Do you want to publish a course? Click here

A Game-Based Approach for Helping Designers Learn Machine Learning Concepts

93   0   0.0 ( 0 )
 Added by Jichen Zhu
 Publication date 2020
and research's language is English




Ask ChatGPT about the research

Machine Learning (ML) is becoming more prevalent in the systems we use daily. Yet designers of these systems are under-equipped to design with these technologies. Recently, interactive visualizations have been used to present ML concepts to non-experts. However, little research exists evaluating how designers build an understanding of ML in these environments or how to instead design interfaces that guide their learning. In a user study (n=21), we observe how designers interact with our interactive visualizer, textit{QUBE}, focusing on visualizing Q-Learning through a game metaphor. We analyze how designers approach interactive visualizations and game metaphors to form an understanding of ML concepts and the challenges they face along the way. We found the interactive visualization significantly improved participants high-level understanding of ML concepts. However, it did not support their ability to design with these concepts. We present themes on the challenges our participants faced when learning an ML concept and their self-guided learning behaviors. Our findings suggest design recommendations for supporting an understanding of ML concepts through guided learning interfaces and game metaphors.



rate research

Read More

Understanding what graph layout human prefer and why they prefer is significant and challenging due to the highly complex visual perception and cognition system in human brain. In this paper, we present the first machine learning approach for predicting human preference for graph layouts. In general, the data sets with human preference labels are limited and insufficient for training deep networks. To address this, we train our deep learning model by employing the transfer learning method, e.g., exploiting the quality metrics, such as shape-based metrics, edge crossing and stress, which are shown to be correlated to human preference on graph layouts. Experimental results using the ground truth human preference data sets show that our model can successfully predict human preference for graph layouts. To our best knowledge, this is the first approach for predicting qualitative evaluation of graph layouts using human preference experiment data.
Data visualization should be accessible for all analysts with data, not just the few with technical expertise. Visualization recommender systems aim to lower the barrier to exploring basic visualizations by automatically generating results for analysts to search and select, rather than manually specify. Here, we demonstrate a novel machine learning-based approach to visualization recommendation that learns visualization design choices from a large corpus of datasets and associated visualizations. First, we identify five key design choices made by analysts while creating visualizations, such as selecting a visualization type and choosing to encode a column along the X- or Y-axis. We train models to predict these design choices using one million dataset-visualization pairs collected from a popular online visualization platform. Neural networks predict these design choices with high accuracy compared to baseline models. We report and interpret feature importances from one of these baseline models. To evaluate the generalizability and uncertainty of our approach, we benchmark with a crowdsourced test set, and show that the performance of our model is comparable to human performance when predicting consensus visualization type, and exceeds that of other ML-based systems.
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design and research community can benefit from more knowledge of how to facilitate player reflection through game design. In this paper, we examine educational programming games and analyze how reflection is currently supported. We find that current approaches prioritize accuracy over the individual learning process and often only support reflection post-gameplay. Our analysis identifies common reflective features, and we develop a set of open areas for future work. We discuss these promising directions towards engaging the community in developing more mechanics for reflection in educational games.
Culture is core to human civilization, and is essential for human intellectual achievements in social context. Culture also influences how humans work together, perform particular task and overall lifestyle and dealing with other groups of civilization. Thus, culture is concerned with establishing shared ideas, particularly those playing a key role in success. Does it impact on how two individuals can work together in achieving certain goals? In this paper, we establish a means to derive cultural association and map it to culturally mediated success. Human interactions with the environment are typically in the form of expressions. Association between culture and behavior produce similar beliefs which lead to common principles and actions, while cultural similarity as a set of common expressions and responses. To measure cultural association among different candidates, we propose the use of a Graphical Association Method (GAM). The behaviors of candidates are captured through series of expressions and represented in the graphical form. The association among corresponding node and core nodes is used for the same. Our approach provides a number of interesting results and promising avenues for future applications.
Rehabilitation assessment is critical to determine an adequate intervention for a patient. However, the current practices of assessment mainly rely on therapists experience, and assessment is infrequently executed due to the limited availability of a therapist. In this paper, we identified the needs of therapists to assess patients functional abilities (e.g. alternative perspective on assessment with quantitative information on patients exercise motions). As a result, we developed an intelligent decision support system that can identify salient features of assessment using reinforcement learning to assess the quality of motion and summarize patient specific analysis. We evaluated this system with seven therapists using the dataset from 15 patient performing three exercises. The evaluation demonstrates that our system is preferred over a traditional system without analysis while presenting more useful information and significantly increasing the agreement over therapists evaluation from 0.6600 to 0.7108 F1-scores ($p <0.05$). We discuss the importance of presenting contextually relevant and salient information and adaptation to develop a human and machine collaborative decision making system.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا