cavalier, <\/span>Guy Shani, <\/span>Kobi Gal<\/span><\/p>\n Citizen science projects promise to increase scientific productivity while also connecting science with the general public. They create scientific value for researchers and provide pedagogical and social benefits to volunteers. Given the astounding number of available citizen science projects, volunteers find it difficult to find the projects that best fit their interests. This difficulty can be alleviated by providing personalized project recommendations to users. This paper studies whether combining project recommendations with explanations improves users\u2019 contribution levels and satisfaction. We generate post-hoc explanations to users by learning from their past interactions as well as project content (e.g., location, topics). We provide an algorithm for clustering recommended projects to groups based on their predicted relevance to the user. We demonstrated the efficacy of our approach in offline studies as well as in an online study in SciStarter that included hundreds of users. The vast majority of users highly preferred receiving explanations about why projects were recommended to them, and receiving such explanations did not impede on the contribution levels of users, when compared to other users who received project recommendations without explanations. Our approach is now fully integrated in SciStarter.<\/p>\n<\/div>\n<\/div>\n Qinqin Wang, <\/span>Elias Tragos, <\/span>Neil Hurley, <\/span>Barry Smyth, <\/span>Aonghus Lawlor, <\/span>Ruihai Dong<\/span><\/p>\n A recommendation engine that relies solely on interactions between users and items will be limited in its ability to provide accurate, diverse and explanation-rich recommendations. Side information should be taken into account to improve performance. Methods like Factorisation Machines (FM) cast recommendation as a supervised learning problem, where each interaction is viewed as an independent instance with side information encapsulated. Previous studies in top-K recommendation have incorporated knowledge graphs (KG) into the recommender system to provide rich information about the relationships between users, items and entities. Nevertheless, these studies do not explicitly capture the preference of users for the side information. Furthermore, some studies explain the recommendation, but there is no unified method of measuring explanation quality.<\/p>\n In this work, we investigate the utility of Graph Convolutional Networks (GCN) and multi-task learning techniques to capture the tripartite relations between users, items and entities. Based on our study, we propose that in the hybrid structure of the KG, its rich relationships are an essential factor for successful recommendation from both an explanation and performance perspective. We propose a novel method named Light Knowledge Graph Convolutional Network (LKGCN) which explicitly models the high-order connectivities between user items and entities. Specifically, we use multi-task learning techniques and attention mechanisms in order to combine user preferences on items and entities. Additionally, we present a unified evaluation method PeX for explainable recommendation models. Extensive experiments on real-world datasets show that the LKGCN is conceptually superior to existing graph-based recommendation methods from two perspectives: recommendation accuracy and interpretation. We release the codes and datasets on github1.<\/p>\n<\/div>\n<\/div>\n Lars Steinert, <\/span>Fynn Linus K\u00f6lling, <\/span>Felix Putze, <\/span>Dennis K\u00fcster, <\/span>Tanja Schultz<\/span><\/p>\n People with Dementia (PwD) and their caregivers can greatly benefit from regular cognitive and social activations. However, these activations need to be engaging and likeable to take effect and to maintain long-term motivation and wellbeing. Taking this into account, finding appropriate items in large activation content catalogues can be a challenging task, which can even lead to unhappiness (\u201dParadox of Choice\u201d). User-centered Recommender Systems (RS) can help to overcome this obstacle and support PwD and their caregivers in finding engaging and likeable activation contents. In this study, we investigate a dataset collected from PwD and their (in)formal caregivers who jointly used a tablet-based activation system over multiple sessions in an unconstrained care setting. The system applies a content-based recommendation approach based on explicit ratings provided by the PwD and collects audiovisual data during usage. First, we evaluate the real-world user interactions with the RS to gain knowledge about suitable evaluation parameters for our offline analyses. Second, we train a recognition model for engagement based on the audiovisual data and enrich our dataset with the automatically detected information about the PwD\u2019s level of engagement. Last, we apply an offline analysis and compare the RS performance based on different inputs. We show that considering PwD\u2019s level of engagement can help to further improve the rating-based RS in terms of users\u2019 needs and, thus, support them in the activations.