[1]
Towards Providing On-Demand Expert Support for Software Developers
Software and Programming Tools
/
Chen, Yan
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Oney, Steve
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Lasecki, Walter S.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3192-3203
© Copyright 2016 ACM
Summary: Software development is an expert task that requires complex reasoning and
the ability to recall language or API-specific details. In practice, developers
often seek support from IDE tools, Web resources, or other developers to help
fill in gaps in their knowledge on-demand. In this paper, we present two
studies that seek to inform the design of future systems that use remote
experts to support developers on demand. The first explores what types of
questions developers would ask a hypothetical assistant capable of answering
any question they pose. The second study explores the interactions between
developers and remote experts in supporting roles. Our results suggest eight
key system features needed for on-demand remote developer assistants to be
effective, which has implications for future human-powered development tools.
[2]
Motion Guidance Sleeve: Guiding the Forearm Rotation through External
Artificial Muscles
Did you feel the vibration -- Haptic Feedback Everywhere)
/
Chen, Chia-Yu
/
Chen, Yen-Yu
/
Chung, Yi-Ju
/
Yu, Neng-Hao
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3272-3276
© Copyright 2016 ACM
Summary: Online fitness videos make it possible and popular to do exercise at home.
However, it is not easy to notice the details of motions by merely watching
training videos. We propose a new type of motion guidance system that simulates
the way that the human body moves as driven by muscle contractions. We have
designed external artificial muscles on a sleeve to create a pulling sensation
that can guide the forearm's pronation (internal rotation) and the forearm's
supination (external rotation). The sleeve consists of stepper motors to
provide pulling force, fishing lines and elastic bands to imitate muscle
contraction to drive the forearm to rotate instinctively. We present two
preliminary experiments. The first one shows that this system can effectively
guide the forearm to rotate in the correct direction. The second one shows that
users can be guided to the targeted angle by utilizing a tactile cue. We also
report users' feedback through the experiments and provide design
recommendations and directions for future research.
[3]
Dot-it: Managing Nausea and Vomiting for A Peaceful Pregnancy with Personal
Pattern Exploration
Student Design Competition
/
Lee, Tzu-I
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Chiang, Yih-Harn
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Guo, Jiayi
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Chen, Mu-Tsz
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Chen, Yue
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.20-25
© Copyright 2016 ACM
Summary: Nausea and vomiting are the most common discomforts associated with
pregnancy. Both significantly impact a pregnant woman's quality of life.
Through research, we have discovered that nausea and vomiting have consistent
daily patterns that pregnant women can leverage in order to manage their
symptoms. However, without specific tools, a considerable amount of time would
be spent trying to discover the pattern. Our work aims to help pregnant women
find their pattern more quickly and avoid triggers. We present Dot-it, a system
that allows pregnant women to record and pattern their NVP episodes so they can
plan their daily schedules around their discomfort. Dot-it also facilitates
emotional support by notifying pregnant women's partners their symptoms.
[4]
Pactolus: A Method for Mid-Air Gesture Segmentation within EMG
Late-Breaking Works: Extending User Capabilities
/
Chen, Yineng
/
Su, Xiaojun
/
Tian, Feng
/
Huang, Jin
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Zhang, Xiaolong (Luke)
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Dai, Guozhong
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Wang, Hongan
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1760-1765
© Copyright 2016 ACM
Summary: Mid-air gestures have become an important interaction technique in natural
user interfaces, especially in augmented reality and virtual reality.
Supporting a set of continuous gesture-based commands in mid-air gesture
interaction systems, such as selecting and moving then placing an object,
however, remains to be a challenge. This is largely because these intentional
command gestures are connected through transitional, meaningless gestures,
which are often misleading for gesture recognition systems. The inability to
separate unintentional movements from intentional command gestures, also called
the Midas problem, limits the application of mid-air gestures. This paper
addresses the Midas problem via a physiological computing approach. With the
help of sensors that capture physiological signals, we present a novel method,
Pactolus, for segmenting mid-air gestures using arm electromyography. User
studies demonstrate the high accuracy of our approach in segmenting mid-air
gestures interleaved by transitional hand or finger movements.
[5]
An Intelligent Assistant for High-Level Task Understanding
Personalization
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Sun, Ming
/
Chen, Yun-Nung
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Rudnicky, Alexander I.
