Haptic Wave: A Cross-Modal Interface for Visually Impaired Audio Producers
Visual Impairment and Technology
/
Tanaka, Atau
/
Parkinson, Adam
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2150-2161
© Copyright 2016 ACM
Summary: We present the Haptic Wave, a device that allows cross-modal mapping of
digital audio to the haptic domain, intended for use by audio
producers/engineers with visual impairments. We describe a series of
participatory design activities adapted to non-sighted users where the act of
prototyping facilitates dialog. A series of workshops scoping user needs, and
testing a technology mock up and lo-fidelity prototype fed into the design of a
final high-spec prototype. The Haptic Wave was tested in the laboratory, then
deployed in real world settings in recording studios and audio production
facilities. The cross-modal mapping is kinesthetic and allows the direct
manipulation of sound without the translation of an existing visual interface.
The research gleans insight into working with users with visual impairments,
and transforms perspective to think of them as experts in non-visual interfaces
for all users.
Machine Learning of Personal Gesture Variation in Music Conducting
Gesture Elicitation and Interaction
/
Sarasua, Alvaro
/
Caramiaux, Baptiste
/
Tanaka, Atau
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3428-3432
© Copyright 2016 ACM
Summary: This note presents a system that learns expressive and idiosyncratic gesture
variations for gesture-based interaction. The system is used as an interaction
technique in a music conducting scenario where gesture variations drive music
articulation. A simple model based on Gaussian Mixture Modeling is used to
allow the user to configure the system by providing variation examples. The
system performance and the influence of user musical expertise is evaluated in
a user study, which shows that the model is able to learn idiosyncratic
variations that allow users to control articulation, with better performance
for users with musical expertise.
Human-Centred Machine Learning
Workshop Summaries
/
Gillies, Marco
/
Fiebrink, Rebecca
/
Tanaka, Atau
/
Garcia, Jérémie
/
Bevilacqua, Frédéric
/
Heloir, Alexis
/
Nunnari, Fabrizio
/
Mackay, Wendy
/
Amershi, Saleema
/
Lee, Bongshin
/
d'Alessandro, Nicolas
/
Tilmanne, Joëlle
/
Kulesza, Todd
/
Caramiaux, Baptiste
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3558-3565
© Copyright 2016 ACM
Summary: Machine learning is one of the most important and successful techniques in
contemporary computer science. It involves the statistical inference of models
(such as classifiers) from data. It is often conceived in a very impersonal
way, with algorithms working autonomously on passively collected data. However,
this viewpoint hides considerable human work of tuning the algorithms,
gathering the data, and even deciding what should be modeled in the first
place. Examining machine learning from a human-centered perspective includes
explicitly recognising this human work, as well as reframing machine learning
workflows based on situated human working practices, and exploring the
co-adaptation of humans and systems. A human-centered understanding of machine
learning in human context can lead not only to more usable machine learning
tools, but to new ways of framing learning computationally. This workshop will
bring together researchers to discuss these issues and suggest future research
questions aimed at creating a human-centered approach to machine learning.
The Haptic Wave: A Device for Feeling Sound
Interactivity Demos
/
Parkinson, Adam
/
Tanaka, Atau
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3750-3753
© Copyright 2016 ACM
Summary: We demonstrate the Haptic Wave, a device that allows audio engineers with
visual impairments to "feel" the amplitude of sound, gaining salient
information that sighted engineers get through visual waveforms. The demo will
allow visitors, sighted or visually-impaired, to sweep backwards and forwards
through audio recordings (snippets of pop songs and voice recordings), feeling
sound amplitude through haptic feedback delivered by a motorized fader. The
result of Participatory Design, Workshopping, and Research through Design
methods, the Haptic Wave has been previously exhibited at the Research Through
Design Conference (RTD), Visually Impaired Musicians' Lives conference, and has
been trialed in real world settings in recording studios by users with visual
impairments in the UK and USA. A detailed account of the research and design
process of the Haptic Wave has been accepted as a full paper at CHI'16.
Form Follows Sound: Designing Interactions from Sonic Memories
Speech & Auditory Interfaces
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Caramiaux, Baptiste
/
Altavilla, Alessandro
/
Pobiner, Scott G.
