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Human-Computer Interaction

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Papers in this area

24 featured work(s)

preprint2017arXiv

Improving Assessment on MOOCs Through Peer Identification and Aligned Incentives

Massive Open Online Courses (MOOCs) use peer assessment to grade open ended questions at scale, allowing students to provide feedback. Relative to teacher based grading, peer assessment on MOOCs traditionally delivers lower quality feedback and fewer learner interactions. We present the identified peer review (IPR) framework, which provides non-blind peer assessment and incentives driving high quality feedback. We show that, compared to traditional peer assessment methods, IPR leads to significantly longer and more useful feedback as well as more discussion between peers.

preprint2019arXiv

Reconstructing Faces from fMRI Patterns using Deep Generative Neural Networks

While objects from different categories can be reliably decoded from fMRI brain response patterns, it has proved more difficult to distinguish visually similar inputs, such as different instances of the same category. Here, we apply a recently developed deep learning system to the reconstruction of face images from human fMRI patterns. We trained a variational auto-encoder (VAE) neural network using a GAN (Generative Adversarial Network) unsupervised training procedure over a large dataset of celebrity faces. The auto-encoder latent space provides a meaningful, topologically organized 1024-dimensional description of each image. We then presented several thousand face images to human subjects, and learned a simple linear mapping between the multi-voxel fMRI activation patterns and the 1024 latent dimensions. Finally, we applied this mapping to novel test images, turning the obtained fMRI patterns into VAE latent codes, and ultimately the codes into face reconstructions. Qualitative and quantitative evaluation of the reconstructions revealed robust pairwise decoding (>95% correct), and a strong improvement relative to a baseline model (PCA decomposition). Furthermore, this brain decoding model can readily be recycled to probe human face perception along many dimensions of interest; for example, the technique allowed for accurate gender classification, and even to decode which face was imagined, rather than seen by the subject. We hypothesize that the latent space of modern deep learning generative models could serve as a valid approximation for human brain representations.

preprint2018arXiv

Motivations, Classification and Model Trial of Conversational Agents for Insurance Companies

Advances in artificial intelligence have renewed interest in conversational agents. So-called chatbots have reached maturity for industrial applications. German insurance companies are interested in improving their customer service and digitizing their business processes. In this work we investigate the potential use of conversational agents in insurance companies by determining which classes of agents are of interest to insurance companies, finding relevant use cases and requirements, and developing a prototype for an exemplary insurance scenario. Based on this approach, we derive key findings for conversational agent implementation in insurance companies.

preprint2019arXiv

Cross-Subject Transfer Learning Improves the Practicality of Real-World Applications of Brain-Computer Interfaces

Steady-state visual evoked potential (SSVEP)-based brain-computer interfaces (BCIs) have shown its robustness in facilitating high-efficiency communication. State-of-the-art training-based SSVEP decoding methods such as extended Canonical Correlation Analysis (CCA) and Task-Related Component Analysis (TRCA) are the major players that elevate the efficiency of the SSVEP-based BCIs through a calibration process. However, due to notable human variability across individuals and within individuals over time, calibration (training) data collection is non-negligible and often laborious and time-consuming, deteriorating the practicality of SSVEP BCIs in a real-world context. This study aims to develop a cross-subject transferring approach to reduce the need for collecting training data from a test user with a newly proposed least-squares transformation (LST) method. Study results show the capability of the LST in reducing the number of training templates required for a 40-class SSVEP BCI. The LST method may lead to numerous real-world applications using near-zero-training/plug-and-play high-speed SSVEP BCIs.

preprint2018arXiv

Large-scale analysis of user exposure to online advertising in Facebook

Online advertising is the major source of income for a large portion of Internet Services. There exists a body of literature aiming at optimizing ads engagement, understanding the privacy and ethical implications of online advertising, etc. However, to the best of our knowledge, no previous work analyses at large scale the exposure of real users to online advertising. This paper performs a comprehensive analysis of the exposure of users to ads and advertisers using a dataset including more than 7M ads from 140K unique advertisers delivered to more than 5K users that was collected between October 2016 and May 2018. The study focuses on Facebook, which is the second largest advertising platform only to Google in terms of revenue, and accounts for more than 2.2B monthly active users. Our analysis reveals that Facebook users are exposed (in median) to 70 ads per week, which come from 12 advertisers. Ads represent between 10% and 15% of all the information received in users' newsfeed. A small increment of 1% in the portion of ads in the newsfeed could roughly represent a revenue increase of 8.17M USD per week for Facebook. Finally, we also reveal that Facebook users are overprofiled since in the best case only 22.76% of the interests Facebook assigns to users for advertising purpose are actually related to the ads those users receive.

