Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Item Type
      Item Type
      Clear All
      Item Type
  • Subject
      Subject
      Clear All
      Subject
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
      More Filters
      Clear All
      More Filters
      Source
    • Language
6,575 result(s) for "User modeling"
Sort by:
Cross-system user modeling and personalization on the Social Web
In order to adapt functionality to their individual users, systems need information about these users. The Social Web provides opportunities to gather user data from outside the system itself. Aggregated user data may be useful to address cold-start problems as well as sparse user profiles, but this depends on the nature of individual user profiles distributed on the Social Web. For example, does it make sense to re-use Flickr profiles to recommend bookmarks in Delicious? In this article, we study distributed form-based and tag-based user profiles, based on a large dataset aggregated from the Social Web. We analyze the completeness, consistency and replication of form-based profiles, which users explicitly create by filling out forms at Social Web systems such as Twitter, Facebook and LinkedIn. We also investigate tag-based profiles, which result from social tagging activities in systems such as Flickr, Delicious and StumbleUpon: to what extent do tag-based profiles overlap between different systems, what are the benefits of aggregating tag-based profiles. Based on these insights, we developed and evaluated the performance of several cross-system user modeling strategies in the context of recommender systems. The evaluation results show that the proposed methods solve the cold-start problem and improve recommendation quality significantly, even beyond the cold-start.
Transferring recommendations through privacy user models across domains
Although privacy settings are important not only for data privacy, but also to prevent hacking attacks like social engineering that depend on leaked private data, most users do not care about them. Research has tried to help users in setting their privacy settings by using some settings that have already been adapted by the user or individual factors like personality to predict the remaining settings. But in some cases, neither is available. However, the user might have already done privacy settings in another domain, for example, she already adapted the privacy settings on the smartphone, but not on her social network account. In this article, we investigate with the example of four domains (social network posts, location sharing, smartphone app permission settings and data of an intelligent retail store), whether and how precise privacy settings of a domain can be predicted across domains. We performed an exploratory study to examine which privacy settings of the aforementioned domains could be useful, and validated our findings in a validation study. Our results indicate that such an approach works with a prediction precision about 15%–20% better than random and a prediction without input coefficients. We identified clusters of domains that allow model transfer between their members, and discuss which kind of privacy settings (general or context-based) leads to a better prediction accuracy. Based on the results, we would like to conduct user studies to find out whether the prediction precision is perceived by users as a significant improvement over a “one-size-fits-all” solution, where every user is given the same privacy settings.
Mediation of user models for enhanced personalization in recommender systems
Provision of personalized recommendations to users requires accurate modeling of their interests and needs. This work proposes a general framework and specific methodologies for enhancing the accuracy of user modeling in recommender systems by importing and integrating data collected by other recommender systems. Such a process is defined as user models mediation. The work discusses the details of such a generic user modeling mediation framework. It provides a generic user modeling data representation model, demonstrates its compatibility with existing recommendation techniques, and discusses the general steps of the mediation. Specifically, four major types of mediation are presented: cross-user, cross-item, cross-context, and cross-representation. Finally, the work reports the application of the mediation framework and illustrates it with practical mediation scenarios. Evaluations of these scenarios demonstrate the potential benefits of user modeling data mediation, as in certain conditions it allows improving the quality of the recommendations provided to the users.
Temporal user interest modeling for online advertising using Bi-LSTM network improved by an updated version of Parrot Optimizer
In the era of digitization, online digital advertising is one of the best techniques for modern marketing. This makes advertisers rely heavily on accurate user interest and behavior modelling to deliver precise advertisement impressions and increase click-through rates. The classic approach to model user interests has often required the use of predefined feature sets which are typically stagnant and not representative of temporal changes and trends in user behavior. While recent advances in deep learning offer potential solutions to these obstacles, many existing approaches fail to address the sequential nature of user interactions. In this paper, we propose an optimized Bi-Directional Long Short-Term Memory (Bi-LSTM) based user interest modeling approach together with an Updated version of Parrot Optimizer (UPO) to enhance performance. It treats the user activity as a temporal sequence which well fits the changing nature of user interest and preferences over time. The proposed approach is evaluated on two important tasks: predicting the probability that a user will click on an ad and predicting the probability that a user will click on a particular type of ad campaign. Simulation results demonstrate that the proposed method provides superior results than the static set-based approaches and achieves significant improvements on both user ad responses predictions and user ad clicks at the campaign level. The research also enhances the efficiency of user interest modeling with significant implications for online advertising, recommendation systems, and personalized marketing.
