Mendeley

Successfully refreshed access token ...

Request: https://api.mendeley.com/documents?view=all&order=desc&sort=created&limit=500&group_id=46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff

Response: HTTP/1.1 200 OK Content-Type: application/vnd.mendeley-document.1+json Date: Sun, 20 Sep 2020 16:55:53 GMT Vary: Accept-Encoding Vary: Accept-Encoding X-Mendeley-Trace-Id: ZuYu_tlO6tE Content-Length: 28882 Connection: keep-alive [{"title":"(17) (PDF) Measuring Presence: The Temple Presence Inventory","type":"web_page","websites":["https://www.researchgate.net/publication/228450541_Measuring_Presence_The_Temple_Presence_Inventory"],"id":"cd25309a-355f-3edc-9569-aebb2d79b94b","created":"2020-05-29T23:00:27.080Z","accessed":"2020-05-30","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-05-29T23:00:27.080Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Protege4Pizzas10Minutes - Protege Wiki","type":"web_page","websites":["https://protegewiki.stanford.edu/wiki/Protege4Pizzas10Minutes"],"id":"fcfbf2a3-71b9-366b-a942-743d23caeb86","created":"2020-04-10T10:46:35.370Z","accessed":"2020-04-10","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-04-10T10:46:35.370Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A naturalistic decision making perspective on studying intuitive decision making","type":"journal","authors":[{"first_name":"Gary","last_name":"Klein"}],"year":2015,"source":"Journal of Applied Research in Memory and Cognition","identifiers":{"pii":"S2211368115000364","issn":"22113681","doi":"10.1016/j.jarmac.2015.07.001","sgr":"84942294831","scopus":"2-s2.0-84942294831","pui":"605414795"},"keywords":["Experience","Expertise","Intuition","Naturalistic decision making","Tacit knowledge"],"pages":"164-168","volume":"4","issue":"3","month":9,"publisher":"Elsevier Inc.","day":1,"id":"c6e4e43c-85e7-377c-8e65-93cabdb88676","created":"2020-04-06T15:34:59.985Z","accessed":"2020-04-06","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-04-06T15:35:02.883Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The Naturalistic Decision Making (NDM) community defines intuition as based on large numbers of patterns gained through experience, resulting in different forms of tacit knowledge. This view contrasts with Fast and Frugal Heuristics (FFH) researchers, who view intuition in terms of general purpose heuristics. The NDM view also differs from the Heuristics and Biases (HB) community, which sees intuitions as a source of bias and error. Seven suggestions are offered to assist the FFH and H&B communities in improving intuitive decision making and in conducting research that has greater potential for application.Rather than trying to help people analyze which option to choose, the NDM community recommends that intuitions be strengthened by providing a broader experience base that lets people build better tacit knowledge, such as perceptual skills and richer mental models, as a means of achieving better decisions."},{"title":"Virtual Reality RPG Spoken Dialog System","type":"report","authors":[{"first_name":"Einir","last_name":"Einisson"},{"first_name":"Gísli","last_name":"Böðvar"},{"first_name":"Guðmundsson","last_name":"Steingrímur"},{"first_name":"Arnar","last_name":"Jónsson"},{"first_name":"Hannes","last_name":"Högni"},{"first_name":"Vilhjálmsson","last_name":"David"},{"first_name":"James","last_name":"Thue"}],"id":"981dbf5a-18ae-3704-b7dc-7d7c0dee5d09","created":"2020-03-08T22:43:18.396Z","accessed":"2020-03-08","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2020-03-08T22:43:20.687Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"INVESTIGACIÓN SOBRE PSICOLOGIA DE LA MOTIVACIÓN EN LAS UNIVERSIDADES ESPAÑOLAS","type":"web_page","websites":["http://reme.uji.es/articulos/abarbe9141912100/texto.html"],"id":"92078ab4-59d4-3cc2-bde5-7244e32f8180","created":"2019-10-27T16:28:42.799Z","accessed":"2019-10-27","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-27T16:28:42.799Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Ergonomic Development of Video Game Controllers","type":"journal","authors":[{"first_name":"Raghav","last_name":"Bhardwaj"}],"year":2017,"identifiers":{"issn":"2165-7556","doi":"10.4172/2165-7556.1000209"},"keywords":["Anthropometrics","Ergonomics","Gaming","Input devices","Video game controllers"],"id":"1302c4ab-4a85-3a6e-9185-1560524d0bb1","created":"2019-10-26T10:06:15.758Z","accessed":"2019-10-26","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-26T10:06:20.472Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"(No Title)","type":"web_page","websites":["https://www.longdom.org/open-access/the-ergonomic-development-of-video-game-controllers-2165-7556-1000209.pdf"],"id":"13352d14-6dc8-382e-8dbc-63cf4d8ace4f","created":"2019-10-26T10:06:15.758Z","accessed":"2019-10-26","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-26T10:06:19.819Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"(No Title)","type":"web_page","websites":["https://nickredfern.files.wordpress.com/2013/03/nick_redfern-film-style-and-narration-in-rashomon-post-print.pdf"],"id":"bc6095c0-b1c0-36df-801a-2d8541692a52","created":"2019-10-21T11:50:19.716Z","accessed":"2019-10-21","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-21T11:50:21.867Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Film style and narration in Rashomon","type":"journal","authors":[{"first_name":"Nick","last_name":"Redfern"}],"year":2013,"source":"Journal of Japanese and Korean Cinema","identifiers":{"doi":"10.1386/jjkc.5.1-2.21_1"},"keywords":["Kurosawa Akira","Rashomon","film style","multiple correspondence analysis","narration","statistical analysis"],"pages":"21-36","volume":"5","issue":"2","websites":["https://leedstrinity.academia.edu/NickRedfern"],"id":"e605e6c3-656b-3744-8c29-96f956853bf6","created":"2019-10-21T11:50:19.716Z","accessed":"2019-10-21","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-10-21T11:50:21.937Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This article analyses the use of film style in Rashomon (Kurosawa Akira, 1950) to determine whether the different accounts of the rape and murder provided by the bandit, the wife, the husband and the woodcutter are formally distinct by comparing shot length data and using multiple correspondence analysis (MCA) to look for relationships between shot scale, camera movement, camera angle and the use of point-of-view (POV) shots, reverse-angle (RA) cuts and axial cuts. The results show that the four accounts of the rape and the murder in Rashomon differ not only in their content but also in the way they are narrated. The editing pace varies so that although the action of the film is repeated the presentation of events to the viewer is different each time. Different types of shot are used to create the narrative perspectives of the bandit, the wife and the husband that marks them out as either active or passive narrators reflecting their level of narrative agency within the film, while the woodcutterrs account exhibits both active and passive aspects to create an ambiguous mode of narration. Rashomon is a deliberately and precisely constructed artwork in which form and content work together to create an epistemological puzzle for the viewer."},{"title":"Virtual storyteller: reader takes charge of story","type":"web_page","websites":["https://phys.org/news/2010-06-virtual-storyteller-reader-story.html"],"id":"4f14a03f-b4a2-3942-9092-5687e4f79a79","created":"2019-06-17T15:34:03.858Z","accessed":"2019-06-17","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-17T15:34:03.858Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Generating Procedural Narrative - Nonadecimal Creative","type":"web_page","websites":["http://nonadecimal.com/site/procedural-narrative/"],"id":"1e772138-7db6-3aa5-a39d-e6aee8509d6b","created":"2019-06-17T15:32:02.429Z","accessed":"2019-06-17","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-17T15:32:02.429Z","tags":["Interactive Storytelling","Procedural Narrative","Story Generation","Video Games"],"read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The emotional arcs of stories are dominated by six basic shapes","type":"report","authors":[{"first_name":"Andrew J","last_name":"Reagan"},{"first_name":"Lewis","last_name":"Mitchell"},{"first_name":"Dilan","last_name":"Kiley"},{"first_name":"Christopher M","last_name":"Danforth"},{"first_name":"Peter Sheridan","last_name":"Dodds"}],"identifiers":{"arxiv":"1606.07772v1"},"websites":["http://hedonometer.org/books/v3/1/"],"id":"0d43ec9b-638f-3ebb-aed5-4411fa240222","created":"2019-06-09T15:03:15.314Z","accessed":"2019-06-09","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-09T15:03:19.752Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Advances in computing power, natural language processing, and digitization of text now make it possible to study our a culture's evolution through its texts using a \"big data\" lens. Our ability to communicate relies in part upon a shared emotional experience, with stories often following distinct emotional trajectories, forming patterns that are meaningful to us. Here, by classifying the emotional arcs for a filtered subset of 1,737 stories from Project Gutenberg's fiction collection, we find a set of six core trajectories which form the building blocks of complex narratives. We strengthen our findings by separately applying optimization, linear decomposition, supervised learning, and unsupervised learning. For each of these six core emotional arcs, we examine the closest characteristic stories in publication today and find that particular emotional arcs enjoy greater success, as measured by downloads."},{"title":"El narrador en la ficción interactiva. El jardinero y el laberinto | Biblioteca Virtual Miguel de Cervantes","type":"web_page","authors":[{"first_name":"José Luis","last_name":"Orihuela Colliva"}],"websites":["http://www.cervantesvirtual.com/obra-visor/el-narrador-en-la-ficcin-interactiva-el-jardinero-y-el-laberinto-0/html/024853e2-82b2-11df-acc7-002185ce6064_3.html"],"id":"1a5b2597-bdaa-3d3f-8af8-f3a4b2c047a1","created":"2019-06-08T14:26:01.935Z","accessed":"2019-06-08","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-06-08T14:26:01.935Z","tags":["ficción interactiva","narrativa"],"read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Video Game Lightning Rod","type":"journal","authors":[{"first_name":"Dmitri","last_name":"Williams"}],"year":2003,"source":"Information, Communication & Society","identifiers":{"issn":"1369-118X","doi":"10.1080/1369118032000163240"},"pages":"523-550","volume":"6","issue":"4","websites":["http://www.tandfonline.com/doi/abs/10.1080/1369118032000163240"],"month":12,"id":"278f14e3-4cf8-3d02-9e2c-c9ab4ba22642","created":"2019-05-20T14:26:54.866Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.866Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Morality of Play","type":"journal","authors":[{"first_name":"Brian","last_name":"McKernan"}],"year":2013,"source":"Games and Culture","identifiers":{"issn":"1555-4120","doi":"10.1177/1555412013493133"},"pages":"307-329","volume":"8","issue":"5","websites":["http://journals.sagepub.com/doi/10.1177/1555412013493133"],"month":9,"id":"2c6a9aec-51dd-3d87-82a0-9cb5b9258ac8","created":"2019-05-20T14:26:54.860Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.860Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents","type":"journal","authors":[{"first_name":"Mark","last_name":"Winkel"},{"first_name":"Dawn M.","last_name":"Novak"},{"first_name":"Helen","last_name":"Hopson"}],"year":1987,"source":"Journal of Research in Personality","identifiers":{"issn":"00926566","doi":"10.1016/0092-6566(87)90008-0"},"pages":"211-223","volume":"21","issue":"2","websites":["https://linkinghub.elsevier.com/retrieve/pii/0092656687900080"],"month":6,"id":"c474c6bf-6891-3761-ac67-82f3765ea627","created":"2019-05-20T14:26:54.859Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.859Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Effects of Playing Videogames on Children's Aggressive and Other Behaviors1","type":"journal","authors":[{"first_name":"Nicola S.","last_name":"Schutte"},{"first_name":"John M.","last_name":"Malouff"},{"first_name":"Joan C.","last_name":"Post-Gorden"},{"first_name":"Annette L.","last_name":"Rodasta"}],"year":1988,"source":"Journal of Applied Social Psychology","identifiers":{"issn":"0021-9029","doi":"10.1111/j.1559-1816.1988.tb00028.x"},"pages":"454-460","volume":"18","issue":"5","websites":["http://doi.wiley.com/10.1111/j.1559-1816.1988.tb00028.x"],"month":4,"id":"18d1b62d-dba9-399f-bdea-c49496bd4220","created":"2019-05-20T14:26:54.857Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.857Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The effects of video game play on young children's aggression, fantasy, and prosocial behavior","type":"journal","authors":[{"first_name":"Steven B.","last_name":"Silvern"},{"first_name":"Peter A.","last_name":"Williamson"}],"year":1987,"source":"Journal of Applied Developmental Psychology","identifiers":{"issn":"01933973","doi":"10.1016/0193-3973(87)90033-5"},"pages":"453-462","volume":"8","issue":"4","websites":["https://linkinghub.elsevier.com/retrieve/pii/0193397387900335"],"month":10,"id":"9a4a2b9f-6e00-3d11-8dec-a28960aabcd1","created":"2019-05-20T14:26:54.856Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.856Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Longitudinal effects of media violence on aggression and empathy among German adolescents","type":"journal","authors":[{"first_name":"Barbara","last_name":"Krahé"},{"first_name":"Ingrid","last_name":"Möller"}],"year":2010,"source":"Journal of Applied Developmental Psychology","identifiers":{"issn":"01933973","doi":"10.1016/j.appdev.2010.07.003"},"pages":"401-409","volume":"31","issue":"5","websites":["https://linkinghub.elsevier.com/retrieve/pii/S0193397310000833"],"month":9,"id":"1e873233-1b26-3276-890e-8716498b56a7","created":"2019-05-20T14:26:54.851Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.851Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY","type":"journal","authors":[{"first_name":"S.","last_name":"Fling"},{"first_name":"L.","last_name":"Smith"},{"first_name":"T.","last_name":"Rodriguez"},{"first_name":"D.","last_name":"Thornton"},{"first_name":"E.","last_name":"Atkins"},{"first_name":"K.","last_name":"Nixon"}],"year":1992,"source":"Social Behavior and Personality: an international journal","identifiers":{"issn":"03012212","doi":"10.2224/sbp.1992.20.1.39"},"pages":"39-45","volume":"20","issue":"1","websites":["http://openurl.ingenta.com/content/xref?genre=article&issn=0301-2212&volume=20&issue=1&spage=39"],"month":1,"day":1,"id":"58d01084-7721-3d6b-9142-e6bf10e7c748","created":"2019-05-20T14:26:54.756Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.756Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Jóvenes y videojuegos. Percepciones sobre su tratamiento informativo en los medios de comunicación","type":"journal","authors":[{"first_name":"Elisenda","last_name":"Estanyol"},{"first_name":"Mireia","last_name":"Montaña"},{"first_name":"Antonio José","last_name":"Planells"}],"year":2019,"source":"Estudios sobre el Mensaje Periodístico","identifiers":{"issn":"1988-2696","doi":"10.5209/ESMP.63720"},"pages":"129-145","volume":"25","issue":"1","websites":["https://revistas.ucm.es/index.php/ESMP/article/view/63720"],"month":3,"day":20,"id":"8c602a41-5931-31b5-bdb1-6254a5ff5355","created":"2019-05-20T14:26:54.753Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.753Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"

Los videojuegos se han convertido en una potente industria que goza ya de más de medio siglo de implantación en nuestra sociedad, siendo los jóvenes los que más participan en el juego digital. Esta investigación analiza las opiniones sobre los videojuegos de este grupo poblacional, concretamente los jóvenes españoles de entre 16 y 35 años, centrándose en su percepción sobre el tratamiento informativo en los medios de comunicación. El estudio, pionero en España, se ha basado en una encuesta con una muestra formada por 1.000 jóvenes residentes en el país realizada entre el 20 y el 31 de mayo de 2017. Los resultados ponen de relieve que la percepción entre los jóvenes sobre el tratamiento informativo de los videojuegos es diferente a la que ellos mismos tienen sobre los efectos del juego digital, destacando que, en su opinión, los medios ofrecen una imagen más negativa.

