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User modeling

About: User modeling is a research topic. Over the lifetime, 10701 publications have been published within this topic receiving 278012 citations.


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Journal ArticleDOI
TL;DR: This article describes the realization and user evaluation of the LISTEN system focusing on the personalization component, which has been installed at the Kunstmuseum Bonn in the context of an exhibition comprising artworks of the painter August Macke.
Abstract: Modern personalized information systems have been proven to support the user with information at the appropriate level and in the appropriate form. In specific environments like museums and exhibitions, focusing on the control of such a system is contradictory to establishing a relationship with the artifacts and exhibits. Preferably, the technology becomes invisible to the user and the physical reality becomes the interface to an additional virtual layer: by naturally moving in the space and/or manipulating physical objects in our surroundings the user will access information and operate the virtual layer. The LISTEN project is an attempt to make use of the inherent "everyday" integration of aural and visual perception, developing a tailored, immersive audio-augmented environment for the visitors of art exhibitions. The challenge of the LISTEN project is to provide a personalized immersive augmented environment, an aim which goes beyond the guiding purpose. The visitors of the museum implicitly interact with the system because the audio presentation is adapted to the users' contexts (e.g. interests, preferences, motion, etc.), providing an intelligent audio-based environment. This article describes the realization and user evaluation of the LISTEN system focusing on the personalization component. As this system has been installed at the Kunstmuseum Bonn in the context of an exhibition comprising artworks of the painter August Macke, a detailed evaluation could be conducted.

92 citations

Proceedings ArticleDOI
02 Feb 2018
TL;DR: This paper proposes a deep learning approach that extracts and fuses information across different modalities to integrate three sources of data at the feature level, and combines the decision of separate networks that operate on each combination of data sources at the decision level.
Abstract: User profiling in social media has gained a lot of attention due to its varied set of applications in advertising, marketing, recruiting, and law enforcement. Among the various techniques for user modeling, there is fairly limited work on how to merge multiple sources or modalities of user data - such as text, images, and relations - to arrive at more accurate user profiles. In this paper, we propose a deep learning approach that extracts and fuses information across different modalities. Our hybrid user profiling framework utilizes a shared representation between modalities to integrate three sources of data at the feature level, and combines the decision of separate networks that operate on each combination of data sources at the decision level. Our experimental results on more than 5K Facebook users demonstrate that our approach outperforms competing approaches for inferring age, gender and personality traits of social media users. We get highly accurate results with AUC values of more than 0.9 for the task of age prediction and 0.95 for the task of gender prediction.

92 citations

Proceedings ArticleDOI
23 Oct 2003
TL;DR: This work explores an ontological approach to user profiling in the context of a recommender system, and explores the idea of profile visualization to capture further knowledge about user interests.
Abstract: Tools for filtering the World Wide Web exist, but they are hampered by the difficulty of capturing user preferences in such a diverse and dynamic environment. Recommender systems help where explicit search queries are not available or are difficult to formulate, learning the type of thing users like over a period of time.We explore an ontological approach to user profiling in the context of a recommender system. Building on previous work involving ontological profile inference and the use of external ontologies to overcome the cold-start problem, we explore the idea of profile visualization to capture further knowledge about user interests. Our system, called Foxtrot, examines the problem of recommending on-line research papers to academic researchers. Both our ontological approach to user profiling and our visualization of user profiles are novel ideas to recommender systems. A year long experiment is conducted with over 200 staff and students at the University of Southampton. The effectiveness of visualizing profiles and eliciting profile feedback is measured, as is the overall effectiveness of the recommender system.

92 citations

Proceedings ArticleDOI
26 Oct 2010
TL;DR: This paper proposes EBU, a new evaluation metric that uses a sophisticated user model tuned by observations over many thousands of real search sessions and shows that it is more correlated with real user behavior captured by clicks.
Abstract: Most information retrieval evaluation metrics are designed to measure the satisfaction of the user given the results returned by a search engine. In order to evaluate user satisfaction, most of these metrics have underlying user models, which aim at modeling how users interact with search engine results. Hence, the quality of an evaluation metric is a direct function of the quality of its underlying user model. This paper proposes EBU, a new evaluation metric that uses a sophisticated user model tuned by observations over many thousands of real search sessions. We compare EBU with a number of state of the art evaluation metrics and show that it is more correlated with real user behavior captured by clicks.

92 citations

Journal ArticleDOI
TL;DR: This work proposes a new design methodology for the sand box serious games (SBSGs) class, decoupling content from the delivery strategy during the gameplay, and implemented an EE module based on genetic computation and reinforcement learning atop of a state-of-the-art game engine.
Abstract: Designing games that support knowledge and skill acquisition has become a promising frontier of education techniques, since games are able to capture the user concentration for long periods and can present users with realistic and compelling challenges. In this scenario, there is a need for scientific and engineering methods to build games not only as more realistic simulations of the physical world but as means to provide effective learning experiences. Abstracting state of the art serious games' (SGs) features, we propose a new design methodology for the sand box serious games (SBSGs) class, decoupling content from the delivery strategy during the gameplay. This methodology aims at making design more efficient and standardized in order to meet the growing demand for interactive learning. The methodology consists in modeling an SBSG as a hierarchy of tasks (e.g., missions) and specifies the requirements for a runtime scheduling policy that maximizes learning objectives in a full entertainment context. The policy is learned by an experience engine (EE) based on computational intelligence. In this approach, the domain-expert author focuses on the creation and semantic annotation of tasks. Tasks are put in a repository and can then be exploited by game designers who define the expected learning curve and other requirements about education and entertainment for the game. The task sequencing that aims at matching such specifications with the real user profile is then presented to the EE. The EE can operate also in absence of the specification of the learning curve, continuously adapting the game flow without aiming at the achievement of target knowledge levels predefined by the author. We have implemented an EE module based on genetic computation and reinforcement learning (RL) atop of a state-of-the-art game engine. Test results show that the EE is able to define in real-time missions that meet the requirements expressed by the author.

92 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202327
202269
2021150
2020167
2019194
2018216