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Delfina Malandrino

Publications and source records attributed to Delfina Malandrino.

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Integration of Deep Reinforcement Learning and Agent-based Simulation to Explore Strategies Counteracting Information Disorder

In recent years, the spread of fake news has triggered a growing interest in Information Disorders (ID) on social media, a phenomenon that has become a focal point of research across fields ranging from complexity theory and computer science to cognitive sciences. Overall, such a body of research can be traced back to two main approaches. On the one hand, there are works focused on exploiting data mining to analyze the content of news and related metadata data-driven approach; on the other hand, works are aiming at making sense of the phenomenon at hand and their evolution using explicit simulation models model-driven approach). In this paper, we integrate these approaches to explore strategies for counteracting IDs. Heading in this direction, we put together: i. an Agent-Based model to simulate in a scientifically sound way both complex fake news dynamics and the effects produced by containment strategies therein; ii. Deep Reinforcement Learning to learn the strategies that can better mitigate the spread of misinformation. The outcomes of our work unfold on different levels. From a substantive point of view, the results of preliminary experiments started providing interesting cues about the conditions under which given policies can mitigate the spread of misinformation. From a technical and methodological point of view, we scratched the surface of promising and worthy research topics like the integration of social simulation and artificial intelligence and the enhancement of social science simulation environments.

cs.SI

Evaluation of Virtual Reality Interaction Techniques: the case of 3D Graph

The virtual reality (VR) and human-computer interaction (HCI) combination has radically changed the way users approach a virtual environment, increasing the feeling of VR immersion, and improving the user experience and usability. The evolution of these two technologies led to the focus on VR locomotion and interaction. Locomotion is generally controller-based, but today hand gesture recognition methods were also used for this purpose. However, hand gestures can be stressful for the user who has to keep the gesture activation for a long time to ensure locomotion, especially continuously. Likewise, in Head Mounted Display (HMD)-based virtual environment or Spherical-based system, the use of classic controllers for the 3D scene interaction could be unnatural for the user compared to using hand gestures such \eg pinching to grab 3D objects. To address these issues, we propose a user study comparing the use of the classic controllers (six-degree-of-freedom (6-DOF) or trackballs) in HMD and spherical-based systems, and the hand tracking and gestures in both VR immersive modes. In particular, we focused on the possible differences between spherical-based systems and HMD in terms of the level of immersion perceived by the user, the mode of user interaction (controller and hands), on the reaction of users concerning usefulness, easiness, and behavioral intention to use.

cs.HC