[1]
EMPIRE 2015: Workshop on Emotions and Personality in Personalized Systems
Workshops and Challenge
/
Tkalcic, Marco
/
De Carolis, Berardina
/
de Gemmis, Marco
/
Odic, Ante
/
Košir, Andrej
Proceedings of the 2015 ACM Conference on Recommender Systems
2015-09-16
p.343-344
© Copyright 2015 ACM
Summary: The EMPIRE workshop focuses on recommender systems (and other personalized
systems) that take advantage of user-centric properties, such as emotions and
personality. The workshop is organized as a focused mini-conference with
technical and position papers. The goal is to gather the scattered work under a
common umbrella and take advantage of the discussion time to draw future
research opportunities.
[2]
Incremental Learning of Daily Routines as Workflows in a Smart Home
Environment
Special Issue on Activity Recognition for Interaction
/
De Carolis, Berardina
/
Ferilli, Stefano
/
Redavid, Domenico
ACM Transactions on Interactive Intelligent Systems
2015-01
v.4
n.4
p.20
© Copyright 2015 ACM
Summary: Smart home environments should proactively support users in their
activities, anticipating their needs according to their preferences.
Understanding what the user is doing in the environment is important for
adapting the environment's behavior, as well as for identifying situations that
could be problematic for the user. Enabling the environment to exploit models
of the user's most common behaviors is an important step toward this objective.
In particular, models of the daily routines of a user can be exploited not only
for predicting his/her needs, but also for comparing the actual situation at a
given moment with the expected one, in order to detect anomalies in his/her
behavior. While manually setting up process models in business and factory
environments may be cost-effective, building models of the processes involved
in people's everyday life is infeasible. This fact fully justifies the interest
of the Ambient Intelligence community in automatically learning such models
from examples of actual behavior. Incremental adaptation of the models and the
ability to express/learn complex conditions on the involved tasks are also
desirable. This article describes how process mining can be used for learning
users' daily routines from a dataset of annotated sensor data. The solution
that we propose relies on a First-Order Logic learning approach. Indeed,
First-Order Logic provides a single, comprehensive and powerful framework for
supporting all the previously mentioned features. Our experiments, performed
both on a proprietary toy dataset and on publicly available real-world ones,
indicate that this approach is efficient and effective for learning and
modeling daily routines in Smart Home Environments.
[3]
Learning and Recognizing Routines and Activities in SOFiA
/
De Carolis, Berardina
/
Ferilli, Stefano
/
Mallardi, Giulio
Proceedings of the 2014 European Conference on Ambient Intelligence
2014-11-11
p.191-204
© Copyright 2014 Springer International Publishing Switzerland
Summary: In order to promote an effective and personalized interaction, smart
environments should be endowed with the capability of understanding what the
user is doing. To this aim we developed a system called WoMan that, using a
process mining approach, is able to incrementally learn user's activities and
daily routines as workflow models. In order to test its efficacy in a
real-world setting, we set up a smart office environment, SOFiA, equipped with
a sensor network based on Arduino. Then we collected an annotated dataset of 45
days and from this dataset we learned the workflow models of the user daily
routines and of the activities performed in the office. Then we performed some
experiments that show how our approach perform in learning and recognizing
activities and routines. In particular, we achieve in average the accuracy of
82% for tasks and the accuracy of 98% for the transitions among tasks. Moreover
we test the real-time performance of the approach with sensor data coming from
the SOFiA sensors and the system started to make a correct prediction since the
fourth execution in 82% of the cases.
[4]
Recognizing the User Social Attitude in Multimodal Interaction in Smart
Environments
Long Papers
/
De Carolis, Berardina
/
Ferilli, Stefano
/
Novielli, Nicole
Proceedings of the 2012 International Joint Conference on Ambient
Intelligence
2012-11-13
p.240-255
© Copyright 2012 Springer-Verlag
Summary: Ambient Intelligence aims at promoting an effective, natural and
personalized interaction with the environment services. In order to provide the
most appropriate answer to the user requests, an Ambient Intelligence system
should model the user by considering not only the cognitive ingredients of his
mental state, but also extra-rational factors such as affect, engagement,
attitude, and so on. This paper describes a study aimed at building a
multimodal framework for recognizing the social response of users during
interaction with embodied agents in the context of ambient intelligence. In
particular, we describe how we extended a model for recognizing the social
attitude in text-based dialogs by adding two additional knowledge sources:
speech and gestures. Results of the study show that these additional knowledge
sources may help in improving the recognition of the users' attitude during
interaction.
