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Tim Althoff

Publications and source records attributed to Tim Althoff.

At least 73 records · Page 4Linked to original sources

A Computational Approach to Understanding Empathy Expressed in Text-Based Mental Health Support

Empathy is critical to successful mental health support. Empathy measurement has predominantly occurred in synchronous, face-to-face settings, and may not translate to asynchronous, text-based contexts. Because millions of people use text-based platforms for mental health support, understanding empathy in these contexts is crucial. In this work, we present a computational approach to understanding how empathy is expressed in online mental health platforms. We develop a novel unifying theoretically-grounded framework for characterizing the communication of empathy in text-based conversations. We collect and share a corpus of 10k (post, response) pairs annotated using this empathy framework with supporting evidence for annotations (rationales). We develop a multi-task RoBERTa-based bi-encoder model for identifying empathy in conversations and extracting rationales underlying its predictions. Experiments demonstrate that our approach can effectively identify empathic conversations. We further apply this model to analyze 235k mental health interactions and show that users do not self-learn empathy over time, revealing opportunities for empathy training and feedback.

cs.CL

CORAL: COde RepresentAtion Learning with Weakly-Supervised Transformers for Analyzing Data Analysis

Large scale analysis of source code, and in particular scientific source code, holds the promise of better understanding the data science process, identifying analytical best practices, and providing insights to the builders of scientific toolkits. However, large corpora have remained unanalyzed in depth, as descriptive labels are absent and require expert domain knowledge to generate. We propose a novel weakly supervised transformer-based architecture for computing joint representations of code from both abstract syntax trees and surrounding natural language comments. We then evaluate the model on a new classification task for labeling computational notebook cells as stages in the data analysis process from data import to wrangling, exploration, modeling, and evaluation. We show that our model, leveraging only easily-available weak supervision, achieves a 38% increase in accuracy over expert-supplied heuristics and outperforms a suite of baselines. Our model enables us to examine a set of 118,000 Jupyter Notebooks to uncover common data analysis patterns. Focusing on notebooks with relationships to academic articles, we conduct the largest ever study of scientific code and find that notebook composition correlates with the citation count of corresponding papers.

cs.LG

Boba: Authoring and Visualizing Multiverse Analyses

Multiverse analysis is an approach to data analysis in which all "reasonable" analytic decisions are evaluated in parallel and interpreted collectively, in order to foster robustness and transparency. However, specifying a multiverse is demanding because analysts must manage myriad variants from a cross-product of analytic decisions, and the results require nuanced interpretation. We contribute Boba: an integrated domain-specific language (DSL) and visual analysis system for authoring and reviewing multiverse analyses. With the Boba DSL, analysts write the shared portion of analysis code only once, alongside local variations defining alternative decisions, from which the compiler generates a multiplex of scripts representing all possible analysis paths. The Boba Visualizer provides linked views of model results and the multiverse decision space to enable rapid, systematic assessment of consequential decisions and robustness, including sampling uncertainty and model fit. We demonstrate Boba's utility through two data analysis case studies, and reflect on challenges and design opportunities for multiverse analysis software.

cs.HC

Engagement Patterns of Peer-to-Peer Interactions on Mental Health Platforms

Mental illness is a global health problem, but access to mental healthcare resources remain poor worldwide. Online peer-to-peer support platforms attempt to alleviate this fundamental gap by enabling those who struggle with mental illness to provide and receive social support from their peers. However, successful social support requires users to engage with each other and failures may have serious consequences for users in need. Our understanding of engagement patterns on mental health platforms is limited but critical to inform the role, limitations, and design of these platforms. Here, we present a large-scale analysis of engagement patterns of 35 million posts on two popular online mental health platforms, TalkLife and Reddit. Leveraging communication models in human-computer interaction and communication theory, we operationalize a set of four engagement indicators based on attention and interaction. We then propose a generative model to jointly model these indicators of engagement, the output of which is synthesized into a novel set of eleven distinct, interpretable patterns. We demonstrate that this framework of engagement patterns enables informative evaluations and analysis of online support platforms. Specifically, we find that mutual back-and-forth interactions are associated with significantly higher user retention rates on TalkLife. Such back-and-forth interactions, in turn, are associated with early response times and the sentiment of posts.