Proceedings of the 2016 International Conference on Intelligent User
Interfaces
2016-03-07
v.1
p.169-174
© Copyright 2016 ACM
Summary: People are able to interact with domain-specific intelligent assistants
(IAs) and get help with tasks. But sometimes user goals are complex and may
require interactions with multiple applications. However current IAs are
limited to specific applications and users have to directly manage execution
spanning multiple applications in order to engage in more complex activities.
An ideal personal agent would be able to learn, over time, about tasks that
span different resources. This paper addresses the problem of cross-domain task
assistance in the context of spoken dialogue systems. We propose approaches to
discover users' high-level intentions and using this information to assist
users in their task. We collected real-life smartphone usage data from 14
participants and investigated how to extract high-level intents from users'
descriptions of their activities. Our experiments show that understanding
high-level tasks allows the agent to actively suggest apps relevant to pursuing
particular user goals and reduce the cost of users' self-management.
[6]
Dealing with Concept Drift in Exploratory Search: An Interactive Bayesian
Approach
Posters
/
Kangasrääsiö, Antti
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Chen, Yi
/
Glowacka, Dorota
/
Kaski, Samuel
Companion Proceedings of the 2016 International Conference on Intelligent
User Interfaces
2016-03-07
v.2
p.62-66
© Copyright 2016 ACM
Summary: In exploratory search, when the user formulates a query iteratively through
relevance feedback, it is likely that the feedback given earlier requires
adjustment later on. The main reason for this is that the user learns while
searching, which causes changes in the relevance of items and features as
estimated by the user -- a phenomenon known as {it concept drift}. It might be
helpful for the user to see the recent history of her feedback and get
suggestions from the system about the accuracy of that feedback. In this paper
we present a timeline interface that visualizes the feedback history, and a
Bayesian regression model that can estimate jointly the user's current
interests and the accuracy of each user feedback. We demonstrate that the user
model can improve retrieval performance over a baseline model that does not
estimate accuracy of user feedback. Furthermore, we show that the new interface
provides usability improvements, which leads to the users interacting more with
it.
[7]
Social Incentives in Pervasive Fitness Apps for Obese and Diabetic patients
Posters
/
Chen, Yu
/
Randriambelonoro, Mirana
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Geissbuhler, Antoine
/
Pu, Pearl
Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported
Cooperative Work and Social Computing
2016-02-27
v.2
p.245-248
© Copyright 2016 ACM
Summary: Social incentives such as cooperation and competition are found to motivate
users in pervasive fitness applications. This work investigates how social
incentives work for individuals with obesity and diabetes. We used a mobile
fitness application called HealthyTogether as an experimental platform, which
allows dyads to achieve fitness goals together and compete in an online
community. We conducted a four-week study with 16 obese and diabetic patients
who used HealthyTogether to exercise with a buddy. Results show that
participants exercised more with social incentives compared with their
baseline. Collaborating with buddies to compete in a community was reported as
motivating for dyads exercising with strong ties. Social interactions could be
demotivating between dyads who did not know each other well. Finally, it is
crucial to consider patients' technical literacy when designing
behavior-changing technologies.
[8]
LBSNShield: Malicious Account Detection in Location-Based Social Networks
Posters
/
Xuan, Yuan
/
Chen, Yang
/
Li, Huiying
/
Hui, Pan
/
Shi, Lei
Companion Proceedings of ACM CSCW 2016 Conference on Computer-Supported
Cooperative Work and Social Computing
2016-02-27
v.2
p.437-440
© Copyright 2016 ACM
Summary: Given the popularity of GPS-enabled smart devices, location-based social
networks (LBSNs) have attracted numerous users around the world. The openness
of LBSN platforms has also made themselves the targets of malicious attackers.
In LBSNs, attackers can register a number of fake identities and let them post
spam reviews or fake checkins. Therefore, discovering and blocking the
malicious accounts are vital for the experience of legitimate users. In this
paper, we investigated how to accurately detect malicious accounts in LBSNs. We
collected rich user data from a popular LBSN in China, so-called Dianping. We
then built a crowdsourcing based annotation platform to mark legitimate and
malicious accounts. By examining the annotated data set, we selected a number
of key features to distinguish between these two types of accounts. Based on
these features, we built LBSNShield, a machine learning-based malicious account
detection system. According to our extensive evaluation, our system can achieve
an F1-score of 0.89.