<\/p>\n<\/div>\n<\/div>\n Sagi Eden, <\/span>Amit Livne, <\/span>Oren Sar Shalom, <\/span>Bracha Shapira, <\/span>Dietmar Jannach<\/span><\/p>\n Collaborative filtering (CF) is a highly effective recommendation approach based on preference patterns observed in user-item interaction data. Since pure collaborative methods can have certain limitations, e.g., when the data is sparse, hybrid approaches are a common solution, as they are able to combine collaborative information with side-information (SI) about the items. In this work, we explore the value of subtitle information for the problem of movie recommendation. Differently from previously explored types of movie SI, e.g., titles or synopsis, subtitles are not only longer, but also contain unique information that may help us to predict more accurately if a user will enjoy a movie. To assess the usefulness of subtitles, we propose a technical framework named SubtitleCF that combines user and item embeddings derived from interaction data and SI. The subtitles may be embedded in different ways, e.g., Latent Dirichlet Allocation (LDA) and neural techniques. Computational experiments with a framework instantiation that relies on Bayesian Personalized Ranking (BPR) as industry-strength method for item ranking and different text embedding methods demonstrate the value of subtitles in terms of prediction accuracy and coverage. Moreover, a user study (N=247) reveals that the information contained in subtitles can be leveraged to improve the decision-making processes of users.<\/p>\n<\/div>\n<\/div>\n Maria Riveiro, <\/span>Serge Thill<\/span><\/p>\n Explanations in artificial intelligence (AI) ensure that users of complex AI systems understand why the system behaves as it does. Expectations that users may have about the system behaviour play a role since they co-determine appropriate content of the explanations. In this paper, we investigate user-desired content of explanations when the system behaves in unexpected ways. Specifically, we presented participants with various scenarios involving an automated text classifier and then asked them to indicate their preferred explanation in each scenario. One group of participants chose the type of explanation from a multiple-choice questionnaire, the other had to answer using free text.<\/p>\n Participants show a pretty clear agreement regarding the preferred type of explanation when the output matches expectations: most do not require an explanation at all, while those that do would like one that explains what features of the input led to the output (a factual explanation). When the output does not match expectations, users also prefer different explanations. Interestingly, there is less of an agreement in the multiple-choice questionnaire. However, the free text responses indicate slightly favour an explanation that describes how the AI system\u2019s internal workings led to the observed output (i.e., a mechanistic explanation).<\/p>\n Overall, we demonstrate that user expectations are a significant variable in determining the most suitable content of explanations (including whether an explanation is needed at all). We also find different results, especially when the output does not match expectations, depending on whether participants answered via multiple-choice or free text. This shows a sensitivity to precise experimental setups that may explain some of the variety in the literature.<\/p>\n<\/div>\n<\/div>\n Vito Walter Anelli, <\/span>Alejandro Bellog\u00edn, <\/span>Tommaso Di Noia, <\/span>Dietmar Jannach, <\/span>Claudio Pomo<\/span><\/p>\n Research on recommender systems algorithms, like other areas of applied machine learning, is largely dominated by efforts to improve the state-of-the-art, typically in terms of accuracy measures. Several recent research works however indicate that the reported improvements over the years sometimes \u201cdon\u2019t add up\u201d, and that methods that were published several years ago often outperform the latest models when evaluated independently. Different factors contribute to this phenomenon, including that some researchers probably often only fine-tune their own models but not the baselines.<\/p>\n In this paper, we report the outcomes of an in-depth, systematic, and reproducible comparison of ten collaborative filtering algorithms\u2014covering both traditional and neural models\u2014on several common performance measures on three datasets which are frequently used for evaluation in the recent literature. Our results show that there is no consistent winner across datasets and metrics for the examined top-n recommendation task. Moreover, we find that for none of the accuracy measurements any of the considered neural models led to the best performance. Regarding the performance ranking of algorithms across the measurements, we found that linear models, nearest-neighbor methods, and traditional matrix factorization consistently perform well for the evaluated modest-sized, but commonly-used datasets. Our work shall therefore serve as a guideline for researchers regarding existing baselines to consider in future performance comparisons. Moreover, by providing a set of fine-tuned baseline models for different datasets, we hope that our work helps to establish a common understanding of the state-of-the-art for top-n recommendation tasks.