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Showing papers in "User Modeling and User-adapted Interaction in 2022"


Journal ArticleDOI
TL;DR: In this paper , the authors explored how explanations in a music recommender system should be designed to fit the preference of different personal characteristics, such as need for cognition, musical sophistication, and openness.
Abstract: Due to the prominent role of recommender systems in our daily lives, it is increasingly important to inform users why certain items are recommended and personalize these explanations to the user. In this study, we explored how explanations in a music recommender system should be designed to fit the preference of different personal characteristics. More specifically, we investigated three personal characteristics that influence the perception of explanations in music recommender system interfaces: need for cognition, musical sophistication, and openness. For each of these personal characteristics, we designed explanations for users with lower and higher levels of the personal characteristic. Afterward, we conducted for each personal characteristic a within-subject user study in which we compared the two explanations. Based on the results of these user studies, we provide design suggestions to adapt explanations to different levels of these three personal characteristics. In general, we suggest providing explanations up-front for all recommendations at once. For users low in need for cognition, displaying these explanations must be optional. To support users with low musical sophistication, we suggest providing brief explanations that do not require domain knowledge. For users with low openness, we suggest providing explanations with a lower number of explanation elements.

17 citations


Journal ArticleDOI
TL;DR: In this article , the authors propose a multi-objective optimisation problem for generating personalised well-being recommendations based on evolutionary algorithms, which capture the interrelation between multiple aspects of wellbeing by constructing configurable recommendations in the form of bundled items.
Abstract: Abstract In recent years, recommender systems have been employed in domains like e-commerce, tourism, and multimedia streaming, where personalising users’ experience based on their interactions is a fundamental aspect to consider. Recent recommender system developments have also focused on well-being, yet existing solutions have been entirely designed considering one single well-being aspect in isolation, such as a healthy diet or an active lifestyle. This research introduces EvoRecSys, a novel recommendation framework that proposes evolutionary algorithms as the main recommendation engine, thereby modelling the problem of generating personalised well-being recommendations as a multi-objective optimisation problem. EvoRecSys captures the interrelation between multiple aspects of well-being by constructing configurable recommendations in the form of bundled items with dynamic properties. The preferences and a predefined well-being goal by the user are jointly considered. By instantiating the framework into an implemented model, we illustrate the use of a genetic algorithm as the recommendation engine. Finally, this implementation has been deployed as a Web application in order to conduct a users’ study.

15 citations


Journal ArticleDOI
TL;DR: CARESSER as discussed by the authors is a novel framework that actively learns robotic assistive behavior by leveraging the therapist's expertise (knowledge-driven approach) and their demonstrations, which enables in situ fast learning, in a fully autonomous fashion, of personalised patient-specific policies.
Abstract: Abstract Socially assistive robots have the potential to augment and enhance therapist’s effectiveness in repetitive tasks such as cognitive therapies. However, their contribution has generally been limited as domain experts have not been fully involved in the entire pipeline of the design process as well as in the automatisation of the robots’ behaviour. In this article, we present aCtive leARning agEnt aSsiStive bEhaviouR (CARESSER), a novel framework that actively learns robotic assistive behaviour by leveraging the therapist’s expertise (knowledge-driven approach) and their demonstrations (data-driven approach). By exploiting that hybrid approach, the presented method enables in situ fast learning, in a fully autonomous fashion, of personalised patient-specific policies. With the purpose of evaluating our framework, we conducted two user studies in a daily care centre in which older adults affected by mild dementia and mild cognitive impairment ( N = 22) were requested to solve cognitive exercises with the support of a therapist and later on of a robot endowed with CARESSER. Results showed that: (i) the robot managed to keep the patients’ performance stable during the sessions even more so than the therapist; (ii) the assistance offered by the robot during the sessions eventually matched the therapist’s preferences. We conclude that CARESSER, with its stakeholder-centric design, can pave the way to new AI approaches that learn by leveraging human–human interactions along with human expertise, which has the benefits of speeding up the learning process, eliminating the need for the design of complex reward functions, and finally avoiding undesired states.