[9]
Comparing bare-hand-in-air Gesture and Object-in-hand Tangible User
Interaction for Navigation of 3D Objects in Modeling
Work-in-Progress
/
Dangeti, Sanmathi
/
Chen, Yingjie Victor
/
Zheng, Chunhui
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.417-421
© Copyright 2016 ACM
Summary: 3D modeling is used in Computer Graphics in various fields. Since the growth
of gestures, virtual reality and embodied cognition, there have been various
new technologies developed to either improve the modeling efficiency, or to
provide more nature intuitive experience to the users. In this paper, from the
user experience perspective, we try to compare these methods for navigation of
3D objects in the virtual modeling environment including: simple bare hand
gestures, tangible user interfaces (TUI) with object in hand, as well as
mouse/keyboard as the primary input. Based on embodied cognition theory, we
hypothesis that the object-in-hand method might bring better user experience
since the interaction between the object and hand can enhance the user's
cognition while navigating a model. We present a conceptual design, with two
approaches and three design models which demonstrate differences in user
interaction with 3D modeling software.
[10]
Efficient intrinsic image decomposition for RGBD images
Rendering & ray tracing
/
Shi, Jian
/
Dong, Yue
/
Tong, Xin
/
Chen, Yanyun
Proceedings of the 2015 ACM Symposium on Virtual Reality Software and
Technology
2015-11-13
p.17-25
© Copyright 2015 ACM
Summary: Intrinsic image decomposition is a longstanding problem in computer vision.
In this paper, we present a novel approach for efficiently decomposing an RGBD
image into its reflectance and shading components. A robust super-pixel
segmentation method is employed to select piece-wise constant reflectance
regions and reduce the total number of unknowns. With the use of depth
information, low frequency environment light can be represented by spherical
harmonics and solved with super-pixels. After that, pixels that do not belong
to any super-pixel are solved based on the super-pixels' shading. Compared to
existing works, which often depend on the color Retinex assumption, our
algorithm does not require any chromaticity-based constraints and enables us to
solve many challenging cases such as color lighting environments and gray-scale
textures. We also design an efficient solver for our system, and with our GPU
implementation, it achieves 10-23 fps and boosts the decomposition process to
real-time performance, enabling a wide range of applications such as dynamic
object recoloring, re-texturing and virtual object composition.
[11]
Vector solid texture synthesis using two-scale shaping model
Rendering & ray tracing
/
Qian, Yinling
/
Shu, Yue
/
Sun, Hanqiu
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Chen, Yanyun
Proceedings of the 2015 ACM Symposium on Virtual Reality Software and
Technology
2015-11-13
p.27-36
© Copyright 2015 ACM
Summary: Solid textures exhibit several benefits over traditional texture mapping,
such as no demanding for parameterization and providing internal information.
However, the difficulty in accessing and high memory consumption seriously
limit the usage of solid textures. We present an efficient approach to directly
synthesize vector solid textures comprising 3D particles from 2D examples.
Two-scale shaping model is introduced to automatically and accurately
reconstruct 3D particle outlines from 2D cross sections. Low frequency
spherical harmonics are used to morph smooth outlines while high frequency ones
model particle surface details. These outlines are further converted to signed
distance field grids for vector representation. Particle volume color is
represented by radial basis functions. We arrange particles using simplified
particle proxies to improve efficiency. Particles' position offsets are
calculated according to the particle itself and one-ring neighbor particles'
shapes iteratively. Finally, our cell-building algorithm constructs containers
and computes scale for each particle instance. Experiments show that our
algorithm can generate vector solid textures with plausible 3D particles.
[12]
Leveraging Behavioral Patterns of Mobile Applications for Personalized
Spoken Language Understanding
Oral Session 3: Language, Speech and Dialog
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Chen, Yun-Nung
/
Sun, Ming
/
Rudnicky, Alexander I.