When user modeling intersects software engineering: the info-bead user modeling approach
User models (UMs) allow systems to provide personalized services to their users. Nowadays, UMs are developed ad-hoc, as part of specific applications, thus requiring repetitive development efforts. In this paper, we propose the info-bead user modeling approach , which is based on ideas taken from software engineering in general and component-based software development in particular. The basic standalone unit, the info-bead , represents a single user attribute within time-tagged information-items. An info-bead encapsulates an inference process that uses data received from sensors or other info-beads and yields an information-item value. Having standard interfaces, info-beads can be linked, thus creating info-pendants . Both info-beads and info-pendants can be assembled as needed into complex and abstract user models (UMs) and group models (GMs). The goal of the suggested approach is to ease the modeling process and to allow reuse of info beads developed for one UM in other UMs that need the same information. In order to assess the reusability and collaboration capabilities of the info-bead user modeling approach, we developed a prototype tool that enables UM designers, who are not necessarily software developers, to easily select and integrate info-beads for constructing UMs and GMs. We further demonstrated the use of the approach in a museum environment, for modeling of assistive technology ontology and for user modeling in various specific domains. Finally, we analyzed and assessed the characteristics of the approach with respect to existing generic user modeling criteria.
Information Filtering: Overview of Issues, Research and Systems
An abundant amount of information is created and delivered over electronic media. Users risk becoming overwhelmed by the flow of information, and they lack adequate tools to help them manage the situation. Information filtering (IF) is one of the methods that is rapidly evolving to manage large information flows. The aim of IF is to expose users to only information that is relevant to them. This paper clarifies the difference between IF systems and related systems, such as information retrieval (IR) systems, or Extraction systems. The paper defines a framework to classify IF systems according to several parameters, and illustrates the approach with commercial and academic systems. The paper describes the underlying concepts of IF systems and the techniques that are used to implement them. It discusses methods and measurements that are used for evaluation of IF systems and limitations of the current systems. In the conclusion we present research issues in the Information Filtering research arena, such as user modeling, evaluation standardization and integration with digital libraries and Web repositories.
The relationship between user types and gamification designs
Gamification has been discussed as a standout approach to improve user experience, with different studies showing that users can have different preferences over game elements according to their user types. However, relatively less is known how different kinds of users may react to different types of gamification. Therefore, in this study (N=331) we investigate how user orientation (Achiever, Disruptor, Free Spirit, Philanthropist, Player, and Socializer) is associated with the preference for and perceived sense of accomplishment from different gamification designs. Beyond singular associations between the user orientation and the gamification designs, the findings indicate no comprehensive and consistent patterns of associations. From the six user orientations, five presented significant associations: Socializer orientation was positively associated with Social, Fictional, and Personal designs, while negatively associated with Performance design; Player orientation was positively associated with Social (Accomplishment), Personal, and Ecological designs, while negatively associated with the Social design (Preference); Disruptor orientation was positively associated with Social design; Achiever orientation was positively associated with Performance and Social designs; and Free Spirit orientation was negatively associated with Social design. Based on the results, we provide recommendations on how to personalize gamified systems and set further research trajectories on personalized gamification.
CNUIML: Towards the automatic generation of enterprise-level rich internet applications using controlled natural user interface modeling language
Model-based approaches attempt to facilitate the involvement of the end user (non-qualified user) in the software development process. Various approaches have been explored to automatically transform the user interface model into source code. However, the research community has focused less on describing the user interface with natural language. We used the Model Driven Architecture (MDA) approach and the Cameleon Reference Framework (CRF) to develop a Controlled Natural User Interface Modeling Language (CNUIML) for modeling the user interface of web applications. The meta-model of the designed language is represented by the meta-meta-model (class diagram), and the grammar of the language is developed using Extended Backus-Naur Form (EBNF). The usability of CNUIML has been evaluated through a case study. The models described with this language are AUI-level models based on CRF and a Platform-Independent Model (PIM) based on the MDA approach. In this study and evaluation, we have shown that the model designed with this language can be transformed into similar models such as task models or class diagrams using Model-to-Model (M2M) approaches. We have also discussed how the source code is obtained from the transformation of this model using Model-to-Text (M2T) methods.
Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal
A key factor for successfully implementing gamified learning platforms is making students interact with the system from multiple digital platforms. Learning platforms that try to accomplish all their objectives by concentrating all the interactions from users with them are less effective than initially believed. Conversational bots are ideal solutions for cross-platform user interaction. In this paper, an open student–player model is presented. The model includes the use of machine learning techniques for online adaptation. Then, an architecture for the solution is described, including the open model. Finally, the chatbot design is addressed. The chatbot architecture ensures that its reactive nature fits into our defined architecture. The approach’s implementation and validation aim to create a tool to encourage kids to practice multiplication tables playfully.
Gender-based behavioral analysis for end-user development and the ‘RULES’ attributes
This paper addresses the role of gender in End-User Development (EUD) environments and examines whether there are gender differences in performance and in correlations between performance and a set of behavioral attributes. Based on a review of the most prominent EUD-related behavioral Human Computer Interaction (HCI) theories, and the influence of gender on them, it attempts to classify all the gender related behavioral attributes influencing the end-users’ performance. Then, it theoretically selects a subset of these attributes, namely R isk-Perception , U sefulness-Perception, L earning Willingness , E ase-of-Use-Perception , and S elf-Efficacy , presents an example application and conducts a basic evaluation testing. The proposed attributes (their initials form the word RULES) can form the basis for the design of EUD-oriented user modeling techniques for gender-neutral self-adaptive software EUD environments.