cs.SI

Paths Explored, Paths Omitted, Paths Obscured: Decision Points & Selective Reporting in End-to-End Data Analysis

Drawing reliable inferences from data involves many, sometimes arbitrary, decisions across phases of data collection, wrangling, and modeling. As different choices can lead to diverging conclusions, understanding how researchers make analytic decisions is important for supporting robust and replicable analysis. In this study, we pore over nine published research studies and conduct semi-structured interviews with their authors. We observe that researchers often base their decisions on methodological or theoretical concerns, but subject to constraints arising from the data, expertise, or perceived interpretability. We confirm that researchers may experiment with choices in search of desirable results, but also identify other reasons why researchers explore alternatives yet omit findings. In concert with our interviews, we also contribute visualizations for communicating decision processes throughout an analysis. Based on our results, we identify design opportunities for strengthening end-to-end analysis, for instance via tracking and meta-analysis of multiple decision paths.

cs.HC

Goal-setting And Achievement In Activity Tracking Apps: A Case Study Of MyFitnessPal

Activity tracking apps often make use of goals as one of their core motivational tools. There are two critical components to this tool: setting a goal, and subsequently achieving that goal. Despite its crucial role in how a number of prominent self-tracking apps function, there has been relatively little investigation of the goal-setting and achievement aspects of self-tracking apps. Here we explore this issue, investigating a particular goal setting and achievement process that is extensive, recorded, and crucial for both the app and its users' success: weight loss goals in MyFitnessPal. We present a large-scale study of 1.4 million users and weight loss goals, allowing for an unprecedented detailed view of how people set and achieve their goals. We find that, even for difficult long-term goals, behavior within the first 7 days predicts those who ultimately achieve their goals, that is, those who lose at least as much weight as they set out to, and those who do not. For instance, high amounts of early weight loss, which some researchers have classified as unsustainable, leads to higher goal achievement rates. We also show that early food intake, self-monitoring motivation, and attitude towards the goal are important factors. We then show that we can use our findings to predict goal achievement with an accuracy of 79% ROC AUC just 7 days after a goal is set. Finally, we discuss how our findings could inform steps to improve goal achievement in self-tracking apps.

cs.CY

Learning Individualized Cardiovascular Responses from Large-scale Wearable Sensors Data

We consider the problem of modeling cardiovascular responses to physical activity and sleep changes captured by wearable sensors in free living conditions. We use an attentional convolutional neural network to learn parsimonious signatures of individual cardiovascular response from data recorded at the minute level resolution over several months on a cohort of 80k people. We demonstrate internal validity by showing that signatures generated on an individual's 2017 data generalize to predict minute-level heart rate from physical activity and sleep for the same individual in 2018, outperforming several time-series forecasting baselines. We also show external validity demonstrating that signatures outperform plain resting heart rate (RHR) in predicting variables associated with cardiovascular functions, such as age and Body Mass Index (BMI). We believe that the computed cardiovascular signatures have utility in monitoring cardiovascular health over time, including detecting abnormalities and quantifying recovery from acute events.

cs.LG

Modeling Individual Cyclic Variation in Human Behavior

Cycles are fundamental to human health and behavior. However, modeling cycles in time series data is challenging because in most cases the cycles are not labeled or directly observed and need to be inferred from multidimensional measurements taken over time. Here, we present CyHMMs, a cyclic hidden Markov model method for detecting and modeling cycles in a collection of multidimensional heterogeneous time series data. In contrast to previous cycle modeling methods, CyHMMs deal with a number of challenges encountered in modeling real-world cycles: they can model multivariate data with discrete and continuous dimensions; they explicitly model and are robust to missing data; and they can share information across individuals to model variation both within and between individual time series. Experiments on synthetic and real-world health-tracking data demonstrate that CyHMMs infer cycle lengths more accurately than existing methods, with 58% lower error on simulated data and 63% lower error on real-world data compared to the best-performing baseline. CyHMMs can also perform functions which baselines cannot: they can model the progression of individual features/symptoms over the course of the cycle, identify the most variable features, and cluster individual time series into groups with distinct characteristics. Applying CyHMMs to two real-world health-tracking datasets -- of menstrual cycle symptoms and physical activity tracking data -- yields important insights including which symptoms to expect at each point during the cycle. We also find that people fall into several groups with distinct cycle patterns, and that these groups differ along dimensions not provided to the model. For example, by modeling missing data in the menstrual cycles dataset, we are able to discover a medically relevant group of birth control users even though information on birth control is not given to the model.