[5]
EDITED BOOK
Pervasive Advertising
Human-Computer Interaction Series
/
Müller, Jörg
/
Alt, Florian
/
Michelis, Daniel
2011
n.17
p.360
Springer London
DOI: 10.1007/978-0-85729-352-7
Pervasive Advertising (1-29)
+ Müller, Jörg
+ Alt, Florian
+ Michelis, Daniel
Digital Out-of-Home Media: Means and Effects of Digital Media in Public Space (31-56)
+ Stalder, Ursula
Meaningful Advertising (57-81)
+ van Waart, Peter
+ Mulder, Ingrid
+ de Bont, Cees
Activity-Based Advertising (83-101)
+ Partridge, Kurt
+ Begole, Bo
A Standard for Digital Signage Privacy (103-117)
+ Geiger, Harley Lorenz
Targeted Advertising on the Handset: Privacy and Security Challenges (119-137)
+ Haddadi, Hamed
+ Hui, Pan
+ Henderson, Tristan
+ Brown, Ian
Opportunities and Challenges of Interactive Public Displays as an Advertising Medium (139-157)
+ José, Rui
+ Cardoso, Jorge C. S.
Conceptualizing Context for Pervasive Advertising (159-183)
+ Bauer, Christine
+ Spiekermann, Sarah
Managing Advertising Context (185-205)
+ Strohbach, Martin
+ Bauer, Martin
+ Martin, Miquel
+ Hebgen, Benjamin
Social Networks in Pervasive Advertising and Shopping (207-225)
+ Spiegler, Erica Dubach
+ Hildebrand, Christian
+ Michahelles, Florian
Adapting News and Advertisements to Groups (227-246)
+ De Carolis, Berardina
Deploying Pervasive Advertising in a Farmers' Market (247-267)
+ Wakeman, Ian
+ Light, Ann
+ Robinson, Jon
+ Chalmers, Dan
+ Basu, Anirban
Rural Communities and Pervasive Advertising (269-286)
+ Taylor, Nick
+ Cheverst, Keith
Attentional Behavior of Users on the Move Towards Pervasive Advertising Media (287-307)
+ Schrammel, Johann
+ Mattheiss, Elke
+ Döbelt, Susen
+ Paletta, Lucas
+ et al
Ambient Persuasion in the Shopping Context (309-323)
+ Reitberger, Wolfgang
+ Meschtscherjakov, Alexander
+ Mirlacher, Thomas
+ et al
Interacting with Sound (325-342)
+ Meier, Max
+ Beyer, Gilbert
Scent Marketing: Making Olfactory Advertising Pervasive (343-360)
+ Emsenhuber, Bernadette
[6]
Social robots and ECAs for accessing smart environments services
Interaction
/
De Carolis, Berardina
/
Mazzotta, Irene
/
Novielli, Nicole
/
Pizzutilo, Sebastiano
Proceedings of the 2010 International Conference on Advanced Visual
Interfaces
2010-05-26
p.275-278
Keywords: animated interfaces, interface evaluation
© Copyright 2010 ACM
Summary: As far as interaction is concerned Ambient Intelligence (AmI) research
emphasizes the need of natural and friendly interfaces for accessing services
provided by the environment. In this paper we present the result of an
experimental study aiming at understanding whether Embodied Conversational
Agents (ECAs) and Social Robots may improve the naturalness and effectiveness
of interaction by playing different roles when acting as interface between
users and smart environment services. Results obtained so far show that ECAs
seem to have a better evaluation than robots for information related tasks. On
the other side, Social Robots are preferred for welcoming people and for
guiding them in the smart environment, due to their possibility to move and to
the perceived sense of presence. Moreover, the robot seems to elicit a more
positive evaluation in terms of user experience.
