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Breaking Down the Barriers: Investigating Non-Expert User Experiences in Robotic Teleoperation in UK and Japan

arXiv.org Artificial Intelligence

Robots are being created each year with the goal of integrating them into our daily lives. As such, there is an interest in research in evaluating the trust of humans toward robots. In addition, teleoperating robotic arms can be challenging for non-experts. To reduce the strain put on the user, we created TELESIM, a modular and plug-and-play framework that enables direct teleoperation of any robotic arm using a digital twin as the interface between users and the robotic system. We evaluated our framework using a user survey with three robots and control methods and recorded the user's workload and performance at completing a tower stacking task. However, an analysis of the strain on the user and their ability to trust robots was omitted. This paper addresses these omissions by presenting the additional results of our user survey of 37 participants carried out in United Kingdom. In addition, we present the results of an additional user survey, under similar conditions performed in Japan, with the goal of addressing the limitations of our previous approach, by interfacing a VR controller with a UR5e. Our experimental results show that the UR5e has more towers built. Additionally, the UR5e gives the least amount of cognitive stress, while the combination of Senseglove and UR3 provides the user with the highest physical strain and causes the user to feel more frustrated. Finally, the Japanese participants seem more trusting of robots than the British participants.


Using Large Language Models to Compare Explainable Models for Smart Home Human Activity Recognition

arXiv.org Artificial Intelligence

Recognizing daily activities with unobtrusive sensors in smart environments enables various healthcare applications. Monitoring how subjects perform activities at home and their changes over time can reveal early symptoms of health issues, such as cognitive decline. Most approaches in this field use deep learning models, which are often seen as black boxes mapping sensor data to activities. However, non-expert users like clinicians need to trust and understand these models' outputs. Thus, eXplainable AI (XAI) methods for Human Activity Recognition have emerged to provide intuitive natural language explanations from these models. Different XAI methods generate different explanations, and their effectiveness is typically evaluated through user surveys, that are often challenging in terms of costs and fairness. This paper proposes an automatic evaluation method using Large Language Models (LLMs) to identify, in a pool of candidates, the best XAI approach for non-expert users. Our preliminary results suggest that LLM evaluation aligns with user surveys.


Catalyzing Social Interactions in Mixed Reality using ML Recommendation Systems

arXiv.org Artificial Intelligence

We create an innovative mixed reality-first social recommendation model, utilizing features uniquely collected through mixed reality (MR) systems to promote social interaction, such as gaze recognition, proximity, noise level, congestion level, and conversational intensity. We further extend these models to include right-time features to deliver timely notifications. We measure performance metrics across various models by creating a new intersection of user features, MR features, and right-time features. We create four model types trained on different combinations of the feature classes, where we compare the baseline model trained on the class of user features against the models trained on MR features, right-time features, and a combination of all of the feature classes. Due to limitations in data collection and cost, we observe performance degradation in the right-time, mixed reality, and combination models. Despite these challenges, we introduce optimizations to improve accuracy across all models by over 14 percentage points, where the best performing model achieved 24% greater accuracy.


From User Surveys to Telemetry-Driven Agents: Exploring the Potential of Personalized Productivity Solutions

arXiv.org Artificial Intelligence

We present a comprehensive, user-centric approach to understand preferences in AI-based productivity agents and develop personalized solutions tailored to users' needs. Utilizing a two-phase method, we first conducted a survey with 363 participants, exploring various aspects of productivity, communication style, agent approach, personality traits, personalization, and privacy. Drawing on the survey insights, we developed a GPT-4 powered personalized productivity agent that utilizes telemetry data gathered via Viva Insights from information workers to provide tailored assistance. We compared its performance with alternative productivity-assistive tools, such as dashboard and narrative, in a study involving 40 participants. Our findings highlight the importance of user-centric design, adaptability, and the balance between personalization and privacy in AI-assisted productivity tools. By building on the insights distilled from our study, we believe that our work can enable and guide future research to further enhance productivity solutions, ultimately leading to optimized efficiency and user experiences for information workers.


Multi-criteria recommendation systems to foster online grocery

arXiv.org Artificial Intelligence

With the exponential increase in information, it has become imperative to design mechanisms that allow users to access what matters to them as quickly as possible. The recommendation system ($RS$) with information technology development is the solution, it is an intelligent system. Various types of data can be collected on items of interest to users and presented as recommendations. $RS$ also play a very important role in e-commerce. The purpose of recommending a product is to designate the most appropriate designation for a specific product. The major challenges when recommending products are insufficient information about the products and the categories to which they belong. In this paper, we transform the product data using two methods of document representation: bag-of-words (BOW) and the neural network-based document combination known as vector-based (Doc2Vec). We propose three-criteria recommendation systems (product, package, and health) for each document representation method to foster online grocery, which depends on product characteristics such as (composition, packaging, nutrition table, allergen, etc.). For our evaluation, we conducted a user and expert survey. Finally, we have compared the performance of these three criteria for each document representation method, discovering that the neural network-based (Doc2Vec) performs better and completely alters the results.


Click away the bias: New system to make AI training easier and more accurate

#artificialintelligence

In the past few years, "AI" has become a major buzzword in technology. The prospect of a computer being able to do tasks which only a human could perform is a captivating thought. AIs can be created using multiple different methods, but one of the most popular ones right now involves the use of deep neural networks (DNNs). These structures try to mimic the neural connections and function of the brain and are generally trained on a dataset before they are deployed in the real world. By training them on a dataset beforehand, DNNs can be'taught' to identify features in an image.


Introducing Voice Search Experience at Booking.com

#artificialintelligence

Communication is a natural part of our everyday lives. People interact using voice and text, forming sentences to express what they desire. And yet, most of the search and discovery patterns out there rely on menu items and filter facets. Building on our mission at Booking.com: "Making it easier for everyone to experience the world", the ML & AI Product teams based in Tel Aviv decided to challenge the conventional search patterns by allowing the most natural way for everyone to communicate: using their voice. This is the story of how we built a native in-app voice assistant at Booking.com, and as far as I know, the first voice search available today by a global online travel company.


NumPy and SciPy and Google Season of Docs, Oh My: Meet Maja Gwรณzdz

#artificialintelligence

A few weeks ago, I told you I'd let you know more about the behind-the-scenes action and the technical writers who are going to be working with NumPy and SciPy during Google Season of Docs. It's time to meet Maja! Maja has done some knockout research, which you can find here. She has not only had significant experience with SciPy, but she's well aware of what a difference great documentation and guides can make. Because it's so easy for technical writers to get lost in the background of a project, I wanted to take this space to let you know what she's working on in her own words. If you aren't familiar with what we're doing with NumPy and SciPy through Google Season of Docs, you can read all about it here: While I'm building a new beginner-oriented technical documentation section with NumPy, Maja is working with SciPy to restructure its existing documentation.


Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games

arXiv.org Artificial Intelligence

Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games with the existing popular board based games. Further to verify the entertainment value of the evolved games with the entertainment value of the human user a human user survey is conducted. In addition to the user survey we check the learnability of the evolved games using an artificial neural network based controller. The proposed metrics and the evolutionary process can be employed for generating new and entertaining board games, provided an initial search space is given to the evolutionary algorithm.