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Carole Adam

Publications and source records attributed to Carole Adam.

At least 19 recordsLinked to original sources

A debate game about societal impacts of Artificial Intelligence

Artificial intelligence (AI) is now ubiquitous in our lives, and we regularly experience its decisions. Yet, the general public has very little knowledge about how it works, its use of data, its lack of objectivity, and its fallibility. In line with UNESCO recommendations, we believe that a basic understanding of AI algorithms is essential to enable everyone to make informed choices about using them and entrusting them with personal data. To this end, we propose a debate game simulating a municipal council gathered to choose between three AI solutions proposed by a company to address a societal problem. This interactive tool is available for free download online. The results of the initial sessions demonstrate its value, not only for raising awareness about AI but also for developing argumentation and listening skills in students.

cs.CY

A survey about perceptions of mobility to inform an agent-based simulator of subjective modal choice

In order to adapt to the issues of climate change and public health, urban policies are trying to encourage soft mobility, but the share of the car remains significant. Beyond known constraints, we study here the impact of perception biases on individual choices. We designed a multi-criteria decision model, integrating the influence of habits and biases. We then conducted an online survey, which received 650 responses. We used these to calculate realistic mobility perception values, in order to initialise the environment and the population of a modal choice simulator, implemented in Netlogo. This allows us to visualize the adaptation of the modal distribution in reaction to the evolution of urban planning, depending on whether or not we activate biases and habits in individual reasoning. This is an extended and translated version of a demo paper published in French at JFSMA-JFMS 2024 "Un simulateur multi-agent de choix modal subjectif"

cs.MA

An agent-based model of modal choice with perception biases and habits

This paper presents an agent-based model of mobility choice, influenced by human factors such as habits and perception biases. It is implemented in a Netlogo simulator, calibrated from results of an online survey about perceptions of mobility. The simulator can be played online. It allows to modify urban infrastructure and observe modal report.

cs.CY

A survey to measure cognitive biases influencing mobility choices

In this paper, we describe a survey about the perceptions of 4 mobility modes (car, bus, bicycle, walking) and the preferences of users for 6 modal choice factors. This survey has gathered 650 answers in 2023, that are published as open data. In this study, we analyse these results to highlight the influence of 3 cognitive biases on mobility decisions: halo bias, choice-supportive bias, and reactance. These cognitive biases are proposed as plausible explanations of the observed behaviour, where the population tends to stick to individual cars despite urban policies aiming at favouring soft mobility. This model can serve as the basis for a simulator of mobility decisions in a virtual town, and the gathered data can be used to initialise this population with realistic attributes. Work is ongoing to design a simulation-based serious game where the player takes the role of an urban manager faced with planning choices to make their city more sustainable.

cs.CY

Identifying and modelling cognitive biases in mobility choices

This report presents results from an M1 internship dedicated to agent-based modelling and simulation of daily mobility choices. This simulation is intended to be realistic enough to serve as a basis for a serious game about the mobility transition. In order to ensure this level of realism, we conducted a survey to measure if real mobility choices are made rationally, or how biased they are. Results analysed here show that various biases could play a role in decisions. We then propose an implementation in a GAMA agent-based simulation.

cs.CY

Un jeu a debattre pour sensibiliser a l'Intelligence Artificielle dans le contexte de la pandemie de COVID-19

Artificial Intelligence is more and more pervasive in our lives. Many important decisions are delegated to AI algorithms: accessing higher education, determining prison sentences, autonomously driving vehicles... Engineers and researchers are educated to this field, while the general population has very little knowledge about AI. As a result, they are very sensitive to the (more or less accurate) ideas disseminated by the media: an AI that is unbiased, infallible, and will either save the world or lead to its demise. We therefore believe, as highlighted by UNESCO, that it is essential to provide the population with a general understanding of AI algorithms, so that they can choose wisely whether to use them (or not). To this end, we propose a serious game in the form of a civic debate aiming at selecting an AI solution to control a pandemic. This game is targeted at high school students, it was first experimented during a science fair, and is now available freely.

cs.CY

Simulating the impact of cognitive biases on the mobility transition

Climate change is becoming more visible, and human adaptation is required urgently to prevent greater damage. One particular domain of adaptation concerns daily mobility (work commute), with a significant portion of these trips being done in individual cars. Yet, their impact on pollution, noise, or accidents is well-known. This paper explores various cognitive biases that can explain such lack of adaptation. Our approach is to design simple interactive simulators that users can play with in order to understand biases. The idea is that awareness of such cognitive biases is often a first step towards more rational decision making, even though things are not that simple. This paper reports on three simulators, each focused on a particular factor of resistance. Various scenarios are simulated to demonstrate their explanatory power. These simulators are already available to play online, with the goal to provide users with food for thought about how mobility could evolve in the future. Work is still ongoing to design a user survey to evaluate their impact.

