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Sebastian Möller

Publications and source records attributed to Sebastian Möller.

At least 73 records · Page 4Linked to original sources

Exploring Augmented Table Setup and Lighting Customization in a Simulated Restaurant to Improve the User Experience

This study explored a concept for using Augmented Reality (AR) glasses to customize augmented table setup and lighting in a restaurant. The aim was to provide insights into AR usage in restaurants and contribute to existing research by introducing an extendable and versatile concept for scholars and restaurateurs. A controlled laboratory study, using a within-subjects design, was conducted to investigate the effects of a customizable augmented table setup and lighting on user experience (UX), perceived waiting time, psychological ownership, and social acceptability. A simulated restaurant environment was created using a 360-degree image in Virtual Reality (VR). The study implemented default and customizable table setup and lighting. Results from a paired samples t-test showed a statistically significant effect of table setup and lighting on the pragmatic quality of UX, hedonic quality of UX, overall UX, valence, dominance, psychological ownership, and affect. Furthermore, table setup had a significant effect on arousal and perceived waiting time. Moreover, table setup significantly affected AR interaction, isolation, and safety acceptability, while lighting only affected AR interaction acceptability. Findings suggest that these investigated variables are worth considering for AR applications in a restaurant, especially when offering customizable augmented table setup and lighting.

cs.HC↗

Reward Modeling with Weak Supervision for Language Models

Recent advancements in large language models (LLMs) have led to their increased application across various tasks, with reinforcement learning from human feedback (RLHF) being a crucial part of their training to align responses with user intentions. In the RLHF process, a reward model is trained using responses preferences determined by human labelers or AI systems, which then refines the LLM through reinforcement learning. This work introduces weak supervision as a strategy to extend RLHF datasets and enhance reward model performance. Weak supervision employs noisy or imprecise data labeling, reducing reliance on expensive manually labeled data. By analyzing RLHF datasets to identify heuristics that correlate with response preference, we wrote simple labeling functions and then calibrated a label model to weakly annotate unlabeled data. Our evaluation show that while weak supervision significantly benefits smaller datasets by improving reward model performance, its effectiveness decreases with larger, originally labeled datasets. Additionally, using an LLM to generate and then weakly label responses offers a promising method for extending preference data.

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Anchored Alignment for Self-Explanations Enhancement

In this work, we introduce a methodology for alignment designed to enhance the ability of large language models (LLMs) to articulate their reasoning (self-explanation) even in the absence of annotated rationale explanations. Our alignment methodology comprises three key components: explanation quality assessment, self-instruction dataset generation, and model alignment. Additionally, we present a novel technique called Alignment with Anchor Preference Pairs, which improves the selection of preference pairs by categorizing model outputs into three groups: consistently correct, consistently incorrect, and variable. By applying tailored strategies to each category, we enhance the effectiveness of Direct Preference Optimization (DPO). Our experimental results demonstrate that this approach significantly improves explanation quality while maintaining accuracy compared to other fine-tuning strategies.

cs.AI↗

Working with Mixed Reality in Public: Effects of Virtual Display Layouts on Productivity, Feeling of Safety, and Social Acceptability

Nowadays, Mixed Reality (MR) headsets are a game-changer for knowledge work. Unlike stationary monitors, MR headsets allow users to work with large virtual displays anywhere they wear the headset, whether in a professional office, a public setting like a cafe, or a quiet space like a library. This study compares four different layouts (eye level-close, eye level-far, below eye level-close, below eye level-far) of virtual displays regarding feelings of safety, perceived productivity, and social acceptability when working with MR in public. We test which layout is most preferred by users and seek to understand which factors affect users' layout preferences. The aim is to derive useful insights for designing better MR layouts. A field study in a public library was conducted using a within-subject design. While the participants interact with a layout, they are asked to work on a planning task. The results from a repeated measure ANOVA show a statistically significant effect on productivity but not on safety and social acceptability. Additionally, we report preferences expressed by the users regarding the layouts and using MR in public.