"},{"title":"To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships","type":"journal","authors":[{"first_name":"Emese","last_name":"Domahidi"},{"first_name":"Ruth","last_name":"Festl"},{"first_name":"Thorsten","last_name":"Quandt"}],"year":2014,"source":"Computers in Human Behavior","identifiers":{"issn":"07475632","doi":"10.1016/j.chb.2014.02.023"},"pages":"107-115","volume":"35","websites":["https://linkinghub.elsevier.com/retrieve/pii/S0747563214000831"],"month":6,"id":"bcada798-6d16-3800-a2db-9138693b166c","created":"2019-05-20T14:26:54.752Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.752Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Mortal Kombat (tm): The Effects of Violent Videogame Play on Males' Hostility and Cardiovascular Responding1","type":"journal","authors":[{"first_name":"Mary E.","last_name":"Ballard"},{"first_name":"J. Rose","last_name":"Wiest"}],"year":1996,"source":"Journal of Applied Social Psychology","identifiers":{"issn":"0021-9029","doi":"10.1111/j.1559-1816.1996.tb02740.x"},"pages":"717-730","volume":"26","issue":"8","websites":["http://doi.wiley.com/10.1111/j.1559-1816.1996.tb02740.x"],"month":4,"id":"48954b27-52ed-3edb-8112-7d717a54c42e","created":"2019-05-20T14:26:54.751Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.751Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Video Games and Aggression in Children1","type":"journal","authors":[{"first_name":"Joel","last_name":"Cooper"},{"first_name":"Diane","last_name":"Mackie"}],"year":1986,"source":"Journal of Applied Social Psychology","identifiers":{"issn":"0021-9029","doi":"10.1111/j.1559-1816.1986.tb01755.x"},"pages":"726-744","volume":"16","issue":"8","websites":["http://doi.wiley.com/10.1111/j.1559-1816.1986.tb01755.x"],"month":11,"id":"53c8a716-1cc4-333a-aaa1-afa8e7e4ed45","created":"2019-05-20T14:26:54.751Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.751Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Genre and game studies: Toward a critical approach to video game genres","type":"journal","authors":[{"first_name":"Thomas H.","last_name":"Apperley"}],"year":2006,"source":"Simulation & Gaming","identifiers":{"issn":"1046-8781","doi":"10.1177/1046878105282278"},"pages":"6-23","volume":"37","issue":"1","websites":["http://journals.sagepub.com/doi/10.1177/1046878105282278"],"month":3,"day":19,"id":"065d9199-3001-3f78-8f18-7c4c2e7f5ca2","created":"2019-05-20T14:26:54.751Z","accessed":"2019-05-20","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-05-20T14:26:54.751Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data","type":"report","authors":[{"first_name":"B S","last_name":"Tufts University"},{"first_name":"; M S","last_name":"University Of Washington"}],"year":1995,"id":"1c163cc2-2e98-383d-bdff-4210e621ed02","created":"2019-03-08T18:49:49.243Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-03-08T18:49:49.855Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Leonid Berov - Institute of Cognitive Science","type":"web_page","websites":["https://www.ikw.uni-osnabrueck.de/en/research_groups/artificial_intelligence/people/leonid_berov.html"],"id":"8fa6b6a2-05d8-3926-abcd-ca953577010e","created":"2019-01-27T16:42:12.742Z","accessed":"2019-01-27","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-01-27T16:42:12.742Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Story and Narrative Development for Video Games","type":"web_page","authors":[{"last_name":"Coursera"}],"year":2019,"websites":["https://es.coursera.org/learn/video-game-story"],"id":"d7245274-3f40-3967-adfe-02f1f7bd7b61","created":"2019-01-22T16:54:10.822Z","accessed":"2019-01-22","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2019-01-22T17:04:14.471Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"private_publication":false},{"title":"Toward a Network Analysis of Empathic and Exciting AI Conversation and Scenario","type":"journal","authors":[{"first_name":"㻌","last_name":"㞷"},{"first_name":"Yasuda","last_name":"Yuki"}],"id":"042c8449-af31-3dfb-a14c-c9b5f01e582f","created":"2018-06-06T15:40:22.899Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2018-06-06T15:40:23.546Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The purpose of this paper is to specify the characteristics of empathic and exciting conversation from the texts of a cartoon, called \" ONE PIECE. \" (ODA, 1997-2018) .㻌 My purpose is to build a base for AI conversation system which can understand human nature of empathy based on social networks. \" ONE PIECE \" is one of the best seller comics for young boys worldwide and is full of empathic and moving conversations among heroes. Using the conversation data, I try to extract the networks among heroes, human rules and emotional logics driving readers' mind in order to 䠾䡑䡅䡈d theories for empathic AI conversation.㻌 㻌"},{"title":"On a Formal Treatment of Deception in Argumentative Dialogues","type":"journal","authors":[{"first_name":"Kazuko","last_name":"Takahashi"},{"first_name":"Shizuka","last_name":"Yokohama"}],"keywords":["argumentation","dialogue","dishonesty","opponent model","persuasion"],"id":"d442a428-0352-395d-9a9e-49c1777f6988","created":"2018-06-06T15:40:16.946Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2018-06-06T15:40:17.473Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This paper formalizes a dialogue that includes dishonest ar-guments in persuasion. We propose a dialogue model that uses a pre-dicted opponent model and define a protocol using this prediction with an abstract argumentation framework. We focus on deception as dishon-esty; that is, the case in which an agent hides her knowledge. We define the concepts of dishonest argument and suspicious argument by means of the acceptance of arguments in this model. We show how a dialogue including dishonest arguments proceeds according to the protocol and discuss a condition for a dishonest argument to be accepted without being revealed."},{"title":"Utilizing deception information for dialog management of doctor-patient conversations","type":"journal","authors":[{"first_name":"Nguyen The","last_name":"Tung"},{"first_name":"Koichiro","last_name":"Yoshino"},{"first_name":"Sakriani","last_name":"Sakti"},{"first_name":"Satoshi","last_name":"Nakamura"}],"id":"eab8ef5f-fc42-370d-b38c-3f76ab1d38fe","created":"2018-06-06T15:40:05.146Z","file_attached":true,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","group_id":"46d8ad5f-a50f-3e6d-87b2-7fae24bb23ff","last_modified":"2018-06-06T15:40:06.357Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Almost all of existing negotiation systems assume that their interlocutors (the user) are telling the truth. However, in negotiations, participants can tell lies to earn a profit. In this research, we proposed a negotiation dialog management system that detects user's lies and designed a dialog behavior on how should the system react with. As a typical case, we built a dialog model of doctor-patient conversation on living habits domain. We showed that we can use partially observable Markov decision process (POMDP) to model this conversation and use reinforcement learning to train the system's policy."}]

Request: https://api.mendeley.com/documents?view=all&order=desc&sort=created&limit=500&authored=true