cs.CY

An agent-based epidemics simulation to compare and explain screening and vaccination prioritisation strategies

This paper describes an agent-based model of epidemics dynamics. This model is willingly simplified, as its goal is not to predict the evolution of the epidemics, but to explain the underlying mechanisms in an interactive way. This model allows to compare screening prioritisation strategies, as well as vaccination priority strategies, on a virtual population. The model is implemented in Netlogo in different simulators, published online to let people experiment with them. This paper reports on the model design, implementation, and experimentations. In particular we have compared screening strategies to evaluate the epidemics vs control it by quarantining infectious people; and we have compared vaccinating older people with more risk factors, vs younger people with more social contacts.

cs.MA

Multi-scale simulation of COVID-19 epidemics

Over a year after the start of the COVID-19 epidemics, we are still facing the virus and it is hard to correctly predict its future spread over weeks to come, as well as the impacts of potential political interventions. Current epidemic models mainly fall in two approaches: compartmental models, divide the population in epidemiological classes and rely on the mathematical resolution of differential equations to give a macroscopic view of the epidemical dynamics, allowing to evaluate its spread a posteriori; agent-based models are computer models that give a microscopic view of the situation, since each human is modelled as one autonomous agent, allowing to study the epidemical dynamics in relation to (heterogeneous) individual behaviours. In this work, we compared both methodologies and combined them to try and take advantage of the benefits of each, and to overcome their limits. In particular, agent-based simulation can be used to refine the values of the parameters of a compartmental model, or to predict how these values evolve depending on sanitary policies applied. In this report we discuss the conditions of such a combination of approaches, and future improvements.

cs.MA

Can You Accept LaTeX Files from Strangers? Ten Years Later

It is well-known that Microsoft Word/Excel compatible documents or PDF files can contain malicious content. LaTeX files are unfortunately no exception either. LaTeX users often include third-party codes through sources or packages (.sty or .cls files). But those packages can execute malicious commands on the users' system, in order to capture sensitive information or to perform denial of service attacks. Checkoway et al. [3] were the first to warn LaTeX users of these threats. Collaborative cloud-based LaTeX editors and services compiling LaTeX sources are particularly concerned. In this paper, we have created a LaTeX package that collects system data and hides them inside the PDF file produced by the target. Then, we have measured what can be recovered by hackers using malicious LaTeX file on online services, and which measures those services have enforced to thwart the threats. Services defend themselves using sandbox or commands restrictions. Commands restrictions are more difficult to setup and we found one service (PMLatex) which is too permissive.

cs.CR

Modeling opinion leader's role in the diffusion of innovation

The diffusion of innovations is an important topic for the consumer markets. Early research focused on how innovations spread on the level of the whole society. To get closer to the real world scenarios agent based models (ABM) started focusing on individual-level agents. In our work we will translate an existing ABM that investigates the role of opinion leaders in the process of diffusion of innovations to a new, more expressive platform designed for agent based modeling, GAMA. We will do it to show that taking advantage of new features of the chosen platform should be encouraged when making models in the field of social sciences in the future, because it can be beneficial for the explanatory power of simulation results.

cs.SI

Multi-agent simulation of voter's behaviour

The goal of this paper is to simulate the voters behaviour given a voting method. Our approach uses a multi-agent simulation in order to model a voting process through many iterations, so that the voters can vote by taking into account the results of polls. Here we only tried basic rules and a single voting method, but further attempts could explore new features.

cs.MA

Modelling the Impact of Scandals: the case of the 2017 French Presidential Election

This paper proposes an agent-based simulation of a presidential election, inspired by the French 2017 presidential election. The simulation is based on data extracted from polls, media coverage, and Twitter. The main contribution is to consider the impact of scandals and media bashing on the result of the election. In particular, it is shown that scandals can lead to higher abstention at the election, as voters have no relevant candidate left to vote for. The simulation is implemented in Unity 3D and is available to play online.

cs.MA

A methodology for co-constructing an interdisciplinary model: from model to survey, from survey to model

