a system framework for decision support in ambient intelligence
DESCRIPTION
Yamabe's presentation slides on his final phd oral defense.TRANSCRIPT
Tetsuo Yamabe
Distributed and Ubiquitous Computing Lab., Waseda University
A System Framework for Decision Support in Ambient Intelligence
12010年12月22日水曜日
Preface
22010年12月22日水曜日
p.
AugmentedTraditionalGames
MobilePedestrianNavigation
Activity-basedMicro-Pricing
Systems
Map Guideon
Public Displays
Case Study #1 Case Study #3
Case Study #4Case Study #2
332010年12月22日水曜日
p.
TEI’10, 11FNG’10IoT’10
MobiQuitous’08UbiComp’09Persuasive’10
ICPS’10
Case Study #1 Case Study #3
Case Study #4Case Study #2
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p. 5
Case studies
Case study #2Decision training with augmented traditional
games
Case study #3Decision inducement with
Activity-based Micro-Incentives
CitronA context acquisitionframework for mobile
sensor devices( )
52010年12月22日水曜日
p.
Outline
1. Introduction
2. Ambient Decision Support Systems
• ADSS System Framework
3. Case Studies
• Decision Training with Augmented Traditional Games
• Decision Inducement with Activity-based Micro-Incentives
4. Discussion
5. Conclusion and future work
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Introduction
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p.
Decisions in everyday life
• Life is the outcome of decisions.
• “What’s for dinner tonight?” - Japanese, Chinese, Western-style...
• “How to go to office?” - by bus, train, walk...
• “Which university’s exam should I try?” - Waseda, Keio, Toudai...
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Limitations and fallacies in decision making
• Perceptual ability
• Skill, knowledge level
• Heuristics
• Bias
• Human error
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Decision Support Systems (DSS)
“A DSS is an interactive computer based system that helps decision makers utilize data and models to solve unstructured problems.” *
10
*Adapted from G. A. Gorry and M. S. S. Morton. A framework for management information systems. Sloan Management Review, 13(1):50–70, 1971.
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p.
Decision support types
1. Decision aiding
• Capability enhancement
• Process automation
• Performance improvement
• Error correction and prevention
2. Decision training
• Evolution to the next expert level
11W. W. Zachary and J. M. Ryder. Decision support systems: Integrating decision aiding and decision training. Handbook of Human-Computer Interaction (Second Edition), pages 1235 – 1258, 1997.
112010年12月22日水曜日
p.12
Organizational
Business
Stationary
PC
Personal
Personal use
Mobile
Environments
→
Traditional DSS ADSS
122010年12月22日水曜日
Ambient Decision Support Systems
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p.
Ambient Intelligence (AmI)
“AmI is a vision of the Information Society where the emphasis is on greater user-friendliness, more efficient services support, user-empowerment, and support for human interactions.
People are surrounded by intelligent intuitive interfaces that are embedded in all kinds of objects and an environment that is capable of recognizing and responding to the presence of different individuals in a seamless, unobtrusive and often invisible way.” [Ducatel et. al, 2001]
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AmI key features and technologies
Key features
Embedded
Context aware
Personalized
Adaptive
Anticipatory
Enabling technologies
Very unobtrusive hardware
A seamless mobile/fixed communications infrastructure
Dynamic and massively distributed device networks
Natural feeling human interfaces
Dependability and security
15152010年12月22日水曜日
p.
Decision support in AmI
•Ambient Decision Support Systems (ADSS) assist in an individual’s everyday decision making.
•Cognitive capability enhancement with sensors and actuators
•Sustainable decision support through implicit/explicit interaction
•Large-scale knowledge aggregation on cloud infrastructure
16162010年12月22日水曜日
p.
AmI
DSS system architecture
17
User UserInterface
DialogMgmt System
DatabaseMgmt System
Model baseMgmt System
KnowledgeEngine
DSS
Surrounded by heterogeneoussmart objects
Augmented reality: seamlessly integrated
feedback
Context information acquired by sensors
Distributed over the cloud network
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Live activity logging and realtime multimodal feedbackVisual presentation of the record for further analysis
182010年12月22日水曜日
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ADSS key requirements
• Decision need to be made for not well structured problems while adapting to the contextual transition in social activities.
• Behavioral considerations of decision making have been ignored by those who create and build DSS.
• It is important to understand decision making process from cognitive perspective.
1. Endsley’s Situation Awareness model [Endsley, 1995]
2. Rasmussen’s SRK behavior model [Rasmussen, 1983]
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M. R. Endsley. Toward a theory of situation awareness in dynamic systems. Human Factors: The Journal of the Human Factors and Ergonomics Society, 37(1):32–64, 1995.