Response: HTTP/1.1 200 OK Content-Type: application/vnd.mendeley-document.1+json Date: Sun, 20 Sep 2020 16:55:54 GMT Vary: Accept-Encoding Vary: Accept-Encoding X-Mendeley-Trace-Id: fOnABomckDc transfer-encoding: chunked Connection: keep-alive [{"title":"Integration of linguistic markup into semantic models of folk narratives: The fairy tale use case","type":"conference_proceedings","authors":[{"first_name":"P.","last_name":"Lendvai"},{"first_name":"T.","last_name":"Declerck"},{"first_name":"S.","last_name":"Darányi"},{"first_name":"P.","last_name":"Gervás"},{"first_name":"R.","last_name":"Hervás"},{"first_name":"S.","last_name":"Malec"},{"first_name":"F.","last_name":"Peinado"}],"year":2010,"source":"Proceedings of the 7th International Conference on Language Resources and Evaluation, LREC 2010","identifiers":{"isbn":"2951740867","scopus":"2-s2.0-84891136006"},"id":"39787675-c1bb-3fe5-9a68-d6615f00700e","created":"2018-06-06T15:36:36.118Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Propp's influential structural analysis of fairy tales created a powerful schema for representing storylines in terms of character functions, which is straightforward to exploit in computational semantic analysis and procedural generation of stories of this genre. We tackle two resources that draw on the Proppian model - one formalizes it as a semantic markup scheme and the other as an ontology - both lacking linguistic phenomena explicitly represented in them. The need for integrating linguistic information into structured semantic resources is motivated by the emergence of suitable standards that facilitate this, and the benefits such joint representation would create for transdisciplinary research across Digital Humanities, Computational Linguistics, and Artificial Intelligence."},{"title":"Influence of personal choices on lexical variability in referring expressions","type":"journal","authors":[{"first_name":"R.","last_name":"Hervás"},{"first_name":"J.","last_name":"Arroyo"},{"first_name":"V.","last_name":"Francisco"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"P.","last_name":"Gervás"}],"year":2016,"source":"Natural Language Engineering","identifiers":{"doi":"10.1017/S1351324915000182","issn":"14698110","scopus":"2-s2.0-84958046334"},"volume":"22","issue":"2","id":"f139aa69-9666-3a51-bed2-08a9e1e30bb9","created":"2018-06-06T15:36:36.096Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Copyright © Cambridge University Press 2015. Variability is inherent in human language as different people make different choices when facing the same communicative act. In Natural Language Processing, variability is a challenge. It hinders some tasks such as evaluation of generated expressions, while it constitutes an interesting resource to achieve naturalness and to avoid repetitiveness. In this work, we present a methodological approach to study the influence of lexical variability. We apply this approach to TUNA, a corpus of referring expression lexicalizations, in order to study the use of different lexical choices. First, we reannotate the TUNA corpus with new information about lexicalization, and then we analyze this reannotation to study how people lexicalize referring expressions. The results show that people tend to be consistent when generating referring expressions. But at the same time, different people also share certain preferences."},{"title":"Revisiting character-based affective storytelling under a narrative BDI framework","type":"book","authors":[{"first_name":"F.","last_name":"Peinado"},{"first_name":"M.","last_name":"Cavazza"},{"first_name":"D.","last_name":"Pizzi"}],"year":2008,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-540-89454-4_13","isbn":"3540894241","issn":"03029743","scopus":"2-s2.0-58449108053"},"keywords":["Artificial intelligence","Software agents","Story generation"],"volume":"5334 LNCS","id":"58d8ca7f-d6e9-3abc-a3ef-280ac6486f84","created":"2018-06-06T15:36:36.023Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Belief-Desire-Intention (BDI) is a well-known cognitive theory, especially in the field of Software Agents. Modelling characters using software agents has been proven to be a suitable approach for obtaining emergent and autonomous behaviours in Interactive Storytelling. In this paper it is claimed that an effective extension of previous models to the BDI framework is useful for designing intelligent characters. An example shows how internal thoughts and motivations of Madame Bovary's main characters can be more naturally formalised as a cognitive side of the story. A narrative reformulation of BDI theory is needed to avoid the implicit complexity of other proposals. © 2008 Springer Berlin Heidelberg."},{"title":"Semantic web approaches to the extraction and representation of emotions in texts","type":"book","authors":[{"first_name":"V.","last_name":"Francisco"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"R.","last_name":"Hervás"},{"first_name":"P.","last_name":"Gervás"}],"year":2010,"source":"Semantic Web: Standards, Tools and Ontologies","identifiers":{"isbn":"9781612092966","scopus":"2-s2.0-85034971022"},"keywords":["Affective computing","Automatic text annotation","Knowledge representation","Natural language processing","Ontologies"],"id":"0f06e7e6-f3c0-3396-82b0-dfcc8b968cbc","created":"2018-06-06T15:36:36.018Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© 2010 Nova Science Publishers, Inc. This chapter presents the role of ontologies in the field of Affective Computing. For illustrating the main concepts, we analyse a particular emotional ontology, designed and implemented using Semantic Web technologies, and study its use for the representation, recognition and generation of emotions that are present in textual documents. The emotional ontology developed has been used in three different applications, which will be explained in this chapter, related to the automated markup of text with emotional content. The first one is selecting the most specific emotion that represents the general affective content of a sentence according to the emotion that each word represents. The second one is establishing what emotion should be assigned to a sentence given the set of emotional assignments suggested by a group of annotators. The third one is determining whether the emotion assigned to the sentence in automatic emotion markup is correct. These ontology-enhanced markup applications have been tested and the results show improvements with respect to the previous version created without Semantic Web technology. There are various approaches for representing emotions. The most used representations are emotional categories, where fixed words are used to refer to emotions, and emotional dimensions, where emotions are defined using numerical values to express different aspects of emotion. To address the problem of translating dimensions into categories, a common problem in this type of applications, each of the categories of our emotional ontology is related to three different dimensions (i.e. evaluation, power and control) by means of data ranges. By applying automated classification in terms of the emotional ontology, the system can interpret unrestricted inputs in terms of a restricted set of concepts for which particular rules are provided. An example of application of this use of the ontology is presented in which the rules applied for document markup with emotional dimensions provide configuration parameters for an emotional voice synthesizer."},{"title":"Towards an emotion-driven adaptive system for video game music","type":"book","authors":[{"first_name":"M.","last_name":"López Ibáñez"},{"first_name":"N.","last_name":"Álvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2018,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-319-76270-8_25","isbn":"9783319762692","issn":"16113349","scopus":"2-s2.0-85043523323"},"keywords":["Affective computing","Interactive digital storytelling","Player experience","Procedural content generation","Sound design"],"volume":"10714 LNCS","id":"ce673051-c613-3646-9f49-13b9a816bbd7","created":"2018-06-06T15:36:35.971Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© Springer International Publishing AG, part of Springer Nature 2018. Perfectly adaptive music is a long dreamed goal for game audio designers. Although numerous systems have been developed in both academic and industrial contexts, currently there is no unified method for producing this type of content – not even an agreement on input variables, output variations or assessment criteria. Our research aims to create an audio system for video games that improves the experience by adapting environmental music to emotions associated with the ongoing narrative. This system combines short audio tracks of pre-designed music in real time, using player behavior and emerging feelings as main cues. In this paper, we identify some of the issues that dynamic music faces through the study of current adaptive and procedural techniques, and describe how our sound system architecture attempts to solve them. In the end, we claim that a sonification method like the proposed one could improve player engagement by adapting music to each game situation, driven by a solid focus on emotional storytelling."},{"title":"Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man","type":"conference_proceedings","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"A.A.","last_name":"Sánchez-Ruiz"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033432335"},"keywords":["Artificial intelligence","Believable characters","Entertainment computing","Pac-Man","Player simulation","Turing test","Virtual humans"],"volume":"1957","id":"c6ff814a-46e0-3163-9f9f-459ab8dabcea","created":"2018-06-06T15:36:35.962Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.245Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Simulating human behaviour when playing video games has been recently proposed as an interesting challenge for the research community on Artificial Intelligence. In the exploration on Machine Learning techniques for training virtual players (i.e. computer bots) to imitate the conduct of real (human) players, we are using the classic arcade game Ms. Pac-Man as testbed. Our research goal is to find the key features that identify human playing style in this controlled environment, so we have performed an experiment with 18 human judges on how they characterise the human likeness (or absence of it) hidden behind the movements of the player’s avatar. Results suggest that, although it is relatively easy to recognize human players in this game, the factors that a judge uses to determine whether a playing style is considered human or not are multiple and very revealing for creating imitation heuristics."},{"title":"A testbed environment for interactive storytellers","type":"conference_proceedings","authors":[{"first_name":"F.","last_name":"Peinado"},{"first_name":"A.","last_name":"Navarro"},{"first_name":"P.","last_name":"Gervás"}],"year":2008,"source":"INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment","identifiers":{"isbn":"9789639799134","scopus":"2-s2.0-84909606845"},"keywords":["Interactive Digital Storytelling","Narrative Environments and Game Based Interfaces"],"id":"2e126440-3ca1-3ebf-a125-3072210510b5","created":"2018-06-06T15:36:35.915Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Today there is a number of automatic systems for developing interactive digital storytelling applications. Each one uses its own architecture, data structure and user interface which make practically impossible to create a single universal quantitative metric to compare them. While these differences are intrinsic to the artistic nature of narrative applications, developers of underlying technology could be benefited from some \"evaluation standards\" for these systems' functionality, interoperability and performance. This paper describes a testbed environment that has been designed as an example scenario for testing how different interactive storytelling systems confront a set of \"common challenges\" of this kind of applications. In order to avoid additional programming efforts an adapter that allows the connection of this environment with other systems has been implemented and released as open source. Copyright 2008 ICST."},{"title":"A study on an efficient spatialisation technique for near-field sound in video games","type":"conference_proceedings","authors":[{"first_name":"M.L.","last_name":"Ibáñez"},{"first_name":"N.","last_name":"Álvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033495788"},"keywords":["3D audio","Acoustics","Directional sound","Entertainment technology","Spatial attention"],"volume":"1957","id":"8950cf2e-b14f-3cab-ab73-851be4f70ab9","created":"2018-06-06T15:36:35.908Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This article presents a simple and efficient method for spatialising sound in virtual environments by adding low pass filters (LPF) to the already widespread panning and attenuation techniques. Through two different experiments, variations in subject performance when locating sounds in a virtual environment between regular 3D audio from popular game engines (Unreal Engine and Unity) and our proposed sound system were evaluated. The first experiment consists of an audio-only test via an online survey, whereas the second experiment employs a minimalistic 3D video game which allows for user interaction guided by sound. Results of both experiments suggest better performance and accuracy when using LPFs, the second one finding a significant difference when comparing both techniques. We conclude that the LPF technique, as a mean for spatialisation of sounds coming from behind the subject, could be applied to complement current audio systems due to their performance-oriented nature and their good results with real users."},{"title":"Ontological reasoning to configure emotional voice synthesis","type":"book","authors":[{"first_name":"V.","last_name":"Francisco"},{"first_name":"P.","last_name":"Gervás"},{"first_name":"F.","last_name":"Peinado"}],"year":2007,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"354072981X","issn":"03029743","scopus":"2-s2.0-38149129399"},"volume":"4524 LNCS","id":"61cbc8b3-ee84-3e2e-ac84-0f40bc0acf71","created":"2018-06-06T15:36:35.845Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The adequate representation of emotions in affective computing is an important problem and the starting point of studies related to emotions. There are different approaches for representing emotions, selecting one of this existing methods depends on the purpose of the application. Another problem related to emotions is the amount of different emotional concepts which makes it very difficult to find the most specific emotion to be expressed in each situation. This paper presents a system that reasons with an ontology of emotions implemented with semantic web technologies. Each emotional concept is defined in terms of a range of values along the three-dimensional space of emotional dimensions. The capabilities for automated classification and establishing taxonomical relations between concepts are used to provide a bridge between an unrestricted input and a restricted set of concepts for which particular rules are provided. The rules applied at the end of the process provide configuration parameters for a system for emotional voice synthesis. © Springer-Verlag Berlin Heidelberg 2007."},{"title":"EmoTales: Creating a corpus of folk tales with emotional annotations","type":"journal","authors":[{"first_name":"V.","last_name":"Francisco"},{"first_name":"R.","last_name":"Hervás"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"P.","last_name":"Gervás"}],"year":2012,"source":"Language Resources and Evaluation","identifiers":{"doi":"10.1007/s10579-011-9140-5","issn":"1574020X","scopus":"2-s2.0-84867861184"},"keywords":["Corpus annotation","Emotional categories","Emotional dimensions","Emotional ontology","Text corpora"],"volume":"46","issue":"3","id":"05708bf2-9332-39cf-b5b7-6e43b6a4795b","created":"2018-06-06T15:36:35.836Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.253Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Emotions are inherent to any human activity, including human-computer interactions, and that is the reason why recognizing emotions expressed in natural language is becoming a key feature for the design of more natural user interfaces. In order to obtain useful corpora for this purpose, the manual classification of texts according to their emotional content has been the technique most commonly used by the research community. The use of corpora is widespread in Natural Language Processing, and the existing corpora annotated with emotions support the development, training and evaluation of systems using this type of data. In this paper we present the development of an annotated corpus oriented to the narrative domain, called EmoTales, which uses two different approaches to represent emotional states: emotional categories and emotional dimensions. The corpus consists of a collection of 1,389 English sentences from 18 different folk tales, annotated by 36 different people. Our model of the corpus development process includes a post-processing stage performed after the annotation of the corpus, in which a reference value for each sentence was chosen by taking into account the tags assigned by annotators and some general knowledge about emotions, which is codified in an ontology. The whole process is presented in detail, and revels significant results regarding the corpus such as inter-annotator agreement, while discussing topics such as how human annotators deal with emotional content when performing their work, and presenting some ideas for the application of this corpus that may inspire the research community to develop new ways to annotate corpora using a large set of emotional tags. © 2011 Springer Science+Business Media B.V."},{"title":"An intelligent plot-centric interface for mastering computer role-playing games","type":"book","authors":[{"first_name":"C.","last_name":"León"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"Á.","last_name":"Navarro"},{"first_name":"H.","last_name":"Cortiguera"}],"year":2008,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-540-89454-4_39","isbn":"3540894241","issn":"03029743","scopus":"2-s2.0-58449096728"},"volume":"5334 LNCS","id":"7e501841-68ac-3687-9a34-9253a594d87f","created":"2018-06-06T15:36:35.785Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Role-Playing Game Mastering is one of the most cited examples of \"ordinary life Interactive Storytelling\" in scientific literature. There are some computer interfaces for game mastering, but most of them are designed as part of the toolkits that are used to control low-level events of specific videogame engines. In this paper a more abstract application has been developed, an intelligent graphic interface that allows human Game Masters to direct stories in virtual environments from a more comfortable and narration-oriented point of view. © 2008 Springer Berlin Heidelberg."},{"title":"A neuroevolution approach to imitating human-like play in Ms. Pac-man video game","type":"conference_proceedings","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"A.A.","last_name":"Sánchez-Ruiz"},{"first_name":"F.","last_name":"Peinado"}],"year":2016,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84990927877"},"keywords":["Artificial intelligence","Artificial neural networks","Evolutionary computing","Genetic algorithms","Human behaviour imitation","Machine learning","Virtual video game player"],"volume":"1682","id":"41cb334a-1527-382b-99db-7757ce85b9e4","created":"2018-06-06T15:36:35.776Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Simulating human behaviour when playing computer games has been recently proposed as a challenge for researchers on Artificial Intelligence. As part of our exploration of approaches that perform well both in terms of the instrumental similarity measure and the phenomenological evaluation by human spectators, we are developing virtual players using Neuroevolution. This is a form of Machine Learning that employs Evolutionary Algorithms to train Artificial Neural Networks by considering the weights of these networks as chromosomes for the application of genetic algorithms. Results strongly depend on the fitness function that is used, which tries to characterise the human-likeness of a machinecontrolled player. Designing this function is complex and it must be implemented for specific games. In this work we use the classic game Ms. Pac-Man as an scenario for comparing two different methodologies. The first one uses raw data extracted directly from human traces, i.e. The set of movements executed by a real player and their corresponding time stamps. The second methodology adds more elaborated game-level parameters as the final score, the average distance to the closest ghost, and the number of changes in the player's route. We assess the importance of these features for imitating human-like play, aiming to obtain findings that would be useful for many other games."},{"title":"A game architecture for emergent story-puzzles in a persistent world","type":"conference_proceedings","authors":[{"first_name":"F.","last_name":"Peinado"},{"first_name":"P.P.","last_name":"Gómez-Martín"},{"first_name":"M.A.","last_name":"Gómez-Martín"}],"year":2005,"source":"Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play","identifiers":{"scopus":"2-s2.0-84873356776"},"keywords":["Automatic generation of puzzles","Game AI","Game architecture design","Interactive storytelling"],"id":"0c2bf550-f63a-3cbb-ac34-f7bcc6376171","created":"2018-06-06T15:36:35.706Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"This paper presents the design of an architecture for narrative games with story-puzzles like classic graphic adventures. The system is able to create new short stories in each session, combining a basic set of narrative elements in an emergent way but maintaining coherency with the storyline of previous sessions. As a test-bed of this proposal we use a simple detective game inspired on the famous Cluedo's characters. © 2005 Authors & Digital Games Research Association DiGRA."},{"title":"A case based reasoning approach to story plot generation","type":"book","authors":[{"first_name":"B.","last_name":"Díaz-Agudo"},{"first_name":"P.","last_name":"Gervás"},{"first_name":"F.","last_name":"Peinado"}],"year":2004,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"issn":"03029743","scopus":"2-s2.0-33745616203"},"volume":"3155","id":"0a7a6750-b07e-3d14-beb3-9fac79fc04d9","created":"2018-06-06T15:36:35.699Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.253Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Automatic construction of story plots has always been a longed-for utopian dream in the entertainment industry, especially in the more commercial genres that are fuelled by a large number of story plots with only a medium threshold on plot quality, such as TV series or video games. We propose a Knowledge Intensive CBR (KI-CBR) approach to the problem of generating story plots from a case base of existing stories analyzed in terms of Propp functions. A CBR process is defined to generate plots from a user query specifying an initial setting for the story, using an ontology to measure the semantical distance between words and structures taking part in the texts. © Springer-Verlag 2004."},{"title":"Automatic customization of non-player characters using players temperament","type":"book","authors":[{"first_name":"H.","last_name":"Gómez-Gauchía"},{"first_name":"F.","last_name":"Peinado"}],"year":2006,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"9783540499343","issn":"16113349","scopus":"2-s2.0-80054962838"},"keywords":["Affective computing","Interactive digital storytelling in entertainment","Narrative environments","Player modeling"],"volume":"4326 LNCS","id":"d162d9f8-f0c4-35de-abf6-4647b9caa509","created":"2018-06-06T15:36:35.588Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.253Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© Springer-Verlag Berlin Heidelberg 2006. Believability is a basic requirement for non-player characters of videogames. Players enjoy characters with personalities that reflect human behavior, specially if those personalities combine well with players’ temperaments. This paper explains a model for customizing automatically non-player characters (NPC) according to the players temperament, which is obtained before the game session. The model uses Case-Based Reasoning and Ontologies to adapt the behavior of a NPC, which is the companion of a player character in the described example."},{"title":"Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games","type":"conference_proceedings","authors":[{"first_name":"M.L.","last_name":"Ibáñez"},{"first_name":"F.","last_name":"Peinado"}],"year":2016,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84990986032"},"keywords":["Head-mounted displays","Human-computer interaction","Interactive multimedia","Virtual environments","Virtual movement"],"volume":"1682","id":"e10c4bd6-ca3f-3e98-aee1-8da6bc36cbc8","created":"2018-06-06T15:36:35.587Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Presence is often used as a quality measure for virtual reality experiences. It refers to the sensation of \\being there\" that users feel while wearing a head-mounted display. In contrast, simulator sickness refers to the feeling of unease of some users while experiencing virtual motion. Nowadays, many virtual reality games do not allow the player to walk, trying to minimize the generation of unpleasant symptoms. This study explores how presence is affected by the ability to walk in VR games, as well as how simulator sickness actually grows when the player takes a virtual stroll. For this purpose, two prototypes of a small puzzle were built. In the first one, the player is able to walk, whereas the second one does not allow the user to move in any way. Presence and simulator sickness were measured using standard questionnaires while real players faced our puzzle. The results point to a strong correlation between the action of walking and an increment of the level of presence achieved by the subjects. However, there is no clear correspondence between walking and simulator sickness in our experiment. This last observation opens the way for further research and questioning of early studies about simulator sickness, as technical differences between current virtual reality devices and older ones may inuence how uncomfortable users feel while wearing them."},{"title":"Improving the performance of a computer-controlled player in a maze chase game using evolutionary Programming on a finite-state machine","type":"conference_proceedings","authors":[{"first_name":"M.","last_name":"Miranda"},{"first_name":"F.","last_name":"Peinado"}],"year":2015,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84937678040"},"keywords":["Artificial Intelligence","Evolutionary computing","Genetic algorithms","Machine learning","Player simulation","Video game development"],"volume":"1394","issue":"January","id":"7aedc717-92a9-379c-9071-348e65d08939","created":"2018-06-06T15:36:35.526Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The continuous sophistication of video games represents a stimulating challenge for Artificial Intelligence researchers. As part of our work on improving the behaviour of military units in Real-Time Strategy Games we are testing different techniques and methodologies for computer-controlled players. In this paper Evolutionary Programming is explored, establishing a first approach to develop an automatic controller for the classic maze chase game Ms. Pac-Man. Several combinations of different operators for selection, crossover, mutation and replacement are studied, creating an algorithm that changes the variables of a simple finite-state machine representing the behaviour of the player's avatar. After the initial training, we evaluate the results obtained by all these combinations, identifying best choices and discussing the performance improvement that can be obtained with similar techniques in complex games."},{"title":"Modelling suspicion as a game mechanism for designing a computer-played investigation character","type":"conference_proceedings","authors":[{"first_name":"N.","last_name":"Alvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2015,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-84937718810"},"keywords":["Artificial intelligence","Believable characters","Epistemic modal logic","Interactive digital storytelling","Trust systems","Video game design"],"volume":"1394","issue":"January","id":"dd31f504-a9e2-3b9a-823a-e6a5b27c3497","created":"2018-06-06T15:36:35.524Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Nowadays creating believable characters is a top trend in the video game industry. Recent projects present new design concepts and improvements in artificial intelligence that are oriented to this goal. The expected behaviour of computer-played characters becomes increasingly demanding: proactivity, autonomous decision-making, social interaction, natural communication, reasoning and knowledge management, etc. Our research project explores the possibility for one of these characters to investigate, solving an enigma while dealing with incomplete information and the lies of other characters. In this paper we propose how to manage trust issues when modelling suspicion in the artificial mind of a Columbo-like detective, considering that our desired gameplay is a murder mystery game in which the player plays the role of the culprit."},{"title":"Preface","type":"book","authors":[{"first_name":"D.","last_name":"Oyarzun"},{"first_name":"F.","last_name":"Peinado"},{"first_name":"R.M.","last_name":"Young"},{"first_name":"A.","last_name":"Elizalde"},{"first_name":"G.","last_name":"Méndez"}],"year":2012,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"isbn":"9783642348501","issn":"03029743","scopus":"2-s2.0-84868098991"},"volume":"7648 LNCS","id":"47ba7842-683c-335d-b996-f3340b43ee39","created":"2018-06-06T15:36:35.488Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Exploring body language as narrative interface","type":"book","authors":[{"first_name":"N.","last_name":"Álvarez"},{"first_name":"F.","last_name":"Peinado"}],"year":2012,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-642-34851-8-19","isbn":"9783642348501","issn":"03029743","scopus":"2-s2.0-84868097947"},"keywords":["Edutainment","Motion Sensing","Narrative Videogames","Nonverbal Communication","Theory of Interactive Storytelling","User Interaction"],"volume":"7648 LNCS","id":"871b54cf-0536-342b-a6d1-127849b47f4b","created":"2018-06-06T15:36:35.473Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The limitations of current technology in the field of user interaction cause a bottleneck in the development of interactive digital storytelling systems. The use of body language has recently arisen as a simple but expressive approach to human-computer interaction, motion capture devices being used in interactive simulations and videogames. This paper discusses the use of these devices for recognition of body movements as key elements for designing interactive stories in virtual environments, presenting our findings in the early stages of development of a serious game that uses Microsoft Kinect for allowing players to interact in a more sensitive and amusing way. © 2012 Springer-Verlag Berlin Heidelberg."},{"title":"An approach to basic emotion recognition through players body pose using virtual reality devices","type":"book","authors":[{"first_name":"G.","last_name":"Peñas"},{"first_name":"F.","last_name":"Peinado"}],"year":2018,"source":"Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)","identifiers":{"doi":"10.1007/978-3-319-76270-8_5","isbn":"9783319762692","issn":"16113349","scopus":"2-s2.0-85043520751"},"keywords":["Affective computing","Dialog system","Feelings analysis","Human pose recognition","Human-computer interaction","Interactive narrative"],"volume":"10714 LNCS","id":"98cb7a14-5f3d-30f3-b2ef-b1badf161f70","created":"2018-06-06T15:36:35.460Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"© Springer International Publishing AG, part of Springer Nature 2018. Virtual Reality tracking devices provide more information than what is being used in most applications. In this experiment, we develop a real-time system, using neural networks, that allows us to detect subconscious player poses associated moods and use them to guide games. This provides new ways to create greater conversations and narrative experiences."},{"title":"FX interactive: Growth and decline of the Spanish video games publisher","type":"conference_proceedings","authors":[{"first_name":"J.","last_name":"Esteve"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033469225"},"keywords":["Contenidos Digitales","Economía","Gestión Empresarial","Historia del Videojuego","Industria del Videojuego","Videojuego Español"],"volume":"1957","id":"731b469e-d486-399c-902b-b8deb1de899e","created":"2018-06-06T15:36:35.379Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Established in 1999 by the Ruiz brothers (Pablo, Víctor and Ignacio), Jesús Alonso and Carlos Abril, FX Interactive S.L. managed to become one of the most successful Spanish publishers. Thanks to a catalogue formed by Spanish games, such as the ones from Pendulo Studios, or from overseas, like Haemimont Games, FX Interactive posted 11.6 million euros in revenue in 2005 while having a staff of 30 people. The economic crisis, the rise of digital video games publishing platforms like Steam and the lack of games developed in-house caused the studio to be declared bankrupt by a judge in Madrid. In this article we aim to study the causes that led to the rise of the studio during its first years as well as the reasons why it was declared bankrupt."},{"title":"Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences","type":"conference_proceedings","authors":[{"first_name":"G.","last_name":"Peñas"},{"first_name":"F.","last_name":"Peinado"}],"year":2017,"source":"CEUR Workshop Proceedings","identifiers":{"issn":"16130073","scopus":"2-s2.0-85033476312"},"keywords":["Affective computing","Dialog system","Feelings analysis","Human pose recognition","Human-computer interaction","Interactive narrative"],"volume":"1957","id":"04b1757b-e273-3ffa-b194-2d2b1a7a52cf","created":"2018-06-06T15:36:35.379Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Currently, players position recognition in most Virtual Reality applications is limited to the evident usage, like translating players avatar within the virtual environment, or using the view point at head height, without considering the posture at any time. In this article, we propose studying the player’s body and hand expression, not only to recognize obvious interaction patterns but poses that, even without conscience, transmit information about the basic emotions of such player. That way, each time it is played, the result is altered without a conscious effort, the experience of interactive narrative resulting of computing generation depends on the input signals, which adds a layer of depth and enriches system decision making and conversation with non-player characters, for example. Our proposal is based on a system that relies on a system with a neural network which can recognize poses, according to the specialists, associated to basic human mood. After a simple calibration and a reasonable training, this system can be used, without the need of additional accessories, with the main Virtual Reality devices existing today. This article also discusses new paths of research and applications that arise around this system, many in the field of computer entertainment, but also in other areas such as therapy for patients with emotional and social communication problems and disorders."},{"title":"Transferring Game Mastering Laws to Interactive Digital Storytelling","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2004,"source":"International Conference on Technologies for Interactive Digital Storytelling and Entertainment","id":"34799eaf-f1f0-37b5-bec3-75b8a8c33120","created":"2018-06-06T15:35:53.048Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2004,"id":"cddc66c4-00bc-3d68-a097-09b3c37ca4e9","created":"2018-06-06T15:35:53.038Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.254Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Miguel","last_name":"Ancochea"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2004,"source":"European Conference on Case Based Reasoning. Joint Workshop on Computational Creativity","id":"c2785f2d-2138-3d7b-884f-2862d1c2c47a","created":"2018-06-06T15:35:52.995Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.245Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Description Logic Ontology for Fairy Tale Generation","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Belén","last_name":"Díaz-Agudo"}],"year":2004,"source":"International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity","id":"82249766-d13c-37e0-8585-9392e5fcbb7e","created":"2018-06-06T15:35:52.986Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Case Based Reasoning Approach to Story Plot Generation","type":"generic","authors":[{"first_name":"Belén","last_name":"Díaz-Agudo"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"}],"year":2004,"source":"European Conference on Case Based Reasoning. Advances in Case Based Reasoning","id":"1e1b60e3-ddae-3c2c-87f1-234e8629117a","created":"2018-06-06T15:35:52.926Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"KIIDSOnto: An OWL DL Ontology for Narrative Reasoning","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2005,"source":"International Protégé Conference.","id":"e0068b63-67d8-37ec-83b8-afba6e8b369d","created":"2018-06-06T15:35:52.922Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Michael","last_name":"Santorum"}],"year":2005,"source":"La Revista Icono 14","id":"d17032f3-b188-39b9-a605-ab85edeb2903","created":"2018-06-06T15:35:52.861Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Interactive Storytelling in Educational Environments","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Pablo","last_name":"Moreno-Ger"}],"year":2005,"source":"International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies","id":"957310fb-8220-3e33-8474-5fe265c6d779","created":"2018-06-06T15:35:52.850Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Creativity Issues in Plot Generation","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2005,"source":"International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity","id":"df1c3285-a0da-30f7-beaf-db9fd6fd5eeb","created":"2018-06-06T15:35:52.780Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Generative and Case-based Implementation of Proppian Morphology","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2005,"source":"Joint International Conference of the Association for Computers and the Humanities and the Association for Literary and Linguistic Computing","id":"459ae9cf-c002-38db-a017-8bb472e0b3c6","created":"2018-06-06T15:35:52.776Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Game Architecture for Emergent Story-Puzzles in a Persistent World","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pedro Pablo","last_name":"Gómez-Martín"},{"first_name":"Marco Antonio","last_name":"Gómez-Martín"}],"year":2005,"source":"International Conference of the Digital Games Research Association","id":"84b2a893-bca8-3690-a81e-b9585ead8d01","created":"2018-06-06T15:35:52.673Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.253Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06","type":"report","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Mateus","last_name":"Mendes"}],"year":2006,"id":"0be92924-1389-3606-8f8a-bdbba3a778cb","created":"2018-06-06T15:35:52.663Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Narrative Models: Narratology Meets Artificial Intelligence","type":"generic","authors":[{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Birte","last_name":"Lönneker-Rodman"},{"first_name":"Jan Christoph","last_name":"Meister"},{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis","id":"8ddf5d1a-5ce0-33f1-a8ad-1b4633762bc0","created":"2018-06-06T15:35:52.600Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Narración Digital e Interactiva: Dirección automática de entornos virtuales","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"Novática: Entornos Virtuales","id":"5af8cd5d-d061-363a-87b7-02a9438d7d3b","created":"2018-06-06T15:35:52.592Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.251Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2006,"source":"International Conference on Technologies for Interactive Digital Storytelling and Entertainment","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000245291000009&KeyUID=WOS:000245291000009"],"id":"da4aeb73-72bf-3c76-b168-e5392fd4c5b4","created":"2018-06-06T15:35:52.517Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Interactive Digital Storytelling: Automatic Direction of Virtual Environments","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"Upgrade. Monograph: Virtual Environments","id":"1adb95fb-dbc7-325b-a7e3-143cf05a607a","created":"2018-06-06T15:35:52.513Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Automatic Customization of Non-Player Characters Using Players Temperament","type":"generic","authors":[{"first_name":"Héctor","last_name":"Gómez-Gauchía"},{"first_name":"Federico","last_name":"Peinado"}],"year":2006,"source":"International Conference on Technologies for Interactive Digital Storytelling and Entertainment","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000245291000025&KeyUID=WOS:000245291000025"],"id":"9c7a0a37-c958-3321-a927-88eee8bd9fd4","created":"2018-06-06T15:35:52.422Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"De cómo la realidad puede tomar parte en juegos emergentes","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Michael","last_name":"Santorum"}],"year":2006,"source":"La Revista Icono 14","id":"f732b119-8d45-3a99-a7fc-3221f5f74e21","created":"2018-06-06T15:35:52.421Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.254Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"The Role of Automatic Storytellers in Learning Environments","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2007,"source":"Online Working Conference on Narrative and Learning Environments","id":"f0e5d1bd-a68d-3906-8fea-124438944588","created":"2018-06-06T15:35:52.374Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.252Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"RCEI: An API for Remote Control of Narrative Environments","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Álvaro","last_name":"Navarro"}],"year":2007,"source":"International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling","id":"79fa1e9b-3ba5-3b73-91f0-d43ff252d483","created":"2018-06-06T15:35:52.370Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.247Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Ontological Reasoning to Configure Emotional Voice Synthesis","type":"generic","authors":[{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"}],"year":2007,"source":"International Conference on Web Reasoning and Rule Systems","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000247363900007&KeyUID=WOS:000247363900007"],"id":"4f33f506-3382-3436-b62b-309c9020f3d6","created":"2018-06-06T15:35:52.322Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.249Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2007,"source":"International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling","id":"cd785e08-5f6a-3960-8421-8fe1ea1f2fb6","created":"2018-06-06T15:35:52.314Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.246Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables","type":"thesis","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2008,"source":"Departamento de Ingeniería del Software e Inteligencia Artificial","id":"c24a34be-1d24-3ea0-afe9-dd65bb036b46","created":"2018-06-06T15:35:52.255Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Marc","last_name":"Cavazza"},{"first_name":"David","last_name":"Pizzi"}],"year":2008,"source":"Joint International Conference on Interactive Digital Storytelling","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000261687100013&KeyUID=WOS:000261687100013"],"id":"9c0ee715-3508-3791-8e6d-41540b17fb1f","created":"2018-06-06T15:35:52.251Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Testbed Environment for Interactive Storytellers","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Álvaro","last_name":"Navarro"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2008,"source":"International Conference on Inteligent Technologies for Interactive Entertainment","id":"f0cd4ba7-84ab-3362-a0ce-c0f1f4ef2272","created":"2018-06-06T15:35:52.195Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.245Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games","type":"generic","authors":[{"first_name":"Carlos","last_name":"León"},{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Álvaro","last_name":"Navarro"},{"first_name":"Héctor","last_name":"Cortiguera"}],"year":2008,"source":"Joint International Conference on Interactive Digital Storytelling","websites":["http://gateway.webofknowledge.com/gateway/Gateway.cgi?GWVersion=2&SrcAuth=ORCID&SrcApp=OrcidOrg&DestLinkType=FullRecord&DestApp=WOS_CPL&KeyUT=WOS:000261687100039&KeyUID=WOS:000261687100039"],"id":"e2d9d9ae-fb14-359f-99dc-25bfe47c7448","created":"2018-06-06T15:35:52.192Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.248Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"La evolución tecnológica de los generadores de historias","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2010,"source":"Congreso Internacional de Videojuegos UCM","id":"534285d5-dc14-38c0-9834-98b4674540cd","created":"2018-06-06T15:35:52.123Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-23T19:17:16.250Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"A Generic Interface for Controlling Virtual Environments in Interactive Applications","type":"generic","authors":[{"first_name":"Federico","last_name":"Peinado"}],"year":2008,"source":"International Conference on Computing","id":"48d9cf3d-731b-3035-a56d-2ca72c5228b0","created":"2018-06-06T15:35:52.122Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2018-06-06T15:35:52.122Z","read":false,"starred":false,"authored":true,"confirmed":false,"hidden":false,"private_publication":false},{"title":"Evaluation of Automatic Generation of Basic Stories","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2006,"source":"New Generation Computing, Computational Paradigms and Computational Intelligence. Special issue: Computational Creativity","identifiers":{"issn":"0288-3635"},"pages":"289-302","volume":"24","issue":"3","id":"7271d902-e586-3f81-843b-f9cd991025d4","created":"2017-02-16T17:06:11.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2017-09-12T09:06:32.154Z","tags":["PEI06evaluation"],"read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"source_type":"JOUR","short_title":"NGC","private_publication":false},{"title":"Assessing the novelty of computer-generated narratives using empirical metrics","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Raquel","last_name":"Hervás"},{"first_name":"Pablo","last_name":"Gervás"}],"year":2010,"source":"Minds and Machines. Special Issue on Computational Creativity","pages":"565–588","volume":"20","issue":"4","id":"d8c4b257-2353-31e5-a421-66d3e5b0eb8f","created":"2017-02-16T17:06:11.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2017-09-12T09:06:19.954Z","tags":["PEI10assessing"],"read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"source_type":"JOUR","short_title":"M&M","private_publication":false},{"title":"Story Plot Generation based on CBR","type":"journal","authors":[{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Belén","last_name":"Díaz-Agudo"},{"first_name":"Federico","last_name":"Peinado"},{"first_name":"Raquel","last_name":"Hervás"}],"year":2005,"source":"Knowledge-Based Systems. Special issue: AI-2004","identifiers":{"issn":"0950-7051"},"pages":"235-242","volume":"18","issue":"4-5","id":"5cf51184-92a2-33f9-81f9-682c7aac1f3c","created":"2017-02-16T17:06:09.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2017-09-12T09:06:00.811Z","tags":["GER05story"],"read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"source_type":"JOUR","short_title":"IJKBS","private_publication":false},{"title":"Ontological reasoning for improving the treatment of emotions in text","type":"journal","authors":[{"first_name":"Virginia","last_name":"Francisco"},{"first_name":"Pablo","last_name":"Gervás"},{"first_name":"Federico","last_name":"Peinado"}],"year":2010,"source":"Knowledge and Information Systems","pages":"421-443","volume":"25","issue":"3","id":"5d70accd-b1eb-3832-905f-b4d4ff303ab2","created":"2017-02-16T17:06:08.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2017-09-12T09:05:40.776Z","tags":["FRA10ontological"],"read":true,"starred":false,"authored":true,"confirmed":false,"hidden":false,"source_type":"JOUR","short_title":"KAIS","private_publication":false},{"title":"Transferring game mastering laws to interactive digital storytelling","type":"journal","authors":[{"first_name":"Federico","last_name":"Peinado"},{"first_name":"P","last_name":"Gervas"}],"year":2004,"source":"Lecture Notes in Computer Science","identifiers":{"isbn":"3540222839","issn":"03029743"},"pages":"48–54","websites":["http://www.springerlink.com/index/ARNB1NVXE16G6PTJ.pdf"],"publisher":"Springer","id":"086d9982-e98c-3bfc-a4e0-413c074fe4d8","created":"2010-11-16T12:33:42.000Z","file_attached":false,"profile_id":"38626d74-def8-3055-a63f-b4aec97191c5","last_modified":"2019-01-22T16:54:29.510Z","read":true,"starred":true,"authored":true,"confirmed":true,"hidden":false,"notes":"Este fue, creo, mi primer paper... y le guardo especial cariño :)