<\/p>\n<\/div>\n<\/div>\n Pablo Sanchez, <\/span>Linus W. Dietz<\/span><\/p>\n The involvement of geographic information differentiates point-of-interest recommendation from traditional product recommendation. This geographic influence is usually manifested in the effect of users tending toward visiting nearby locations, but further mobility patterns can be used to model different groups of users. In this study, we characterize the check-in behavior of local and traveling users in a global Foursquare check-in data set. Based on the features that capture the mobility and preferences of the users, we obtain representative groups of travelers and locals through an independent cluster analysis. Interestingly, for locals, the mobility features analyzed in this work seem to aggravate the cluster quality, whereas these signals are fundamental in defining the traveler clusters. To measure the effect of such a cluster analysis when categorizing users, we compare the performance of a set of recommendation algorithms, first on all users together, and then on each user group separately in terms of ranking accuracy, novelty, and diversity. Our results on the Foursquare data set of 139,270 users in five cities show that locals, despite being the most numerous groups of users, tend to obtain lower values than the travelers in terms of ranking accuracy while these locals also seem to receive more novel and diverse POI recommendations. For travelers, we observe the advantages of popularity-based recommendation algorithms in terms of ranking accuracy, by recommending venues related to transportation and large commercial establishments. However, there are huge differences in the respective travelers groups, especially between predominantly domestic and international travelers. Due to the large influence of mobility on the recommendations, this article underlines the importance of analyzing user groups differently when making and evaluating personalized point-of-interest recommendations.<\/p>\n<\/div>\n<\/div>\n Edita Grolman, <\/span>Hodaya Binyamini, <\/span>Asaf Shabtai, <\/span>Yuval Elovici, <\/span>Ikuya Morikawam, <\/span>Toshiya Shimizu<\/span><\/p>\n Machine learning (ML) models are commonly used to detect hate speech, which is considered one of the main challenges of online social networks. However, ML models have been shown to be vulnerable to well-crafted input samples referred to as adversarial examples. In this paper, we present an adversarial attack against hate speech detection models and explore the attack\u2019s ability to: (1) prevent the detection of a hateful user, which should result in termination of the user\u2019s account, and (2) classify normal users as hateful, which may lead to the termination of a legitimate user\u2019s account. The attack is targeted at ML models that are trained on tabular, heterogeneous datasets (such as the datasets used for hate speech detection) and attempts to determine the minimal number of the most influential mutable features that should be altered in order to create a successful adversarial example. To demonstrate and evaluate the attack, we used the open and publicly available \u201cHateful Users on Twitter\u201d dataset. We show that under a black-box assumption (i.e., the attacker does not have any knowledge on the attacked model), the attack has a 75% success rate, whereas under a white-box assumption (i.e., the attacker has full knowledge on the attacked model), the attack has an 88% success rate.<\/p>\n<\/div>\n<\/div>\n He Yu, <\/span>Simon Harper, <\/span>Markel Vigo<\/span><\/p>\n Familiarity is a quality of user experience that has traditionally been difficult to define, capture, and quantify. Existing works on measuring familiarity with interactive systems have relied on surveys and self-reporting, which is obtrusive and prone to biases. Here, we propose a data-driven methodology to associate low-level activity patterns with familiarity. As a proof-of-concept, this methodology was tested on a website with 35,819 users over the course of 18 months, including 268 revisiting users who had reported their levels of familiarity with the platform. By using activity patterns as features of predictive models, we were able to successfully classify users with higher levels of familiarity with an accuracy of 82.7%. These results suggest that there is a relationship between user familiarity and activity patterns involving the exploration and use of navigational artefacts including breadcrumbs, navigation bars, and sidebar areas. This research opens up further opportunities for unobtrusively analysing the user experience on the Web.<\/p>\n<\/div>\n<\/div>\n Yuyan Wu, <\/span>Miguel Arevalillo Herr\u00e1ez, <\/span>Stamos Katsigiannis, <\/span>Naeem Ramzan<\/span><\/p>\n The availability of low-cost wireless physiological sensors has allowed the use of emotion recognition technologies in various applications. In this work, we describe a technique to predict emotional states in Russell\u2019s two-dimensional emotion space (valence and arousal), using electroencephalography (EEG), electrocardiography (ECG), and electromyography (EMG) signals. For each of the two dimensions, the proposed method uses a classification scheme based on two Hidden Markov Models (HMMs), with the first one trained using positive samples, and the second one using negative samples. The class of new unseen samples is then decided based on which model returns the highest score. The proposed approach was validated on a recently published dataset that contained physiological signals recordings (EEG, ECG, EMG) acquired during a human-horse interaction experiment. The experimental results demonstrate that this approach achieves a better performance than the published baseline methods, achieving an F1-score of 0.940 for valence and 0.783 for arousal, an improvement of more than + 0.12 in both cases.