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Fabio Casati

Publications and source records attributed to Fabio Casati.

At least 37 records · Page 2Linked to original sources

Understanding the Impact of Text Highlighting in Crowdsourcing Tasks

Text classification is one of the most common goals of machine learning (ML) projects, and also one of the most frequent human intelligence tasks in crowdsourcing platforms. ML has mixed success in such tasks depending on the nature of the problem, while crowd-based classification has proven to be surprisingly effective, but can be expensive. Recently, hybrid text classification algorithms, combining human computation and machine learning, have been proposed to improve accuracy and reduce costs. One way to do so is to have ML highlight or emphasize portions of text that it believes to be more relevant to the decision. Humans can then rely only on this text or read the entire text if the highlighted information is insufficient. In this paper, we investigate if and under what conditions highlighting selected parts of the text can (or cannot) improve classification cost and/or accuracy, and in general how it affects the process and outcome of the human intelligence tasks. We study this through a series of crowdsourcing experiments running over different datasets and with task designs imposing different cognitive demands. Our findings suggest that highlighting is effective in reducing classification effort but does not improve accuracy - and in fact, low-quality highlighting can decrease it.

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Combining Crowd and Machines for Multi-predicate Item Screening

This paper discusses how crowd and machine classifiers can be efficiently combined to screen items that satisfy a set of predicates. We show that this is a recurring problem in many domains, present machine-human (hybrid) algorithms that screen items efficiently and estimate the gain over human-only or machine-only screening in terms of performance and cost. We further show how, given a new classification problem and a set of classifiers of unknown accuracy for the problem at hand, we can identify how to manage the cost-accuracy trade off by progressively determining if we should spend budget to obtain test data (to assess the accuracy of the given classifiers), or to train an ensemble of classifiers, or whether we should leverage the existing machine classifiers with the crowd, and in this case how to efficiently combine them based on their estimated characteristics to obtain the classification. We demonstrate that the techniques we propose obtain significant cost/accuracy improvements with respect to the leading classification algorithms.

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Technologies for promoting social participation in later life

Social participation is known to bring great benefits to the health and well-being of people as they age. From being in contact with others to engaging in group activities, keeping socially active can help slow down the effects of age-related declines, reduce risks of loneliness and social isolation and even mortality in old age. There are unfortunately a variety of barriers that make it difficult for older adults to engage in social activities in a regular basis. In this chapter, we give an overview of the challenges to social participation and discuss how technology can help overcome these barriers and promote participation in social activities. We examine two particular research threads and designs, exploring ways in which technology can support co-located and virtual participation: i) an application that motivates the virtual participation in group training programs, and ii) a location-based game that supports co-located intergenerational ICT training classes. We discuss the effectiveness and limitations of various design choices in the two use cases and outline the lessons learned

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Crowdsourcing for Reminiscence Chatbot Design

In this work-in-progress paper we discuss the challenges in identifying effective and scalable crowd-based strategies for designing content, conversation logic, and meaningful metrics for a reminiscence chatbot targeted at older adults. We formalize the problem and outline the main research questions that drive the research agenda in chatbot design for reminiscence and for relational agents for older adults in general.

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CrowdRev: A platform for Crowd-based Screening of Literature Reviews

In this paper and demo we present a crowd and crowd+AI based system, called CrowdRev, supporting the screening phase of literature reviews and achieving the same quality as author classification at a fraction of the cost, and near-instantly. CrowdRev makes it easy for authors to leverage the crowd, and ensures that no money is wasted even in the face of difficult papers or criteria: if the system detects that the task is too hard for the crowd, it just gives up trying (for that paper, or for that criteria, or altogether), without wasting money and never compromising on quality.

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Designing for Co-located and Virtual Social Interactions in Residential Care

In this paper we explore the feasibility and design challenges in supporting co-located and virtual social interactions in residential care by building on the practice of reminiscence. Motivated by the challenges of social interaction in this context, we first explore the feasibility of a reminiscence-based social interaction tool designed to stimulate conversation in residential care with different stakeholders. Then, we explore the design challenges in supporting an assisting role in co-located reminiscence sessions, by running pilot studies with a technology probe. Our findings point to the feasibility of the tool and the willingness of stakeholders to contribute in the process, although with some skepticism about virtual interactions. The reminiscence sessions showed that compromises are needed when designing for both story collection and conversation stimulation, evidencing specific design areas where further exploration is needed.