Nota metida de prueba desde el móvil","private_publication":false,"abstract":"The Interactive Dilemma is the inevitable conflict between author's determinism and interactor's freedom. There are some approaches that try to tackle it, using strategies and heuristic rules that can combine on the fly the previously designed author material with the run-time decisions of the interactor. Interactive Narrative is a relatively new field and it is difficult to find formal studies that shows how to create this kind of art. Our proposal is based on the theoretical study of tabletop Role-Playing Games and it involves the practical implementation of those ideas for managing the interaction in a simple text adventure game. Game Masters are the best models we have found in real life for designing and directing interactive stories. In this paper we transfer their player modeling, their rules for interaction management and their improvising algorithms from the real world to a new Interactive Storytelling system."}]

Request: https://api.mendeley.com/folders/df66b755-8b7e-4361-baf4-fa2eec00abd4/documents?limit=500&view=all

Response: HTTP/1.1 404 Not Found Content-Type: application/json; charset=utf-8 Date: Sun, 20 Sep 2020 16:55:54 GMT X-Mendeley-Trace-Id: aWPypeaF03I Content-Length: 72 Connection: keep-alive {"message":"Folder df66b755-8b7e-4361-baf4-fa2eec00abd4 does not exist"}

Request: https://api.mendeley.com/documents?view=all&order=desc&sort=created&limit=500&group_id=a22f1e83-37bb-3020-b4e0-8f4116a078cd