<\/p>\n<\/div>\n<\/div>\n Dima El Zein, <\/span>C\u00e9lia da Costa Pereira<\/span><\/p>\n The existing evaluation measures for information retrieval algorithms still lack awareness about the user\u2019s cognitive aspects and their dynamics. They often consider an isolated query-document environment and ignore the user\u2019s previous knowledge and his\/her motivation behind the query. The retrieval algorithms and evaluation measures that account for those factors limit the result\u2019s relevance to one search session, one query, or one search goal. We present a novel evaluation measure that overcomes this limitation. The framework measures the relevance of a result\/document by examining its content and assessing the possible learning outcomes, for a specific user. Hence not all documents are relevant to all users. The proposed evaluation measure rewards the results\u2019 content for their novelty with respect to what the user already knows and what has been previously proposed. The results are also rewarded for their contribution to achieving the search goals\/needs. We demonstrate the efficiency of the measure by comparing it to the knowledge gain reported by 361 crowd-sourced users searching the Web across 10 different topics.<\/p>\n<\/div>\n<\/div>\n Aini Putkonen, <\/span>Aur\u00e9lien Nioche, <\/span>Ville Tanskanen, <\/span>Arto Klami, <\/span>Antti Oulasvirta<\/span><\/p>\n Theory-based, or \u201cwhite-box,\u201d models come with a major benefit that makes them appealing for deployment in user modeling: their parameters are interpretable. However, most theory-based models have been developed in controlled settings, in which researchers determine the experimental design. In contrast, real-world application of these models demands setups that are beyond developer control. In non-experimental, naturalistic settings, the tasks with which users are presented may be very limited, and it is not clear that model parameters can be reliably inferred. This paper describes a technique for assessing whether a naturalistic dataset is suitable for use with a theory-based model. The proposed parameter recovery technique can warn against possible over-confidence in inferred model parameters. This technique also can be used to study conditions under which parameter inference is feasible. The method is demonstrated for two models of decision-making under risk with naturalistic data from a turn-based game.<\/p>\n<\/div>\n<\/div>\n Mohammed Alhamadi, <\/span>Sarah Clinch, <\/span>Markel Vigo<\/span><\/p>\n Interacting with and making sense of information dashboards is often problematic. Typically, users develop strategies to go around and overcome these problems. These strategies can be conceived as behavioural markers of cognitive processes that indicate problematic interactions. Consequently, if we were able to computationally model these strategies, we could detect if users are encountering problems in real time (and act accordingly). We conducted an experiment (N=63) to identify the interaction strategies users employ on problematic dashboards. We found that while existing challenges impact significantly on user performance, interventions to mitigate such challenges were especially beneficial for those with lower graph literacy. We identified the strategies employed by users when encountering problems: extensive page exploration as a reaction to information overload and use of customisation functionalities when understanding data is problematic. We also found that some strategies are indicators of performance in terms of task completion time and effectiveness: extensive exploration strategies were indicators of lower performance, while the exhibition of customisation strategies is associated with higher effectiveness.<\/p>\n<\/div>\n<\/div>\n Bruno Sguerra, <\/span>Marion Baranes, <\/span>Romain Hennequin, <\/span>Manuel Moussallam<\/span><\/p>\n The search engine of music streaming platforms is a high-control method for navigating the catalog. If one is to study users\u2019 search behavior in this context, one can leverage the vast body of research on general information behavior while challenging previously well validated models with the domain-specific differences. Due to the nature of musical content, users present a series of different needs and behaviors than on traditional web search. For instance, some users employ the search engine as a means to drive their listening session, inputting many queries in close succession not related to the same information goal.