preprint2019arXiv

Social Cards Probably Provide For Better Understanding Of Web Archive Collections

Used by a variety of researchers, web archive collections have become invaluable sources of evidence. If a researcher is presented with a web archive collection that they did not create, how do they know what is inside so that they can use it for their own research? Search engine results and social media links are represented as surrogates, small easily digestible summaries of the underlying page. Search engines and social media have a different focus, and hence produce different surrogates than web archives. Search engine surrogates help a user answer the question "Will this link meet my information need?" Social media surrogates help a user decide "Should I click on this?" Our use case is subtly different. We hypothesize that groups of surrogates together are useful for summarizing a collection. We want to help users answer the question of "What does the underlying collection contain?" But which surrogate should we use? With Mechanical Turk participants, we evaluate six different surrogate types against each other. We find that the type of surrogate does not influence the time to complete the task we presented the participants. Of particular interest are social cards, surrogates typically found on social media, and browser thumbnails, screen captures of web pages rendered in a browser. At $p=0.0569$, and $p=0.0770$, respectively, we find that social cards and social cards paired side-by-side with browser thumbnails probably provide better collection understanding than the surrogates currently used by the popular Archive-It web archiving platform. We measure user interactions with each surrogate and find that users interact with social cards less than other types. The results of this study have implications for our web archive summarization work, live web curation platforms, social media, and more.

preprint2019arXiv

A Discreet Wearable IoT Sensor for Continuous Transdermal Alcohol Monitoring -- Challenges and Opportunities

Non-invasive continuous alcohol monitoring has potential applications in both population research and in clinical management of acute alcohol intoxication or chronic alcoholism. Current wearable monitors based on transdermal alcohol content (TAC) sensing are relatively bulky and have limited quantification accuracy. Here we describe the development of a discreet wearable transdermal alcohol (TAC) sensor in the form of a wristband or armband. This novel sensor can detect vapor-phase alcohol in perspiration from 0.09 ppm (equivalent to 0.09 mg/dL sweat alcohol concentration at 25 °C under Henry's Law equilibrium) to over 500 ppm at one-minute time resolution. The TAC sensor is powered by a 110 mAh lithium battery that lasts for over 7 days. In addition, the sensor can function as a medical "internet-of-things" (IoT) device by connecting to an Android smartphone gateway via Bluetooth Low Energy (BLE) and upload data to a cloud informatics system. Such wearable IoT sensors may enable large-scale alcohol-related research and personalized management. We also present evidence suggesting a hypothesis that perspiration rate is the dominant factor leading to TAC measurement variabilities, which may inform more reproducible and accurate TAC sensor designs in the future.

preprint2019arXiv

Dialog on a canvas with a machine

We propose a new form of human-machine interaction. It is a pictorial game consisting of interactive rounds of creation between artists and a machine. They repetitively paint one after the other. At its rounds, the computer partially completes the drawing using machine learning algorithms, and projects its additions directly on the canvas, which the artists are free to insert or modify. Alongside fostering creativity, the process is designed to question the growing interaction between humans and machines.

preprint2019arXiv

Real-time and interactive tools for vocal training based on an analytic signal with a cosine series envelope

We introduce real-time and interactive tools for assisting vocal training. In this presentation, we demonstrate mainly a tool based on real-time visualizer of fundamental frequency candidates to provide information-rich feedback to learners. The visualizer uses an efficient algorithm using analytic signals for deriving phase-based attributes. We start using these tools in vocal training for assisting learners to acquire the awareness of appropriate vocalization. The first author made the MATLAB implementation of the tools open-source. The code and associated video materials are accessible in the first author's GitHub repository.

preprint2019arXiv

Predicting risk of dyslexia with an online gamified test

Dyslexia is a specific learning disorder related to school failure. Detection is both crucial and challenging, especially in languages with transparent orthographies, such as Spanish. To make detecting dyslexia easier, we designed an online gamified test and a predictive machine learning model. In a study with more than 3,600 participants, our model correctly detected over 80% of the participants with dyslexia. To check the robustness of the method we tested our method using a new data set with over 1,300 participants with age customized tests in a different environment -- a tablet instead of a desktop computer -- reaching a recall of over 72% for the class with dyslexia for children 9 years old or older. Our work shows that dyslexia can be screened using a machine learning approach. An online screening tool based on our methods has already been used by more than 200,000 people.