/
Gershman, Anatole
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.83-86
© Copyright 2015 ACM
Summary: Spoken language interfaces are appearing in various smart devices (e.g.
smart-phones, smart-TV, in-car navigating systems) and serve as intelligent
assistants (IAs). However, most of them do not consider individual users'
behavioral profiles and contexts when modeling user intents. Such behavioral
patterns are user-specific and provide useful cues to improve spoken language
understanding (SLU). This paper focuses on leveraging the app behavior history
to improve spoken dialog systems performance. We developed a matrix
factorization approach that models speech and app usage patterns to predict
user intents (e.g. launching a specific app). We collected multi-turn
interactions in a WoZ scenario; users were asked to reproduce the multi-app
tasks that they had performed earlier on their smart-phones. By modeling latent
semantics behind lexical and behavioral patterns, the proposed multi-model
system achieves about 52% of turn accuracy for intent prediction on ASR
transcripts.
[13]
Capturing AU-Aware Facial Features and Their Latent Relations for Emotion
Recognition in the Wild
Grand Challenge 2: Emotion Recognition in the Wild Challenge 2015
/
Yao, Anbang
/
Shao, Junchao
/
Ma, Ningning
/
Chen, Yurong
Proceedings of the 2015 International Conference on Multimodal Interaction
2015-11-09
p.451-458
© Copyright 2015 ACM
Summary: The Emotion Recognition in the Wild (EmotiW) Challenge has been held for
three years. Previous winner teams primarily focus on designing specific deep
neural networks or fusing diverse hand-crafted and deep convolutional features.
They all neglect to explore the significance of the latent relations among
changing features resulted from facial muscle motions. In this paper, we study
this recognition challenge from the perspective of analyzing the relations
among expression-specific facial features in an explicit manner. Our method has
three key components. First, we propose a pair-wise learning strategy to
automatically seek a set of facial image patches which are important for
discriminating two particular emotion categories. We found these learnt local
patches are in part consistent with the locations of expression-specific Action
Units (AUs), thus the features extracted from such kind of facial patches are
named AU-aware facial features. Second, in each pair-wise task, we use an
undirected graph structure, which takes learnt facial patches as individual
vertices, to encode feature relations between any two learnt facial patches.
Finally, a robust emotion representation is constructed by concatenating all
task-specific graph-structured facial feature relations sequentially. Extensive
experiments on the EmotiW 2015 Challenge testify the efficacy of the proposed
approach. Without using additional data, our final submissions achieved
competitive results on both sub-challenges including the image based static
facial expression recognition (we got 55.38% recognition accuracy outperforming
the baseline 39.13% with a margin of 16.25%) and the audio-video based emotion
recognition (we got 53.80% recognition accuracy outperforming the baseline
39.33% and the 2014 winner team's final result 50.37% with the margins of
14.47% and 3.43%, respectively).
[14]
CyclopsRing: Enabling Whole-Hand and Context-Aware Interactions Through a
Fisheye Ring
Session 8A: Hands and Fingers
/
Chan, Liwei
/
Chen, Yi-Ling
/
Hsieh, Chi-Hao
/
Liang, Rong-Hao
/
Chen, Bing-Yu
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.549-556
© Copyright 2015 ACM
Summary: This paper presents CyclopsRing, a ring-style fisheye imaging wearable
device that can be worn on hand webbings to enable whole-hand and context-aware
interactions. Observing from a central position of the hand through a fisheye
perspective, CyclopsRing sees not only the operating hand, but also the
environmental contexts that involve with the hand-based interactions. Since
CyclopsRing is a finger-worn device, it also allows users to fully preserve
skin feedback of the hands. This paper demonstrates a proof-of-concept device,
reports the performance in hand-gesture recognition using random decision
forest (RDF) method, and, upon the gesture recognizer, presents a set of
interaction techniques including on-finger pinch-and-slide input, in-air
pinch-and-motion input, palm-writing input, and their interactions with the
environmental contexts. The experiment obtained an 84.75% recognition rate of
hand gesture input from a database of seven hand gestures collected from 15
participants. To our knowledge, CyclopsRing is the first ring-wearable device
that supports whole-hand and context-aware interactions.