cs.SI

Modeling Interdependent and Periodic Real-World Action Sequences

Mobile health applications, including those that track activities such as exercise, sleep, and diet, are becoming widely used. Accurately predicting human actions is essential for targeted recommendations that could improve our health and for personalization of these applications. However, making such predictions is extremely difficult due to the complexities of human behavior, which consists of a large number of potential actions that vary over time, depend on each other, and are periodic. Previous work has not jointly modeled these dynamics and has largely focused on item consumption patterns instead of broader types of behaviors such as eating, commuting or exercising. In this work, we develop a novel statistical model for Time-varying, Interdependent, and Periodic Action Sequences. Our approach is based on personalized, multivariate temporal point processes that model time-varying action propensities through a mixture of Gaussian intensities. Our model captures short-term and long-term periodic interdependencies between actions through Hawkes process-based self-excitations. We evaluate our approach on two activity logging datasets comprising 12 million actions taken by 20 thousand users over 17 months. We demonstrate that our approach allows us to make successful predictions of future user actions and their timing. Specifically, our model improves predictions of actions, and their timing, over existing methods across multiple datasets by up to 156%, and up to 37%, respectively. Performance improvements are particularly large for relatively rare and periodic actions such as walking and biking, improving over baselines by up to 256%. This demonstrates that explicit modeling of dependencies and periodicities in real-world behavior enables successful predictions of future actions, with implications for modeling human behavior, app personalization, and targeting of health interventions.

cs.SI

I'll Be Back: On the Multiple Lives of Users of a Mobile Activity Tracking Application

Mobile health applications that track activities, such as exercise, sleep, and diet, are becoming widely used. While these activity tracking applications have the potential to improve our health, user engagement and retention are critical factors for their success. However, long-term user engagement patterns in real-world activity tracking applications are not yet well understood. Here we study user engagement patterns within a mobile physical activity tracking application consisting of 115 million logged activities taken by over a million users over 31 months. Specifically, we show that over 75% of users return and re-engage with the application after prolonged periods of inactivity, no matter the duration of the inactivity. We find a surprising result that the re-engagement usage patterns resemble those of the start of the initial engagement period, rather than being a simple continuation of the end of the initial engagement period. This evidence points to a conceptual model of multiple lives of user engagement, extending the prevalent single life view of user activity. We demonstrate that these multiple lives occur because the users have a variety of different primary intents or goals for using the app. We find evidence for users being more likely to stop using the app once they achieved their primary intent or goal (e.g., weight loss). However, these users might return once their original intent resurfaces (e.g., wanting to lose newly gained weight). Based on insights developed in this work, including a marker of improved primary intent performance, our prediction models achieve 71% ROC AUC. Overall, our research has implications for modeling user re-engagement in health activity tracking applications and has consequences for how notifications, recommendations as well as gamification can be used to increase engagement.

cs.CY

Harnessing the Web for Population-Scale Physiological Sensing: A Case Study of Sleep and Performance