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Design Challenges for Reconnecting in Later Life: A Qualitative Study

Friendships and social interactions are renown contributors to wellbeing. As such, keeping a healthy amount of relationships becomes very important as people age and the size of their social network tends to decrease. In this paper, we take a step back and explore reconnection -- find out about or re-contact old friends, an emerging topic due to the increased use of computer-mediated technology by older adults to maintain friendships and form new ones. We report on our findings from semi-structured interviews with 28 individuals from Costa Rica and Poland. The interviews aimed to explore whether there is a wish to reconnect, and the challenges encountered by older adults to reconnect. We contribute with design considerations for tools allow- ing older adults to reconnect, discussing opportunities for technology.

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Crowd-Machine Collaboration for Item Screening

In this paper we describe how crowd and machine classifier can be efficiently combined to screen items that satisfy a set of predicates. We show that this is a recurring problem in many domains, present machine-human (hybrid) algorithms that screen items efficiently and estimate the gain over human-only or machine-only screening in terms of performance and cost.

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Crowd-based Multi-Predicate Screening of Papers in Literature Reviews

Systematic literature reviews (SLRs) are one of the most common and useful form of scientific research and publication. Tens of thousands of SLRs are published each year, and this rate is growing across all fields of science. Performing an accurate, complete and unbiased SLR is however a difficult and expensive endeavor. This is true in general for all phases of a literature review, and in particular for the paper screening phase, where authors lter a set of potentially in-scope papers based on a number of exclusion criteria. To address the problem, in recent years the research community has began to explore the use of the crowd to allow for a faster, accurate, cheaper and unbiased screening of papers. Initial results show that crowdsourcing can be effective, even for relatively complex reviews. In this paper we derive and analyze a set of strategies for crowd-based screening, and show that an adaptive strategy, that continuously re-assesses the statistical properties of the problem to minimize the number of votes needed to take decisions for each paper, significantly outperforms a number of non-adaptive approaches in terms of cost and accuracy. We validate both applicability and results of the approach through a set of crowdsourcing experiments, and discuss properties of the problem and algorithms that we believe to be generally of interest for classification problems where items are classified via a series of successive tests (as it often happens in medicine).

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Agile development for vulnerable populations: lessons learned and recommendations

In this paper we draw attention to the challenges of managing software projects for vulnerable populations, i.e., people potentially exposed to harm or not capable of protecting their own interests. The focus on human aspects, and particularly, the inclusion of human-centered approaches, has been a popular topic in the software engineering community. We argue, however, that current literature provides little understanding and guidance on how to approach these type of scenarios. Here, we shed some light on the topic by reporting on our experiences in developing innovative solutions for the residential care scenario, outlining potential issues and recommendations.

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Programming Bots by Synthesizing Natural Language Expressions into API Invocations

At present, bots are still in their preliminary stages of development. Many are relatively simple, or developed ad-hoc for a very specific use-case. For this reason, they are typically programmed manually, or utilize machine-learning classifiers to interpret a fixed set of user utterances. In reality, real world conversations with humans require support for dynamically capturing users expressions. Moreover, bots will derive immeasurable value by programming them to invoke APIs for their results. Today, within the Web and Mobile development community, complex applications are being stringed together with a few lines of code -- all made possible by APIs. Yet, developers today are not as empowered to program bots in much the same way. To overcome this, we introduce BotBase, a bot programming platform that dynamically synthesizes natural language user expressions into API invocations. Our solution is two faceted: Firstly, we construct an API knowledge graph to encode and evolve APIs; secondly, leveraging the above we apply techniques in NLP, ML and Entity Recognition to perform the required synthesis from natural language user expressions into API calls.

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Crowdsourcing Paper Screening in Systematic Literature Reviews

Literature reviews allow scientists to stand on the shoulders of giants, showing promising directions, summarizing progress, and pointing out existing challenges in research. At the same time conducting a systematic literature review is a laborious and consequently expensive process. In the last decade, there have a few studies on crowdsourcing in literature reviews. This paper explores the feasibility of crowdsourcing for facilitating the literature review process in terms of results, time and effort, as well as to identify which crowdsourcing strategies provide the best results based on the budget available. In particular we focus on the screening phase of the literature review process and we contribute and assess methods for identifying the size of tests, labels required per paper, and classification functions as well as methods to split the crowdsourcing process in phases to improve results. Finally, we present our findings based on experiments run on Crowdflower.