preprint2020arXiv

Evaluation of the Handshake Turing Test for anthropomorphic Robots

Handshakes are fundamental and common greeting and parting gestures among humans. They are important in shaping first impressions as people tend to associate character traits with a person's handshake. To widen the social acceptability of robots and make a lasting first impression, a good handshaking ability is an important skill for social robots. Therefore, to test the human-likeness of a robot handshake, we propose an initial Turing-like test, primarily for the hardware interface to future AI agents. We evaluate the test on an android robot's hand to determine if it can pass for a human hand. This is an important aspect of Turing tests for motor intelligence where humans have to interact with a physical device rather than a virtual one. We also propose some modifications to the definition of a Turing test for such scenarios taking into account that a human needs to interact with a physical medium.

preprint2020arXiv

Perception and Acceptance of an Autonomous Refactoring Bot

The use of autonomous bots for automatic support in software development tasks is increasing. In the past, however, they were not always perceived positively and sometimes experienced a negative bias compared to their human counterparts. We conducted a qualitative study in which we deployed an autonomous refactoring bot for 41 days in a student software development project. In between and at the end, we conducted semi-structured interviews to find out how developers perceive the bot and whether they are more or less critical when reviewing the contributions of a bot compared to human contributions. Our findings show that the bot was perceived as a useful and unobtrusive contributor, and developers were no more critical of it than they were about their human colleagues, but only a few team members felt responsible for the bot.

preprint2019arXiv

Psychoacoustic Sonification as User Interface for Human-Machine Interaction

When operating a machine, the operator needs to know some spatial relations, like the relative location of the target or the nearest obstacle. Often, sensors are used to derive this spatial information, and visual displays are deployed as interfaces to communicate this information to the operator. In this paper, we present psychoacoustic sonification as an alternative interface for human-machine interaction. Instead of visualizations, an interactive sound guides the operator to the desired target location, or helps her avoid obstacles in space. By considering psychoacoustics --- i.e., the relationship between the physical and the perceptual attributes of sound --- in the audio signal processing, we can communicate precisely and unambiguously interpretable direction and distance cues along three orthogonal axes to a user. We present exemplary use cases from various application areas where users can benefit from psychoacoustic sonification.

preprint2020arXiv

Jiskefet, a bookkeeping application for ALICE

A new bookkeeping system called Jiskefet is being developed for A Large Ion Collider Experiment (ALICE) during Long Shutdown 2, to be in production until the end of LHC Run 4 (2029). Jiskefet unifies two functionalities: a) gathering, storing and presenting metadata associated with the operations of the ALICE experiment and b) tracking the asynchronous processing of the physics data. It will replace the existing ALICE Electronic Logbook and AliMonitor, allowing for a technology refresh and the inclusion of new features based on the experience collected during Run 1 and Run 2. The front end leverages web technologies much in use nowadays such as TypeScript and NodeJS and is adaptive to various clients such as tablets, mobile devices and other screens. The back end includes an OpenAPI specification based REST API and a relational database. This paper will describe the organization of the work done by various student teams who work on Jiskefet in sequential and parallel semesters and how continuity is guaranteed by using guidelines on coding, documentation and development. It will also describe the current status of the development, the initial experience in detector stand-alone commissioning setups and the future plans.

preprint2020arXiv

Coarse Graining of Data via Inhomogeneous Diffusion Condensation

Big data often has emergent structure that exists at multiple levels of abstraction, which are useful for characterizing complex interactions and dynamics of the observations. Here, we consider multiple levels of abstraction via a multiresolution geometry of data points at different granularities. To construct this geometry we define a time-inhomogeneous diffusion process that effectively condenses data points together to uncover nested groupings at larger and larger granularities. This inhomogeneous process creates a deep cascade of intrinsic low pass filters on the data affinity graph that are applied in sequence to gradually eliminate local variability while adjusting the learned data geometry to increasingly coarser resolutions. We provide visualizations to exhibit our method as a continuously-hierarchical clustering with directions of eliminated variation highlighted at each step. The utility of our algorithm is demonstrated via neuronal data condensation, where the constructed multiresolution data geometry uncovers the organization, grouping, and connectivity between neurons.