11 citations


Journal ArticleDOI
TL;DR: In this paper , the authors conducted a qualitative study with 568 participants to investigate whether the effectiveness of the persuasive strategies implemented vary within each domain and whether the effect of various strategies vary across two distinct domains, and how people belonging to different personality traits respond to these strategies.
Abstract: Persuasive gamified systems for health are interventions that promote behaviour change using various persuasive strategies. While research has shown that these strategies are effective at motivating behaviour change, there is little knowledge on whether and how the effectiveness of these strategies vary across multiple domains for people of distinct personality traits. To bridge this gap, we conducted a quantitative study with 568 participants to investigate (a) whether the effectiveness of the persuasive strategies implemented vary within each domain (b) whether the effectiveness of various strategies vary across two distinct domains, (c) how people belonging to different personality traits respond to these strategies, and (d) if people high in a personality trait would be influenced by a persuasive strategy within one domain and not in the other. Our results show that there are significant differences in the effectiveness of various strategies across domains and that people’s personality plays a significant role in the perceived persuasiveness of different strategies both within and across distinct domains. The Reward strategy (which involves incentivizing users for achieving specific milestones towards the desired behaviour) and the Competition strategy (which involves allowing users to compete with each other to perform the desired behaviour) were effective for promoting healthy eating but not for smoking cessation for people high in Conscientiousness. We provide design suggestions for developing persuasive gamified interventions for health targeting distinct domains and tailored to individuals depending on their personalities.

8 citations


Journal ArticleDOI
TL;DR: In this paper , the authors describe how the autonomous decision-making system embedded in a social robot Mini can produce a personalised interactive communication experience by considering the preferences of the user the robot interacts with.
Abstract: Adapting to dynamic environments is essential for artificial agents, especially those aiming to communicate with people interactively. In this context, a social robot that adapts its behaviour to different users and proactively suggests their favourite activities may produce a more successful interaction. In this work, we describe how the autonomous decision-making system embedded in our social robot Mini can produce a personalised interactive communication experience by considering the preferences of the user the robot interacts with. We compared the performance of Top Label as Class and Ranking by Pairwise Comparison, two promising algorithms in the area, to find the one that best predicts the user preferences. Although both algorithms provide robust results in preference prediction, we decided to integrate Ranking by Pairwise Comparison since it provides better estimations. The method proposed in this contribution allows the autonomous decision-making system of the robot to work on different modes, balancing activity exploration with the selection of the favourite entertaining activities. The operation of the preference learning system is shown in three real case studies where the decision-making system works differently depending on the user the robot is facing. Then, we conducted a human-robot interaction experiment to investigate whether the robot users perceive the personalised selection of activities more appropriate than selecting the activities at random. The results show how the study participants found the personalised activity selection more appropriate, improving their likeability towards the robot and how intelligent they perceive the system. query Please check the edit made in the article title.

6 citations


Journal ArticleDOI
TL;DR: In this paper , the authors present an overview of how research in this field is currently operationalized, e.g., in terms of general research methodology, fairness measures, and algorithmic approaches.
Abstract: Recommender systems can strongly influence which information we see online, e.g., on social media, and thus impact our beliefs, decisions, and actions. At the same time, these systems can create substantial business value for different stakeholders. Given the growing potential impact of such AI-based systems on individuals, organizations, and society, questions of fairness have gained increased attention in recent years. However, research on fairness in recommender systems is still a developing area. In this survey, we first review the fundamental concepts and notions of fairness that were put forward in the area in the recent past. Afterward, through a review of more than 160 scholarly publications, we present an overview of how research in this field is currently operationalized, e.g., in terms of general research methodology, fairness measures, and algorithmic approaches. Overall, our analysis of recent works points to certain research gaps. In particular, we find that in many research works in computer science, very abstract problem operationalizations are prevalent and questions of the underlying normative claims and what represents a fair recommendation in the context of a given application are often not discussed in depth. These observations call for more interdisciplinary research to address fairness in recommendation in a more comprehensive and impactful manner.

6 citations


Journal ArticleDOI
TL;DR: FocusMusicRecommender as mentioned in this paper is a system designed specifically for recommending music to listen to while working, which summarizes songs automatically and plays them successively in order to enable users to give not only “dislike (very much)” feedback via a skip button but also “like ( very much)" feedback via keeping listening.
Abstract: Abstract Many people listen to music while working nowadays. However, conventional recommendation systems that are designed for playing songs matching user preferences cannot be applied for such a situation. This is because previous research showed that listeners’ concentration can be negatively affected not only by music that listeners strongly dislike but also by music that the listeners strongly like. Therefore, when we consider a recommendation system to be used while working, it is desirable to avoid both songs the user likes very much and songs the user dislikes very much. Given this background, we propose FocusMusicRecommender , a system designed specifically for recommending music to listen to while working. It summarizes songs automatically and plays them successively in order to enable users to give not only “dislike (very much)” feedback via a “skip” button but also “like (very much)” feedback via a “keep listening” button. The feedback is then combined with the users’ concentration level that is estimated from their behavioral history during the playback of the corresponding song, which allows the system to obtain preference information that distinguishes between “like” and “like very much” without burdening the user who is working. Based on the preference information, the system estimates the preference levels of unplayed songs and prioritizes the songs for subsequent playback by also considering the user’s current concentration level. Our experiments showed the validity and effectiveness of the proposed method, including the accuracy of the concentration level estimation. Moreover, our user study verified the suitability of the recommendation results from both the observed behavior and obtained comments of the participants.