[15]
Efficient Activity Retrieval through Semantic Graph Queries
Session 7: Actions and Events
/
Castanon, Gregory
/
Chen, Yuting
/
Zhang, Ziming
/
Saligrama, Venkatesh
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.391-400
© Copyright 2015 ACM
Summary: We present an efficient retrieval approach for activity detection in large
surveillance video datasets based on semantic graph queries. Unlike
conventional approaches, our zero-shot retrieval method does not require
knowledge of the activity classes contained in the video. We propose a novel
user-centric approach that models queries through the creation of sparse
semantic graphs based on attributes and discriminative relationships. We then
pose search as a ranked subgraph matching problem and leverage the fact that
the attributes and relationships in the query have different levels of
discriminability to filter out bad matches. Rather than solving the NP-hard
exact subgraph matching problem, we develop a novel maximally discriminative
spanning tree (MDST) as the relaxation of a given query graph, and then
describe a matching algorithm that recovers matches to this tree in linear time
using maximally discriminative subgraphmatching (MDSM).
We utilize the MDST to minimize the number of possible matches to the
original query while guaranteeing that the best matches are within this set. We
test this algorithm on two large video datasets: the 35-GB Virat Ground dataset
and a 1-TB aerial data collection from Yuma. These datasets yield graphs with
200,000 nodes and 1 million nodes, respectively, with an average degree of 5.
Our approach finds complex, large-scale queries in seconds while maintaining
comparable precision and recall to slower current approaches.
[16]
Pan360: INS Assisted 360-Degree Panorama (Demo Description)
Demos 2:
/
Lin, Yu-Hsin
/
Chen, Yu-Mei
/
Chu, Lun-Cheng
/
Chen, Andre
/
Liao, Scott Chien-Hung
/
Chang, Edward Y.
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.795-796
© Copyright 2015 ACM
Summary: This article describes Pan360, a 360 X 180 panorama capturing and viewing
product developed and launched by our team, and our demo plan.
[17]
Filter-Invariant Image Classification on Social Media Photos
Poster Session 1
/
Chen, Yu-Hsiu
/
Chao, Ting-Hsuan
/
Bai, Sheng-Yi
/
Lin, Yen-Liang
/
Chen, Wen-Chin
/
Hsu, Winston H.
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.855-858
© Copyright 2015 ACM
Summary: With the popularity of social media nowadays, tons of photos are uploaded
everyday. To understand the image content, image classification becomes a very
essential technique for plenty of applications (e.g., object detection, image
caption generation). Convolutional Neural Network (CNN) has been shown as the
state-of-the-art approach for image classification. However, one of the
characteristics in social media photos is that they are often applied with
photo filters, especially on Instagram. We find that prior works do not aware
of this trend in social media photos and fail on filtered images. Thus, we
propose a novel CNN architecture that utilizes the power of pairwise constraint
by combining Siamese network and the proposed adaptive margin contrastive loss
with our discriminative pair sampling method to solve the problem of filter
bias. To the best of our knowledge, this is the first work to tackle filter
bias on CNN and achieve state-of-the-art performance on a filtered subset of
ILSVRC2012.
[18]
Viewability Prediction for Online Display Ads
Session 2E: Users and Predictions
/
Wang, Chong
/
Kalra, Achir
/
Borcea, Cristian
/
Chen, Yi
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.413-422
© Copyright 2015 ACM
Summary: As a massive industry, display advertising delivers advertisers' marketing
messages to attract customers through graphic banners on webpages. Advertisers
are charged by ad serving, where their ads are shown in web pages. However,
recent studies show that about half of the ads were actually never seen by
users because they do not scroll deep enough to bring the ads in-view. Thus,
the ad pricing standards are shifting to a new model: ads are paid if they are
in view, not just being served. To the best of our knowledge, this paper is the
first to address the important problem of ad viewability prediction which can
improve the performance of guaranteed ad delivery, real-time bidding, as well
as recommender systems. We analyze a real-life dataset from a large publisher,
identify a number of features that impact the scroll depth for a given user and
a page, and propose a probabilistic latent class model that predicts the
viewability of any given scroll depth for a user-page pair. The experiments
demonstrate that our model outperforms comparison systems based on singular
value decomposition and logistic regression, in terms of prediction quality and
training time.