[7]
Generating comparative descriptions of places of interest in the tourism
domain
Short papers
/
De Carolis, Berardina
/
Novielli, Nicole
/
Plantamura, Vito Leonardo
/
Gentile, Enrica
Proceedings of the 2009 ACM Conference on Recommender Systems
2009-10-23
p.277-280
© Copyright 2009 ACM
Summary: When visiting cities as tourists, most of the times people do not make very
detailed plans and, when choosing where to go and what to seem they tend to
select the area with the major number of interesting facilities. Therefore, it
would be useful to support the user choice with contextual information
presentation, information clustering and comparative explanations of places of
potential interest in a given area. In this paper we illustrate how MyMap, a
mobile recommender system in the Tourism domain, generates comparative
descriptions to support users in making decisions about what to see, among
relevant objects of interest.
[8]
A team of presentation agents for edutainment
Edutainment & engaging education
/
De Carolis, Bernardina
/
Rossano, Veronica
Proceedings of ACM IDC'09: Interaction Design and Children
2009-06-03
p.150-153
Keywords: edutainment, presentation team
© Copyright 2009 ACM
Summary: This paper presents the development of a presentation team that shows,
explains and provides useful advices to children in the domain of "healthy
nutrition". Agents of the team are endowed with different roles and personality
traits so as to explain domain concepts from different viewpoints. In order to
develop a system independent from the domain and the bodies of the agents,
explanations and pieces of advice are generated and not statically scripted.
The presentation plan is distributed to the various team actors and it is
adapted to the characteristics of the interlocutor. To test the system and to
evaluate the efficacy of the team in this domain we used a family of characters
already present in the cartoon world: the Smurfies.
[9]
Personalized Control of Smart Environments
Poster Papers
/
Cozzolongo, Giovanni
/
De Carolis, Berardina
/
Pizzutilo, Sebastiano
Proceedings of User Modeling 2007
2007-07-25
p.420-424
© Copyright 2007 Springer-Verlag
Summary: Interaction with smart environments, to be effective, should be easy,
natural and should be proactively adapted to users needs. In this paper we
propose the use of a butler agent acting as a mediator between environment
devices and users. As any good butler, it is able to observe and learn about
users preferences but it leaves to its "owner" the last word on decisions. This
is possible by employing user and context modeling techniques in order to
provide a dynamic adaptation of the interaction with the environment according
to the vision of ambient intelligence.
[10]
Social robots as mediators between users and smart environments
Short papers
/
Cozzolongo, Giovanni
/
De Carolis, Berardina
/
Pizzutilo, Sebastiano
Proceedings of the 2007 International Conference on Intelligent User
Interfaces
2007-01-28
p.353-356
© Copyright 2007 ACM
Summary: In this paper we propose the use of a social robot as mediator between the
user and a smart environment. Since the speech is considered one of the more
natural and immediate input channel in human-robot interaction we discuss the
importance of recognizing both the linguistic content of the spoken sentence
and the valence of the user tone of voice in order to infer properly the user's
intent in communication during the interaction.
[11]
Interacting with embodied agents in public environments
Advancing interaction
/
Cavalluzzi, Addolorata
/
De Carolis, Berardina
/
Pizzutilo, Sebastiano
/
Cozzolongo, Giovanni
Proceedings of the 2004 International Conference on Advanced Visual
Interfaces
2004-05-25
p.240-243
Keywords: interface agents, personalization
© Copyright 2004 ACM
Summary: In this paper, we present the first results of a research aiming at
developing an intelligent agent able to interact with users in public spaces
through a touch screen or a personal device. The agent communication is adapted
to the situation at both content and presentation levels, by generating an
appropriate combination of verbal and non-verbal agent behaviours.