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Designing for older adults: review of touchscreen design guidelines

The distinct abilities of older adults to interact with computers has motivated a wide range of contributions in the the form of design guidelines for making technologies usable and accessible for the elderly population. However, despite the growing effort by the research community, the adoption of guidelines by developers and designers has been scant or not properly translated into more accessible interaction systems. In this paper we explore this issue by reporting on a qualitative outcomes of a systematic review of 204 research-derived design guidelines for touchscreen applications. We report first on the different definitions of "elderly" and assess the reliability, organization and accessibility of the guidelines. Then we present our early attempt at facilitating the reporting and access of such guidelines to researchers and practitioners.

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Understanding how Software Can Support the Needs of Family Caregivers for Patients with Severe Conditions

In this paper, we report an extensive analysis that we performed in two scenarios where the care relation between doctor and patients are mediated by the relatives of the patients: Pediatric Palliative Care (PPC) and Nursing Homes (NH). When the patients are children or very old adults in the end of life, the provision of care often involve a family caregiver as the main point of contact for the health service. PPC and NH are characterized by emotional complexity, since incurable diseases expose the family caregivers to heavy careload and human distress. In this paper, we discuss our findings with a novel perspective, focusing on: information, coordination and social challenges that arise by dealing with such contexts; the existing technology as it is appropriated today to cope with them; and what we, as software researchers, can do to develop the right solutions.

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Effects of online group exercises for older adults on physical, psychological and social wellbeing: a pilot trial

Background. There are many factors that can make of group exercises a challenging setting for older adults. A major one in the elderly population is the difference in the level of skills. In this paper we report on the physical, psychological and social wellbeing outcomes of a novel virtual gym that enables online group-exercises in older adults with different levels of skills. Methods. A total of 37 older adults (65-87 years old) followed a personalized exercise program based on the OTAGO program for fall prevention, for a period of eight weeks. Participants could join online group exercises using a tablet-based application. Participants were assigned either to a Control group (individual training) or Social group (online group-exercising). Pre- and post- measurements were taken to analyze the physical, psychological and social wellbeing outcomes. The study received ethical approval from the CREATE-NET Ethics Committee on ICT Research Involving Human Beings (Application N. 2014-001). Results. There were improvements in both the Social and Control groups in terms of physical outcomes. Interestingly though, while in the Control group fitter individuals tended to adhere more to the training, this was not the case for the Social group, where the initial level had no effect on adherence. For psychological and social wellbeing outcomes there were improvements on both groups, regardless of the application used. Conclusion. Group exercising in a virtual gym can be effective in motivating and enabling individuals who are less fit to train as much as fitter individuals. This not only indicates the feasibility of training together despite differences in physical skills but also suggests that online exercise can reduce the effect of skills on adherence in a social context. Longer term interventions with more participants are instead recommended to assess impacts on wellbeing.

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What makes people bond?: A study on social interactions and common life points on Facebook

In this paper we aim at understanding if and how, by analysing people's profile and historical data (such as data available on Facebook profiles and interactions, or collected explicitly) we can motivate two persons to interact and eventually create long-term bonds. We do this by exploring the relationship between connectedness, social interactions and common life points on Facebook. The results are of particular importance for the development of technology that aims at reducing social isolation for people with less chances to interact, such as older adults.

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Online Group-exercises for Older Adults of Different Physical Abilities

In this paper we describe the design and validation of a virtual fitness environment aiming at keeping older adults physically and socially active. We target particularly older adults who are socially more isolated, physically less active, and with less chances of training in a gym. The virtual fitness environment, namely Gymcentral, was designed to enable and motivate older adults to follow personalised exercises from home, with a (heterogeneous) group of remote friends and under the remote supervision of a Coach. We take the training activity as an opportunity to create social interactions, by complementing training features with social instruments. Finally, we report on the feasibility and effectiveness of the virtual environment, as well as its effects on the usage and social interactions, from an intervention study in Trento, Italy

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CrowdCafe - Mobile Crowdsourcing Platform

In this paper we present a mobile crowdsourcing platform CrowdCafe, where people can perform microtasks using their smartphones while they ride a bus, travel by train, stand in a queue or wait for an appointment. These microtasks are executed in exchange for rewards provided by local stores, such as coffee, desserts and bus tickets. We present the concept, the implementation and the evaluation by conducting a study with 52 participants, having 1108 tasks completed.

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