6 citations


Journal ArticleDOI
TL;DR: In this article , the authors conducted a qualitative study with 568 participants to investigate whether the effectiveness of the persuasive strategies implemented vary within each domain and whether the effect of various strategies vary across two distinct domains, and how people belonging to different personality traits respond to these strategies.
Abstract: Persuasive gamified systems for health are interventions that promote behaviour change using various persuasive strategies. While research has shown that these strategies are effective at motivating behaviour change, there is little knowledge on whether and how the effectiveness of these strategies vary across multiple domains for people of distinct personality traits. To bridge this gap, we conducted a quantitative study with 568 participants to investigate (a) whether the effectiveness of the persuasive strategies implemented vary within each domain (b) whether the effectiveness of various strategies vary across two distinct domains, (c) how people belonging to different personality traits respond to these strategies, and (d) if people high in a personality trait would be influenced by a persuasive strategy within one domain and not in the other. Our results show that there are significant differences in the effectiveness of various strategies across domains and that people’s personality plays a significant role in the perceived persuasiveness of different strategies both within and across distinct domains. The Reward strategy (which involves incentivizing users for achieving specific milestones towards the desired behaviour) and the Competition strategy (which involves allowing users to compete with each other to perform the desired behaviour) were effective for promoting healthy eating but not for smoking cessation for people high in Conscientiousness. We provide design suggestions for developing persuasive gamified interventions for health targeting distinct domains and tailored to individuals depending on their personalities.

6 citations


Journal ArticleDOI
TL;DR: In this article , the authors proposed a method to enable intelligent systems to compute habit strength based on observable behavior, which can be very useful for behavior change support systems, for example, to predict behavior or to decide when an intervention reaches its intended effect.
Abstract: Abstract Psychological theories of habit posit that when a strong habit is formed through behavioral repetition, it can trigger behavior automatically in the same environment. Given the reciprocal relationship between habit and behavior, changing lifestyle behaviors is largely a task of breaking old habits and creating new and healthy ones. Thus, representing users’ habit strengths can be very useful for behavior change support systems, for example, to predict behavior or to decide when an intervention reaches its intended effect. However, habit strength is not directly observable and existing self-report measures are taxing for users. In this paper, building on recent computational models of habit formation, we propose a method to enable intelligent systems to compute habit strength based on observable behavior. The hypothesized advantage of using computed habit strength for behavior prediction was tested using data from two intervention studies on dental behavior change ( $$N = 36$$ N=36 and $$N = 75$$ N=75 ), where we instructed participants to brush their teeth twice a day for three weeks and monitored their behaviors using accelerometers. The results showed that for the task of predicting future brushing behavior, the theory-based model that computed habit strength achieved an accuracy of 68.6% (Study 1) and 76.1% (Study 2), which outperformed the model that relied on self-reported behavioral determinants but showed no advantage over models that relied on past behavior. We discuss the implications of our results for research on behavior change support systems and habit formation.

4 citations


Journal ArticleDOI
TL;DR: In this article , the authors proposed an aggregation framework (FuzzDA) based on a modified D'Hondt's algorithm (DA) for proportional mandates allocation, which adjusted DA to register fuzzy membership of items and modified the selection procedure to balance both relevance and proportionality criteria.
Abstract: Abstract In this paper, we focus on the problem of rank-sensitive proportionality preservation when aggregating outputs of multiple recommender systems in dynamic recommendation scenarios. We believe that individual recommenders may provide complementary views on the user’s preferences or needs, and therefore, their proportional (i.e. unbiased) aggregation may be beneficial for the long-term user satisfaction. We propose an aggregation framework (FuzzDA) based on a modified D’Hondt’s algorithm (DA) for proportional mandates allocation. Specifically, we adjusted DA to register fuzzy membership of items and modified the selection procedure to balance both relevance and proportionality criteria. Furthermore, we propose several iterative votes assignment strategies and negative implicit feedback incorporation strategies to make FuzzDA framework applicable in dynamic recommendation scenarios. Overall, the framework should provide benefits w.r.t. long-term novelty of recommendations, diversity of recommended items as well as overall relevance. We evaluated FuzzDA framework thoroughly both in offline simulations and in online A/B testing. Framework variants outperformed baselines w.r.t. click-through rate (CTR) in most of the evaluated scenarios. Some variants of FuzzDA also provided the best or close-to-best iterative novelty (while maintaining very high CTR). While the impact of the framework variants on user-wise diversity was not so extensive, the trade-off between CTR and diversity seems reasonable.

