Abstract.This paper aims to demonstrate that the principles of adaptation and user modeling, especially social annotation, can be integrated fruitfully with those of the Web 2.0 paradigm and thereby enhance in the domain of cultural heritage. We propose a framework for improving recommender systems through exploiting the users tagging activity. We maintain that Web 2.0's participative features can be exploited by adaptive web-based systems in order to enrich and extend the user model, improve social navigation and enrich information from a bottom-up perspective. Thus our approach stresses social annotation as a new and powerful kind of feedback and as a way to infer knowledge about users. The prototype implementation of our framework in the domain of cultural heritage is named iCITY. It is serving to demonstrate the validity of our approach and to highlight the benefits of this approach specifically for cultural heritage. iCITY is an adaptive, social, multi-device recommender guide that provides information about the cultural resources and events promoting the cultural heritage in the city of Torino. Our paper first describes this system and then discusses the results of a set of evaluations that were carried out at different stages of the systems development and aimed at validating the framework and implementation of this specific prototype. In particular, we carried out a heuristic evaluation and two sets of usability tests, aimed at checking the usability of the user interface, specifically of the adaptive behavior of the system. Moreover, we conducted evaluations aimed at investigating the role of tags in the definition of the user model and the impact of tags on the accuracy of recommendations. Our results are encouraging.
Today, personal information has never been this prone to risk given the current advancement in technologies especially on personal devices. These devices are able to provide services to individuals; however, they also collect huge amount of personal information which may be used to infer sensitive private information. Among these personal devices, fitness trackers have the potential to capture the most personal user information. We conducted an analysis on fitness trackers and built a case study based on Fitbit wearables, its Android application, and the third party applications that provide further services by accessing Fitbit data and exchanging data with its application, given the user's permission. Specifically, we analyzed the case of Lose It! third party application. Then, we applied a framework for user privacy protection in the IoT, which we have defined in our previous work, to this specific case and validated our design choices using controlled experiments. The contribution of the paper is twofold: showing the risks for privacy due to the possible correlation of shared data to infer undisclosed personal information and presenting an approach to support users in managing privacy configuration settings. The ultimate aim of this study is to outline new challenges for IoT development by (i) emphasizing the need to protect users against inference attacks coming from the supposedly trusted third parties and (ii) making the process of information sharing more informative and the users more aware of the related risks
Machine learning systems have become ubiquitous into our society. This has raised concerns about the potential discrimination that these systems might exert due to unconscious bias present in the data, for example regarding gender and race. Whilst this issue has been proposed as an essential subject to be included in the new AI curricula for schools, research has shown that it is a difficult topic to grasp by students. We propose an educational platform tailored to raise the awareness of gender bias in supervised learning, with the novelty of using Grad-CAM as an explainability technique that enables the classifier to visually explain its own predictions. Our study demonstrates that preadolescents (N=78, age 10-14) significantly improve their understanding of the concept of bias in terms of gender discrimination, increasing their ability to recognize biased predictions when they interact with the interpretable model, highlighting its suitability for educational programs.
This article introduces a framework for creating rich augmented environments based on a social web of intelligent things and people. We target outdoor environments, aiming to transform a region into a smart environment that can share its cultural heritage with people, promoting itself and its special qualities. Using the applications developed in the framework, people can interact with things, listen to the stories that these things tell them, and make their own contributions. The things are intelligent in the sense that they aggregate information provided by users and behave in a socially active way. They can autonomously establish social relationships on the basis of their properties and their interaction with users. Hence when a user gets in touch with a thing, she is also introduced to its social network consisting of other things and of users; she can navigate this network to discover and explore the world around the thing itself. Thus the system supports serendipitous navigation in a network of things and people that evolves according to the behavior of users. An innovative interaction model was defined that allows users to interact with objects in a natural, playful way using smartphones without the need for a specially created infrastructure. The framework was instantiated into a suite of applications called WantEat, in which objects from the domain of tourism and gastronomy (such as cheese wheels or bottles of wine) are taken as testimonials of the cultural roots of a region. WantEat includes an application that allows the definition and registration of things, a mobile application that allows users to interact with things, and an application that supports stakeholders in getting feedback about the things that they have registered in the system. WantEat was developed and tested in a real-world context which involved a region and gastronomy-related items from it (such as products, shops, restaurants, and recipes), through an early evaluation with stakeholders and a final evaluation with hundreds of users.
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