Response: HTTP/1.1 200 OK Content-Type: application/vnd.mendeley-document.1+json Date: Sun, 20 Sep 2020 16:55:54 GMT Vary: Accept-Encoding Vary: Accept-Encoding X-Mendeley-Trace-Id: QUwYe6baUOQ transfer-encoding: chunked Connection: keep-alive [{"title":"Siri , Siri , in my hand : Who ’ s the fairest in the land ? On the interpretations , illustrations , and implications of arti fi cial intelligence","type":"journal","authors":[{"first_name":"Andreas","last_name":"Kaplan"},{"first_name":"Michael","last_name":"Haenlein"}],"year":2019,"source":"Business Horizons","identifiers":{"issn":"0007-6813","doi":"10.1016/j.bushor.2018.08.004"},"keywords":["arti fi cial intelligence"],"pages":"15-25","volume":"62","issue":"1","websites":["https://doi.org/10.1016/j.bushor.2018.08.004"],"publisher":"\"Kelley School of Business, Indiana University\"","id":"19ff8474-f3c5-3e7c-8e65-4c81255b6793","created":"2020-07-26T20:11:46.534Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-27T13:10:40.802Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Kaplan2019","private_publication":false},{"title":"Trust in AutoML: Exploring Information Needs for Establishing Trust in Automated Machine Learning Systems","type":"journal","authors":[{"first_name":"Jaimie","last_name":"Drozdal"},{"first_name":"Justin","last_name":"Weisz"},{"first_name":"Dakuo","last_name":"Wang"},{"first_name":"Gaurav","last_name":"Dass"},{"first_name":"Bingsheng","last_name":"Yao"},{"first_name":"Changruo","last_name":"Zhao"},{"first_name":"Michael","last_name":"Muller"},{"first_name":"Lin","last_name":"Ju"},{"first_name":"Hui","last_name":"Su"}],"year":2020,"identifiers":{"isbn":"9781450371186","arxiv":"2001.06509","doi":"10.1145/3377325.3377501"},"keywords":["AutoAI, AutoML, AutoDS, Automated Artificial Intel","acm reference format","auto-","autoai","autods","automated artificial intelligence","automated data science","automl","mated machine learning","trust"],"pages":"297-307","websites":["http://arxiv.org/abs/2001.06509%0Ahttp://dx.doi.org/10.1145/3377325.3377501"],"id":"46cdc3dc-0b77-3fc3-aea9-b5de69a6bab9","created":"2020-07-23T19:57:50.473Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.821Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Drozdal2020","private_publication":false,"abstract":"We explore trust in a relatively new area of data science: Automated Machine Learning (AutoML). In AutoML, AI methods are used to generate and optimize machine learning models by automatically engineering features, selecting models, and optimizing hyperparameters. In this paper, we seek to understand what kinds of information influence data scientists' trust in the models produced by AutoML? We operationalize trust as a willingness to deploy a model produced using automated methods. We report results from three studies -- qualitative interviews, a controlled experiment, and a card-sorting task -- to understand the information needs of data scientists for establishing trust in AutoML systems. We find that including transparency features in an AutoML tool increased user trust and understandability in the tool; and out of all proposed features, model performance metrics and visualizations are the most important information to data scientists when establishing their trust with an AutoML tool."},{"title":"Measuring Human-Computer Trust","type":"journal","authors":[{"first_name":"Maria","last_name":"Madsen"},{"first_name":"Shirley","last_name":"Gregor"}],"year":2000,"source":"Proceedings of Eleventh Australasian Conference on Information Systems","keywords":["decision support","expert systems","human-computer trust","instrument development","survey research","systems"],"pages":"6-8","websites":["http://books.google.com/books?hl=en&lr=&id=b0yalwi1HDMC&oi=fnd&pg=PA102&dq=The+Big+Five+Trait+Taxonomy:+History,+measurement,+and+Theoretical+Perspectives&ots=758BNaTvOi&sig=L52e79TS6r0Fp2m6xQVESnGt8mw%5Cnhttp://citeseerx.ist.psu.edu/viewdoc/download?doi="],"id":"006a116f-a51b-322f-a8dc-3fe762df1f54","created":"2020-07-23T19:57:50.395Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.537Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Madsen2000","private_publication":false,"abstract":"In this study a psychometric instrument specifically designed to measure human-computer trust (HCT) was developed and tested. A rigorous method similar to that described by Moore and Benbasat (1991) was adopted. It was found that both cognitive and affective components of trust could be measured and that, in this study, the affective components were the strongest indicators of trust. The reliability of the instrument, measured as Cronbach's alpha, was 0.94. This instrument is the first of its kind to be specifically designed to measure HCT and shown empirically to be valid and reliable. Keywords"},{"title":"AutoAIViz: Opening the blackbox of automated artificial intelligence with conditional parallel coordinates","type":"journal","authors":[{"first_name":"Daniel Karl I.","last_name":"Weidele"},{"first_name":"Justin D.","last_name":"Weisz"},{"first_name":"Erick","last_name":"Oduor"},{"first_name":"Michael","last_name":"Muller"},{"first_name":"Josh","last_name":"Andres"},{"first_name":"Alexander","last_name":"Gray"},{"first_name":"Dakuo","last_name":"Wang"}],"year":2020,"source":"International Conference on Intelligent User Interfaces, Proceedings IUI","identifiers":{"isbn":"9781450371186","doi":"10.1145/3377325.3377538"},"keywords":["AutoAI","AutoML","democratizing AI","human-AI collaboration","parallel coordinates","visualization"],"pages":"308-312","id":"5110e0f9-4dc7-3c17-89fd-91c4f996f10d","created":"2020-07-23T19:57:50.387Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.225Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Weidele2020","private_publication":false,"abstract":"Artificial Intelligence (AI) can now automate the algorithm selection, feature engineering, and hyperparameter tuning steps in a machine learning workflow. Commonly known as AutoML or AutoAI, these technologies aim to relieve data scientists from the tedious manual work. However, today's AutoAI systems often present only limited to no information about the process of how they select and generate model results. Thus, users often do not understand the process, neither do they trust the outputs. In this short paper, we provide a first user evaluation by 10 data scientists of an experimental system, AutoAIViz, that aims to visualize AutoAI's model generation process. We find that the proposed system helps users to complete the data science tasks, and increases their understanding, toward the goal of increasing trust in the AutoAI system."},{"title":"Joint optimization of AI fairness and utility: A human-centered approach","type":"journal","authors":[{"first_name":"Yunfeng","last_name":"Zhang"},{"first_name":"Rachel K.E.","last_name":"Bellamy"},{"first_name":"Kush R.","last_name":"Varshney"}],"year":2020,"source":"AIES 2020 - Proceedings of the AAAI/ACM Conference on AI, Ethics, and Society","identifiers":{"isbn":"9781450371100","arxiv":"2002.01621","doi":"10.1145/3375627.3375862"},"pages":"400-406","id":"5e250ce8-adb6-3d75-9085-e91623cd783f","created":"2020-07-23T19:25:32.544Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.176Z","read":false,"starred":true,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Zhang2020","private_publication":false,"abstract":"Today, AI is increasingly being used in many high-stakes decisionmaking applications in which fairness is an important concern. Already, there are many examples of AI being biased and making questionable and unfair decisions. The AI research community has proposed many methods to measure and mitigate unwanted biases, but few of them involve inputs from human policy makers. We argue that because different fairness criteria sometimes cannot be simultaneously satisfied, and because achieving fairness often requires sacrificing other objectives such as model accuracy, it is key to acquire and adhere to human policy makers' preferences on how to make the tradeoff among these objectives. In this paper, we propose a framework and some exemplar methods for eliciting such preferences and for optimizing an AI model according to these preferences."},{"title":"Does projection into use improve trust and exploration? An example with a cruise control system","type":"journal","authors":[{"first_name":"Béatrice","last_name":"Cahour"},{"first_name":"Jean François","last_name":"Forzy"}],"year":2009,"source":"Safety Science","identifiers":{"issn":"09257535","doi":"10.1016/j.ssci.2009.03.015"},"keywords":["Cruise control system","Driving activity","Exploration","System instruction","Trust","Use"],"pages":"1260-1270","volume":"47","issue":"9","websites":["http://dx.doi.org/10.1016/j.ssci.2009.03.015"],"publisher":"Elsevier Ltd","id":"c8ee7b52-8bf1-3f8c-aa46-422822425d90","created":"2020-07-23T19:14:07.938Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.488Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Cahour2009","notes":"Good defintion of trust.
Focused on a cruise control system adn level fo trust
Instructions play an important role in warning subject","private_publication":false,"abstract":"We know that the systems which are trusted by the users are more often used, especially in a risky situation where they need to delegate control, but we still ignore largely the factors which improve trust in the systems. Our issue here was to explore whether the way we present the system to the users will have an effect on their confidence in it. In this study, we had nine subjects using for the first time a cruise control system on open road; before, we present the system to them in three different ways: (i) a function-oriented written presentation (G1), (ii) a use-oriented written presentation, \"augmented\" with difficult situations (G2) and (iii) a use-oriented film presentation (3). They evaluate their trust in the system on scales before the whole experiment, after the presentation and after the real use. At the end, they also have self-confrontation interviews, where they see the video of their driving and describe their activity, strategies and feelings. We then develop quantitative and qualitative analysis of trust, linked with specific situations of action. Our results indicate that the presentation of instructions lowers the evaluation of trust (and of efficiency) that conductors have a priori; they had constructed an a priori representation of a CCS that is rather idealistic, and realised, after reading the instructions, and above all after having watched a film, that its use is not so obvious as they had previously thought There is thenceforth a drop in trust that nevertheless goes up again after use of the system during driving We remark, from qualitative analyses of use experience of the regulator in real driving conditions, that this drop in trust in the system does not inhibit subjects in their use, and in particular, for subjects who have watched a film of projection into use They know more of the functions of the system in driving conditions, they produce less distorted reconstruction of the functioning, and they have a deeper level of understanding of the system. © 2009 Elsevier Ltd. All rights reserved."},{"title":"Deep Neural Networks Are More Accurate Than Humans at Detecting Sexual Orientation From Facial Images | Stanford Graduate School of Business","type":"journal","authors":[{"first_name":"Michal","last_name":"Kosinski"},{"first_name":"Wang","last_name":"Wang"}],"year":2017,"source":"Journal of Personality and Social Psychology (in press)","keywords":["computational social science","facial morphology","prenatal hormone theory","sexual orientation"],"pages":"246-257","volume":"114","issue":"2","websites":["https://www.gsb.stanford.edu/faculty-research/publications/deep-neural-networks-are-more-accurate-humans-detecting-sexual"],"id":"e77563a8-cfa6-35df-8c65-419ffe537efb","created":"2020-07-23T19:14:07.869Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.824Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Kosinski2017","notes":"suggesting that artificial intelligence (AI) can detect whether people are gay or straight based on photos – said sexual orientation was just one of many characteristics that algorithms would be able to predict through facial recognition","private_publication":false},{"title":"AI Fairness 360: An extensible toolkit for detecting and mitigating algorithmic bias","type":"journal","authors":[{"first_name":"R. K.E.","last_name":"Bellamy"},{"first_name":"A.","last_name":"Mojsilovic"},{"first_name":"S.","last_name":"Nagar"},{"first_name":"K. Natesan","last_name":"Ramamurthy"},{"first_name":"J.","last_name":"Richards"},{"first_name":"D.","last_name":"Saha"},{"first_name":"P.","last_name":"Sattigeri"},{"first_name":"M.","last_name":"Singh"},{"first_name":"K. R.","last_name":"Varshney"},{"first_name":"Y.","last_name":"Zhang"},{"first_name":"K.","last_name":"Dey"},{"first_name":"M.","last_name":"Hind"},{"first_name":"S. C.","last_name":"Hoffman"},{"first_name":"S.","last_name":"Houde"},{"first_name":"K.","last_name":"Kannan"},{"first_name":"P.","last_name":"Lohia"},{"first_name":"J.","last_name":"Martino"},{"first_name":"S.","last_name":"Mehta"}],"year":2019,"source":"IBM Journal of Research and Development","identifiers":{"issn":"21518556","doi":"10.1147/JRD.2019.2942287"},"pages":"1-15","volume":"63","issue":"4-5","id":"f7e02df8-519f-393b-b831-9ec556b5c205","created":"2020-07-23T19:14:07.821Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.869Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Bellamy2019","notes":"Fainess and the impossibility to meet it
AIF360: toolkit for detecting, understanding, and mitigating algorithmic biases","private_publication":false,"abstract":"Fairness is an increasingly important concern as machine learning models are used to support decision making in high-stakes applications such as mortgage lending, hiring, and prison sentencing. This article introduces a new open-source Python toolkit for algorithmic fairness, AI Fairness 360 (AIF360), released under an Apache v2.0 license (https://github.com/ibm/aif360). The main objectives of this toolkit are to help facilitate the transition of fairness research algorithms for use in an industrial setting and to provide a common framework for fairness researchers to share and evaluate algorithms. The package includes a comprehensive set of fairness metrics for datasets and models, explanations for these metrics, and algorithms to mitigate bias in datasets and models. It also includes an interactive Web experience that provides a gentle introduction to the concepts and capabilities for line-of-business users, researchers, and developers to extend the toolkit with their new algorithms and improvements and to use it for performance benchmarking. A built-in testing infrastructure maintains code quality."},{"title":"Fair, Transparent, and Accou","type":"generic","id":"b1c31fa8-ae94-33a9-9d25-6cb9337a42a1","created":"2020-07-23T19:14:07.812Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-23T19:14:07.812Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false},{"title":"It's only a computer: Virtual humans increase willingness to disclose","type":"journal","authors":[{"first_name":"Gale M.","last_name":"Lucas"},{"first_name":"Jonathan","last_name":"Gratch"},{"first_name":"Aisha","last_name":"King"},{"first_name":"Louis Philippe","last_name":"Morency"}],"year":2014,"source":"Computers in Human Behavior","identifiers":{"issn":"07475632","doi":"10.1016/j.chb.2014.04.043"},"keywords":["Clinical interviews","Computer-assisted assessment","Honest responding","Self-disclosure","Virtual humans"],"pages":"94-100","volume":"37","websites":["http://dx.doi.org/10.1016/j.chb.2014.04.043"],"publisher":"Elsevier Ltd","id":"c9b6c8b7-4e4d-392c-8277-6257c881ef19","created":"2020-07-23T19:14:07.766Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.860Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Lucas2014","notes":"Computer assesement tools. human subjects more willign to disclose information with technology","private_publication":false,"abstract":"Research has begun to explore the use of virtual humans (VHs) in clinical interviews (Bickmore, Gruber, & Picard, 2005). When designed as supportive and \"safe\" interaction partners, VHs may improve such screenings by increasing willingness to disclose information (Gratch, Wang, Gerten, & Fast, 2007). In health and mental health contexts, patients are often reluctant to respond honestly. In the context of health-screening interviews, we report a study in which participants interacted with a VH interviewer and were led to believe that the VH was controlled by either humans or automation. As predicted, compared to those who believed they were interacting with a human operator, participants who believed they were interacting with a computer reported lower fear of self-disclosure, lower impression management, displayed their sadness more intensely, and were rated by observers as more willing to disclose. These results suggest that automated VHs can help overcome a significant barrier to obtaining truthful patient information. © 2014 Elsevier Ltd. All rights reserved."},{"title":"Fair, Transparent, and Accountable Algorithmic Decision-making Processes: The Premise, the Proposed Solutions, and the Open Challenges","type":"journal","authors":[{"first_name":"Bruno","last_name":"Lepri"},{"first_name":"Nuria","last_name":"Oliver"},{"first_name":"Emmanuel","last_name":"Letouzé"},{"first_name":"Alex","last_name":"Pentland"},{"first_name":"Patrick","last_name":"Vinck"}],"year":2018,"source":"Philosophy and Technology","identifiers":{"issn":"22105441","doi":"10.1007/s13347-017-0279-x"},"keywords":["Accountability","Algorithmic decision-making","Algorithmic transparency","Fairness","Social good"],"pages":"611-627","volume":"31","issue":"4","id":"f5605ac0-43ff-34eb-92d6-894f87311ed7","created":"2020-07-23T19:14:07.755Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.377Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Lepri2018","private_publication":false,"abstract":"The combination of increased availability of large amounts of fine-grained human behavioral data and advances in machine learning is presiding over a growing reliance on algorithms to address complex societal problems. Algorithmic decision-making processes might lead to more objective and thus potentially fairer decisions than those made by humans who may be influenced by greed, prejudice, fatigue, or hunger. However, algorithmic decision-making has been criticized for its potential to enhance discrimination, information and power asymmetry, and opacity. In this paper, we provide an overview of available technical solutions to enhance fairness, accountability, and transparency in algorithmic decision-making. We also highlight the criticality and urgency to engage multi-disciplinary teams of researchers, practitioners, policy-makers, and citizens to co-develop, deploy, and evaluate in the real-world algorithmic decision-making processes designed to maximize fairness and transparency. In doing so, we describe the Open Algortihms (OPAL) project as a step towards realizing the vision of a world where data and algorithms are used as lenses and levers in support of democracy and development."},{"title":"Explaining models: An empirical study of how explanations impact fairness judgment","type":"journal","authors":[{"first_name":"Jonathan","last_name":"Dodge"},{"first_name":"Q.","last_name":"Vera Liao"},{"first_name":"Yunfeng","last_name":"Zhang"},{"first_name":"Rachel K.E.","last_name":"Bellamy"},{"first_name":"Casey","last_name":"Dugan"}],"year":2019,"source":"International Conference on Intelligent User Interfaces, Proceedings IUI","identifiers":{"isbn":"9781450362726","arxiv":"1901.07694","doi":"10.1145/3301275.3302310"},"keywords":["Empirical Studies","Explanation","Fairness","Machine Learning"],"pages":"275-285","volume":"Part F1476","id":"46f083cb-0a17-3500-975d-e068dc8f3980","created":"2020-07-23T19:14:07.720Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.205Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Dodge2019","private_publication":false,"abstract":"Ensuring fairness of machine learning systems is a human-in-the-loop process. It relies on developers, users, and the general public to identify fairness problems and make improvements. To facilitate the process we need efective, unbiased, and user-friendly explanations that people can conidently rely on. Towards that end, we conducted an empirical study with four types of programmatically generated explanations to understand how they impact people's fairness judgments of ML systems. With an experiment involving more than 160 Mechanical Turk workers, we show that: 1) Certain explanations are considered inherently less fair, while others can enhance people's conidence in the fairness of the algorithm; 2) Diferent fairness problems-such as model-wide fairness issues versus case-speciic fairness discrepancies-may be more efectively exposed through diferent styles of explanation; 3) Individual diferences, including prior positions and judgment criteria of algorithmic fairness, impact how people react to diferent styles of explanation. We conclude with a discussion on providing personalized and adaptive explanations to support fairness judgments of ML systems."},{"title":"The New Science of Sentencing","type":"journal","authors":[{"first_name":"Anna Maria","last_name":"Barry-Jester"},{"first_name":"Ben","last_name":"Casselman"},{"first_name":"Dana","last_name":"Goldstein"}],"year":2015,"source":"The Marshall Project","pages":"1-9","id":"9c28f6e5-c9dd-3759-8497-252e2a6e1bdb","created":"2020-07-23T19:14:07.635Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.157Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Barry-Jester2015","private_publication":false,"abstract":"Should prison sentences be based on crimes that haven’t been committed yet?"},{"title":"One Explanation Does Not Fit All: A Toolkit and Taxonomy of AI Explainability Techniques","type":"journal","authors":[{"first_name":"Vijay","last_name":"Arya"},{"first_name":"Rachel K. E.","last_name":"Bellamy"},{"first_name":"Pin-Yu","last_name":"Chen"},{"first_name":"Amit","last_name":"Dhurandhar"},{"first_name":"Michael","last_name":"Hind"},{"first_name":"Samuel C.","last_name":"Hoffman"},{"first_name":"Stephanie","last_name":"Houde"},{"first_name":"Q. Vera","last_name":"Liao"},{"first_name":"Ronny","last_name":"Luss"},{"first_name":"Aleksandra","last_name":"Mojsilović"},{"first_name":"Sami","last_name":"Mourad"},{"first_name":"Pablo","last_name":"Pedemonte"},{"first_name":"Ramya","last_name":"Raghavendra"},{"first_name":"John","last_name":"Richards"},{"first_name":"Prasanna","last_name":"Sattigeri"},{"first_name":"Karthikeyan","last_name":"Shanmugam"},{"first_name":"Moninder","last_name":"Singh"},{"first_name":"Kush R.","last_name":"Varshney"},{"first_name":"Dennis","last_name":"Wei"},{"first_name":"Yunfeng","last_name":"Zhang"}],"year":2019,"identifiers":{"arxiv":"1909.03012"},"websites":["http://arxiv.org/abs/1909.03012"],"id":"b2e63c92-bd30-325d-bbc9-15fbdcf63726","created":"2020-07-23T19:14:07.551Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.891Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Arya2019","notes":"Deep explanation of AI rules that sell IBMs system as the best","private_publication":false,"abstract":"As artificial intelligence and machine learning algorithms make further inroads into society, calls are increasing from multiple stakeholders for these algorithms to explain their outputs. At the same time, these stakeholders, whether they be affected citizens, government regulators, domain experts, or system developers, present different requirements for explanations. Toward addressing these needs, we introduce AI Explainability 360 (http://aix360.mybluemix.net/), an open-source software toolkit featuring eight diverse and state-of-the-art explainability methods and two evaluation metrics. Equally important, we provide a taxonomy to help entities requiring explanations to navigate the space of explanation methods, not only those in the toolkit but also in the broader literature on explainability. For data scientists and other users of the toolkit, we have implemented an extensible software architecture that organizes methods according to their place in the AI modeling pipeline. We also discuss enhancements to bring research innovations closer to consumers of explanations, ranging from simplified, more accessible versions of algorithms, to tutorials and an interactive web demo to introduce AI explainability to different audiences and application domains. Together, our toolkit and taxonomy can help identify gaps where more explainability methods are needed and provide a platform to incorporate them as they are developed."},{"title":"Self disclosure on computer forms: meta-analysis and implications","type":"journal","authors":[{"first_name":"Suzanne","last_name":"Weisband"},{"first_name":"Sara","last_name":"Kiesler"}],"year":1996,"source":"Conference on Human Factors in Computing Systems - Proceedings","identifiers":{"isbn":"0897917774"},"keywords":["computer forms","computer interviews","disclosure","electronic","electronic surveys","measurement","response bias"],"pages":"3-10","id":"1ed1c75e-090b-3fff-91db-7adb0c23016b","created":"2020-07-23T19:14:07.539Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.843Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Weisband1996","private_publication":false,"abstract":"Do people disclose more on a computer form than they do in an interview or on a paper form? We report a statistical meta-analysis of the literature from 1969 to 1994. Across 39 studies using 100 measures, computer administration increased self-disclosure. Effect sizes were larger comparing computer administration with face-to-face interviews, when forms solicited sensitive information, and when medical or psychiatric patients were the subjects. Effect sizes were smaller but had not disappeared in recent studies, which we attribute in part to changes in computer interfaces. We discuss research, ethical, policy, and design implications."},{"title":"Prolegomena to a White Paper on an Ethical Framework for a Good AI Society","type":"journal","authors":[{"first_name":"Josh","last_name":"Cowls"},{"first_name":"Luciano","last_name":"Floridi"}],"year":2018,"source":"SSRN Electronic Journal","identifiers":{"doi":"10.2139/ssrn.3198732"},"id":"81e3f16f-91d2-3350-af8c-ece55acb4120","created":"2020-07-23T19:14:07.537Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.703Z","read":true,"starred":true,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Cowls2018","notes":"How AI can be manipulated
Evils of AI
Opportunites versus risks","private_publication":false,"abstract":"That AI will have a major impact on society is no longer in question. Current debate turns instead on how far this impact will be positive or negative, for whom, in which ways, in which places, and on what timescale. In order to frame these questions in a more substantive way, in this prolegomena we introduce what we consider the four core opportunities for society offered by the use of AI, four associated risks which could emerge from its overuse or misuse, and the opportunity costs associated with its under use. We then offer a high-level view of the emerging advantages for organisations of taking an ethical approach to developing and deploying AI. Finally, we introduce a set of five principles which should guide the development and deployment of AI technologies. The development of laws, policies and best practices for seizing the opportunities and minimizing the risks posed by AI technologies would benefit from building on ethical frameworks such as the one offered here."},{"title":"Machine Bias","type":"journal","authors":[{"first_name":"Lauren","last_name":"Kirchner"},{"first_name":"Surya","last_name":"Mattu"},{"first_name":"Jeff","last_name":"Larson"},{"first_name":"Julia","last_name":"Angwin"}],"year":2016,"source":"Propublica","pages":"1-26","websites":["https://www.propublica.org/article/machine-bias-risk-assessments-in-criminal-sentencing"],"id":"0492dc4c-39fa-30ba-81e0-8e42f9353026","created":"2020-07-23T19:14:07.530Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.985Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Kirchner2016","notes":"Sentnecing recomendation engines bias","private_publication":false,"abstract":"Scores like this — known as risk assessments — are increasingly common in courtrooms across the nation. They are used to inform decisions about who can be set free at every stage of the criminal justice system, from assigning bond amounts — as is the case in Fort Lauderdale — to even more fundamental decisions about defendants’ freedom. In Arizona, Colorado, Delaware, Kentucky, Louisiana, Oklahoma, Virginia, Washington and Wisconsin, the results of such assessments are given to judges during criminal sentencing"},{"title":"The Moral Machine experiment","type":"journal","authors":[{"first_name":"Edmond","last_name":"Awad"},{"first_name":"Sohan","last_name":"Dsouza"},{"first_name":"Richard","last_name":"Kim"},{"first_name":"Jonathan","last_name":"Schulz"},{"first_name":"Joseph","last_name":"Henrich"},{"first_name":"Azim","last_name":"Shariff"},{"first_name":"Jean François","last_name":"Bonnefon"},{"first_name":"Iyad","last_name":"Rahwan"}],"year":2018,"source":"Nature","identifiers":{"issn":"14764687","doi":"10.1038/s41586-018-0637-6","pmid":"30356211"},"pages":"59-64","volume":"563","issue":"7729","id":"e56a26d2-e6cb-39d7-9c86-e13b13e1ced3","created":"2020-07-23T19:14:07.513Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.503Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Awad2018","private_publication":false,"abstract":"With the rapid development of artificial intelligence have come concerns about how machines will make moral decisions, and the major challenge of quantifying societal expectations about the ethical principles that should guide machine behaviour. To address this challenge, we deployed the Moral Machine, an online experimental platform designed to explore the moral dilemmas faced by autonomous vehicles. This platform gathered 40 million decisions in ten languages from millions of people in 233 countries and territories. Here we describe the results of this experiment. First, we summarize global moral preferences. Second, we document individual variations in preferences, based on respondents’ demographics. Third, we report cross-cultural ethical variation, and uncover three major clusters of countries. Fourth, we show that these differences correlate with modern institutions and deep cultural traits. We discuss how these preferences can contribute to developing global, socially acceptable principles for machine ethics. All data used in this article are publicly available."},{"title":"The ethical, legal and social implications of using artificial intelligence systems in breast cancer care","type":"journal","authors":[{"first_name":"Stacy M.","last_name":"Carter"},{"first_name":"Wendy","last_name":"Rogers"},{"first_name":"Khin Than","last_name":"Win"},{"first_name":"Helen","last_name":"Frazer"},{"first_name":"Bernadette","last_name":"Richards"},{"first_name":"Nehmat","last_name":"Houssami"}],"year":2020,"source":"Breast","identifiers":{"issn":"15323080","doi":"10.1016/j.breast.2019.10.001","pmid":"31677530"},"keywords":["AI (Artificial Intelligence)","Breast carcinoma","Ethical Issues","Social values","Technology Assessment, Biomedical"],"pages":"25-32","volume":"49","websites":["https://doi.org/10.1016/j.breast.2019.10.001"],"publisher":"Elsevier Ltd","id":"40db2725-8faa-3199-899b-b916727d49ea","created":"2020-07-23T19:14:07.340Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:47.071Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Carter2020","private_publication":false,"abstract":"Breast cancer care is a leading area for development of artificial intelligence (AI), with applications including screening and diagnosis, risk calculation, prognostication and clinical decision-support, management planning, and precision medicine. We review the ethical, legal and social implications of these developments. We consider the values encoded in algorithms, the need to evaluate outcomes, and issues of bias and transferability, data ownership, confidentiality and consent, and legal, moral and professional responsibility. We consider potential effects for patients, including on trust in healthcare, and provide some social science explanations for the apparent rush to implement AI solutions. We conclude by anticipating future directions for AI in breast cancer care. Stakeholders in healthcare AI should acknowledge that their enterprise is an ethical, legal and social challenge, not just a technical challenge. Taking these challenges seriously will require broad engagement, imposition of conditions on implementation, and pre-emptive systems of oversight to ensure that development does not run ahead of evaluation and deliberation. Once artificial intelligence becomes institutionalised, it may be difficult to reverse: a proactive role for government, regulators and professional groups will help ensure introduction in robust research contexts, and the development of a sound evidence base regarding real-world effectiveness. Detailed public discussion is required to consider what kind of AI is acceptable rather than simply accepting what is offered, thus optimising outcomes for health systems, professionals, society and those receiving care."},{"title":"When eliminating bias isn't fair: Algorithmic reductionism and procedural justice in human resource decisions","type":"journal","authors":[{"first_name":"David T.","last_name":"Newman"},{"first_name":"Nathanael J.","last_name":"Fast"},{"first_name":"Derek J.","last_name":"Harmon"}],"year":2020,"source":"Organizational Behavior and Human Decision Processes","identifiers":{"issn":"07495978","doi":"10.1016/j.obhdp.2020.03.008"},"keywords":["Algorithms","Fairness","People analytics","Procedural justice"],"pages":"149-167","volume":"160","issue":"March","websites":["https://doi.org/10.1016/j.obhdp.2020.03.008"],"publisher":"Elsevier","id":"0c2d27b5-a3ec-37b5-9a97-42dfb834bb08","created":"2020-07-23T19:14:07.339Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.651Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Newman2020","private_publication":false,"abstract":"The perceived fairness of decision-making procedures is a key concern for organizations, particularly when evaluating employees and determining personnel outcomes. Algorithms have created opportunities for increasing fairness by overcoming biases commonly displayed by human decision makers. However, while HR algorithms may remove human bias in decision making, we argue that those being evaluated may perceive the process as reductionistic, leading them to think that certain qualitative information or contextualization is not being taken into account. We argue that this can undermine their beliefs about the procedural fairness of using HR algorithms to evaluate performance by promoting the assumption that decisions made by algorithms are based on less accurate information than identical decisions made by humans. Results from four laboratory experiments (N = 798) and a large-scale randomized experiment in an organizational setting (N = 1654) confirm this hypothesis. Theoretical and practical implications for organizations using algorithms and data analytics are discussed."},{"title":"Intriguing properties of neural networks","type":"conference_proceedings","authors":[{"first_name":"Christian","last_name":"Szegedy"},{"first_name":"Wojciech","last_name":"Zaremba"},{"first_name":"Ilya","last_name":"Sutskever"},{"first_name":"Joan","last_name":"Bruna"},{"first_name":"Dumitru","last_name":"Erhan"},{"first_name":"Ian","last_name":"Goodfellow"},{"first_name":"Rob","last_name":"Fergus"}],"year":2014,"source":"2nd International Conference on Learning Representations, ICLR 2014 - Conference Track Proceedings","identifiers":{"arxiv":"1312.6199"},"month":12,"publisher":"International Conference on Learning Representations, ICLR","day":21,"id":"b485c3ce-6739-3704-8b66-ad539c8a9d2f","created":"2020-07-23T19:14:07.338Z","accessed":"2020-05-26","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.540Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Szegedy2014","private_publication":false,"abstract":"Deep neural networks are highly expressive models that have recently achieved state of the art performance on speech and visual recognition tasks. While their expressiveness is the reason they succeed, it also causes them to learn uninterpretable solutions that could have counter-intuitive properties. In this paper we report two such properties. First, we find that there is no distinction between individual high level units and random linear combinations of high level units, according to various methods of unit analysis. It suggests that it is the space, rather than the individual units, that contains the semantic information in the high layers of neural networks. Second, we find that deep neural networks learn input-output mappings that are fairly discontinuous to a significant extent. We can cause the network to misclassify an image by applying a certain hardly perceptible perturbation, which is found by maximizing the network’s prediction error. In addition, the specific nature of these perturbations is not a random artifact of learning: the same perturbation can cause a different network, that was trained on a different subset of the dataset, to misclassify the same input."},{"title":"Sustainable decision making: The role of decision support systems","type":"journal","authors":[{"first_name":"Marion A.","last_name":"Hersh"}],"year":1999,"source":"IEEE Transactions on Systems, Man and Cybernetics Part C: Applications and Reviews","identifiers":{"issn":"10946977","doi":"10.1109/5326.777075"},"pages":"395-408","volume":"29","issue":"3","id":"40f7865d-53ff-39d3-898a-2840c5181947","created":"2020-07-23T19:14:07.337Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.876Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Hersh1999","private_publication":false,"abstract":"Sustainable decision making stands for decision making which contributes to the transition to a sustainable society. It raises a number of challenging problems for which existing decision support systems (DSS) may not be equipped. In this work, the role of DSS in sustainable decision making is considered. The different models of decision making and their appropriateness in sustainable decision making are discussed. Examples from the areas of water resources and energy planning and management are presented to illustrate some of the issues in sustainable decision making and the role of DSS. Conclusions include a suggested research program for further development of models of decision making and the development of DSS for use in sustainable decision making."},{"title":"Trust in automated systems","type":"journal","authors":[{"first_name":"Barbara D","last_name":"Adams"},{"first_name":"Lora E","last_name":"Bruyn"}],"year":2003,"keywords":["Automated systems","Trust"],"pages":"136","issue":"June","id":"d2ec5af4-ea08-36cd-8b3f-757e27f6dcfe","created":"2020-07-23T19:14:07.335Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.848Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Adams2003","private_publication":false,"abstract":"This report reviews research literature pertaining to trust in automated systems. Based on the review, we argue that trust in automation has many similarities with trust in the interpersonal domain, but also several unique dynamics and influences. Existing research has focused primarily on trust in automation that has an executive or control function, and to a lesser extent, has considered trust in automation that is designed to present information to operators (e.g. decision aids). We maintain that although there are many similarities between trust in automation and interpersonal trust, the dynamics of trust in automation also have some distinct qualities. Several models related to trust in automation have already been developed; in this report, a comprehensive -- although still preliminary -- model of trust in military automation is proposed. Several sets of factors are likely to impact on the development of trust in automation, including properties of the automation, properties of the operator, and properties of the context in which interaction with automation occurs. The consequences of trust in automation have yet to be fully explored. Based on this review, measures and methods to study trust in automation are considered, and a program of research to study trust in automated systems is described."},{"title":"Using Social Agents to Explore Theories of Rapport and Emotional Resonance","type":"journal","authors":[{"first_name":"Jonathan","last_name":"Gratch"}],"year":2013,"source":"Etica e Politica","identifiers":{"isbn":"9780199682676","issn":"18255167","doi":"10.1093/acprof"},"keywords":["Intuitionism","Moral education","Moral imagination"],"pages":"583-605","volume":"15","issue":"1","id":"c20a5566-d32e-38e7-91b5-8592c4b43b68","created":"2020-07-23T19:14:07.334Z","file_attached":false,"profile_id":"3bf3b169-2b31-31f5-b60e-7285225335ce","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:45.853Z","read":true,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Gratch2013","private_publication":false,"abstract":"Temporary employment has become a focus of policy debate, theory, and research. This book addresses the relationship between temporary employment contracts and employee well-being. It does so within the analytic framework of the psychological contract, and advances theory and knowledge about the psychological contract by exploring it from a variety of perspectives. It also sets the psychological contract within the context of a range of other potential influences on work-related well-being including workload, job insecurity, employability, and organizational support. The book identifies the relative importance of these various potential influences on well-being, covering seven countries; Belgium, Germany, The Netherlands, Spain, Sweden, and the UK, as well as Israel as a comparator outside Europe. The book's conclusions are interesting and controversial. The central finding is that contrary to expectations, temporary workers report higher well-being than permanent workers. As expected, a range of factors help to explain variations in work-related well-being and the research highlights the important role of the psychological contract. However, even after taking into account alternative explanations, the significant influence of type of employment contract remains, with temporary workers reporting higher well-being. In addition to this core finding, by exploring several aspects of the psychological contract, and taking into account both employer and employee perspectives, the book sheds light on the nature and role of the psychological contract. It also raises some challenging policy questions and while acknowledging the potentially precarious nature of temporary jobs, highlights the need to consider the increasingly demanding nature of permanent jobs and their effects on the well-being of employees."},{"title":"K-Algorithm: A Modified Technique for Noise Removal in Handwritten Documents","type":"journal","authors":[{"first_name":"Kanika","last_name":"Bansal"},{"first_name":"Rajiv","last_name":"Kumar"}],"year":2013,"source":"International Journal of Information Sciences and Techniques","identifiers":{"issn":"2319409X","doi":"10.5121/ijist.2013.3301"},"pages":"1-8","volume":"3","issue":"3","month":5,"publisher":"Academy and Industry Research Collaboration Center (AIRCC)","day":31,"id":"4183535a-1fd4-3638-900a-9050c279267e","created":"2020-06-17T06:45:44.274Z","file_attached":true,"profile_id":"55ea2d84-4911-3c59-84b1-123f60c38cdb","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-06-17T06:45:44.360Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"OCR has been an active research area since last few decades. OCR performs the recognition of the text in the scanned document image and converts it into editable form. The OCR process can have several stages like preprocessing, segmentation, recognition and post processing. The preprocessing stage is a crucial stage for the success of OCR, which mainly deals with noise removal. In the present paper, a modified technique for noise removal named as \" K-Algorithm \" has been proposed, which has two stages as filtering and binarization. The proposed technique shows improvised results in comparison to median filtering technique."},{"title":"The role of magnetic susceptibility in magnetic resonance imaging: MRI magnetic compatibility of the first and second kinds","type":"journal","authors":[{"first_name":"John F.","last_name":"Schenck"}],"year":1996,"source":"Medical Physics","identifiers":{"pui":"26192503","issn":"00942405","scopus":"2-s2.0-0030013529","doi":"10.1118/1.597854","pmid":"8798169","sgr":"0030013529"},"keywords":["electromagnetic units","image-guided therapy","magnetic field compatibility","magnetic susceptibility","positional accuracy","safety of MR imaging"],"pages":"815-850","volume":"23","issue":"6","month":6,"publisher":"John Wiley and Sons Ltd","day":1,"id":"c56009f0-d997-3610-945f-648fff47d72b","created":"2020-05-30T08:06:15.556Z","accessed":"2020-05-30","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-30T08:06:15.556Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"The concept of magnetic susceptibility is central to many current research and development activities in magnetic resonance imaging (MRI); for example, the development of MR-guided surgery has created a need for surgical instruments and other devices with susceptibility tailored to the MR environment; susceptibility effects can lead to position errors of up to several millimeters in MR-guided stereotactic surgery; and the variation of magnetic susceptibility on a microscopic scale within tissues contributes to MR contrast and is the basis of functional MRI. The magnetic aspects of MR compatibility are discussed in terms of two levels of acceptability: Materials with the first kind of magnetic field compatibility are such that magnetic forces and torques do not interfere significantly when the materials are used within the magnetic field of the scanner; materials with the second kind of magnetic field compatibility meet the more demanding requirement that they produce only negligible artifacts within the MR image and their effect on the positional accuracy of features within the image is negligible or can readily be corrected. Several materials exhibiting magnetic field compatibility of the second kind have been studied and a group of materials that produce essentially no image distortion, even when located directly within the imaging field of view, is identified. Because of demagnetizing effects, the shape and orientation, as well as the susceptibility, of objects within and adjacent to the imaging region is important in MRI. The quantitative use of susceptibility data is important to MRI, but the use of literature values for the susceptibility of materials is often difficult because of inconsistent traditions in the definitions and units used for magnetic parameters-particularly susceptibility. The uniform use of SI units for magnetic susceptibility and related quantities would help to achieve consistency and avoid confusion in MRI."},{"title":"Adversarial Attacks and Defenses in Deep Learning","type":"journal","authors":[{"first_name":"Kui","last_name":"Ren"},{"first_name":"Tianhang","last_name":"Zheng"},{"first_name":"Zhan","last_name":"Qin"},{"first_name":"Xue","last_name":"Liu"}],"year":2020,"source":"Engineering","identifiers":{"issn":"20958099","doi":"10.1016/j.eng.2019.12.012"},"keywords":["Adversarial attack","Adversarial defense","Adversarial example","Deep neural network","Machine learning"],"pages":"346-360","volume":"6","issue":"3","month":3,"publisher":"Elsevier Ltd","day":1,"id":"7a9699d5-1f05-3ccb-9a01-b4bf4fa0bd64","created":"2020-05-26T08:16:58.562Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-06-03T14:52:49.389Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Ren2020","private_publication":false,"abstract":"With the rapid developments of artificial intelligence (AI) and deep learning (DL) techniques, it is critical to ensure the security and robustness of the deployed algorithms. Recently, the security vulnerability of DL algorithms to adversarial samples has been widely recognized. The fabricated samples can lead to various misbehaviors of the DL models while being perceived as benign by humans. Successful implementations of adversarial attacks in real physical-world scenarios further demonstrate their practicality. Hence, adversarial attack and defense techniques have attracted increasing attention from both machine learning and security communities and have become a hot research topic in recent years. In this paper, we first introduce the theoretical foundations, algorithms, and applications of adversarial attack techniques. We then describe a few research efforts on the defense techniques, which cover the broad frontier in the field. Several open problems and challenges are subsequently discussed, which we hope will provoke further research efforts in this critical area."},{"title":"Guess First to Enable Better Compression and Adversarial Robustness","type":"journal","authors":[{"first_name":"Sicheng","last_name":"Zhu"},{"first_name":"Bang","last_name":"An"},{"first_name":"Shiyu","last_name":"Niu"}],"year":2020,"identifiers":{"arxiv":"2001.03311"},"websites":["http://arxiv.org/abs/2001.03311"],"month":1,"day":10,"id":"02af907c-2b68-3cdb-9977-0ccab646c66e","created":"2020-05-26T08:16:58.084Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:58.084Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Machine learning models are generally vulnerable to adversarial examples, which is in contrast to the robustness of humans. In this paper, we try to leverage one of the mechanisms in human recognition and propose a bio-inspired classification framework in which model inference is conditioned on label hypothesis. We provide a class of training objectives for this framework and an information bottleneck regularizer which utilizes the advantage that label information can be discarded during inference. This framework enables better compression of the mutual information between inputs and latent representations without loss of learning capacity, at the cost of tractable inference complexity. Better compression and elimination of label information further bring better adversarial robustness without loss of natural accuracy, which is demonstrated in the experiment."},{"title":"Automatic fetal brain extraction from 2D in utero fetal MRI slices using deep neural network","type":"journal","authors":[{"first_name":"Jinpeng","last_name":"Li"},{"first_name":"Yishan","last_name":"Luo"},{"first_name":"Lin","last_name":"Shi"},{"first_name":"Xin","last_name":"Zhang"},{"first_name":"Ming","last_name":"Li"},{"first_name":"Bing","last_name":"Zhang"},{"first_name":"Defeng","last_name":"Wang"}],"year":2020,"source":"Neurocomputing","identifiers":{"issn":"18728286","doi":"10.1016/j.neucom.2019.10.032"},"keywords":["Brain extraction","Deep learning","Fetal MRI","Fully connected network","Residual learning block","Segmentation"],"pages":"335-349","volume":"378","month":2,"publisher":"Elsevier B.V.","day":22,"id":"e1ab3f8c-50ee-31ee-a835-3b475de68d8e","created":"2020-05-26T08:16:57.888Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:57.888Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Background: In utero fetal MRI has been developing in common medical prenatal practice for nearly two decades. But the applications and research on fetal MRI still lag behind due to the lack of specialized image processing and analysis tools. Brain extraction, as an initial preprocessing step for many brain MRI-based processing methods, is an important basis for accurate fetal MRI analysis. However, it is very challenging to automatically extract fetal brains from fetal MRI due to the large variation in fetal brains across different gestational weeks and complex maternal tissues surrounding the fetal brains. Method: We proposed a novel two-step framework using the deep learning method for solving the challenging problem of automatic fetal brain extraction in 2D in utero fetal MRI slices. The proposed framework consisted of two fully convolutional network (FCN) models, i.e., a shallow FCN and an extra deep multi-scale FCN (M-FCN). The first shallow FCN rapidly located the fetal brain and extracted the region of interest (ROI) containing the brain. Then, within the brain ROI, the M-FCN further refined the segmentation and produced the final brain mask by leveraging the multi-scale information and residual learning blocks. Dilated convolutional layers were employed in both FCNs to control the size of feature maps and increase the field of view. Result: Eighty-eight 2D fetal MRIs were collected for experiments. We compared our method with the state-of-the-art methods on extracting fetal brains. It has been evaluated that our proposed framework outperformed the other methods in both fetal brain localization and segmentation tasks. With the proposed method, we located the fetal brain with an accuracy of 100%. The brain segmentation performance was measured based on the overlap between the automatic segmentations and the manual segmentations. Our proposed method achieved an average of 0.958 Dice score, 0.950 sensitivity rate, and 0.968 precision on the testing dataset, and it took an average of 6 s to process one fetal MRI stack on a workstation with TITAN X GPU and i7-6700 CPU. Conclusion: In this paper, we proposed an effective and efficient deep learning framework for automatic fetal brain extraction from fetal MRI. It has been validated with solid experiments that the proposed method can be used as a practical and useful tool in clinical practice and neuroscience research."},{"title":"Deep neural network with generative adversarial networks pre-training for brain tumor classification based on MR images","type":"journal","authors":[{"first_name":"Navid","last_name":"Ghassemi"},{"first_name":"Afshin","last_name":"Shoeibi"},{"first_name":"Modjtaba","last_name":"Rouhani"}],"year":2020,"source":"Biomedical Signal Processing and Control","identifiers":{"issn":"17468108","doi":"10.1016/j.bspc.2019.101678"},"keywords":["Brain tumor classification","Deep neural networks","Generative adversarial network (GAN)","Magnetic resonance imaging (MRI)"],"pages":"101678","volume":"57","month":3,"publisher":"Elsevier Ltd","day":1,"id":"0293f821-c543-30c8-a3f0-bc203304b640","created":"2020-05-26T08:16:57.885Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:57.885Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"In this paper, a new deep learning method for tumor classification in MR images is presented. A deep neural network is first pre-trained as a discriminator in a generative adversarial network (GAN) on different datasets of MR images to extract robust features and to learn the structure of MR images in its convolutional layers. Then the fully connected layers are replaced and the whole deep network is trained as a classifier to distinguish three tumor classes. The deep neural network classifier has six layers and about 1.7 million weight parameters. Pre-training as a discriminator of a GAN together with other techniques such as data augmentations (image rotation and mirroring) and dropout prevent the network from overtraining on a relatively small dataset. This method is applied to an MRI data set consists of 3064 T1-CE MR images from 233 patients, 13 images from each patient on average, with three different brain tumor types: meningioma (708 images), glioma (1426 images), and pituitary tumor (930 images). 5-Fold cross-validation is used to evaluate the performance of overall design, achieving the highest accuracy as compared to state-of-art methods."},{"title":"Prostate segmentation in MRI using a convolutional neural network architecture and training strategy based on statistical shape models","type":"journal","authors":[{"first_name":"Davood","last_name":"Karimi"},{"first_name":"Golnoosh","last_name":"Samei"},{"first_name":"Claudia","last_name":"Kesch"},{"first_name":"Guy","last_name":"Nir"},{"first_name":"Septimiu E.","last_name":"Salcudean"}],"year":2018,"source":"International Journal of Computer Assisted Radiology and Surgery","identifiers":{"issn":"18616429","doi":"10.1007/s11548-018-1785-8","pmid":"29766373"},"keywords":["Convolutional neural networks","Deep learning","Medical image segmentation","Prostate segmentation","Statistical shape models"],"pages":"1211-1219","volume":"13","issue":"8","month":8,"publisher":"Springer Verlag","day":1,"id":"72d0dd0d-9db8-3804-ae55-c66c1c7dbff3","created":"2020-05-26T08:16:57.880Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:16:57.880Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Purpose: Most of the existing convolutional neural network (CNN)-based medical image segmentation methods are based on methods that have originally been developed for segmentation of natural images. Therefore, they largely ignore the differences between the two domains, such as the smaller degree of variability in the shape and appearance of the target volume and the smaller amounts of training data in medical applications. We propose a CNN-based method for prostate segmentation in MRI that employs statistical shape models to address these issues. Methods: Our CNN predicts the location of the prostate center and the parameters of the shape model, which determine the position of prostate surface keypoints. To train such a large model for segmentation of 3D images using small data (1) we adopt a stage-wise training strategy by first training the network to predict the prostate center and subsequently adding modules for predicting the parameters of the shape model and prostate rotation, (2) we propose a data augmentation method whereby the training images and their prostate surface keypoints are deformed according to the displacements computed based on the shape model, and (3) we employ various regularization techniques. Results: Our proposed method achieves a Dice score of 0.88, which is obtained by using both elastic-net and spectral dropout for regularization. Compared with a standard CNN-based method, our method shows significantly better segmentation performance on the prostate base and apex. Our experiments also show that data augmentation using the shape model significantly improves the segmentation results. Conclusions: Prior knowledge about the shape of the target organ can improve the performance of CNN-based segmentation methods, especially where image features are not sufficient for a precise segmentation. Statistical shape models can also be employed to synthesize additional training data that can ease the training of large CNNs."},{"title":"Deep learning","type":"generic","authors":[{"first_name":"Yann","last_name":"Lecun"},{"first_name":"Yoshua","last_name":"Bengio"},{"first_name":"Geoffrey","last_name":"Hinton"}],"year":2015,"source":"Nature","identifiers":{"pui":"604536300","issn":"14764687","scopus":"2-s2.0-84930630277","doi":"10.1038/nature14539","pmid":"26017442","sgr":"84930630277"},"keywords":["Computer science","Mathematics and computing"],"pages":"436-444","volume":"521","issue":"7553","month":5,"publisher":"Nature Publishing Group","day":27,"id":"a0d7a723-9e81-35d4-88f6-c07a4774f0a3","created":"2020-05-26T08:11:26.259Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:11:26.259Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Deep learning allows computational models that are composed of multiple processing layers to learn representations of data with multiple levels of abstraction. These methods have dramatically improved the state-of-the-art in speech recognition, visual object recognition, object detection and many other domains such as drug discovery and genomics. Deep learning discovers intricate structure in large data sets by using the backpropagation algorithm to indicate how a machine should change its internal parameters that are used to compute the representation in each layer from the representation in the previous layer. Deep convolutional nets have brought about breakthroughs in processing images, video, speech and audio, whereas recurrent nets have shone light on sequential data such as text and speech."},{"title":"Explaining and harnessing adversarial examples","type":"conference_proceedings","authors":[{"first_name":"Ian J.","last_name":"Goodfellow"},{"first_name":"Jonathon","last_name":"Shlens"},{"first_name":"Christian","last_name":"Szegedy"}],"year":2015,"source":"3rd International Conference on Learning Representations, ICLR 2015 - Conference Track Proceedings","identifiers":{"pui":"628979431","arxiv":"1412.6572","scopus":"2-s2.0-85068958388","sgr":"85068958388"},"month":12,"publisher":"International Conference on Learning Representations, ICLR","day":20,"id":"04d9b8b7-69cb-372b-b72d-8dd8dcc1c646","created":"2020-05-26T08:10:41.826Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:10:51.621Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Several machine learning models, including neural networks, consistently misclassify adversarial examples—inputs formed by applying small but intentionally worst-case perturbations to examples from the dataset, such that the perturbed input results in the model outputting an incorrect answer with high confidence. Early attempts at explaining this phenomenon focused on nonlinearity and overfitting. We argue instead that the primary cause of neural networks’ vulnerability to adversarial perturbation is their linear nature. This explanation is supported by new quantitative results while giving the first explanation of the most intriguing fact about them: their generalization across architectures and training sets. Moreover, this view yields a simple and fast method of generating adversarial examples. Using this approach to provide examples for adversarial training, we reduce the test set error of a maxout network on the MNIST dataset."},{"title":"Hierarchical imitation and reinforcement learning","type":"conference_proceedings","authors":[{"first_name":"Hoang M.","last_name":"Le"},{"first_name":"Nan","last_name":"Jiang"},{"first_name":"Alekh","last_name":"Agarwal"},{"first_name":"Miroslav","last_name":"Dudík"},{"first_name":"Yisong","last_name":"Yue"},{"first_name":"Hal","last_name":"Daumé"}],"year":2018,"source":"35th International Conference on Machine Learning, ICML 2018","identifiers":{"isbn":"9781510867963","pui":"625196436","arxiv":"1803.00590","issn":"1938-7228","scopus":"2-s2.0-85057287900","sgr":"85057287900"},"pages":"4560-4573","volume":"7","month":5,"publisher":"International Machine Learning Society (IMLS)","day":24,"id":"8d08d1b7-f333-382f-9b6a-45e002c9eb5e","created":"2020-05-26T08:09:54.405Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:09:54.405Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"We study how to effectively leverage expert feedback to learn sequential decision-making policies. We focus on problems with sparse rewards and long time horizons, which typically pose significant challenges in reinforcement learning. We propose an algorithmic framework, called hierarchical guidance, that leverages the hierarchical structure of the underlying problem to integrate different modes of expert interaction. Our framework can incorporate different combinations of imitation learning (IL) and reinforcement learning (RL) at different levels, leading to dramatic reductions in both expert effort and cost of exploration. Using long-horizon benchmarks, including Montezuma's Revenge, we demonstrate that our approach can learn significantly faster than hierarchical RL, and be significantly more label-efficient than standard IL. We also theoretically analyze labeling cost for certain instantiations of our framework."},{"title":"An Overview of Low-Rank Matrix Recovery from Incomplete Observations","type":"generic","authors":[{"first_name":"Mark A.","last_name":"Davenport"},{"first_name":"Justin","last_name":"Romberg"}],"year":2016,"source":"IEEE Journal on Selected Topics in Signal Processing","identifiers":{"pui":"610479106","issn":"19324553","scopus":"2-s2.0-84970998198","doi":"10.1109/JSTSP.2016.2539100","sgr":"84970998198"},"pages":"608-622","volume":"10","issue":"4","month":6,"publisher":"Institute of Electrical and Electronics Engineers Inc.","day":1,"id":"e557f154-8324-3f67-a5dc-0d908628bdfe","created":"2020-05-26T08:09:07.830Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:09:07.830Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Low-rank matrices play a fundamental role in modeling and computational methods for signal processing and machine learning. In many applications where low-rank matrices arise, these matrices cannot be fully sampled or directly observed, and one encounters the problem of recovering the matrix given only incomplete and indirect observations. This paper provides an overview of modern techniques for exploiting low-rank structure to perform matrix recovery in these settings, providing a survey of recent advances in this rapidly-developing field. Specific attention is paid to the algorithms most commonly used in practice, the existing theoretical guarantees for these algorithms, and representative practical applications of these techniques."},{"title":"Transferability in Machine Learning: from Phenomena to Black-Box Attacks using Adversarial Samples","type":"journal","authors":[{"first_name":"Nicolas","last_name":"Papernot"},{"first_name":"Patrick","last_name":"McDaniel"},{"first_name":"Ian","last_name":"Goodfellow"}],"year":2016,"identifiers":{"arxiv":"1605.07277"},"websites":["http://arxiv.org/abs/1605.07277"],"month":5,"day":23,"id":"19ae1a33-012a-3143-baba-bd19bfc69e26","created":"2020-05-26T08:08:34.240Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:08:43.434Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Many machine learning models are vulnerable to adversarial examples: inputs that are specially crafted to cause a machine learning model to produce an incorrect output. Adversarial examples that affect one model often affect another model, even if the two models have different architectures or were trained on different training sets, so long as both models were trained to perform the same task. An attacker may therefore train their own substitute model, craft adversarial examples against the substitute, and transfer them to a victim model, with very little information about the victim. Recent work has further developed a technique that uses the victim model as an oracle to label a synthetic training set for the substitute, so the attacker need not even collect a training set to mount the attack. We extend these recent techniques using reservoir sampling to greatly enhance the efficiency of the training procedure for the substitute model. We introduce new transferability attacks between previously unexplored (substitute, victim) pairs of machine learning model classes, most notably SVMs and decision trees. We demonstrate our attacks on two commercial machine learning classification systems from Amazon (96.19% misclassification rate) and Google (88.94%) using only 800 queries of the victim model, thereby showing that existing machine learning approaches are in general vulnerable to systematic black-box attacks regardless of their structure."},{"title":"Towards Deep Learning Models Resistant to Adversarial Attacks","type":"journal","authors":[{"first_name":"Aleksander","last_name":"Madry"},{"first_name":"Aleksandar","last_name":"Makelov"},{"first_name":"Ludwig","last_name":"Schmidt"},{"first_name":"Dimitris","last_name":"Tsipras"},{"first_name":"Adrian","last_name":"Vladu"}],"year":2017,"source":"6th International Conference on Learning Representations, ICLR 2018 - Conference Track Proceedings","identifiers":{"arxiv":"1706.06083"},"websites":["http://arxiv.org/abs/1706.06083"],"month":6,"publisher":"International Conference on Learning Representations, ICLR","day":19,"id":"45a51d0d-652e-34d1-b87e-0e478bcc9441","created":"2020-05-26T08:07:15.264Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:07:49.361Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Recent work has demonstrated that deep neural networks are vulnerable to adversarial examples---inputs that are almost indistinguishable from natural data and yet classified incorrectly by the network. In fact, some of the latest findings suggest that the existence of adversarial attacks may be an inherent weakness of deep learning models. To address this problem, we study the adversarial robustness of neural networks through the lens of robust optimization. This approach provides us with a broad and unifying view on much of the prior work on this topic. Its principled nature also enables us to identify methods for both training and attacking neural networks that are reliable and, in a certain sense, universal. In particular, they specify a concrete security guarantee that would protect against any adversary. These methods let us train networks with significantly improved resistance to a wide range of adversarial attacks. They also suggest the notion of security against a first-order adversary as a natural and broad security guarantee. We believe that robustness against such well-defined classes of adversaries is an important stepping stone towards fully resistant deep learning models. Code and pre-trained models are available at https://github.com/MadryLab/mnist_challenge and https://github.com/MadryLab/cifar10_challenge."},{"title":"Harnessing structures in big data via guaranteed low-rank matrix estimation: Recent theory and fast algorithms via convex and nonconvex optimization","type":"journal","authors":[{"first_name":"Yudong","last_name":"Chen"},{"first_name":"Yuejie","last_name":"Chi"}],"year":2018,"source":"IEEE Signal Processing Magazine","identifiers":{"pui":"622796230","issn":"10535888","scopus":"2-s2.0-85049366742","doi":"10.1109/MSP.2018.2821706","sgr":"85049366742"},"pages":"14-31","volume":"35","issue":"4","month":7,"publisher":"Institute of Electrical and Electronics Engineers Inc.","day":1,"id":"fad326a1-be24-3b1c-9e15-fbef3c76b1fc","created":"2020-05-26T08:06:37.509Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:06:37.509Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Low-rank modeling plays a pivotal role in signal processing and machine learning, with applications ranging from collaborative filtering, video surveillance, and medical imaging to dimensionality reduction and adaptive filtering. Many modern high-dimensional data and interactions thereof can be modeled as lying approximately in a low-dimensional subspace or manifold, possibly with additional structures, and its proper exploitations lead to significant cost reduction in sensing, computation, and storage. In recent years, there has been a plethora of progress in understanding how to exploit low-rank structures using computationally efficient procedures in a provable manner, including both convex and nonconvex approaches. On one side, convex relaxations such as nuclear norm minimization often lead to statistically optimal procedures for estimating low-rank matrices, where first-order methods are developed to address the computational challenges; on the other side, there is emerging evidence that properly designed nonconvex procedures, such as projected gradient descent, often provide globally optimal solutions with a much lower computational cost in many problems. This survey article provides a unified overview of these recent advances in low-rank matrix estimation from incomplete measurements. Attention is paid to rigorous characterization of the performance of these algorithms and to problems where the lowrank matrix has additional structural properties that require new algorithmic designs and theoretical analysis."},{"title":"Threat of Adversarial Attacks on Deep Learning in Computer Vision: A Survey","type":"generic","authors":[{"first_name":"Naveed","last_name":"Akhtar"},{"first_name":"Ajmal","last_name":"Mian"}],"year":2018,"source":"IEEE Access","identifiers":{"pui":"620775110","arxiv":"1801.00553","issn":"21693536","scopus":"2-s2.0-85042198914","doi":"10.1109/ACCESS.2018.2807385","sgr":"85042198914"},"keywords":["Deep learning","adversarial learning","adversarial perturbation","black-box attack","perturbation detection","white-box attack"],"pages":"14410-14430","volume":"6","month":2,"publisher":"Institute of Electrical and Electronics Engineers Inc.","day":16,"id":"9cb658fa-1871-32f6-9fb0-c0268c2c9d24","created":"2020-05-26T08:06:00.133Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:06:00.133Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Deep learning is at the heart of the current rise of artificial intelligence. In the field of computer vision, it has become the workhorse for applications ranging from self-driving cars to surveillance and security. Whereas, deep neural networks have demonstrated phenomenal success (often beyond human capabilities) in solving complex problems, recent studies show that they are vulnerable to adversarial attacks in the form of subtle perturbations to inputs that lead a model to predict incorrect outputs. For images, such perturbations are often too small to be perceptible, yet they completely fool the deep learning models. Adversarial attacks pose a serious threat to the success of deep learning in practice. This fact has recently led to a large influx of contributions in this direction. This paper presents the first comprehensive survey on adversarial attacks on deep learning in computer vision. We review the works that design adversarial attacks, analyze the existence of such attacks and propose defenses against them. To emphasize that adversarial attacks are possible in practical conditions, we separately review the contributions that evaluate adversarial attacks in the real-world scenarios. Finally, drawing on the reviewed literature, we provide a broader outlook of this research direction."},{"title":"Brain MRI Image Classification for Cancer Detection Using Deep Wavelet Autoencoder-Based Deep Neural Network","type":"journal","authors":[{"first_name":"Pradeep","last_name":"Kumar Mallick"},{"first_name":"Seuc Ho","last_name":"Ryu"},{"first_name":"Sandeep Kumar","last_name":"Satapathy"},{"first_name":"Shruti","last_name":"Mishra"},{"first_name":"Gia Nhu","last_name":"Nguyen"},{"first_name":"Prayag","last_name":"Tiwari"}],"year":2019,"source":"IEEE Access","identifiers":{"pui":"627426740","issn":"21693536","scopus":"2-s2.0-85065174366","doi":"10.1109/ACCESS.2019.2902252","sgr":"85065174366"},"keywords":["Neural network (NN)","autoencoder (AE)","deep neural network (DNN)","image classification"],"pages":"46278-46287","volume":"7","publisher":"Institute of Electrical and Electronics Engineers Inc.","id":"7b308d1d-174d-303c-a455-50225dd00ee3","created":"2020-05-26T08:04:56.433Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:04:56.433Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false,"abstract":"Technology and the rapid growth in the area of brain imaging technologies have forever made for a pivotal role in analyzing and focusing the new views of brain anatomy and functions. The mechanism of image processing has widespread usage in the area of medical science for improving the early detection and treatment phases. Deep neural networks (DNN), till date, have demonstrated wonderful performance in classification and segmentation task. Carrying this idea into consideration, in this paper, a technique for image compression using a deep wavelet autoencoder (DWA), which blends the basic feature reduction property of autoencoder along with the image decomposition property of wavelet transform is proposed. The combination of both has a tremendous effect on sinking the size of the feature set for enduring further classification task by using DNN. A brain image dataset was taken and the proposed DWA-DNN image classifier was considered. The performance criterion for the DWA-DNN classifier was compared with other existing classifiers such as autoencoder-DNN or DNN, and it was noted that the proposed method outshines the existing methods."},{"title":"A survey on Image Data Augmentation for Deep Learning","type":"journal","authors":[{"first_name":"Connor","last_name":"Shorten"},{"first_name":"Taghi M.","last_name":"Khoshgoftaar"}],"year":2019,"source":"Journal of Big Data","identifiers":{"issn":"21961115","doi":"10.1186/s40537-019-0197-0"},"keywords":["Big data","Data Augmentation","Deep Learning","GANs","Image data"],"pages":"1-48","volume":"6","issue":"1","month":12,"publisher":"SpringerOpen","day":1,"id":"f77f21dd-0d9c-35e9-973d-9c23fadce284","created":"2020-05-26T08:04:01.779Z","accessed":"2020-05-26","file_attached":true,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-07-24T06:57:46.169Z","read":false,"starred":false,"authored":false,"confirmed":true,"hidden":false,"citation_key":"Shorten2019","private_publication":false,"abstract":"Deep convolutional neural networks have performed remarkably well on many Computer Vision tasks. However, these networks are heavily reliant on big data to avoid overfitting. Overfitting refers to the phenomenon when a network learns a function with very high variance such as to perfectly model the training data. Unfortunately, many application domains do not have access to big data, such as medical image analysis. This survey focuses on Data Augmentation, a data-space solution to the problem of limited data. Data Augmentation encompasses a suite of techniques that enhance the size and quality of training datasets such that better Deep Learning models can be built using them. The image augmentation algorithms discussed in this survey include geometric transformations, color space augmentations, kernel filters, mixing images, random erasing, feature space augmentation, adversarial training, generative adversarial networks, neural style transfer, and meta-learning. The application of augmentation methods based on GANs are heavily covered in this survey. In addition to augmentation techniques, this paper will briefly discuss other characteristics of Data Augmentation such as test-time augmentation, resolution impact, final dataset size, and curriculum learning. This survey will present existing methods for Data Augmentation, promising developments, and meta-level decisions for implementing Data Augmentation. Readers will understand how Data Augmentation can improve the performance of their models and expand limited datasets to take advantage of the capabilities of big data."},{"title":"Adversarial attacks on medical machine learning","type":"journal","authors":[{"first_name":"Samuel G.","last_name":"Finlayson"},{"first_name":"John D.","last_name":"Bowers"},{"first_name":"Joichi","last_name":"Ito"},{"first_name":"Jonathan L.","last_name":"Zittrain"},{"first_name":"Andrew L.","last_name":"Beam"},{"first_name":"Isaac S.","last_name":"Kohane"}],"year":2019,"source":"Science","identifiers":{"issn":"0036-8075","doi":"10.1126/science.aaw4399"},"pages":"1287-1289","volume":"363","issue":"6433","websites":["https://www.sciencemag.org/lookup/doi/10.1126/science.aaw4399"],"month":3,"publisher":"American Association for the Advancement of Science","day":22,"id":"be371528-2a7d-3223-b032-73b46cb7e8ba","created":"2020-05-26T08:03:23.141Z","accessed":"2020-05-26","file_attached":false,"profile_id":"140dd142-2ab3-3826-aae7-8b51ce67581b","group_id":"a22f1e83-37bb-3020-b4e0-8f4116a078cd","last_modified":"2020-05-26T08:03:23.141Z","read":false,"starred":false,"authored":false,"confirmed":false,"hidden":false,"private_publication":false}]