[12]
Adapting Home Behavior to Its Inhabitants
Multimodality and Ubiquitous Computing
/
De Carolis, Berardina
Proceedings of User Modeling 2005
2003-07-24
p.282-286
© Copyright 2003 Springer-Verlag
Summary: In this paper, we propose a multiagent system for simulating the control of
an intelligent home able to adapt its behavior to the user situation. Central
to the adaptation process is the concept of influence sphere that is defined in
function of the type of service it provides to house inhabitants (i.e. comfort,
security, entertainment, etc.). Each influence sphere is controlled by a
Supervisor Agent (SA) that is responsible for taking decisions relative to that
scope. Decisions about actions involve device behaviors that, in our system,
are controlled by Operator Agents (OAs). Each OA is responsible for deciding
the utility of an action in the current user context. Then, according to this
organization, the adaptation process is performed at two levels: globally for
the relevant influence sphere and locally at the device level.
[13]
Emotional Dialogs with an Embodied Agent
Natural Language and Dialog
/
Cavalluzzi, Addolorata
/
De Carolis, Berardina
/
Carofiglio, Valeria
/
Grassano, Giuseppe
Proceedings of User Modeling 2003
2003-06-22
p.86-95
© Copyright 2003 Springer-Verlag
Summary: We discuss how simulating emotional dialogs with an Embodied Agent requires
endowing it with ability to manifest appropriately emotions but also to exploit
them in controlling behavior. We then describe a domain-independent testbed to
simulate dialogs in affective domains and verify how they change when the
context in which interaction occurs is varied. Emotion activation is simulated
by dynamic belief networks while dialog simulation is implemented within a
logical framework.
[14]
D-ME: Personal Interaction in Smart Environments
Mobile and Ubiquitous Computing
/
De Carolis, Berardina
/
Pizzutilo, Sebastiano
/
Palmisano, Ignazio
Proceedings of User Modeling 2003
2003-06-22
p.388-392
© Copyright 2003 Springer-Verlag
Summary: Ubiquitous access to information services in active environments depends on
the user and on the situation in which interaction occurs. We propose a
multiagent architecture in which users and environments are represented by
agents that negotiate tasks execution and generate results according to user in
context features.
[15]
From Greta's mind to her face: modelling the dynamics of affective states in
a conversational embodied agent
/
de Rosis, Fiorella
/
Pelachaud, Catherine
/
Poggi, Isabella
/
Carofiglio, Valeria
/
De Carolis, Berardina
International Journal of Human-Computer Studies
2003
v.59
n.1/2
p.81-118
© Copyright 2003 Elsevier Science Publishers
Summary:
This paper describes the results of a research project aimed at implementing
a `realistic' 3D Embodied Agent that can be animated in real-time and is
`believable and expressive': that is, able to coherently communicate complex
information through the combination and the tight synchronisation of verbal and
nonverbal signals. We describe, in particular, how we `animate' this Agent
(that we called Greta) so as to enable her to manifest the affective states
that are dynamically activated and de-activated in her mind during the dialog
with the user. The system is made up of three tightly interrelated components:
- A representation of the Agent Mind: this includes long and short-term affective components (personality and emotions) and simulates how emotions are triggered and decay over time according to the Agent's personality and to the context, and how several emotions may overlap. Dynamic belief networks with weighting of goals is the formalism we employ to this purpose.
- A mark-up language to denote the communicative meanings that may be associated with dialog moves performed by the Agent.
- A translation of the Agent's tagged move into a face expression, that combines appropriately the available channels (gaze direction, eyebrow shape, head direction and movement etc). The final output is a 3-D facial model that respects the MPEG-4 standard and uses MPEG-4 Facial Animation Parameters to produce facial expressions.
Throughout the paper, we illustrate the results obtained, with an example of
dialog in the domain of `Advice about eating disorders'. The paper concludes
with an analysis of advantages of our cognitive model of emotion triggering and
of the problems found in testing it. Although we did not yet complete a formal
evaluation of our system, we briefly describe how we plan to assess the agent's
believability in terms of consistency of its communicative behaviour.