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Digital Eyes: Social Implications of XR EyeSight

The EyeSight feature, introduced with the new Apple Vision Pro XR headset, promises to revolutionize user interaction by simulating real human eye expressions on a digital display. This feature could enhance XR devices' social acceptability and social presence when communicating with others outside the XR experience. In this pilot study, we explore the implications of the EyeSight feature by examining social acceptability, social presence, emotional responses, and technology acceptance. Eight participants engaged in conversational tasks in three conditions to contrast experiencing the Apple Vision Pro with EyeSight, the Meta Quest 3 as a reference XR headset, and a face-to-face setting. Our preliminary findings indicate that while the EyeSight feature improves perceptions of social presence and acceptability compared to the reference headsets, it does not match the social connectivity of direct human interactions.

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CoXQL: A Dataset for Parsing Explanation Requests in Conversational XAI Systems

Conversational explainable artificial intelligence (ConvXAI) systems based on large language models (LLMs) have garnered significant interest from the research community in natural language processing (NLP) and human-computer interaction (HCI). Such systems can provide answers to user questions about explanations in dialogues, have the potential to enhance users' comprehension and offer more information about the decision-making and generation processes of LLMs. Currently available ConvXAI systems are based on intent recognition rather than free chat, as this has been found to be more precise and reliable in identifying users' intentions. However, the recognition of intents still presents a challenge in the case of ConvXAI, since little training data exist and the domain is highly specific, as there is a broad range of XAI methods to map requests onto. In order to bridge this gap, we present CoXQL, the first dataset in the NLP domain for user intent recognition in ConvXAI, covering 31 intents, seven of which require filling multiple slots. Subsequently, we enhance an existing parsing approach by incorporating template validations, and conduct an evaluation of several LLMs on CoXQL using different parsing strategies. We conclude that the improved parsing approach (MP+) surpasses the performance of previous approaches. We also discover that intents with multiple slots remain highly challenging for LLMs.

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Evaluating the Robustness of Adverse Drug Event Classification Models Using Templates

An adverse drug effect (ADE) is any harmful event resulting from medical drug treatment. Despite their importance, ADEs are often under-reported in official channels. Some research has therefore turned to detecting discussions of ADEs in social media. Impressive results have been achieved in various attempts to detect ADEs. In a high-stakes domain such as medicine, however, an in-depth evaluation of a model's abilities is crucial. We address the issue of thorough performance evaluation in English-language ADE detection with hand-crafted templates for four capabilities: Temporal order, negation, sentiment, and beneficial effect. We find that models with similar performance on held-out test sets have varying results on these capabilities.

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LLMCheckup: Conversational Examination of Large Language Models via Interpretability Tools and Self-Explanations

Interpretability tools that offer explanations in the form of a dialogue have demonstrated their efficacy in enhancing users' understanding (Slack et al., 2023; Shen et al., 2023), as one-off explanations may fall short in providing sufficient information to the user. Current solutions for dialogue-based explanations, however, often require external tools and modules and are not easily transferable to tasks they were not designed for. With LLMCheckup, we present an easily accessible tool that allows users to chat with any state-of-the-art large language model (LLM) about its behavior. We enable LLMs to generate explanations and perform user intent recognition without fine-tuning, by connecting them with a broad spectrum of Explainable AI (XAI) methods, including white-box explainability tools such as feature attributions, and self-explanations (e.g., for rationale generation). LLM-based (self-)explanations are presented as an interactive dialogue that supports follow-up questions and generates suggestions. LLMCheckupprovides tutorials for operations available in the system, catering to individuals with varying levels of expertise in XAI and supporting multiple input modalities. We introduce a new parsing strategy that substantially enhances the user intent recognition accuracy of the LLM. Finally, we showcase LLMCheckup for the tasks of fact checking and commonsense question answering.

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Influence of Gameplay Duration, Hand Tracking, and Controller Based Control Methods on UX in VR

Inside-out tracking is growing popular in consumer VR, enhancing accessibility. It uses HMD camera data and neural networks for effective hand tracking. However, limited user experience studies have compared this method to traditional controllers, with no consensus on the optimal control technique. This paper investigates the impact of control methods and gaming duration on VR user experience, hypothesizing hand tracking might be preferred for short sessions and by users new to VR due to its simplicity. Through a lab study with twenty participants, evaluating presence, emotional response, UX quality, and flow, findings revealed control type and session length affect user experience without significant interaction. Controllers were generally superior, attributed to their reliability, and longer sessions increased presence and realism. The study found that individuals with more VR experience were more inclined to recommend hand tracking to others, which contradicted predictions.