4 citations



Journal ArticleDOI
TL;DR: In this paper , a real-world clinical study, lasting 2.5 years with 43 patients to evaluate the effects of using a robot and personalisation in cardiac rehabilitation, was carried out.
Abstract: Lack of motivation and low adherence rates are critical concerns of long-term rehabilitation programmes, such as cardiac rehabilitation. Socially assistive robots are known to be effective in improving motivation in therapy. However, over longer durations, generic and repetitive behaviours by the robot often result in a decrease in motivation and engagement, which can be overcome by personalising the interaction, such as recognising users, addressing them with their name, and providing feedback on their progress and adherence. We carried out a real-world clinical study, lasting 2.5 years with 43 patients to evaluate the effects of using a robot and personalisation in cardiac rehabilitation. Due to dropouts and other factors, 26 patients completed the programme. The results derived from these patients suggest that robots facilitate motivation and adherence, enable prompt detection of critical conditions by clinicians, and improve the cardiovascular functioning of the patients. Personalisation is further beneficial when providing high-intensity training, eliciting and maintaining engagement (as measured through gaze and social interactions) and motivation throughout the programme. However, relying on full autonomy for personalisation in a real-world environment resulted in sensor and user recognition failures, which caused negative user perceptions and lowered the perceived utility of the robot. Nonetheless, personalisation was positively perceived, suggesting that potential drawbacks need to be weighed against various benefits of the personalised interaction.

Journal ArticleDOI
TL;DR: This work proposes a model designed to operate in data streams that continuously incorporates user feedback in an incremental item-graph of sequential user interactions using implicit feedback from a data stream, with the assumption that user behavior can be extracted from such sequence of interactions as time passes.

Journal ArticleDOI
TL;DR: The general architecture of the system and the developed robotic behaviors are introduced, which aim at providing a social robotic system to deliver assistive tasks for home care of patients with mild cognitive impairment in a personalized and adaptive way.



Journal ArticleDOI
TL;DR: In this article , the authors investigated the feasibility of a context-aware system for providing hearing aid users with a number of relevant hearing aid settings to choose from, and found that context has a significant impact on hearing aid preferences across participants and that contextual data logging can help reduce the space of potential interventions in a user-adaptive system.
Abstract: Abstract Despite having individual perceptual preferences toward sounds, hearing aid users often end up with default hearing aid settings that have no contextual awareness. However, the introduction of smartphone-connected hearing aids has enabled a rethinking of hearing aids as user-adaptive systems considering both individual and contextual differences. In this study, we aimed to investigate the feasibility of such context-aware system for providing hearing aid users with a number of relevant hearing aid settings to choose from. During normal real-world hearing aid usage, we applied a smartphone-based method for capturing participants’ listening experience and audiological preference for different intervention levels of three audiological parameters (Noise Reduction, Brightness, Soft Gain). Concurrently, we collected contextual data as both self-reports (listening environment and listening intention) and continuous data logging of the acoustic environment (sound pressure level, signal-to-noise ratio). First, we found that having access to different intervention levels of the Brightness and Soft Gain parameters affected listening satisfaction. Second, for all three audiological parameters, the perceived usefulness of having access to different intervention levels was significantly modulated by context. Third, contextual data improved the prediction of both explicit and implicit intervention level preferences. Our findings highlight that context has a significant impact on hearing aid preferences across participants and that contextual data logging can help reduce the space of potential interventions in a user-adaptive system so that the most useful and preferred settings can be offered. Moreover, the proposed mixed-effects model is suitable for capturing predictions on an individual level and could also be expanded to predictions on a group level by including relevant user features.