[16]
Automated generation of agent behaviour from formal models of interaction
/
de Rosis, Fiorella
/
De Carolis, Berardina
/
Pizzutilo, Sebastiano
Proceedings of the 2000 International Conference on Advanced Visual
Interfaces
2000-05-24
p.193-200
Keywords: animated agents, formal models of interaction, user manuals generation
© Copyright 2000 ACM
Summary: We illustrate how a formal model of interaction can be employed to generate
documentation on how to use an application, in the form of an Animated Agent.
The formal model is XDM, an extension of Coloured Petri Nets that enables
representing user-adapted interfaces, simulating their behaviour and making
pre-empirical usability evaluations. XDM-Agent is a personality-rich animated
character that uses this formal model to illustrate the role of interface
objects and to explain how tasks may be performed; its behaviour is programmed
by a schema-based planning followed by a surface generation, in which verbal
and non-verbal acts are combined appropriately, the agent's 'personality' may
be adapted to the user characteristics.
[17]
Software Documentation with Animated Agents
Long Papers: Adaptivity and Adaptability
/
de Rosis, Fiorella
/
De Carolis, Berardina
/
Pizzutilo, Sebastiano
Proceedings of the 5th ERCIM Workshop on 'User Interfaces for All'
1999-11-28
n.15
p.15
ERCIM
Summary: We show how a formal model of interaction can be employed to generate
documentation on how to use an application, in the form of an Animated Agent.
The formal model we employ is XDM (Context-Sensitive Dialog Modeling), an
extension of Coloured Petri Nets that enables representing user-adapted
interfaces, simulating their behaviour in different contexts and making
semiautomatic pre-empirical evaluations of consistency and complexity.
XDM-Agent is a personality-rich animated character that uses this formal model
to illustrate the role of interface objects and to explain which tasks may be
performed and how they may be performed. The behaviour of this agent is
programmed by a schema-based planning (the agent's 'Mind'), followed by a
surface generation (its 'Body'), in which verbal and nonverbal acts are
combined appropriately. The agent's personality, that is the way its Mind is
programmed and its Body appears to the user, may be adapted to the user
characteristics. The potential interest of applying to software documentation
the HCI metaphor of 'interacting with a friend' is discussed.
[18]
Generating Mixed-Initiative Hypertexts: A Reactive Approach
Reactive and Adaptive Interfaces
/
De Carolis, Berardina
Proceedings of the 1999 International Conference on Intelligent User
Interfaces
1999-01-05
p.71-78
Keywords: Dynamic hypertext generation, Mixed-initiative interaction, Automated
presentation of information
© Copyright 1999 ACM
Summary: Interaction with an adaptive hypertext can be seen as a form of
"goal-oriented" dialogue, where the user asks for information through a set of
predefined queries and the system answers ensuring that the global
communicative goal of the information process is achieved through a sequence of
dialogue sections (hypermedia nodes). The system establishes what to say to
the user at every turn of the dialogue based on the user model settings and on
the interaction history. Planning on demand the information content of a
hypertext node that responds to a particular link selection in a particular
context requires a "reactive" approach; this differs from common hypertext
planning in that it applies local adjustment criteria to an overall plan and,
in mixed-initiative situations, tries to tit together the system's and the
user's points of view.
[19]
Formal Description and Evaluation of User-Adapted Interfaces
/
de Rosis, Fiorella
/
Pizzutilo, Sebastiano
/
de Carolis, Berardina
International Journal of Human-Computer Studies
1998
v.49
n.2
p.95-120
© Copyright 1998 Academic Press
Summary: This paper describes a visual formalism and a tool to support design and
evaluation of human-computer interaction in context-customized systems. The
formalism is called XDM (for "context-sensitive dialogue modelling") and
combines extended Petri nets with Card, Moran and Newell's KLM operators theory
to describe static and dynamic aspects of interaction in every context in which
the system should operate, and to make evaluations of interface correctness and
usability easier or automatic. The method was developed in the scope of a
European Community Project to iteratively prototype a knowledge-based medical
system. It has been subsequently employed in several research projects and in
teaching activities.
[20]
The dynamic generation of hypertext presentations of medical guidelines
/
De Carolis, Berardina
/
de Rosis, Fiorella
/
Andreoli, Chiara
/
Cavallo, Vincenzo
/
De Cicco, M. Luisa
New Review of Hypermedia and Multimedia
1998
v.4
p.67-88
© Copyright 1998 Taylor and Francis Ltd.