Endsley’s Situation Awareness model
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M. R. Endsley. Toward a theory of situation awareness in dynamic systems. Human Factors: The Journal of the Human Factors and Ergonomics Society, 37(1):32–64, 1995.
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M. R. Endsley. Toward a theory of situation awareness in dynamic systems. Human Factors: The Journal of the Human Factors and Ergonomics Society, 37(1):32–64, 1995.
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TaskSystem
EnvironmentsADSS
User(Situation Awareness model)
ADSS System Framework
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262010年12月22日水曜日
Case Studies
272010年12月22日水曜日
Decision Training with Augmented Traditional GamesCS#2(Chapter 5)
282010年12月22日水曜日
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System concept
• Objective
• Support decision making in traditional games, by providing feedback/feedforward in a seamlessly integrated way.
29
• Decision support
• Visualize/sonify the information that novices cannot well recognize, in order to improve the situation awareness on current status.
ADSS
User
Visualization
292010年12月22日水曜日
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Ex. 1) Augmented Go
30
T. Iwata, T. Yamabe, M. Polojarvi, and T. Nakajima. 2010. Traditional games meet ICT: a case study on go game augmentation. In Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction (TEI '10). ACM, , 237-240.
302010年12月22日水曜日
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Characteristics as an ADSS
Characteristics
Structured rules and restrictions
Stationary
Immersion
Emotional
Technologies
Augmented reality
Tangible interaction
Context awareness
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Ex. 2) EmoPoker
• Improve decision performance under uncertainty.
• “It is well established that intense drive states such as hunger, pain, sexual arousal, drug cravings, and sleep deprivation produce breakdowns in self-control and increase people’s willingness to take risks in order to alleviate the drive state.” *
• Biofeedback for improving self-control of emotional arousal.
• Auditory feedback which emulates heartbeat sound of the player
32
* Adapted from M. Pham. Emotion and rationality: A critical review and interpretation of empirical evidence. Review of General Psychology, Jan 2007.
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EmoPoker System
33
T. Yamabe, I. Kosunen, I. Ekman, LA. Liikkanen, K. Kuikkaniemi, and T. Nakajima, Biofeedback Training with EmoPoker: Controlling Emotional Arousalfor Better Poker Play. Fun and Games Conference 2010 (Fun and Games’10)
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EmoPoker System
34
Physiologicalresponse
Emotional arousaldetection
Biofeedback Mobile PC Player
342010年12月22日水曜日
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Biofeedback user study
fEMG (facial electromyography)• 6 nodes to face• Positive/negative emotions
EDA (electrodermal activity)• 2 nodes to fingers• Arousal level
RESP (respiration)!• 1 node around chest
HR (Heart rate)• 1 node around chest• Emotional arousal
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Biofeedback user study
• 5 min offline poker play x 8 rounds = 40 min in total
• 4 conditions x 2 sets
• Feedback {ON, OFF} x Tilt mode {ON, OFF}
• 8 subjects in Finland
• Volunteers gathered by mailing list
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Results
• 5 subjects data could be used for statistical analysis.
• Linear Mixed Model for repeated measurements.
• The tilt mode increased emotional arousal (p<.05).
• The biofeedback slightly decreased the arousal.
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Findings from the experiment
• Informativeness depends on the expertise level.
• “Tell as it is” is not useful especially for novice players.
• Preliminary knowledge helps to interpret the ambient message.
• Biofeedback design to induce autonomous response
• Breathing pattern indication for calm heated brain.
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Decision Inducement with Activity-based Micro-IncentivesCS#3(Chapter 6)
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System concept
• Objective
• Induce consumers’ decision behavior towards more desirable decision patterns with incentives.
40
• Decision support
• Induce desirable decisions by providing continuos economic incentives to activities.
ADSS
User
Incentives
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Pricing towards better decisions
41Adapted from the web page of The General Insurance Association of Japan (http://www.sonpo.or.jp/protection/insyu/)
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Activity-based Micro-Pricing system
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System architecture
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Characteristics as an ADSS
Characteristics
Semi-/non structured
Mobile
Economic incentives
Cognitive bias
Technologies
Context awareness
Mobile payment
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People subjectively frame economic transactions in their mind.• Loss-aversion decision making• Greater impact on trivial sums of money
45D. Kahneman and A. Tversky. Prospect theory: An analysis of decision under risk. Econometrica, 47(2):263–292, Mar 1979.