/
Tanaka, Atau
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3943-3952
© Copyright 2015 ACM
Summary: Sonic interaction is the continuous relationship between user actions and
sound, mediated by some technology. Because interaction with sound may be task
oriented or experience-based it is important to understand the nature of
action-sound relationships in order to design rich sonic interactions. We
propose a participatory approach to sonic interaction design that first
considers the affordances of sounds in order to imagine embodied interaction,
and based on this, generates interaction models for interaction designers
wishing to work with sound. We describe a series of workshops, called Form
Follows Sound, where participants ideate imagined sonic interactions, and then
realize working interactive sound prototypes. We introduce the Sonic Incident
technique, as a way to recall memorable sound experiences. We identified three
interaction models for sonic interaction design: conducting; manipulating;
substituting. These three interaction models offer interaction designers and
developers a framework on which they can build richer sonic interactions.
Understanding Gesture Expressivity through Muscle Sensing
Special Issue on Physiological Computing for Human-Computer Interaction
/
Caramiaux, Baptiste
/
Donnarumma, Marco
/
Tanaka, Atau
ACM Transactions on Computer-Human Interaction
2015-01
v.21
n.6
p.31
© Copyright 2015 ACM
Summary: Expressivity is a visceral capacity of the human body. To understand what
makes a gesture expressive, we need to consider not only its spatial placement
and orientation but also its dynamics and the mechanisms enacting them. We
start by defining gesture and gesture expressivity, and then we present
fundamental aspects of muscle activity and ways to capture information through
electromyography and mechanomyography. We present pilot studies that inspect
the ability of users to control spatial and temporal variations of 2D shapes
and that use muscle sensing to assess expressive information in gesture
execution beyond space and time. This leads us to the design of a study that
explores the notion of gesture power in terms of control and sensing. Results
give insights to interaction designers to go beyond simplistic gestural
interaction, towards the design of interactions that draw on nuances of
expressive gesture.
Adaptive Gesture Recognition with Variation Estimation for Interactive
Systems
Special Issue on Activity Recognition for Interaction
/
Caramiaux, Baptiste
/
Montecchio, Nicola
/
Tanaka, Atau
/
Bevilacqua, Frédéric
ACM Transactions on Interactive Intelligent Systems
2015-01
v.4
n.4
p.18
© Copyright 2015 ACM
Summary: This article presents a gesture recognition/adaptation system for human --
computer interaction applications that goes beyond activity classification and
that, as a complement to gesture labeling, characterizes the movement
execution. We describe a template-based recognition method that simultaneously
aligns the input gesture to the templates using a Sequential Monte Carlo
inference technique. Contrary to standard template-based methods based on
dynamic programming, such as Dynamic Time Warping, the algorithm has an
adaptation process that tracks gesture variation in real time. The method
continuously updates, during execution of the gesture, the estimated parameters
and recognition results, which offers key advantages for continuous human --
machine interaction. The technique is evaluated in several different ways:
Recognition and early recognition are evaluated on 2D onscreen pen gestures;
adaptation is assessed on synthetic data; and both early recognition and
adaptation are evaluated in a user study involving 3D free-space gestures. The
method is robust to noise, and successfully adapts to parameter variation.
Moreover, it performs recognition as well as or better than nonadapting offline
template-based methods.
Heart rate monitoring through the surface of a drinkware
Body signals
/
Chigira, Hiroshi
/
Ihara, Masayuki
/
Kobayashi, Minoru
/
Tanaka, Akimichi
/
Tanaka, Tomohiro
Proceedings of the 2014 International Joint Conference on Pervasive and
Ubiquitous Computing
2014-09-13
v.1
p.685-689
© Copyright 2014 ACM
Summary: There is a growing demand for daily heart rate (HR) monitoring in the fields
of healthcare, fitness, activity recognition, and entertainment. Although
various HR monitoring systems have been proposed, most of these employ a
wearable device, which may be a burden and disturb one's daily living.
To achieve the goal of pervasive HR monitoring in our daily living, we
present the HR monitoring method through the surface of a drinkware. The
proposed method employs the surface of a drinkware as a broad sensing region,
by expanding the principal of a basic photo-based HR sensor. The sensing
surface works even with a curved shape, and it can be applied on various types
of drinkwares. This approach enables unobtrusive HR monitoring during the
beverage consumption. As a prototype, we implemented the proposed method on an
ordinary transparent tumbler, and evaluated its HR monitoring performance.