Journal ArticleDOI
TL;DR: In this article , the authors present a robotic coach that not only delivers interactive positive psychology interventions but also provides other useful skills to build rapport with college students, such as psycho-education, health monitoring, and clinical assessment.
Abstract: Abstract Despite the increase in awareness and support for mental health, college students’ mental health is reported to decline every year in many countries. Several interactive technologies for mental health have been proposed and are aiming to make therapeutic service more accessible, but most of them only provide one-way passive contents for their users, such as psycho-education, health monitoring, and clinical assessment. We present a robotic coach that not only delivers interactive positive psychology interventions but also provides other useful skills to build rapport with college students. Results from our on-campus housing deployment feasibility study showed that the robotic intervention showed significant association with increases in students’ psychological well-being, mood, and motivation to change. We further found that students’ personality traits were associated with the intervention outcomes as well as their working alliance with the robot and their satisfaction with the interventions. Also, students’ working alliance with the robot was shown to be associated with their pre-to-post change in motivation for better well-being. Analyses on students’ behavioral cues showed that several verbal and nonverbal behaviors were associated with the change in self-reported intervention outcomes. The qualitative analyses on the post-study interview suggest that the robotic coach’s companionship made a positive impression on students, but also revealed areas for improvement in the design of the robotic coach. Results from our feasibility study give insight into how learning users’ traits and recognizing behavioral cues can help an AI agent provide personalized intervention experiences for better mental health outcomes

Journal ArticleDOI
TL;DR: A Bayesian choice model, the Dirichlet–Luce model, is proposed for recommender systems that interact with users in a feedback loop and leads to a bandit algorithm for online learning to recommend, which achieves low regret measured in terms of the inherent attractiveness of the options included in the recommendations.

Journal ArticleDOI
TL;DR: In this paper , the authors proposed a fair performance-based user recommendation algorithm for runners in eCoaching platforms, where the goal is to provide a coach with a ranked list of users, according to the support they need.
Abstract: Abstract Offering timely support to users in eCoaching systems is a key factor to keep them engaged. However, coaches usually follow a lot of users, so it is hard for them to prioritize those with whom they should interact first. Timeliness is especially needed when health implications might be the consequence of a lack of support. In this paper, we focus on this last scenario, by considering an eCoaching platform for runners. Our goal is to provide a coach with a ranked list of users, according to the support they need. Moreover, we want to guarantee a fair exposure in the ranking, to make sure that users of different groups have equal opportunities to get supported. In order to do so, we first model their performance and running behavior and then present a ranking algorithm to recommend users to coaches, according to their performance in the last running session and the quality of the previous ones. We provide measures of fairness that allow us to assess the exposure of users of different groups in the ranking and propose a re-ranking algorithm to guarantee a fair exposure. Experiments on data coming from the previously mentioned platform for runners show the effectiveness of our approach on standard metrics for ranking quality assessment and its capability to provide a fair exposure to users. The source code and the preprocessed datasets are available at: https://github.com/wiguider/Fair-Performance-based-User-Recommendation-in-eCoaching-Systems .

Journal ArticleDOI
TL;DR: A number of different ways of generating chains from a user’s profile are presented, and the empirical comparison shows that one of these versions is also the best in terms of recommendation accuracy, diversity, and surprise, while still generating chains whose lengths are manageable enough to be interpretable by users.

Journal ArticleDOI
TL;DR: In this article , the authors investigated the potential of integrating the concept of flow into the design of a Metalearner (MTL) to help reduce anxiety and increase self-regulation among students.
Abstract: Abstract Anxiety and self-regulation are the most common problems among the college student population. There are few attempts found in the literature to promote the development of students’ cognitive and metacognitive abilities in online learning environments. In addition, mechanisms for overcoming or reducing individuals’ anxiety in a computer-mediated environment is yet to be fully characterized. This study was conducted to investigate the potential of integrating the concept of flow into the design of a Metalearner (MTL) to help reduce anxiety and increase self-regulation among students. The design of MTL was based on the development of adaptive strategies to balance between the challenge of the task and user skills. A total of 260 participants were asked to use the system and respond to an online questionnaire that asked about flow antecedents, experience, and consequences. The structural model results showed that incorporating flow into the design of MTL can help reduce anxiety and improve self-regulation among students. Our findings can be used to enrich students’ online learning experience and inform designers and developers of learning systems about the importance of regulating task complexity according to the challenge/skills balance. This would help learners to process the presented information meaningfully and to make the inferences necessary for understanding the learning content.