Kahneman’s Prospect theory
452010年12月22日水曜日
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UbiPayment and UbiRebate model
46
Small initial cost
Micro charge
cost
time
User
cost
time
Micro rebating
Large initial cost
User
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User study
1. Psychological test for asymmetric transaction effect evaluation
2. Simulation setup of the micro-pricing world
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User study #1
1. Payment: No initial cost (5 JPY payment per 2 seconds for using the tool)2. Rebate: 200 JPY as initial cost (5 JPY rebate per 2 seconds for NOT using the tool)
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Results
• 12 university students joined (male: 11, female:1, age: 22-25)
• 60 seconds examination for each round
• Participants used the tool longer time in the rebate case than the payment case.
• Rebates might strongly encourage the participants to use the tool, even though a bigger initial cost was withdrawn.
Averaged experimental result of the flash application test.
Payment Rebate
Transferred circles (num) 60.91 61.33
Time taken to use the tool (sec) 17.00 (28%) 38.33 (63%)
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User study #2
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User study #2
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Findings from the experiment
• Feedback design amplifies psychological impact.
• Frequent notification increases cognitive load and obtrusiveness.
• Automatic payment transaction elicits anxiety and reluctance.
• Need to affect attitude to achieve sustainable behavior change.
• Persuasive messages induce reasoning and higher elaboration.
• Hybrid incentive design with social incentives.
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Discussion
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Attention
Emotion
Motivation
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Irrational decision making
Negative behavior
Human error
Arousal
Attitude
Cognitive load
55
Emotion
Motivation
Attention
The sense of immersion enables to perceive more decision informationand elicit emotional response by the experience.
Stronger motivation directs more attention to the decision problem.
In anticipation of better emotional feeling, motivation is reinforced towards particular behavior.
552010年12月22日水曜日
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• [User] Simplified ambient media decreases cognitive load, but requires skill and knowledge for interpretation.
• [System] Automaticity beyond a user’s consciousness and control elicits negative emotional arousal.
• [Developer] ADSS developers could lack of expertise for satisfying a variety of user’s requirement.
• [Ethic] Decision control could ethically be a problem.
Other design issues
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Conclusion and future work
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Conclusion
• As the main contribution of this work, we identified practical design guidelines for ADSS development, from the four case studies designed upon our system framework.
• Whereas decision support is an essential aspect for most AmI services, human decision making mechanism is often discussed apart from the system design.
• The ADSS framework will assist in service developers to design a system with directing polite attention to psychological issues.
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Future work
• Next iteration in more practical application domains.
1. Automobile - highly dynamic - attention
2. Financial activities - highly uncertain - emotion
3. Social infrastructure - highly complicated - motivation
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Seam-full vs Seamless
Crowd vs Individual
Control vs Support
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Selected publications• T. Yamabe, I. Kosunen, I. Ekman, LA. Liikkanen, K. Kuikkaniemi, and T. Nakajima, Biofeedback Training with EmoPoker:
Controlling Emotional Arousalfor Better Poker Play. Fun and Games Conference 2010 (Fun and Games’10, WIP paper)
• T. Yamabe, Y. Washio, S. Matsuzawa, T. Nakajima, Empowering End-users to Find Point-of-interests with a Public Display, In Proc. of the 2010 International Conference on Pervasive Services (ICPS’10, full paper)
• T. Yamabe, V. Lehdonvirta, H. Ito, H. Soma, H. Kimura, and T. Nakajima, Activity-Based Micro-Pricing: Realizing Sustainable Behavior Changes Through Economic Incentives. In Proc. of The Fifth International Conference on Persuasive Technology (Persuasive’10, full paper)
• T. Yamabe, V. Lehdonvirta, H. Ito, H. Soma, H. Kimura, and T. Nakajima, Applying Pervasive Technologies to Create Economic Incentives that Alter Consumer Behavior. In Proc. of The 11th International Conference on Ubiquitous Computing (UbiComp’09, full paper, acceptance rate: 12.35%)
• T. Yamabe and T. Nakajima, Possibilities and Limitations of Context Extraction in Mobile Devices: Experiments with a Multi-sensory Personal Device, International Journal of Multimedia and Ubiquitous Engineering. 2009. vol.4(4)
• T. Yamabe, K. Takahashi, and T. Nakajima, Towards Mobility Oriented Interaction Design: Experiments in Pedestrian Navigation on Mobile Devices, In Proc. of The Fifth Annual International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services (MobiQuitous’08, full paper, acceptance rate: 17.14%)
• T. Yamabe, A. Takagi, and T. Nakajima. 2005. Citron: A Context Information Acquisition Framework for Personal Devices, In Proc. of the 11th IEEE international Conference on Embedded and Real-Time Computing Systems and Applications (RTCSA’05, full paper)
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Thank you!
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