Why you follow: a classification scheme for Twitter follow links
Posters and demos
/
Tanaka, Atsushi
/
Takemura, Hikaru
/
Tajima, Keishi
Proceedings of the 2014 ACM Conference on Hypertext and Social Media
2014-09-01
p.324-326
© Copyright 2014 ACM
Summary: Twitter is used for various purposes, such as, information
publishing/gathering, open discussions, and personal communications. As a
result, there are various types of follow links. In this paper, we propose a
scheme for classifying follow links according to the followers' intention. The
scheme consists of three axes: user-orientation, content-orientation, and
mutuality. The combination of these three axes can classify most major types of
follow links. Our experimental results suggest that the type of a follow link
does not solely depend on the type of the followee nor solely on the type of
the follower. The results also suggest that the proposed three axes are highly
independent of one another.
Posters
NIME 2014: New Interfaces for Musical Expression
2014-06-30
p.26
© Copyright 2014 Authors
A Gesture Detection with Guitar Pickup and Earphones
+ Suh, Sangwon
+ Lee, Jeong-seob
+ Yeo, Woon Seung
A Max/MSP Approach for Incorporating Digital Music via Laptops in Live Performances of Music Bands
+ Amo, Yehiel
+ Zissu, Gil
+ Eloul, Shaltiel
+ Shlomi, Eran
+ Schukin, Dima
+ Kalifa, Almog
A Real Time Common Chord Progression Guide on the Smartphone for Jamming Pop Song on the Music Keyboard
+ Lui, Simon
An Exploration of Peg Solitaire as a Compositional Tool
+ Keatch, Kirsty
Auraglyph: Handwritten Computer Music Composition and Design
+ Salazar, Spencer
+ Wang, Ge
Body As Instrument: Performing with Gestural Interfaces
+ Mainsbridge, Mary
+ Beilharz, Kirsty
Circle Squared and Circle Keys -- Performing on and with an unstable live algorithm for the Disklavier
+ Dahlstedt, Palle
Composing Embodied Sonic Play Experiences: Towards Acoustic Feedback Ecology
+ van Troyer, Akito
Design & Evaluation of an Accessible Hybrid Violin Platform
+ Overholt, Dan
+ Gelineck, Steven
Dynamical Interactions with Electronic Instruments
+ Mudd, Tom
+ Dalton, Nick
+ Holland, Simon
+ Mulholland, Paul
eMersion | Sensor-controlled Electronic Music Modules & Digital Data Workstation
+ Udell, Chet
+ Sain, James Paul
FingerSynth: Wearable Transducers for Exploring the Environment and Playing Music Everywhere
+ Dublon, Gershon
+ Paradiso, Joseph A.
Hand and Finger Motion-Controlled Audio Mixing Interface
+ Ratcliffe, Jarrod
How to Make Embedded Acoustic Instruments
+ Berdahl, Edgar
Interactive Parallax Scrolling Score Interface for Composed Networked Improvisation
+ Canning, Rob
Mobile Device Percussion Parade
+ Snyder, Jeff
+ Sarwate, Avneesh
+ Chen, Carolyn
+ Fishman, Noah
+ Collins, Quinn
+ Ergun, Cenk
+ Mulshine, Michael
Musical Interface to Audiovisual Corpora of Arbitrary Instruments
+ Neupert, Max
+ Goßmann, Joachim
New Open-Source Interfaces for Group Based Participatory Performance of Live Electronic Music
+ Barraclough, Timothy J
+ Murphy, Jim
+ Kapur, Ajay
Orphion: A gestural multi-touch instrument for the iPad
+ Trump, Sebastian
+ Bullock, Jamie
Pd-L2Ork Raspberry Pi Toolkit as a Comprehensive Arduino Alternative in K-12 and Production Scenarios
+ Bukvic, Ivica
PiaF: A Tool for Augmented Piano Performance Using Gesture Variation Following
+ Van Zandt-Escobar, Alejandro
+ Caramiaux, Baptiste
+ Tanaka, Atau
Pitch Canvas: Touchscreen Based Mobile Music Instrument
+ Strylowski, Bradley
+ Allison, Jesse
Reappropriating Museum Collections: Performing Geology Specimens and Meterology Data as New Instruments for Musical Expression
+ Bowers, John
+ Shaw, Tim
Rub Synth: A Study of Implementing Intentional Physical Difficulty Into Touch Screen Music Controllers
+ Sarier, Ozan
Sound Analyser: A Plug-in for Real-Time Audio Analysis in Live Performances and Installations
+ Stark, Adam
Tangle: a Flexible Framework for Performance with Advanced Robotic Musical Instruments
+ Mathews, Paul
+ Morris, Ness
+ Murphy, Jim