Human cognitive performance is critical to productivity, learning, and accident avoidance. Cognitive performance varies throughout each day and is in part driven by intrinsic, near 24-hour circadian rhythms. Prior research on the impact of sleep and circadian rhythms on cognitive performance has typically been restricted to small-scale laboratory-based studies that do not capture the variability of real-world conditions, such as environmental factors, motivation, and sleep patterns in real-world settings. Given these limitations, leading sleep researchers have called for larger in situ monitoring of sleep and performance. We present the largest study to date on the impact of objectively measured real-world sleep on performance enabled through a reframing of everyday interactions with a web search engine as a series of performance tasks. Our analysis includes 3 million nights of sleep and 75 million interaction tasks. We measure cognitive performance through the speed of keystroke and click interactions on a web search engine and correlate them to wearable device-defined sleep measures over time. We demonstrate that real-world performance varies throughout the day and is influenced by both circadian rhythms, chronotype (morning/evening preference), and prior sleep duration and timing. We develop a statistical model that operationalizes a large body of work on sleep and performance and demonstrates that our estimates of circadian rhythms, homeostatic sleep drive, and sleep inertia align with expectations from laboratory-based sleep studies. Further, we quantify the impact of insufficient sleep on real-world performance and show that two consecutive nights with less than six hours of sleep are associated with decreases in performance which last for a period of six days. This work demonstrates the feasibility of using online interactions for large-scale physiological sensing.

cs.HC

How Gamification Affects Physical Activity: Large-scale Analysis of Walking Challenges in a Mobile Application

Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how gamification and in particular competitions shape human physical activity. Here we study how competitions affect physical activity. We focus on walking challenges in a mobile activity tracking application where multiple users compete over who takes the most steps over a predefined number of days. We synthesize our findings in a series of game and app design implications. In particular, we analyze nearly 2,500 physical activity competitions over a period of one year capturing more than 800,000 person days of activity tracking. We observe that during walking competitions, the average user increases physical activity by 23%. Furthermore, there are large increases in activity for both men and women across all ages, and weight status, and even for users that were previously fairly inactive. We also find that the composition of participants greatly affects the dynamics of the game. In particular, if highly unequal participants get matched to each other, then competition suffers and the overall effect on the physical activity drops significantly. Furthermore, competitions with an equal mix of both men and women are more effective in increasing the level of activities. We leverage these insights to develop a statistical model to predict whether or not a competition will be particularly engaging with significant accuracy. Our models can serve as a guideline to help design more engaging competitions that lead to most beneficial behavioral changes.

cs.CY

Online Actions with Offline Impact: How Online Social Networks Influence Online and Offline User Behavior

Many of today's most widely used computing applications utilize social networking features and allow users to connect, follow each other, share content, and comment on others' posts. However, despite the widespread adoption of these features, there is little understanding of the consequences that social networking has on user retention, engagement, and online as well as offline behavior. Here, we study how social networks influence user behavior in a physical activity tracking application. We analyze 791 million online and offline actions of 6 million users over the course of 5 years, and show that social networking leads to a significant increase in users' online as well as offline activities. Specifically, we establish a causal effect of how social networks influence user behavior. We show that the creation of new social connections increases user online in-application activity by 30%, user retention by 17%, and user offline real-world physical activity by 7% (about 400 steps per day). By exploiting a natural experiment we distinguish the effect of social influence of new social connections from the simultaneous increase in user's motivation to use the app and take more steps. We show that social influence accounts for 55% of the observed changes in user behavior, while the remaining 45% can be explained by the user's increased motivation to use the app. Further, we show that subsequent, individual edge formations in the social network lead to significant increases in daily steps. These effects diminish with each additional edge and vary based on edge attributes and user demographics. Finally, we utilize these insights to develop a model that accurately predicts which users will be most influenced by the creation of new social network connections.

cs.SI

Influence of Pokémon Go on Physical Activity: Study and Implications

Physical activity helps people maintain a healthy weight and reduces the risk for several chronic diseases. Although this knowledge is widely recognized, adults and children in many countries around the world do not get recommended amounts of physical activity. While many interventions are found to be ineffective at increasing physical activity or reaching inactive populations, there have been anecdotal reports of increased physical activity due to novel mobile games that embed game play in the physical world. The most recent and salient example of such a game is Pokémon Go, which has reportedly reached tens of millions of users in the US and worldwide. We study the effect of Pokémon Go on physical activity through a combination of signals from large-scale corpora of wearable sensor data and search engine logs for 32 thousand users over a period of three months. Pokémon Go players are identified through search engine queries and activity is measured through accelerometry. We find that Pokémon Go leads to significant increases in physical activity over a period of 30 days, with particularly engaged users (i.e., those making multiple search queries for details about game usage) increasing their activity by 1473 steps a day on average, a more than 25% increase compared to their prior activity level ($p<10^{-15}$). In the short time span of the study, we estimate that Pokémon Go has added a total of 144 billion steps to US physical activity. Furthermore, Pokémon Go has been able to increase physical activity across men and women of all ages, weight status, and prior activity levels showing this form of game leads to increases in physical activity with significant implications for public health. We find that Pokémon Go is able to reach low activity populations while all four leading mobile health apps studied in this work largely draw from an already very active population.

