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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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Proceedings Article
01 Jan 2000
TL;DR: This paper describes how AHA handles cycles in adaptation rules and non monotonic user model updates and indicates how other adaptive hypermedia systems may be turned into more general-purpose tools as well.
Abstract: Adaptive hypermedia systems (AHS) have typically been geared towards one specific application or application area, in most cases related to education. The AHA (Adaptive Hypermedia Architecture) system is a Web-based adaptive hypermedia system specifically intended to serve many different purposes. As such AHA must be able to perform adaptation that is based on the user's browsing actions, regardless of the interpretation of browsing as learning. A general-purpose adaptive hypermedia system must be able to handle cycles in adaptation rules and non monotonic user model updates. (An educational system in which a user's knowledge about a hierarchical concept structure can only increase is much simpler.) This paper describes how AHA handles these aspects and indicates how other adaptive hypermedia systems may be turned into more general-purpose tools as well.

64 citations

Proceedings ArticleDOI
24 Apr 2004
TL;DR: This paper introduces the concept of shape-changing, user interface control devices called "Haptic Chameleon", which refers to computer-controlled user interface devices that convey information to and from the user by altering their shape and feel.
Abstract: In this paper, we introduce the concept of shape-changing, user interface control devices called "Haptic Chameleon", which refers to computer-controlled user interface devices that convey information to and from the user by altering their shape and feel. The user decides what a Haptic Chameleon control will do by changing its shape, and can immediately recognize the capabilities of the newly shaped device through haptic and tactile channels. By combining the benefits of tangible and haptic user interfaces, this new user interface paradigm has the potential to vastly improve the learning and efficiency of interaction in a wide range of applications. It also represents an appealing alternative to current control devices. We report on our experience with early prototypes based on this concept, discuss open issues, and propose possible directions for future work.

64 citations

Patent
30 Jan 2002
TL;DR: In this article, a portal system identifies a language in which content can be displayed to the user, and the determined languages can be ranked and the highest ranked available language can be selected for content display.
Abstract: A portal system identifies a language in which content can be displayed to the user. Possible languages can be determined from one or more of identity information for the user, a container for the user's directory entry, and the user's location. The determined languages can be ranked, and the highest-ranked available language can be selected for content display to the user.

64 citations

Journal ArticleDOI
TL;DR: It is argued that quality of use, instead of the dichotomy of use vs. nonuse, is appropriate for understanding the extent to which a complex information technology is being used.
Abstract: It has been argued that simple conceptualizations of usage are inadequate for understanding and studying the use of complex information technologies. In this article, we contend that quality of use, instead of the dichotomy of use vs. nonuse, is appropriate for understanding the extent to which a complex information technology is being used. An inductive case study of the implementation of a complex information technology was conducted, which led to the development of a learningbased model of quality of use. This model suggests the inclusion of factors relating to training (either formal or informal), learning, and beliefs, their impact on quality of use, and their change over time. Moreover, it describes how quality of use evolves over time as learning increases and perceptions of the system change. Evidence from the case study along with relationships from the literature are provided to support the model. Implications for future research are also discussed.

64 citations

Proceedings Article
Fabio Vignoli1
01 Jan 2004
TL;DR: The results of various user tests aimed at investigating how music listeners organize and access their digital music collection are reported, finding an interaction concept based on the notion of similarity of music items (artists and songs) successfully tested with users.
Abstract: The popularity of digital music has recently rapidly increased. The widespread use on computers and portable players and its availability through the Internet have modified the interaction issues from availability towards choice. The user is confronted daily with an enormous amount of music. This situation shapes the need for the development of new user interfaces to access and retrieve music that takes full advantage of the music being digital. This paper reports the results of various user tests aimed at investigating how music listeners organize and access their digital music collection. The aim of the study is to investigate novel interaction concepts to access and retrieve music from large personal collections. The outcome of these studies was an interaction concept based on the notion of similarity of music items (artists and songs). This concept was further refined and developed into a demonstrator eventually tested with users.

64 citations


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