+ Kapur, Ajay
+ Carnegie, Dale
The Politics of Laptop Ensembles
+ Knotts, Shelly
+ Collins, Nick
A Preliminary Study of Relation Induction between HTML Tag Set and User
Experience
Interacting with the Web
/
Nakano, Azusa
/
Tanaka, Asato
/
Akiyoshi, Masanori
HCI International 2014: 16th International Conference on HCI, Part III:
Applications and Services
2014-06-22
v.3
p.49-56
Keywords: Web interface; user experience; relation induction
© Copyright 2014 Springer International Publishing
Summary: This paper addresses a preliminary study for relation identification between
the HTML tag set and user experience. Today's Web technologies such as "HTML5"
and "Ajax" enable content providers to design rich Web pages, sometimes
complicated and not ease-of-use. On the other hand, "user experience" is
getting more and more significant as everyone from young to elder people uses
the Web. The design principle seems not to be established from "user
experience" viewpoints, because it includes user practical activities.
Therefore our approach is to collect user operations and user impressions as to
the target Web pages, then induce relation between user impression and such
collected data by mining technologies. This paper reports a preliminary
experimental results towards such systematic analysis.
Muscular Interactions. Combining EMG and MMG sensing for musical practice
Session 2: Multimodal
/
Donnarumma, Marco
/
Caramiaux, Baptiste
/
Tanaka, Atau
NIME 2013: New Interfaces for Musical Expression
2013-05-27
p.4
Keywords: NIME, sensorimotor system, EMG, MMG, biosignal, multimodal, mapping
© Copyright 2013 Authors
Summary: We present the first combined use of the electromyogram (EMG) and
mechanomyogram (MMG), two biosignals that result from muscular activity, for
interactive music applications. We exploit differences between these two
signals, as reported in the biomedical literature, to create bi-modal
sonification and sound synthesis mappings that allow performers to distinguish
the two components in a single complex arm gesture. We study non-expert
players' ability to articulate the different modalities. Results show that
purposely designed gestures and mapping techniques enable novices to rapidly
learn to independently control the two biosignals.
Machine Learning of Musical Gestures
Session 10: Gesture | Space
/
Caramiaux, Baptiste
/
Tanaka, Atau
NIME 2013: New Interfaces for Musical Expression
2013-05-27
p.32
Keywords: Machine Learning, Data mining, Musical Expression, Musical Gestures,
Analysis, Control, Gesture, Sound
© Copyright 2013 Authors
Summary: We present an overview of machine learning (ML) techniques and their
application in interactive music and new digital instrument design. We first
provide the non-specialist reader an introduction to two ML tasks,
classification and regression, that are particularly relevant for gestural
interaction. We then present a review of the literature in current NIME
research that uses ML in musical gesture analysis and gestural sound control.
We describe the ways in which machine learning is useful for creating
expressive musical interaction, and in turn why live music performance presents
a pertinent and challenging use case for machine learning.
Towards Gestural Sonic Affordances
Posters (1)
/
Altavilla, Alessandro
/
Caramiaux, Baptiste
/
Tanaka, Atau
NIME 2013: New Interfaces for Musical Expression
2013-05-27
p.51
Keywords: Gestural embodiment of sound, Affordances, Mapping
© Copyright 2013 Authors
Summary: We present a study that explores the affordance evoked by sound and
sound-gesture mappings. In order to do this, we make use of a sensor system
with minimal form factor in a user study that minimizes cultural association.
The present study focuses on understanding how participants describe sounds and
gestures produced while playing designed sonic interaction mappings. This
approach seeks to move from object-centric affordance towards investigating
embodied gestural sonic affordances.
