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Artificial intelligence for human computer interaction

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24 July 2021

AperTO - Archivio Istituzionale Open Access dell'Università di Torino

Original Citation:

Artificial intelligence for human computer interaction

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DOI:10.3233/IA-140067

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Undefined 1 (2014) 1–5 1

IOS Press

Special Issue on Artificial Intelligence for

Human Computer Interaction

Berardina De Carolis

a

, Cristina Gena

b

aDepartment of Computer Science, University "Aldo Moro", Bari, Italy E-mail: berardina.decarolis@uniba.it

bDepartment of Computer Science, University of Turin, Italy E-mail: cristina.gena@unito.it

This special issue1on Artificial Intelligence for Hu-man Computer Interaction follows the positive experi-ence of the AI*HCI workshop2, which took place on 4th of December 2013 in Turin in conjunction with the XIII Conference of the Italian Association for Artifi-cial Intelligence (AI*IA 2013). The main aim of the special issue is to provide some answers on how Artifi-cial Intelligence (AI) can be used in the context of Hu-man Computer Interaction (HCI) research community. This issue presents six contributions that address how adaptation, personalization and recommendations have been investigated and applied to several domains such as tourism, personal information management, infor-mation scheduling, the provision of emotional support, and the modeling of videogame player engagement.

In particular, Ardissono et al. propose a mixed-initiative scheduling model which enables the user to collaborate with the calendar manager in the explo-ration of the possible solutions to a scheduling prob-lem and in the selection of the most convenient one to be applied. The paper describes the mixed-initiative scheduling model and the MARA (Mixed-initiAtive calendaR mAnager) in which it is applied. A prelimi-nary test with users provided encouraging results con-cerning the efficacy and usefulness of MARA’s fea-tures.

1The guest editors would like to thank all the authors for their

sub-missions. Furthermore, we would like to thank the reviewers who reviewed the submissions and helped to keep a high quality of the accepted papers. Last but not least, we want to thank Oliviero Stock, the Editor-in-Chief of Intelligenza Artificiale, who gave us the op-portunity to realize this special issue.

2http://aihci.di.unito.it/index.html

Braunhofer et al. present a set of user studies show-ing how the implementation of an "active learnshow-ing strategy", aimed at predicting user ratings on the basis of user characteristics (mainly user personality), can effectively face the well-known cold-start problem af-fecting Recommender Systems (RS), and in particular mobile context-aware RS in the tourism domain. They have developed two extended versions of the matrix factorisation algorithm to identify what items the users could and should rate and to compose personalised rec-ommendations.

Goy et al. propose a new approach to the problem of Personal Information Management (based on the no-tions of files and hierarchical folders) based on col-laborative semantic tagging. They present Semantic T++, a system supporting users in collaboratively han-dling digital resources, based on the notion of "tables" (thematic Web-based collaborative workspaces), pop-ulated by "objects" (shared digital resources). Seman-tic T++ exploits a formal semanSeman-tic representation of such objects to support users in organizing, selecting and using them. Its core is represented by an ontology which models table objects as "information elements" having properties and relations mainly (but not only) related to their content. Reasoning techniques can be applied to infer knowledge useful to provide users with a flexible access to table objects, based on different criteria, which can be defined and combined by the user on the basis of her needs. In order to evaluate the model, they developed a proof-of-concept prototype, and the test results show advantages in the access to personal and shared resources.

Pinotti et al. describe the development and test-ing of a Cooperative Lane Change Assistant (C-LCA)

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2 De Carolis and Gena / Special Issue on Artificial Intelligence for Human Computer Interaction

system. The system takes into account the real-time driver’s cognitive state by means of a cognitive dis-traction classifier, and implements road cooperation strategies between the vehicles thanks to a cooperative driver model. Three different test sessions were con-ducted on a static driving simulator and here described. In each test session, the participants carried out sev-eral analogous runs of a reference protocol test, de-rived from the Lane Change Task. Using the data col-lected during the first test session, the cognitive dis-traction classifier was developed using Machine Learn-ing techniques. In the remainLearn-ing two sessions, a spe-cific C-LCA HMI prototype with visual and acoustic interfaces has been evaluated. The results show that the C-LCA reduced the workload during the lane change manoeuvres compared both with the baseline and with the assistance of a non-cooperative warning system. Moreover, the users expressed satisfaction about the proposed Visual Interface and Acoustic Interfaces.

Smith et al. describe the evaluation aimed at defin-ing an algorithm for selectdefin-ing different categories of support to be used by an intelligent virtual agent to pro-vide emotional support to carers - people who propro-vide regular support for a friend or relative who could not manage without them - experiencing different types of stress. This study uses seven scenarios that depict dif-ferent types of stress and acquire emotional support messages for them. The authors then categorize and

evaluate the emotional support for different types of stress. They found that telling the carers they are ap-preciated and offering support are the best types of emotional support. Additionally, they found that how well a supporter sympathises with a situation affects the type of support they consider suitable.

Finally Schiavo et al. describe an approach to infer the level of videogame player engagement, based on the theory of flow in the gaming experience. The infer-ence process is based on the analysis of non verbal be-havioral cues such as head movements, facial expres-sions, keyboard and mouse activities. The authors have used simple and non-obtrusive hardware (webcam and keyword and mouse equipment) to collect non-verbal behavioral cues, and then they presented in the pa-per the design and the results of an empirical study aimed at gathering data and model the player’s engage-ment. They used an adapted version of the Experience Sampling Methodology to gather the ground truth and trained a Support Vector Machine classifier for rec-ognizing the affective states, reaching an accuracy of 73%. The results showed that the level of engagement is reasonably predicted by considering the head move-ments and facial expressions only. Their findings could aid in developing digital games able to use the infor-mation about the player’s affective state to adapt their content and support the game experience.

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