<\/p>\n In this paper, we investigate users\u2019 search goals and how they modulate information behavior in the context of streaming platforms. To this end, we explore real search sessions of users looking for musical content in the context of a major streaming service. We introduce a data-driven method for identifying classes of information needs by aggregating both low-level activity patterns and relative query specificity. We show that, when combined, these features provide an approach not only for isolating classes of user search intent, but for understanding human-music relationship as a whole.<\/p>\n<\/div>\n<\/div>\n Utku Uckun, <\/span>Rohan Tumkur Suresh, <\/span>Md Javedul Ferdous, <\/span>Xiaojun Bi, <\/span>I.V. Ramakrishnan, <\/span>Vikas Ashok<\/span><\/p>\n For many blind users, interaction with computer applications using screen reader assistive technology is a frustrating and time-consuming affair, mostly due to the complexity and heterogeneity of applications\u2019 user interfaces. An interview study revealed that many applications do not adequately convey their interface structure and controls to blind screen reader users, thereby placing additional burden on these users to acquire this knowledge on their own. This is often an arduous and tedious learning process given the one-dimensional navigation paradigm of screen readers. Moreover, blind users have to repeat this learning process multiple times, i.e., once for each application, since applications differ in their interface designs and implementations. In this paper, we propose a novel push-based approach to make non-visual computer interaction easy, efficient, and uniform across different applications. The key idea is to make screen reader interaction \u2018structure-agnostic\u2019, by automatically identifying and extracting all application controls and then instantly \u2018pushing\u2019 these controls on demand to the blind user via a custom overlay dashboard interface. Such a custom overlay facilitates uniform and efficient screen reader navigation across all applications. A user study showed significant improvement in user satisfaction and interaction efficiency with our approach compared to a state-of-the-art screen reader.<\/p>\n<\/div>\n<\/div>\n Vincent Robbemond, <\/span>Oana Inel, <\/span>Ujwal Gadiraju<\/span><\/p>\n Advances in artificial intelligence and machine learning have led to a steep rise in the adoption of AI to augment or support human decision-making across domains. There has been an increasing body of work addressing the benefits of model interpretability and explanations to help end-users or other stakeholders decipher the inner workings of the so-called \u201dblack box AI systems\u201d. Yet, little is currently understood about the role of modalities through which explanations can be communicated (e.g., text, visualizations, or audio) to inform, augment, and shape human decision-making. In our work, we address this research gap through the lens of a credibility assessment system. Considering the deluge of information available through various channels, people constantly make decisions while considering the perceived credibility of the information they consume. However, with an increasing information overload, assessing the credibility of the information we encounter is a non-trivial task. To help users in this task, automated credibility assessment systems have been devised as decision support systems in various contexts (e.g., assessing the credibility of news or social media posts). However, for these systems to be effective in supporting users, they need to be trusted and understood. Explanations have been shown to play an essential role in informing users\u2019 reliance on decision support systems. In this paper, we investigate the influence of explanation modalities on an AI-assisted credibility assessment task. We use a between-subjects experiment (N = 375), spanning six different explanation modalities, to evaluate the role of explanation modality on the accuracy of AI-assisted decision outcomes, the perceived system trust among users, and system usability. Our results indicate that explanations play a significant role in shaping users\u2019 reliance on the decision support system and, thereby, the accuracy of decisions made. We found that users performed with higher accuracy while assessing the credibility of statements in the presence of explanations. We also found that users had a significantly harder time agreeing on statement credibility without explanations. With explanations present, text and audio explanations were more effective than graphic explanations. Additionally, we found that combining graphical with text and\/or audio explanations were significantly effective. Such combinations of modalities led to a higher user performance than using graphical explanations alone.<\/p>\n<\/div>\n<\/div>\n Alan Medlar, <\/span>Jing Li, <\/span>Yang Liu, <\/span>Dorota Glowacka<\/span><\/p>\n Applications designed for entertainment and other non-instrumental purposes are challenging to optimize because the relationships between system parameters and user experience can be unclear. Ideally, we would crowdsource these design questions, but existing approaches are geared towards evaluation or ranking discrete choices and not for optimizing over continuous parameter spaces. In addition, users are accustomed to informally expressing opinions about experiences as critiques (e.g. it\u2019s too cold, too spicy, too big), rather than giving precise feedback as an optimization algorithm would require. Unfortunately, it can be difficult to analyze qualitative feedback, especially in the context of quantitative modeling.