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A Dataset for Pharmacovigilance in German, French, and Japanese: Annotating Adverse Drug Reactions across Languages

User-generated data sources have gained significance in uncovering Adverse Drug Reactions (ADRs), with an increasing number of discussions occurring in the digital world. However, the existing clinical corpora predominantly revolve around scientific articles in English. This work presents a multilingual corpus of texts concerning ADRs gathered from diverse sources, including patient fora, social media, and clinical reports in German, French, and Japanese. Our corpus contains annotations covering 12 entity types, four attribute types, and 13 relation types. It contributes to the development of real-world multilingual language models for healthcare. We provide statistics to highlight certain challenges associated with the corpus and conduct preliminary experiments resulting in strong baselines for extracting entities and relations between these entities, both within and across languages.

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The Influence of Extended Reality and Virtual Characters' Embodiment Levels on User Experience in Well-Being Activities

Millions of people have seen their daily habits transform, reducing physical activity and leading to mental health issues. This study explores how virtual characters impact motivation for well-being. Three prototypes with cartoon, robotic, and human-like avatars were tested by 22 participants. Results show that animated virtual avatars, especially with extended reality, boost motivation, enhance comprehension of activities, and heighten presence. Multiple output modalities, like audio and text, with character animations, improve the user experience. Notably, the cartoon-like character evoked positive responses. This research highlights virtual characters' potential to engage individuals in daily well-being activities.

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Influence of Personality and Communication Behavior of a Conversational Agent on User Experience and Social Presence in Augmented Reality

A virtual embodiment can benefit conversational agents, but it is unclear how their personalities and non-verbal behavior influence the User Experience and Social Presence in Augmented Reality (AR). We asked 30 users to converse with a virtual assistant who gives recommendations about city activities. The participants interacted with two different personalities: Sammy, a cheerful blue mouse, and Olive, a serious green human-like agent. Each was presented with two body languages - happy/friendly and annoyed/unfriendly. We conclude how agent representation and humor affect User Experience aspects, and that body language is significant in the evaluation and perception of the AR agent.

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Protect and Extend -- Using GANs for Synthetic Data Generation of Time-Series Medical Records

Preservation of private user data is of paramount importance for high Quality of Experience (QoE) and acceptability, particularly with services treating sensitive data, such as IT-based health services. Whereas anonymization techniques were shown to be prone to data re-identification, synthetic data generation has gradually replaced anonymization since it is relatively less time and resource-consuming and more robust to data leakage. Generative Adversarial Networks (GANs) have been used for generating synthetic datasets, especially GAN frameworks adhering to the differential privacy phenomena. This research compares state-of-the-art GAN-based models for synthetic data generation to generate time-series synthetic medical records of dementia patients which can be distributed without privacy concerns. Predictive modeling, autocorrelation, and distribution analysis are used to assess the Quality of Generating (QoG) of the generated data. The privacy preservation of the respective models is assessed by applying membership inference attacks to determine potential data leakage risks. Our experiments indicate the superiority of the privacy-preserving GAN (PPGAN) model over other models regarding privacy preservation while maintaining an acceptable level of QoG. The presented results can support better data protection for medical use cases in the future.

cs.LG↗

Exploring users' sense of safety in public using an Augmented Reality application

Nowadays, Augmented Reality (AR) is available on almost all smartphones creating some exciting interaction opportunities but also challenges. For example, already after the famous AR app Pokemon GO was released in July 2016, numerous accidents related to the use of the app were reported by users. At the same time, the spread of AR can be noticed in the tourism industry, enabling tourists to explore their surroundings in new ways but also exposing them to safety issues. This preliminary study explores users' sense of safety when manipulating the amount and UI elements visualization parameters of Point of Interest (POI) markers in a developed AR application. The results show that the amount of POI markers that are displayed is significant for participants' sense of safety. The influence of manipulating UI elements in terms of transparency, color, and size cannot be proven. Nevertheless, most tested people stated that manipulating transparency and size somehow influences their sense of safety, so a closer look at them should be taken in future studies.