[19]
Does Vertical Bring more Satisfaction?: Predicting Search Satisfaction in a
Heterogeneous Environment
Session 8B: Web Search
/
Chen, Ye
/
Liu, Yiqun
/
Zhou, Ke
/
Wang, Meng
/
Zhang, Min
/
Ma, Shaoping
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.1581-1590
© Copyright 2015 ACM
Summary: The study of search satisfaction is one of the prime concerns in search
performance evaluation research. Most existing works on search satisfaction
primarily rely on the hypothesis that all results on search engine result pages
(SERPs) are homogeneous. However, a variety of heterogeneous vertical results
such as videos, images and instant answers are aggregated into SERPs by search
engines to improve the diversity and quality of search results. In this paper,
we carry out a lab-based user study with specifically designed SERPs to
determine how verticals with different qualities and presentation styles affect
search satisfaction. Users' satisfaction feedback and external assessors'
satisfaction annotations are both collected to make a comparison regarding the
perception of search satisfaction. Mouse click-through / movement data and eye
movement information are also collected such that we can investigate the
influence of vertical results from the perspectives of both benefit and cost.
Finally, a vertical-aware learning-based prediction method is proposed to
predict search satisfaction on aggregated SERPs. To the best of our knowledge,
this paper is the first to analyze the effect of verticals on search
satisfaction. The results show that verticals with different qualities,
presentation styles and positions have different effects on search
satisfaction, among which Encyclopedia verticals, as well as Download
verticals, will bring the largest improvement. Furthermore, our proposed
vertical-aware prediction method outperforms state-of-the-art methods that are
designed for search satisfaction prediction in homogeneous environment.
[20]
A Real-Time Eye Tracking Based Query Expansion Approach via Latent Topic
Modeling
Short Papers: Information Retrieval
/
Chen, Yongqiang
/
Zhang, Peng
/
Song, Dawei
/
Wang, Benyou
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.1719-1722
© Copyright 2015 ACM
Summary: Formulating and reformulating reliable textual queries have been recognized
as a challenging task in Information Retrieval (IR), even for experienced
users. Most existing query expansion methods, especially those based on
implicit relevance feedback, utilize the user's historical interaction data,
such as clicks, scrolling and viewing time on documents, to derive a refined
query model. It is further expected that the user's search experience would be
largely improved if we could dig out user's latent query intention, in
real-time, by capturing the user's current interaction at the term level
directly. In this paper, we propose a real-time eye tracking based query
expansion method, which is able to: (1) automatically capture the terms that
the user is viewing by utilizing eye tracking techniques; (2) derive the user's
latent intent based on the eye tracking terms and by using the Latent Dirichlet
Allocation (LDA) approach. A systematic user study has been carried out and the
experimental results demonstrate the effectiveness of our proposed methods.
[21]
Different Users, Different Opinions: Predicting Search Satisfaction with
Mouse Movement Information
Session 6B: Predicting
/
Liu, Yiqun
/
Chen, Ye
/
Tang, Jinhui
/
Sun, Jiashen
/
Zhang, Min
/
Ma, Shaoping
/
Zhu, Xuan
Proceedings of the 2015 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2015-08-09
p.493-502
© Copyright 2015 ACM
Summary: Satisfaction prediction is one of the prime concerns in search performance
evaluation. It is a non-trivial task for two major reasons: (1) The definition
of satisfaction is rather subjective and different users may have different
opinions in satisfaction judgement. (2) Most existing studies on satisfaction
prediction mainly rely on users' click-through or query reformulation behaviors
but there are many sessions without such kind of interactions. To shed light on
these research questions, we construct an experimental search engine that could
collect users' satisfaction feedback as well as mouse click-through/movement
data. Different from existing studies, we compare for the first time search
users' and external assessors' opinions on satisfaction. We find that search
users pay more attention to the utility of results while external assessors
emphasize on the efforts spent in search sessions. Inspired by recent studies
in predicting result relevance based on mouse movement patterns (namely
motifs), we propose to estimate the utilities of search results and the efforts
in search sessions with motifs extracted from mouse movement data on search
result pages (SERPs). Besides the existing frequency-based motif selection
method, two novel selection strategies (distance-based and distribution-based)
are also adopted to extract high quality motifs for satisfaction prediction.
Experimental results on over 1,000 user sessions show that the proposed
strategies outperform existing methods and also have promising generalization
capability for different users and queries.