Muscular Interactions. Combining EMG and MMG sensing for musical practice
Demos (1)
/
Donnarumma, Marco
/
Caramiaux, Baptiste
/
Tanaka, Atau
NIME 2013: New Interfaces for Musical Expression
2013-05-27
p.70
Beyond recognition: using gesture variation for continuous interaction
alt.chi: Design Lessons
/
Caramiaux, Baptiste
/
Bevilacqua, Frederic
/
Tanaka, Atau
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2109-2118
© Copyright 2013 ACM
Summary: Gesture-based interaction is widespread in touch screen interfaces. The goal
of this paper is to tap the richness of expressive variation in gesture to
facilitate continuous interaction. We achieve this through novel techniques of
adaptation and estimation of gesture characteristics. We describe two
experiments. The first aims at understanding whether users can control certain
gestural characteristics and if that control depends on gesture vocabulary. The
second study uses a machine learning technique based on particle filtering to
simultaneously recognize and measure variation in a gesture. With this
technology, we create a gestural interface for a playful photo processing
application. From these two studies, we show that 1) multiple characteristics
can be varied independently in slower gestures (Study 1), and 2) users find
gesture-only interaction less pragmatic but more stimulating than traditional
menu-based systems (Study 2).
SIG NIME: music, technology, and human-computer interaction
SIGs
/
Bevilacqua, Frederic
/
Fels, Sidney
/
Jensenius, Alexander R.
/
Lyons, Michael J.
/
Schnell, Norbert
/
Tanaka, Atau
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2529-2532
© Copyright 2013 ACM
Summary: This SIG intends to investigate the ongoing dialogue between music
technology and the field of human-computer interaction. Our specific aims are
to consider major findings of musical interface research over recent years and
discuss how these might best be conveyed to CHI researchers interested but not
yet active in this area, as well as to consider how to stimulate future
collaborations between music technology and CHI research communities.
MubuFunkScatShare: gestural energy and shared interactive music
Interactivity: exploration
/
Tanaka, Atau
/
Caramiaux, Baptiste
/
Schnell, Norbert
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2999-3002
© Copyright 2013 ACM
Summary: We present a ludic interactive music performance that allows live recorded
sounds to be re-rendered through the users' movements. The interaction design
made the control similar to a shaker where the motion energy drives the energy
of the played music piece. The instrument has been designed for musicians as
well as non-musicians and allows for multiple players. In the MubuFunkScatShare
performance, one performer plays acoustical instruments into the system,
subsequently rendering them by shaking a smartphone. He invites participation
by volunteers from the audience, resulting in a fun musical piece that includes
layers of funk guitar, scat singing, guitar solo, and beatboxing.
Designing musical interactions for mobile systems
DIS workshops
/
Tahiroglu, Koray
/
Tanaka, Atau
/
Parkinson, Adam
/
Gibson, Steve
Proceedings of DIS'12: Designing Interactive Systems
2012-06-11
p.807-808
© Copyright 2012 ACM
Summary: Mobile music making is an area where many of the specific design challenges
and specific affordances of mobile technologies can be explored. Music
applications have often been at the forefront of research in social-interactive
aspects of emerging technologies. Music, as a social activity and time-based
medium makes demands in terms of intuitive and responsive interactions that
later find relevance in other application domains. This workshop will discuss
the specific interaction design challenges for deploying engaging and creative
musical activities on mobile devices. These devices are characterised by
powerful, but not unlimited processing power, touchscreen, small form factor,
networking capability, embedded tilt, microphone, camera sensors, and compact
GUI. The workshop will allow interaction designers, musicians, and developers
who may not already be involved in mobile music development to engage with and
learn about this rapidly developing field, and the design research methods that
are at the core of creative mobile music applications.
A Survey and Thematic Analysis Approach as Input to the Design of Mobile
Music GUIs
Posters
/
Tanaka, Atau
/
Parkinson, Adam
/
Settel, Zack
/
Tahiroglu, Koray
NIME 2012: New Interfaces for Musical Expression
2012-05-21
p.240
Keywords: NIME, Mobile Music, Pure Data
© Copyright 2012 Authors
Summary: Mobile devices represent a growing research field within NIME, and a growing
area for commercial music software. They present unique design challenges and
opportunities, which are yet to be fully explored and exploited. In this paper,
we propose using a survey method combined with qualitative analysis to
investigate the way in which people use mobiles musically. We subsequently
present as an area of future research our own PDplayer, which provides a
completely self contained end application in the mobile device, potentially
making the mobile a more viable and expressive tool for musicians.
