G.M. Allen
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18 records found
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Exploring Value Alignment in Book Recommender Systems
This thesis addresses that gap by examining the extent to which user values are reflected in recommendation outcomes, and whether explicitly incorporating value information can improve this alignment. Using Schwartz's Theory of Basic Human Values as a theoretical framework, we conduct an offline experiment on the Goodreads dataset. We construct value profiles for both users and recommended items using the Personal Values Dictionary, which maps over a thousand English words to their corresponding Schwartz value. These profiles are derived from user reviews and book descriptions respectively, and are used to measure the alignment between a user's personal values and the values embedded in their recommendations.
Our results show that standard RSs exhibit a weak but positive degree of value alignment, suggesting that interaction-based optimization procedures partially capture users' values without explicitly modeling them. Furthermore, we find that explicitly incorporating user value profiles as features within the RS increases this alignment. These findings carry important implications for the design of value-aware recommender systems, and suggest that early integration of value information is a promising direction for future research. ...
This thesis addresses that gap by examining the extent to which user values are reflected in recommendation outcomes, and whether explicitly incorporating value information can improve this alignment. Using Schwartz's Theory of Basic Human Values as a theoretical framework, we conduct an offline experiment on the Goodreads dataset. We construct value profiles for both users and recommended items using the Personal Values Dictionary, which maps over a thousand English words to their corresponding Schwartz value. These profiles are derived from user reviews and book descriptions respectively, and are used to measure the alignment between a user's personal values and the values embedded in their recommendations.
Our results show that standard RSs exhibit a weak but positive degree of value alignment, suggesting that interaction-based optimization procedures partially capture users' values without explicitly modeling them. Furthermore, we find that explicitly incorporating user value profiles as features within the RS increases this alignment. These findings carry important implications for the design of value-aware recommender systems, and suggest that early integration of value information is a promising direction for future research.
Improving User Engagement to Reduce Dropout Rates in Long Web Surveys
Exploring the Effectiveness of Achievement Primes Amongst Intrinsically and Extrinsically Motivated Respondents
Achievement primes have been shown to reduce dropout on short surveys targeting extrinsically motivated respondents without additional costs or the need to reduce survey length. As repeated exposure to primes reinforces the stimuli, long surveys may also benefit from achievement primes. In this study, respondents are exposed to a questionnaire of more than 15 minutes on health whilst working behind a computer containing either no prime, passive achievement primes, or active achievement primes. Besides extrinsically motivated respondents, recruited via the crowdworking platform Prolific, intrinsically motivated respondents are also targeted in this study, recruited via snowball sampling.
Through a 2 times 3 factorial design, we discovered no statistical difference in dropout, perceived workload, and user engagement across the three questionnaire variants when evaluating intrinsically (N=88) and extrinsically motivated respondents (N=140) individually. By comparing intrinsically with extrinsically motivated respondents, we discovered extrinsically motivated respondents were more engaged and dropped out less. ...
Achievement primes have been shown to reduce dropout on short surveys targeting extrinsically motivated respondents without additional costs or the need to reduce survey length. As repeated exposure to primes reinforces the stimuli, long surveys may also benefit from achievement primes. In this study, respondents are exposed to a questionnaire of more than 15 minutes on health whilst working behind a computer containing either no prime, passive achievement primes, or active achievement primes. Besides extrinsically motivated respondents, recruited via the crowdworking platform Prolific, intrinsically motivated respondents are also targeted in this study, recruited via snowball sampling.
Through a 2 times 3 factorial design, we discovered no statistical difference in dropout, perceived workload, and user engagement across the three questionnaire variants when evaluating intrinsically (N=88) and extrinsically motivated respondents (N=140) individually. By comparing intrinsically with extrinsically motivated respondents, we discovered extrinsically motivated respondents were more engaged and dropped out less.
From Clicks to Cues
Exploring user behaviour as a language in music video consumption
Therefore this study attempts to bridge this research gap by collecting and analysing a large dataset of streaming sessions from a music video streaming company - XITE. In total, we analyzed 1.8 million sessions from approximately 270,000 unique users. The behaviour exhibited during those sessions is interpreted as a language and modelled using the Language Model - Doc2Vec. This facilitated the conversion of session action sequences into embeddings. Our findings suggest that music video streaming sessions exhibit cohesive user interaction patterns, which can be grouped into distinct clusters, thereby enabling the detection of distinct behavioural patterns across user sessions.