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InterroLang: Exploring NLP Models and Datasets through Dialogue-based Explanations

While recently developed NLP explainability methods let us open the black box in various ways (Madsen et al., 2022), a missing ingredient in this endeavor is an interactive tool offering a conversational interface. Such a dialogue system can help users explore datasets and models with explanations in a contextualized manner, e.g. via clarification or follow-up questions, and through a natural language interface. We adapt the conversational explanation framework TalkToModel (Slack et al., 2022) to the NLP domain, add new NLP-specific operations such as free-text rationalization, and illustrate its generalizability on three NLP tasks (dialogue act classification, question answering, hate speech detection). To recognize user queries for explanations, we evaluate fine-tuned and few-shot prompting models and implement a novel Adapter-based approach. We then conduct two user studies on (1) the perceived correctness and helpfulness of the dialogues, and (2) the simulatability, i.e. how objectively helpful dialogical explanations are for humans in figuring out the model's predicted label when it's not shown. We found rationalization and feature attribution were helpful in explaining the model behavior. Moreover, users could more reliably predict the model outcome based on an explanation dialogue rather than one-off explanations.

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Saliency Map Verbalization: Comparing Feature Importance Representations from Model-free and Instruction-based Methods

Saliency maps can explain a neural model's predictions by identifying important input features. They are difficult to interpret for laypeople, especially for instances with many features. In order to make them more accessible, we formalize the underexplored task of translating saliency maps into natural language and compare methods that address two key challenges of this approach -- what and how to verbalize. In both automatic and human evaluation setups, using token-level attributions from text classification tasks, we compare two novel methods (search-based and instruction-based verbalizations) against conventional feature importance representations (heatmap visualizations and extractive rationales), measuring simulatability, faithfulness, helpfulness and ease of understanding. Instructing GPT-3.5 to generate saliency map verbalizations yields plausible explanations which include associations, abstractive summarization and commonsense reasoning, achieving by far the highest human ratings, but they are not faithfully capturing numeric information and are inconsistent in their interpretation of the task. In comparison, our search-based, model-free verbalization approach efficiently completes templated verbalizations, is faithful by design, but falls short in helpfulness and simulatability. Our results suggest that saliency map verbalization makes feature attribution explanations more comprehensible and less cognitively challenging to humans than conventional representations.

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MultiTACRED: A Multilingual Version of the TAC Relation Extraction Dataset

Relation extraction (RE) is a fundamental task in information extraction, whose extension to multilingual settings has been hindered by the lack of supervised resources comparable in size to large English datasets such as TACRED (Zhang et al., 2017). To address this gap, we introduce the MultiTACRED dataset, covering 12 typologically diverse languages from 9 language families, which is created by machine-translating TACRED instances and automatically projecting their entity annotations. We analyze translation and annotation projection quality, identify error categories, and experimentally evaluate fine-tuned pretrained mono- and multilingual language models in common transfer learning scenarios. Our analyses show that machine translation is a viable strategy to transfer RE instances, with native speakers judging more than 83% of the translated instances to be linguistically and semantically acceptable. We find monolingual RE model performance to be comparable to the English original for many of the target languages, and that multilingual models trained on a combination of English and target language data can outperform their monolingual counterparts. However, we also observe a variety of translation and annotation projection errors, both due to the MT systems and linguistic features of the target languages, such as pronoun-dropping, compounding and inflection, that degrade dataset quality and RE model performance.

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Personalized Task Load Prediction in Speech Communication

Estimating the quality of remote speech communication is a complex task influenced by the speaker, transmission channel, and listener. For example, the degradation of transmission quality can increase listeners' cognitive load, which can influence the overall perceived quality of the conversation. This paper presents a framework that isolates quality-dependent changes and controls most outside influencing factors like personal preference in a simulated conversational environment. The performed statistical analysis finds significant relationships between stimulus quality and the listener's valence and personality (agreeableness and openness) and, similarly, between the perceived task load during the listening task and the listener's personality and frustration intolerance. The machine learning model of the task load prediction improves the correlation coefficients from 0.48 to 0.76 when listeners' individuality is considered. The proposed evaluation framework and results pave the way for personalized audio quality assessment that includes speakers' and listeners' individuality beyond conventional channel modeling.

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