Articulating lines of research in digital arts, HCI, and interaction
(invited SIG)
SIGs
/
Fantauzzacoffin, Jill
/
Candy, Linda
/
Chenzira, Ayoka
/
Edmonds, Ernest
/
England, David
/
Schiphorst, Thecla
/
Tanaka, Atau
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1177-1180
© Copyright 2012 ACM
Summary: The establishment of a Digital Arts Featured Community at CHI 2012 indicates
the general acceptance of mutually beneficial synergies between digital arts
and HCI. At this juncture, the Digital Arts Community has an opportunity to
build upon this established community platform to begin articulating lines of
research. This SIG initiates this essential step in establishing traditions of
contribution.
Music one participates in
Creativity and music
/
Tanaka, Atau
Proceedings of the 2011 Conference on Creativity and Cognition
2011-11-03
p.105-106
© Copyright 2011 ACM
Summary: Digital music has undergone fundamental shifts -- it has gone real time, it
has become interactive, it has become miniaturized, and completely
democratized. I'll map out my personal trajectory in this time to look at
broader evolutions in the field with sensors, networks, and mobility. These are
not just technological changes, but changes that bring about shifts in musical
approaches. Form factors change, analogue is reconciled with digital, and new
directions in Open Source and DIY culture continue to challenge our assumptions
on what it means to be an artist, composer, performer, participant, in these
evolving musical/technological landscapes.
Beyond participation: empowerment, control and ownership in youth-led
collaborative design
Poster session
/
Gaye, Lalya
/
Tanaka, Atau
Proceedings of the 2011 Conference on Creativity and Cognition
2011-11-03
p.335-336
© Copyright 2011 ACM
Summary: We describe a collaborative design project with a group of young people in
which an interactive educational information pack for teenagers was
implemented. Instead of just providing input to a design project, the young
people initiated, controlled and partially implemented the project themselves,
with the support of an interdisciplinary research team. Here we present this
approach to participatory design research, describe the design process and show
that initiative, control, and hands-on engagement in youth-led collaborative
design, can bring to the young people a strong sense of ownership and
empowerment.
The user in flux: bringing HCI and digital arts together to interrogate
shifting roles in interactive media
Workshops
/
Leong, Tuck W.
/
Gaye, Lalya
/
Tanaka, Atau
/
Taylor, Robyn
/
Wright, Peter C.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.45-48
© Copyright 2011 ACM
Summary: With the advent of interactive digital media, people are no longer simply
'users'. They actively shift between various roles: author, collaborator, and
even performer. We coin the term "user in flux" to problematize static
definitions of "the user" and highlight how people's roles and practices switch
and evolve when engaged in such interactions. Drawing from participatory
practices and seeking inspiration from interactive artists, this workshop
explores the "user in flux" with an aim to establish directions and approaches
that can revitalize the HCI community's understanding of the user and inform
the design of technologies used for interacting with digital media, and promote
a new research agenda.
Classical music for rock fans?: novel recommendations for expanding user
interests
KM track: information filtering and recommender systems (II)
/
Nakatsuji, Makoto
/
Fujiwara, Yasuhiro
/
Tanaka, Akimichi
/
Uchiyama, Toshio
/
Fujimura, Ko
/
Ishida, Toru
Proceedings of the 2010 ACM Conference on Information and Knowledge
Management
2010-10-26
p.949-958
© Copyright 2010 ACM
Summary: Most recommender algorithms produce types similar to those the active user
has accessed before. This is because they measure user similarity only from the
co-rating behaviors against items and compute recommendations by analyzing the
items possessed by the users most similar to the active user. In this paper, we
define item novelty as the smallest distance from the class the user accessed
before to the class that includes target items over the taxonomy. Then, we try
to accurately recommend highly novel items to the user. First, our method
measures user similarity by employing items rated by users and a taxonomy of
items. It can accurately identify many items that may suit the user. Second, it
creates a graph whose nodes are users; weighted edges are set between users
according to their similarity. It analyzes the user graph and extracts users
that are related on the graph though the similarity between the active user and
each of those users is not high. The users so extracted are likely to have
highly novel items for the active user. An evaluation conducted on several
datasets finds that our method accurately identifies items with higher novelty
than previous methods.