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Titlebook: Artificial Intelligence in HCI; 3rd International Co Helmut Degen,Stavroula Ntoa Conference proceedings 2022 The Editor(s) (if applicable)

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樓主: hydroxyapatite
31#
發(fā)表于 2025-3-27 00:07:36 | 只看該作者
Gamifying the?Human-in-the-Loop: Toward Increased Motivation for?Training AI in?Customer Serviceollaborative learning of both human and AI. Thereby, we address a research gap focusing on the continuance intention of customer service employees to teach AI during their work task. So far, the human-in-the-loop (HITL) approach is commonly applied to directly involve the human user in Machine Learn
32#
發(fā)表于 2025-3-27 01:25:32 | 只看該作者
33#
發(fā)表于 2025-3-27 07:55:24 | 只看該作者
34#
發(fā)表于 2025-3-27 09:56:22 | 只看該作者
(De)Coding Social Practice in the Field of XAI: Towards a Co-constructive Framework of Explanations erstand at least to a certain degree how these technologies work. Where users are concerned, most approaches in . (XAI) assume a rather narrow view on the social process of explaining and show an undifferentiated assessment of explainees’ understanding, which mostly are considered passive recipients
35#
發(fā)表于 2025-3-27 13:55:19 | 只看該作者
Explainable AI for?Suicide Risk Assessment Using Eye Activities and?Head Gestures. Despite the severity of this suicide epidemic, there is so far no reliable and systematic way to assess suicide intent of a given individual. Through efforts to automate and systematize diagnosis of mental illnesses over the past few years, verbal and acoustic behaviors have received increasing at
36#
發(fā)表于 2025-3-27 18:55:21 | 只看該作者
ExMo: ,plainable AI ,del Using Inverse Frequency Decision Rules ExMo interpretable machine learning model consists of a list of IF...THEN... statements with a decision rule in the condition. This way, ExMo naturally provides an explanation for a prediction using the decision rule that was triggered. ExMo uses a new approach to extract decision rules from the tr
37#
發(fā)表于 2025-3-28 01:58:06 | 只看該作者
A Model of?Adaptive Gamification in?Collaborative Location-Based Collecting Systemsnot naturally games. Nevertheless, the usage of gamification does not always achieve the expected results due to the too much generalized approach that makes invisible the different motivations, characteristics and playing styles among the players. Currently, research on adaptive gamification deals
38#
發(fā)表于 2025-3-28 04:03:52 | 只看該作者
Benchmarking Neural Networks-Based Approaches for Predicting Visual Perception of User Interfacessis and recognition tasks. As testing and validation of graphical user interfaces (GUIs) is increasingly relying on computer vision, CNN models that predict such subjective and informal dimensions of user experience as aesthetic or complexity perception start to achieve decent accuracy. They however
39#
發(fā)表于 2025-3-28 10:17:46 | 只看該作者
My Tutor is an AI: The Effects of Involvement and Tutor Type on Perceived Quality, Perceived Credibirning specialists. AI tutors are good at facilitating various teaching-learning practices within and outside the classroom, and support students 24/7. However, little is known whether AI tutors can be as effective in learning languages as human tutors, and what factors would cause student learning o
40#
發(fā)表于 2025-3-28 10:35:17 | 只看該作者
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