preprint2020arXiv

Sunny Pointer: Designing a mouse pointer for people with peripheral vision loss

We present a new mouse cursor designed to facilitate the use of the mouse by people with peripheral vision loss. The pointer consists of a collection of converging straight lines covering the whole screen and following the position of the mouse cursor. We measured its positive effects with a group of participants with peripheral vision loss of different kinds and we found that it can reduce by a factor of 7 the time required to complete a targeting task using the mouse. Using eye tracking, we show that this system makes it possible to initiate the movement towards the target without having to precisely locate the mouse pointer. Using Fitts' Law, we compare these performances with those of full visual field users in order to understand the relation between the accuracy of the estimated mouse cursor position and the index of performance obtained with our tool.

preprint2020arXiv

The Threats of Artificial Intelligence Scale (TAI). Development, Measurement and Test Over Three Application Domains

In recent years Artificial Intelligence (AI) has gained much popularity, with the scientific community as well as with the public. AI is often ascribed many positive impacts for different social domains such as medicine and the economy. On the other side, there is also growing concern about its precarious impact on society and individuals. Several opinion polls frequently query the public fear of autonomous robots and artificial intelligence (FARAI), a phenomenon coming also into scholarly focus. As potential threat perceptions arguably vary with regard to the reach and consequences of AI functionalities and the domain of application, research still lacks necessary precision of a respective measurement that allows for wide-spread research applicability. We propose a fine-grained scale to measure threat perceptions of AI that accounts for four functional classes of AI systems and is applicable to various domains of AI applications. Using a standardized questionnaire in a survey study (N=891), we evaluate the scale over three distinct AI domains (loan origination, job recruitment and medical treatment). The data support the dimensional structure of the proposed Threats of AI (TAI) scale as well as the internal consistency and factoral validity of the indicators. Implications of the results and the empirical application of the scale are discussed in detail. Recommendations for further empirical use of the TAI scale are provided.

preprint2020arXiv

Towards hybrid primary intersubjectivity: a neural robotics library for human science

Human-robot interaction is becoming an interesting area of research in cognitive science, notably, for the study of social cognition. Interaction theorists consider primary intersubjectivity a non-mentalist, pre-theoretical, non-conceptual sort of processes that ground a certain level of communication and understanding, and provide support to higher-level cognitive skills. We argue this sort of low level cognitive interaction, where control is shared in dyadic encounters, is susceptible of study with neural robots. Hence, in this work we pursue three main objectives. Firstly, from the concept of active inference we study primary intersubjectivity as a second person perspective experience characterized by predictive engagement, where perception, cognition, and action are accounted for an hermeneutic circle in dyadic interaction. Secondly, we propose an open-source methodology named \textit{neural robotics library} (NRL) for experimental human-robot interaction, and a demonstration program for interacting in real-time with a virtual Cartesian robot (VCBot). Lastly, through a study case, we discuss some ways human-robot (hybrid) intersubjectivity can contribute to human science research, such as to the fields of developmental psychology, educational technology, and cognitive rehabilitation.

preprint2020arXiv

From Ancient Contemplative Practice to the App Store: Designing a Digital Container for Mindfulness

Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory review of 370 mindfulness-related apps on Google Play, finding that mindfulness is presented primarily as a tool for relaxation and stress reduction. We then interviewed 15 U.S. mindfulness teachers from the therapeutic, Buddhist, and Yogic traditions about their perspectives on these apps. Teachers expressed concern that apps that introduce mindfulness only as a tool for relaxation neglect its full potential. We draw upon the experiences of these teachers to suggest design implications for linking mindfulness with further contemplative practices like the cultivation of compassion. Our findings speak to the importance of coherence in design: that the metaphors and mechanisms of a technology align with the underlying principles it follows.

preprint2020arXiv

What Do We Actually Learn from Evaluations in the "Heroic Era" of Visualization?