cs.CY

Large-scale Analysis of Counseling Conversations: An Application of Natural Language Processing to Mental Health

Mental illness is one of the most pressing public health issues of our time. While counseling and psychotherapy can be effective treatments, our knowledge about how to conduct successful counseling conversations has been limited due to lack of large-scale data with labeled outcomes of the conversations. In this paper, we present a large-scale, quantitative study on the discourse of text-message-based counseling conversations. We develop a set of novel computational discourse analysis methods to measure how various linguistic aspects of conversations are correlated with conversation outcomes. Applying techniques such as sequence-based conversation models, language model comparisons, message clustering, and psycholinguistics-inspired word frequency analyses, we discover actionable conversation strategies that are associated with better conversation outcomes.

cs.CL

TimeMachine: Timeline Generation for Knowledge-Base Entities

We present a method called TIMEMACHINE to generate a timeline of events and relations for entities in a knowledge base. For example for an actor, such a timeline should show the most important professional and personal milestones and relationships such as works, awards, collaborations, and family relationships. We develop three orthogonal timeline quality criteria that an ideal timeline should satisfy: (1) it shows events that are relevant to the entity; (2) it shows events that are temporally diverse, so they distribute along the time axis, avoiding visual crowding and allowing for easy user interaction, such as zooming in and out; and (3) it shows events that are content diverse, so they contain many different types of events (e.g., for an actor, it should show movies and marriages and awards, not just movies). We present an algorithm to generate such timelines for a given time period and screen size, based on submodular optimization and web-co-occurrence statistics with provable performance guarantees. A series of user studies using Mechanical Turk shows that all three quality criteria are crucial to produce quality timelines and that our algorithm significantly outperforms various baseline and state-of-the-art methods.

cs.DB

Donor Retention in Online Crowdfunding Communities: A Case Study of DonorsChoose.org

Online crowdfunding platforms like DonorsChoose.org and Kickstarter allow specific projects to get funded by targeted contributions from a large number of people. Critical for the success of crowdfunding communities is recruitment and continued engagement of donors. With donor attrition rates above 70%, a significant challenge for online crowdfunding platforms as well as traditional offline non-profit organizations is the problem of donor retention. We present a large-scale study of millions of donors and donations on DonorsChoose.org, a crowdfunding platform for education projects. Studying an online crowdfunding platform allows for an unprecedented detailed view of how people direct their donations. We explore various factors impacting donor retention which allows us to identify different groups of donors and quantify their propensity to return for subsequent donations. We find that donors are more likely to return if they had a positive interaction with the receiver of the donation. We also show that this includes appropriate and timely recognition of their support as well as detailed communication of their impact. Finally, we discuss how our findings could inform steps to improve donor retention in crowdfunding communities and non-profit organizations.

cs.CY

Detection Bank: An Object Detection Based Video Representation for Multimedia Event Recognition

While low-level image features have proven to be effective representations for visual recognition tasks such as object recognition and scene classification, they are inadequate to capture complex semantic meaning required to solve high-level visual tasks such as multimedia event detection and recognition. Recognition or retrieval of events and activities can be improved if specific discriminative objects are detected in a video sequence. In this paper, we propose an image representation, called Detection Bank, based on the detection images from a large number of windowed object detectors where an image is represented by different statistics derived from these detections. This representation is extended to video by aggregating the key frame level image representations through mean and max pooling. We empirically show that it captures complementary information to state-of-the-art representations such as Spatial Pyramid Matching and Object Bank. These descriptors combined with our Detection Bank representation significantly outperforms any of the representations alone on TRECVID MED 2011 data.

cs.MM