<\/p>\n In this article, we present collective criticism, a critiquing-based approach for modeling relationships between system parameters and subjective preferences. We transform critiques, such as \u201cit was too easy\/too challenging\u201d, into censored intervals and analyze them using interval regression. Collective criticism has several advantages over other approaches: \u201ctoo much\/too little\u201d-style feedback is intuitive for users and allows us to build predictive models for the optimal parameterization of the variables being critiqued. We present two studies where we model: These studies demonstrate the flexibility of our approach, and show that it produces robust results that are straightforward to interpret and inline with users\u2019 stated preferences.<\/p>\n<\/div>\n<\/div>\n Snigdha Das, <\/span>Sandip Chakraborty, <\/span>Bivas Mitra<\/span><\/p>\n Monitoring students\u2019 engagement and understanding their learning pace in a virtual classroom becomes challenging in the absence of direct eye contact between the students and the instructor. Continuous monitoring of eye gaze and gaze gestures may produce inaccurate outcomes when the students are allowed to do productive multitasking, such as taking notes or browsing relevant content. This paper proposes Stungage \u2013 a software wrapper over existing online meeting platforms to monitor students\u2019 engagement in real-time by utilizing the facial video feeds from the students and the instructor coupled with a local on-device analysis of the presentation content. The crux of Stungage is to identify a few opportunistic moments when the students should visually focus on the presentation content if they can follow the lecture. We investigate these instances and analyze the students\u2019 visual, contextual, and cognitive presence to assess their engagement during the virtual classroom while not directly sharing the video captures of the participants and their screens over the web. Our system achieves an overall F2-score of 0.88 for detecting student engagement. Besides, we obtain 92 responses from the usability study with an average SU score of 74.18.<\/p>\n<\/div>\n<\/div>\n Mohamed Amine Chatti, <\/span>Mouadh Guesmi, <\/span>Laura Vorgerd, <\/span>Thao Ngo, <\/span>Shoeb Joarder, <\/span>
Full Citation in the ACM Digital Library
<\/a><\/p>\n<\/div>\nSESSION: Persuasion<\/h2>\n
A Qualitative Analysis of the Persuasive Properties of Argumentation Schemes<\/a><\/h3>\n
How to Ask for Donations? Learning User-Specific Persuasive Dialogue Policies through Online Interactions<\/a><\/h3>\n
Including Social Expectations for Trustworthy Proactive Human-Robot Dialogue<\/a><\/h3>\n
Multidimensional Analysis of Sense of Agency During Goal Pursuit<\/a><\/h3>\n
Nudging Towards Health? Examining the Merits of Nutrition Labels and Personalization in a Recipe Recommender System<\/a><\/h3>\n
Walking with PACE – Personalized and Automated Coaching Engine<\/a><\/h3>\n
SESSION: Explanations and Recommendations<\/h2>\n
Generating Recommendations with Post-Hoc Explanations for Citizen Science<\/a><\/h3>\n
Entity-Enhanced Graph Convolutional Network for Accurate and Explainable Recommendation<\/a><\/h3>\n
Evaluation of an Engagement-Aware Recommender System for People with Dementia<\/a><\/h3>\n
Investigating the Value of Subtitles for Improved Movie Recommendations<\/a><\/h3>\n
The challenges of providing explanations of AI systems when they do not behave like users expect<\/a><\/h3>\n
Top-N Recommendation Algorithms: A Quest for the State-of-the-Art<\/a><\/h3>\n
Travelers vs. Locals: The Effect of Cluster Analysis in Point-of-Interest Recommendation<\/a><\/h3>\n
SESSION: Classifying User Behavior<\/h2>\n
HateVersarial: Adversarial Attack Against Hate Speech Detection Algorithms on Twitter<\/a><\/h3>\n
Low-Level Activity Patterns as Indicators of User Familiarity with Websites<\/a><\/h3>\n
On the benefits of using Hidden Markov Models to predict emotions<\/a><\/h3>\n
User\u2019s Knowledge and Information Needs in Information Retrieval Evaluation<\/a><\/h3>\n
SESSION: Intelligent User Interfaces 1<\/h2>\n
How Suitable Is Your Naturalistic Dataset for Theory-based User Modeling?<\/a><\/h3>\n
Modeling User Strategies on Interactive Information Dashboards<\/a><\/h3>\n
Navigational, Informational or Punk-Rock? An Exploration of Search Intent in the Musical Domain<\/a><\/h3>\n
Taming User-Interface Heterogeneity with Uniform Overlays for Blind Users<\/a><\/h3>\n
Understanding the Role of Explanation Modality in AI-assisted Decision-making<\/a><\/h3>\n
SESSION: Intelligent User Interfaces 2<\/h2>\n
Critiquing-based Modeling of Subjective Preferences<\/a><\/h3>\n
I Cannot See Students Focusing on My Presentation; Are They Following Me? Continuous Monitoring of Student Engagement through \u201cStungage\u201d<\/a><\/h3>\n
Is More Always Better? The Effects of Personal Characteristics and Level of Detail on the Perception of Explanations in a Recommender System<\/a><\/h3>\n