Furthermore, previous studies have indicated that user interactions with multimedia streaming platforms can be influenced by the context in which content is consumed. Extending these findings, our analysis of behavioural clusters revealed that certain user behaviours while consuming music videos are associated with specific music video genres and temporal factors. For instance, we discovered that passive sessions predominantly commence around 10 am, while sessions requiring more active engagement typically start in the evening. The insights derived from this study are valuable for improving user-centric design in music video streaming platforms and providing businesses with data-driven recommendations for strategic planning. ...
Therefore this study attempts to bridge this research gap by collecting and analysing a large dataset of streaming sessions from a music video streaming company - XITE. In total, we analyzed 1.8 million sessions from approximately 270,000 unique users. The behaviour exhibited during those sessions is interpreted as a language and modelled using the Language Model - Doc2Vec. This facilitated the conversion of session action sequences into embeddings. Our findings suggest that music video streaming sessions exhibit cohesive user interaction patterns, which can be grouped into distinct clusters, thereby enabling the detection of distinct behavioural patterns across user sessions.
Furthermore, previous studies have indicated that user interactions with multimedia streaming platforms can be influenced by the context in which content is consumed. Extending these findings, our analysis of behavioural clusters revealed that certain user behaviours while consuming music videos are associated with specific music video genres and temporal factors. For instance, we discovered that passive sessions predominantly commence around 10 am, while sessions requiring more active engagement typically start in the evening. The insights derived from this study are valuable for improving user-centric design in music video streaming platforms and providing businesses with data-driven recommendations for strategic planning.
Iterative training with human rated images to improve GAN generated image aesthetics
Effects of dataset size and training length
Beauty in the Eye of Machine
Using Automated Measures of Aesthetic Beauty to Improve GAN Output of Satellite Images
Designing a dashboard for wellbeing data
A recommendation system for individual wellbeing
useful were those that specified a single action in an interface catered to hand-tracking controls. Gestures which attempt to directly replace the mouse in a regular mouse-oriented interface were rated lower on usefulness and ease of use. We also found that most crowdworkers were unlikely to use hand gestures for progressing through related subtasks, since they were considered harder than using the keyboard and mouse. ...
useful were those that specified a single action in an interface catered to hand-tracking controls. Gestures which attempt to directly replace the mouse in a regular mouse-oriented interface were rated lower on usefulness and ease of use. We also found that most crowdworkers were unlikely to use hand gestures for progressing through related subtasks, since they were considered harder than using the keyboard and mouse.
These people use crowdsourcing platforms to complete these microtasks.
Crowd workers have to work in front of a screen to complete these microtasks, risking musculoskeletal problems and other mental problems.
Their working conditions look similar to desk workers, who are people that work remotely or at the office behind a desk.
This study aims to find the health differences between crowd workers and desk workers.
It will provide a general overview on the subjective well-being, experienced and mental health.
In order to analyze the differences in health, a survey will be deployed on a crowdsourcing platform in order to recruit crowd workers and desk workers will be recruited through snowball sampling.
The questions of the survey are divided into 5 groups, each representing a health category: general health, workspace quality, physical well-being, social well-being and emotional well-being.
For this study 17 crowd workers were recruited and 9 desk workers.
From the results, desk workers are healthier in general, have a healthier workspace because some desk workers work in ergonomically good offices, a healthier physical well-being, a healthier social well-being due to them having colleagues and a better emotional well-being. Crowd workers have a lower level of stress, because of the microtasks being mostly very simple, while desk workers have mentally demanding deadlines and projects to work on. ...
These people use crowdsourcing platforms to complete these microtasks.
Crowd workers have to work in front of a screen to complete these microtasks, risking musculoskeletal problems and other mental problems.
Their working conditions look similar to desk workers, who are people that work remotely or at the office behind a desk.
This study aims to find the health differences between crowd workers and desk workers.
It will provide a general overview on the subjective well-being, experienced and mental health.
In order to analyze the differences in health, a survey will be deployed on a crowdsourcing platform in order to recruit crowd workers and desk workers will be recruited through snowball sampling.
The questions of the survey are divided into 5 groups, each representing a health category: general health, workspace quality, physical well-being, social well-being and emotional well-being.
For this study 17 crowd workers were recruited and 9 desk workers.
From the results, desk workers are healthier in general, have a healthier workspace because some desk workers work in ergonomically good offices, a healthier physical well-being, a healthier social well-being due to them having colleagues and a better emotional well-being. Crowd workers have a lower level of stress, because of the microtasks being mostly very simple, while desk workers have mentally demanding deadlines and projects to work on.