Journal ArticleDOI
TL;DR: In this paper , the authors propose a service-based justification approach that uses experience data from reviews concerning all the stages of interaction with items, at different granularity levels, and organize the justification of recommendations around those stages.
Abstract: With the increasing demand for predictable and accountable Artificial Intelligence, the ability to explain or justify recommender systems results by specifying how items are suggested, or why they are relevant, has become a primary goal. However, current models do not explicitly represent the services and actors that the user might encounter during the overall interaction with an item, from its selection to its usage. Thus, they cannot assess their impact on the user's experience. To address this issue, we propose a novel justification approach that uses service models to (i) extract experience data from reviews concerning all the stages of interaction with items, at different granularity levels, and (ii) organize the justification of recommendations around those stages. In a user study, we compared our approach with baselines reflecting the state of the art in the justification of recommender systems results. The participants evaluated the Perceived User Awareness Support provided by our service-based justification models higher than the one offered by the baselines. Moreover, our models received higher Interface Adequacy and Satisfaction evaluations by users having different levels of Curiosity or low Need for Cognition (NfC). Differently, high NfC participants preferred a direct inspection of item reviews. These findings encourage the adoption of service models to justify recommender systems results but suggest the investigation of personalization strategies to suit diverse interaction needs.

Journal ArticleDOI
TL;DR: It is found that modeling the recommendation algorithms as IR problems not only expands the set of techniques available for handling the recommendation tasks, but also that the support of the traditional IR pipeline in the implementation of such algorithms plays an important role in the attempt of satisfying the specific requirements of dynamic recommendation scenarios.

Journal ArticleDOI
TL;DR: In this article , a model was built to detect when a person experiences task-unrelated thought (TUT) while talking to another person through a computer-mediated conversation, using their keystroke patterns.
Abstract: Task-unrelated thought (TUT), commonly referred to as mind wandering, is a mental state where a person's attention moves away from the task-at-hand. This state is extremely common, yet not much is known about how to measure it, especially during dyadic interactions. We thus built a model to detect when a person experiences TUTs while talking to another person through a computer-mediated conversation, using their keystroke patterns. The best model was able to differentiate between task-unrelated thoughts and task-related thoughts with a kappa of 0.363, using features extracted from a 15 second window. We also present a feature analysis to provide additional insights into how various typing behaviors can be linked to our ongoing mental states.


Journal ArticleDOI
TL;DR: In this paper , the authors propose a Space-of-Plans-based Suggestions (SoPS) algorithm that can provide suggestions for some planning predicates, which are used to define the state of the environment in a task planning problem where actions modify the predicates.
Abstract: Abstract Task planning in human–robot environments tends to be particularly complex as it involves additional uncertainty introduced by the human user. Several plans, entailing few or various differences, can be obtained to solve the same given task. To choose among them, the usual least-cost plan criteria is not necessarily the best option, because here, human constraints and preferences come into play. Knowing these user preferences is very valuable to select an appropriate plan, but the preference values are usually hard to obtain. In this context, we propose the Space-of-Plans-based Suggestions (SoPS) algorithms that can provide suggestions for some planning predicates, which are used to define the state of the environment in a task planning problem where actions modify the predicates. We denote these predicates as suggestible predicates , of which user preferences are a particular case. The first algorithm is able to analyze the potential effect of the unknown predicates and provide suggestions to values for these unknown predicates that may produce better plans. The second algorithm is able to suggest changes to already known values that potentially improve the obtained reward. The proposed approach utilizes a Space of Plans Tree structure to represent a subset of the space of plans. The tree is traversed to find the predicates and the values that would most increase the reward, and output them as a suggestion to the user. Our evaluation in three preference-based assistive robotics domains shows how the proposed algorithms can improve task performance by suggesting the most effective predicate values first.

Journal ArticleDOI
TL;DR: In this article , a 25-item questionnaire assessing five different viewer types was developed, and the predictive validity of the viewer types for existing and potential live stream features was analyzed for the purpose of understanding viewers' motivations and behaviors.
Abstract: Abstract Producing and consuming live-streamed content is a growing trend attracting many people today. While the actual content that is streamed is diverse, one especially popular context is games. Streamers of gaming content broadcast how they play digital or analog games, attracting several thousand viewers at once. Previous scientific work has revealed that different motivations drive people to become viewers, which apparently impacts how they interact with the offered features and which streamers’ behaviors they appreciate. In this paper, we wanted to understand whether viewers’ motivations can be formulated as viewer types and systematically measured. We present an exploratory factor analysis (followed by a validation study) with which we developed a 25-item questionnaire assessing five different viewer types. In addition, we analyzed the predictive validity of the viewer types for existing and potential live stream features. We were able to show that a relationship between the assessed viewer type and preferences for streamers’ behaviors and features in a stream exists, which can guide fellow researchers and streamers to understand viewers better and potentially provide more suitable experiences.