We often point to the relative increase in the amount and sophistication of evaluations of visualization systems versus the earliest days of the field as evidence that we are maturing as a field. I am not so convinced. In particular, I feel that evaluations of visualizations, as they are ordinarily performed in the field or asked for by reviewers, fail to tell us very much that is useful or transferable about visualization systems, regardless of the statistical rigor or ecological validity of the evaluation. Through a series of thought experiments, I show how our current conceptions of visualization evaluations can be incomplete, capricious, or useless for the goal of furthering the field, more in line with the "heroic age" of medical science than the rigorous evidence-based field we might aspire to be. I conclude by suggesting that our models for designing evaluations, and our priorities as a field, should be revisited.

preprint2020arXiv

IVACS: Intelligent Voice Assistant for Coronavirus Disease (COVID-19) Self-Assessment

At the time of writing this paper, the world has around eleven million cases of COVID-19, scientifically known as severe acute respiratory syndrome corona-virus 2 (SARS-COV-2). One of the popular critical steps various health organizations are advocating to prevent the spread of this contagious disease is self-assessment of symptoms. Multiple organizations have already pioneered mobile and web-based applications for self-assessment of COVID-19 to reduce this global pandemic's spread. We propose an intelligent voice-based assistant for COVID-19 self-assessment (IVACS). This interactive assistant has been built to diagnose the symptoms related to COVID-19 using the guidelines provided by the Centers for Disease Control and Prevention (CDC) and the World Health Organization (WHO). The empirical testing of the application has been performed with 22 human subjects, all volunteers, using the NASA Task Load Index (TLX), and subjects performance accuracy has been measured. The results indicate that the IVACS is beneficial to users. However, it still needs additional research and development to promote its widespread application.

preprint2020arXiv

Studying Person-Specific Pointing and Gaze Behavior for Multimodal Referencing of Outside Objects from a Moving Vehicle

Hand pointing and eye gaze have been extensively investigated in automotive applications for object selection and referencing. Despite significant advances, existing outside-the-vehicle referencing methods consider these modalities separately. Moreover, existing multimodal referencing methods focus on a static situation, whereas the situation in a moving vehicle is highly dynamic and subject to safety-critical constraints. In this paper, we investigate the specific characteristics of each modality and the interaction between them when used in the task of referencing outside objects (e.g. buildings) from the vehicle. We furthermore explore person-specific differences in this interaction by analyzing individuals' performance for pointing and gaze patterns, along with their effect on the driving task. Our statistical analysis shows significant differences in individual behaviour based on object's location (i.e. driver's right side vs. left side), object's surroundings, driving mode (i.e. autonomous vs. normal driving) as well as pointing and gaze duration, laying the foundation for a user-adaptive approach.

preprint2020arXiv

Keystroke Dynamics as Part of Lifelogging

In this paper we present the case for including keystroke dynamics in lifelogging. We describe how we have used a simple keystroke logging application called Loggerman, to create a dataset of longitudinal keystroke timing data spanning a period of more than 6 months for 4 participants. We perform a detailed analysis of this data by examining the timing information associated with bigrams or pairs of adjacently-typed alphabetic characters. We show how there is very little day-on-day variation of the keystroke timing among the top-200 bigrams for some participants and for others there is a lot and this correlates with the amount of typing each would do on a daily basis. We explore how daily variations could correlate with sleep score from the previous night but find no significant relation-ship between the two. Finally we describe the public release of this data as well including as a series of pointers for future work including correlating keystroke dynamics with mood and fatigue during the day.

preprint2020arXiv

Incandescent Bulb and LED Brake Lights:Novel Analysis of Reaction Times

Rear-end collision accounts for around 8% of all vehicle crashes in the UK, with the failure to notice or react to a brake light signal being a major contributory cause. Meanwhile traditional incandescent brake light bulbs on vehicles are increasingly being replaced by a profusion of designs featuring LEDs. In this paper, we investigate the efficacy of brake light design using a novel approach to recording subject reaction times in a simulation setting using physical brake light assemblies. The reaction times of 22 subjects were measured for ten pairs of LED and incandescent bulb brake lights. Three events were investigated for each subject, namely the latency of brake light activation to accelerator release (BrakeAcc), the latency of accelerator release to brake pedal depression (AccPdl), and the cumulative time from light activation to brake pedal depression (BrakePdl). To our knowledge, this is the first study in which reaction times have been split into BrakeAcc and AccPdl. Results indicate that the two brake lights containing incandescent bulbs led to significantly slower reaction times compared to the tested eight LED lights. BrakeAcc results also show that experienced subjects were quicker to respond to the activation of brake lights by releasing the accelerator pedal. Interestingly, the analysis also revealed that the type of brake light influenced the AccPdl time, although experienced subjects did not always act quicker than inexperienced subjects. Overall, the study found that different designs of brake light can significantly influence driver response times.

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