How should computer science and social science collaborate to build a common model? How should they proceed to gather data that is really useful to the modelling? How can they design a survey that is tailored to the target model? This paper aims to answer those crucial questions in the framework of a multidisciplinary research project. This research addresses the issue of co-constructing a model when several disciplines are involved, and is applied to modelling human behaviour immediately after an earthquake. The main contribution of the work is to propose a tool dedicated to multidisciplinary dialogue. It also proposes a reflexive analysis of the enriching intellectual process carried out by the different disciplines involved. Finally, from working with an anthropologist, a complementary view of the multidisciplinary process is given.

cs.CY

Modelling risk-taking behaviour of avalanche accident victims

Each year, over 15000 requests for mountain rescue are counted in France. Avalanche accidents represent 39\% of reports, and are therefore our focus in this study. Modelling the behaviour of mountain accident victims is useful to develop more accurate rescue and prevention tools. Concretely, we observe the interference of two heuristics (availability and familiarity) in decision making when choosing an itinerary in backcountry skiing. We developed a serious game to evaluate their effect on the probability of engaging in a risky itinerary, while varying situational and environmental criteria in each participant (N = 278). The availability heuristic is operationalized by three situations, an avalanche accident video, a backcountry skiing video and a neutral context. The familiarity heuristic is operationalized by two criteria, strong and weak familiarity with the place. Results demonstrate the effects of both heuristics. Measurements through our serious game are discussed in the perspective of developing an interactive prevention tool for mitigating the negative effects of heuristics.

cs.CY

VigiFlood: evaluating the impact of a change of perspective on flood vigilance

Emergency managers receive communication training about the importance of being 'first, right and credible', and taking into account the psychology of their audience and their particular reasoning under stress and risk. But we believe that citizens should be similarly trained about how to deal with risk communication. In particular, such messages necessarily carry a part of uncertainty since most natural risks are difficult to accurately forecast ahead of time. Yet, citizens should keep trusting the emergency communicators even after they made forecasting errors in the past. We have designed a serious game called Vigiflood, based on a real case study of flash floods hitting the South West of France in October 2018. In this game, the user changes perspective by taking the role of an emergency communicator, having to set the level of vigilance to alert the population, based on uncertain clues. Our hypothesis is that this change of perspective can improve the player's awareness and response to future flood vigilance announcements. We evaluated this game through an online survey where people were asked to answer a questionnaire about flood risk awareness and behavioural intentions before and after playing the game, in order to assess its impact.

cs.CY

A multi-agent system approach in evaluating human spatio-temporal vulnerability to seismic risk using social attachment

Social attachment theory states that individuals seek the proximity of attachment figures (e.g. family members, friends, colleagues, familiar places or objects) when faced with threat. During disasters, this means that family members may seek each other before evacuating, gather personal property before heading to familiar exits and places, or follow groups/crowds, etc. This hard-wired human tendency should be considered in the assessment of risk and the creation of disaster management plans. Doing so may result in more realistic evacuation procedures and may minimise the number of casualties and injuries. In this context, a dynamic spatio-temporal analysis of seismic risk is presented using SOLACE, a multi-agent model of pedestrian behaviour based on social attachment theory implemented using the Belief-Desire-Intention approach. The model focuses on the influence of human, social, physical and temporal factors on successful evacuation. Human factors considered include perception and mobility defined by age. Social factors are defined by attachment bonds, social groups, population distribution, and cultural norms. Physical factors refer to the location of the epicentre of the earthquake, spatial distribution/layout and attributes of environmental objects such as buildings, roads, barriers (cars), placement of safe areas, evacuation routes, and the resulting debris/damage from the earthquake. Experiments tested the influence of time of the day, presence of disabled persons and earthquake intensity. Initial results show that factors that influence arrivals in safe areas include (a) human factors (age, disability, speed), (b) pre-evacuation behaviours, (c) perception distance (social attachment, time of day), (d) social interaction during evacuation, and (e) physical and spatial aspects, such as limitations imposed by debris (damage), and the distance to safe areas. To validate the results, scenarios will be designed with stakeholders, who will also take part in the definition of a serious game. The recommendation of this research is that both social and physical aspects should be considered when defining vulnerability in the analysis of risk.

cs.MA

Une architecture cognitive et affective orient{\'e}e interaction

In this paper, we present CAIO, a Cognitive and Affective Interaction-Oriented architecture for social human-robot interactions (HRI), allowing robots to reason on mental states (including emotions), and to act physically, emotionally and verbally. We also present a short scenario and implementation on a Nao robot.

cs.AI