[22]
Opinion Spammer Detection in Web Forum
Short Papers
/
Chen, Yu-Ren
/
Chen, Hsin-Hsi
Proceedings of the 2015 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2015-08-09
p.759-762
© Copyright 2015 ACM
Summary: In this paper, a real case study on opinion spammer detection in web forum
is presented. We explore user profiles, maximum spamicity of first posts of
users, burstiness of registration of user accounts, and frequent poster set to
build a model with SVM with RBF kernel and frequent itemset mining. The
proposed model achieves 0.6753 precision, 0.6190 recall, and 0.6460 F1 score.
The result is promising because the ratio of opinion spammers in the test set
is only 0.98%.
[23]
BeaconPass: A Location Based APP Game for Traveler
Universal Access to Mobile Interaction
/
Ho, Tsung-Yuan
/
Chen, Chien-Hsu
/
Chien, Sheng-Fen
/
Chen, Yi-Hsuan
/
Liu, Su-Yu
/
Bayona, Juan Sebastian
UAHCI 2015: 9th International Conference on Universal Access in
Human-Computer Interaction, Part I: Access to Today's Technologies
2015-08-02
v.1
p.288-297
Keywords: Ibeacon; Location based game; APP; Traveler; Service design; Mobile
application
© Copyright 2015 Springer International Publishing Switzerland
Summary: BeaconPass is a smartphone/tablet application inspired by shared problems
among travelers. Following our previews research; lack of internet access, GPS
inaccuracy, battery life and insufficient site-specific information, reflect on
travelers getting lost and missing on their touring expectations. Thus it was
decided that the application's goal is to narrow the gap between previously
planned activities and the exploration of a city. Beacon technology was
selected as the means, from which the application would develop, to ease the
exploration of a city. Given the potential that beacon technology holds for
showcasing a wide offer of visiting alternatives, on a site-specific basis, the
application has been packaged into a game that seeks to encourage the traveler
to meet unplanned locations. Graphically, the game uses a "pirate's journey"
metaphor that allows the user to level up while engaging in an open exploration
of the city.
[24]
Application of Infrared Technology in Household Water Tap Design and
Evaluation
Ergonomics and Universal Access
/
Chen, Ming-Shih
/
Li, Ming-Lun
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Chen, Yu-Chia
UAHCI 2015: 9th International Conference on Universal Access in
Human-Computer Interaction, Part IV: Access to the Human Environment and
Culture
2015-08-02
v.4
p.432-443
Keywords: Infrared technology; Universal design; Washing behavior; Water tap; Use
evaluation
© Copyright 2015 Springer International Publishing Switzerland
Summary: Based on previous research results, this study examined the use of water
taps and observes the experiences of different age groups when using new
product designs. The results indicated that, although new designs can meet the
demands of different generations, first-time users have a relatively low
understanding of a product from its appearance; hence, if a new design deviates
from common user cognition, even it could solve user problems, it still has low
user acceptance.
[25]
Understanding Gratifications of Watching Danmaku Videos -- Videos with
Overlaid Comments
Cross-Cultural Design Methods and Case Studies
/
Chen, Yue
/
Gao, Qin
/
Rau, Pei-Luen Patrick
CCD 2015: 7th International Conference on Cross-Cultural Design Methods,
Practice and Impact
2015-08-02
v.1
p.153-163
Keywords: Danmaku comment; Gratifications; Co-viewing; Video-sharing sites
© Copyright 2015 Springer International Publishing Switzerland
Summary: Danmaku comment is a comment technology that overlays user comments directly
on the video and creates a co-viewing experience. It originates from Japan and
becomes increasingly popular on video sharing sites in China, particularly
among the young generation. This exploratory study investigates reasons for
watching Danmaku videos through two focus group studies. The results show that
the users who watch Danmaku videos found it a way to entertain themselves, to
be in company, to have the sense of belonging, and to seek information. Those
who do not watch Danmaku videos, however, complained about the abundance of
information, the imperfect information quality, and the look and feel. We
summarized scenarios suitable for Danmaku commenting from three perspectives:
the content, the complexity of information, and the number of viewers. Possible
improvements and new applications of Danmaku commenting were discussed.