Summary: We describe a project aimed at developing a tool to generate user and
context-adapted textual descriptions of clinical guidelines on the World Wide
Web. ARIANNA employs two knowledge sources (a decision tree and a taxonomy of
concepts in the clinical domain) and schema and ATN-based NLG techniques, to
dynamically generate the hypermedia. This appears to the user as a frameset
with three main components: the guideline itself, an explanation of related
concepts and a justification of individual steps. Each component is adapted to
the user: i) the guideline is adapted to the user's goal in consulting the
system (tutoring vs decision support); ii) explanations of concepts are adapted
to the user knowledge and to the interaction history; iii) justifications are
reserved for the tutoring consultation mode.
[21]
HCI in Italy: An Overview of the Current State of Research
HCI in Italy
/
De Carolis, Berardina Nadja
ACM SIGCHI Bulletin
1996
v.28
n.3
p.48-49
© Copyright 1996 ACM
Research
User Interface Design
Advanced Interfaces
Definition and Evaluation of Usability
Relevant Activities
[22]
A Tool to Support Specification and Evaluation of Context-Customized
Interfaces
HCI in Italy
/
de Rosis, Fiorella
/
Pizzutilo, Sebastiano
/
De Carolis, Berardina
ACM SIGCHI Bulletin
1996
v.28
n.3
p.82-88
© Copyright 1996 ACM
Introduction
XDM Models
Model Building
a. Defining the Contexts in which the System Should Operate
b. Defining the Tasks in a Top-Down Way
c. Describing each Task in Terms of Application Conditions and Effects
d. Defining Dynamical Aspects of Interaction
e. Completing the Definition of Logical Aspects of Interaction
f. Selecting an Environment
g. Define Physical Aspects of the Interface
Model Use
Description
Simulation
Formal Evaluation
Correctness
Usability
State of the Art and Future Developments
Summary: This paper describes a tool which aims at responding to the mentioned
objectives: XDM (Context-Sensitive Dialogue Modeling) extends Coloured Petri
Nets to specify context-customized interfaces in a task-based way and to
simulate their behaviour in defined contexts. By integrating this modeling
approach with KLM theory [2], XDM also enables evaluating (in an automatic or
semi-automatic way) whether the interface is correct and usable.
[23]
A User-Adapted Iconic Language for the Medical Domain
/
De Carolis, B.
/
De Rosis, F.
/
Errore, S.
International Journal of Human-Computer Studies
1995
v.43
n.4
p.561-577
© Copyright 1995 Academic Press
Summary: Although icons are presented as a universal language, some claim that
cultural background, education and environment might influence the users'
interpretation of their meaning. If this is true, the iconic language should
be adapted to the user's characteristics. This paper presents results of a
study that was aimed at designing the iconic language of a medical decision
support system to be used in several European countries. The study included
four main phases: listing and classification of the messages to be represented,
collection of proposals about icons from representatives of potential users,
preparation of candidates for evaluation and final evaluation of candidates by
a sample of users. Results of this study indicate which icons are universally
considered as "good" or "bad", and which ones are "controversial", that is,
which are clearly preferred or clearly rejected by different interviewed
subgroups. These results are also compared with results of previous studies,
to single out factors which seem to condition acceptance of iconic messages.
Finally, the paper describes the architecture of the interface which supports
adapting icons to the user characteristics.
[24]
Adaptive interaction with knowledge-based systems
/
de Rosis, F.
/
Cozza, M. T.
/
de Carolis, B.
/
Errore, S.
/
Pizzutilo, S.
/
de Zegher, I.
Proceedings of the 1994 International Conference on Advanced Visual
Interfaces
1994-06-01
p.192-199
© Copyright 1994 ACM
[25]
Modelling Adaptive Interaction of OPADE by Petri Nets
PAPERS
/
De Carolis, Berardina
/
de Rosis, Fiorella
ACM SIGCHI Bulletin
1994
v.26
n.2
p.48-52