Tengo que crear un estilo CSL para formatear estas entradas, averiguar bien cómo rescatar la información exacta que quiero de Mendeley (folders, groups…) y sacarla de la mejor manera (con URLs y enlaces, etc.).

Lo que tenemos en el grupo de Narratech Laboratories:

Mendeley Plugin: groupby = , sortby = year, sortorder = desc, filter =

Mendeley Plugin: Unfiltered results count: 29 ()

Elisenda Estanyol, Mireia Montaña, Antonio José Planells (2019) Jóvenes y videojuegos. Percepciones sobre su tratamiento informativo en los medios de comunicación, Estudios sobre el Mensaje Periodístico 25(1), p. 129-145, url, doi:10.5209/ESMP.63720

Coursera (2019) Story and Narrative Development for Video Games, url

㻌 㞷, Yasuda Yuki () Toward a Network Analysis of Empathic and Exciting AI Conversation and Scenario

Kazuko Takahashi, Shizuka Yokohama () On a Formal Treatment of Deception in Argumentative Dialogues

Nguyen The Tung, Koichiro Yoshino, Sakriani Sakti, Satoshi Nakamura () Utilizing deception information for dialog management of doctor-patient conversations

Raghav Bhardwaj (2017) The Ergonomic Development of Video Game Controllers, doi:10.4172/2165-7556.1000209

() (No Title), pdf

() (No Title), pdf

Gary Klein (2015) A naturalistic decision making perspective on studying intuitive decision making, Journal of Applied Research in Memory and Cognition 4(3), p. 164-168, Elsevier Inc., doi:10.1016/j.jarmac.2015.07.001

Einir Einisson, Gísli Böðvar, Guðmundsson Steingrímur, Arnar Jónsson, Hannes Högni, Vilhjálmsson David, James Thue () Virtual Reality RPG Spoken Dialog System

() INVESTIGACIÓN SOBRE PSICOLOGIA DE LA MOTIVACIÓN EN LAS UNIVERSIDADES ESPAÑOLAS, url

Emese Domahidi, Ruth Festl, Thorsten Quandt (2014) To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships, Computers in Human Behavior 35, p. 107-115, url, doi:10.1016/j.chb.2014.02.023

Nick Redfern (2013) Film style and narration in Rashomon, Journal of Japanese and Korean Cinema 5(2), p. 21-36, url, doi:10.1386/jjkc.5.1-2.21_1

() Virtual storyteller: reader takes charge of story, url

() Generating Procedural Narrative - Nonadecimal Creative, url

Andrew J Reagan, Lewis Mitchell, Dilan Kiley, Christopher M Danforth, Peter Sheridan Dodds () The emotional arcs of stories are dominated by six basic shapes, url

José Luis Orihuela Colliva () El narrador en la ficción interactiva. El jardinero y el laberinto | Biblioteca Virtual Miguel de Cervantes, url

Brian McKernan (2013) The Morality of Play, Games and Culture 8(5), p. 307-329, url, doi:10.1177/1555412013493133

Barbara Krahé, Ingrid Möller (2010) Longitudinal effects of media violence on aggression and empathy among German adolescents, Journal of Applied Developmental Psychology 31(5), p. 401-409, url, doi:10.1016/j.appdev.2010.07.003

Thomas H. Apperley (2006) Genre and game studies: Toward a critical approach to video game genres, Simulation & Gaming 37(1), p. 6-23, url, doi:10.1177/1046878105282278

Dmitri Williams (2003) The Video Game Lightning Rod, Information, Communication & Society 6(4), p. 523-550, url, doi:10.1080/1369118032000163240

Mary E. Ballard, J. Rose Wiest (1996) Mortal Kombat (tm): The Effects of Violent Videogame Play on Males' Hostility and Cardiovascular Responding1, Journal of Applied Social Psychology 26(8), p. 717-730, url, doi:10.1111/j.1559-1816.1996.tb02740.x

B S Tufts University, ; M S University Of Washington (1995) Collective Artificial Intelligence: Simulated Role-Playing from Crowdsourced Data

() Leonid Berov - Institute of Cognitive Science, url

S. Fling, L. Smith, T. Rodriguez, D. Thornton, E. Atkins, K. Nixon (1992) VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY, Social Behavior and Personality: an international journal 20(1), p. 39-45, url, doi:10.2224/sbp.1992.20.1.39

Nicola S. Schutte, John M. Malouff, Joan C. Post-Gorden, Annette L. Rodasta (1988) Effects of Playing Videogames on Children's Aggressive and Other Behaviors1, Journal of Applied Social Psychology 18(5), p. 454-460, url, doi:10.1111/j.1559-1816.1988.tb00028.x

Mark Winkel, Dawn M. Novak, Helen Hopson (1987) Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents, Journal of Research in Personality 21(2), p. 211-223, url, doi:10.1016/0092-6566(87)90008-0

Steven B. Silvern, Peter A. Williamson (1987) The effects of video game play on young children's aggression, fantasy, and prosocial behavior, Journal of Applied Developmental Psychology 8(4), p. 453-462, url, doi:10.1016/0193-3973(87)90033-5

Joel Cooper, Diane Mackie (1986) Video Games and Aggression in Children1, Journal of Applied Social Psychology 16(8), p. 726-744, url, doi:10.1111/j.1559-1816.1986.tb01755.x

Mendeley Plugin: Filtered results count: 29

Las mías, own:

Mendeley Plugin: groupby = year, sortby = , sortorder = asc, filter =

Mendeley Plugin: Unfiltered results count: 56 ()

2018

M. López Ibáñez, N. Álvarez, F. Peinado (2018) Towards an emotion-driven adaptive system for video game music, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_25

G. Peñas, F. Peinado (2018) An approach to basic emotion recognition through players body pose using virtual reality devices, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 10714 LNCS, doi:10.1007/978-3-319-76270-8_5

2017

M. Miranda, A.A. Sánchez-Ruiz, F. Peinado (2017) Pac-Man or Pac-Bot? Exploring subjective perception of players’ humanity in Ms. Pac-Man, CEUR Workshop Proceedings 1957

M.L. Ibáñez, N. Álvarez, F. Peinado (2017) A study on an efficient spatialisation technique for near-field sound in video games, CEUR Workshop Proceedings 1957

J. Esteve, F. Peinado (2017) FX interactive: Growth and decline of the Spanish video games publisher, CEUR Workshop Proceedings 1957

G. Peñas, F. Peinado (2017) Towards basic emotion recognition using players body and hands pose in virtual reality narrative experiences, CEUR Workshop Proceedings 1957

2016

R. Hervás, J. Arroyo, V. Francisco, F. Peinado, P. Gervás (2016) Influence of personal choices on lexical variability in referring expressions, Natural Language Engineering 22(2), doi:10.1017/S1351324915000182

M. Miranda, A.A. Sánchez-Ruiz, F. Peinado (2016) A neuroevolution approach to imitating human-like play in Ms. Pac-man video game, CEUR Workshop Proceedings 1682

M.L. Ibáñez, F. Peinado (2016) Walking in VR: Measuring presence and simulator sickness in first-person virtual reality games, CEUR Workshop Proceedings 1682

2015

M. Miranda, F. Peinado (2015) Improving the performance of a computer-controlled player in a maze chase game using evolutionary Programming on a finite-state machine, CEUR Workshop Proceedings 1394(January)

N. Alvarez, F. Peinado (2015) Modelling suspicion as a game mechanism for designing a computer-played investigation character, CEUR Workshop Proceedings 1394(January)

2012

V. Francisco, R. Hervás, F. Peinado, P. Gervás (2012) EmoTales: Creating a corpus of folk tales with emotional annotations, Language Resources and Evaluation 46(3), doi:10.1007/s10579-011-9140-5

D. Oyarzun, F. Peinado, R.M. Young, A. Elizalde, G. Méndez (2012) Preface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS

N. Álvarez, F. Peinado (2012) Exploring body language as narrative interface, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 7648 LNCS, doi:10.1007/978-3-642-34851-8-19

2010

P. Lendvai, T. Declerck, S. Darányi, P. Gervás, R. Hervás, S. Malec, F. Peinado (2010) Integration of linguistic markup into semantic models of folk narratives: The fairy tale use case, Proceedings of the 7th International Conference on Language Resources and Evaluation, LREC 2010

V. Francisco, F. Peinado, R. Hervás, P. Gervás (2010) Semantic web approaches to the extraction and representation of emotions in texts, Semantic Web: Standards, Tools and Ontologies

Federico Peinado (2010) La evolución tecnológica de los generadores de historias, Congreso Internacional de Videojuegos UCM

Federico Peinado, Virginia Francisco, Raquel Hervás, Pablo Gervás (2010) Assessing the novelty of computer-generated narratives using empirical metrics, Minds and Machines. Special Issue on Computational Creativity 20(4), p. 565–588

Virginia Francisco, Pablo Gervás, Federico Peinado (2010) Ontological reasoning for improving the treatment of emotions in text, Knowledge and Information Systems 25(3), p. 421-443

2008

F. Peinado, M. Cavazza, D. Pizzi (2008) Revisiting character-based affective storytelling under a narrative BDI framework, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_13

F. Peinado, A. Navarro, P. Gervás (2008) A testbed environment for interactive storytellers, INTETAIN 2008 - 2nd International Conference on INtelligent TEchnologies for Interactive EnterTAINment

C. León, F. Peinado, Á. Navarro, H. Cortiguera (2008) An intelligent plot-centric interface for mastering computer role-playing games, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 5334 LNCS, doi:10.1007/978-3-540-89454-4_39

Federico Peinado (2008) Un Armazón para el Desarrollo de Aplicaciones de Narración Automática basado en Componentes Ontológicos Reutilizables, Departamento de Ingeniería del Software e Inteligencia Artificial

Federico Peinado, Marc Cavazza, David Pizzi (2008) Revisiting Character-Based Affective Storytelling under a Narrative BDI Framework, Joint International Conference on Interactive Digital Storytelling, url

Federico Peinado, Álvaro Navarro, Pablo Gervás (2008) A Testbed Environment for Interactive Storytellers, International Conference on Inteligent Technologies for Interactive Entertainment

Carlos León, Federico Peinado, Álvaro Navarro, Héctor Cortiguera (2008) An Intelligent Plot-Centric Interface for Mastering Computer Role-Playing Games, Joint International Conference on Interactive Digital Storytelling, url

Federico Peinado (2008) A Generic Interface for Controlling Virtual Environments in Interactive Applications, International Conference on Computing

2007

V. Francisco, P. Gervás, F. Peinado (2007) Ontological reasoning to configure emotional voice synthesis, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4524 LNCS

Federico Peinado (2007) The Role of Automatic Storytellers in Learning Environments, Online Working Conference on Narrative and Learning Environments

Federico Peinado, Álvaro Navarro (2007) RCEI: An API for Remote Control of Narrative Environments, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling

Virginia Francisco, Pablo Gervás, Federico Peinado (2007) Ontological Reasoning to Configure Emotional Voice Synthesis, International Conference on Web Reasoning and Rule Systems, url

Federico Peinado, Pablo Gervás (2007) Automatic Direction of Interactive Storytelling: Formalizing the Game Master Paradigm, International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling

2006

H. Gómez-Gauchía, F. Peinado (2006) Automatic customization of non-player characters using players temperament, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 4326 LNCS

Federico Peinado, Mateus Mendes (2006) Ontologies and Knowledge Bases: State-Of-The-Art Report. Informe Técnico 9/06

Pablo Gervás, Birte Lönneker-Rodman, Jan Christoph Meister, Federico Peinado (2006) Narrative Models: Narratology Meets Artificial Intelligence, International Conference on Language Resources and Evaluation. Satellite Workshop: Toward Computational Models of Literary Analysis

Federico Peinado (2006) Narración Digital e Interactiva: Dirección automática de entornos virtuales, Novática: Entornos Virtuales

Federico Peinado, Pablo Gervás (2006) Minstrel Reloaded: From the Magic of Lisp to the Formal Semantics of OWL, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url

Federico Peinado (2006) Interactive Digital Storytelling: Automatic Direction of Virtual Environments, Upgrade. Monograph: Virtual Environments

Héctor Gómez-Gauchía, Federico Peinado (2006) Automatic Customization of Non-Player Characters Using Players Temperament, International Conference on Technologies for Interactive Digital Storytelling and Entertainment, url

Federico Peinado, Michael Santorum (2006) De cómo la realidad puede tomar parte en juegos emergentes, La Revista Icono 14

Federico Peinado, Pablo Gervás (2006) Evaluation of Automatic Generation of Basic Stories, New Generation Computing, Computational Paradigms and Computational Intelligence. Special issue: Computational Creativity 24(3), p. 289-302

2005

F. Peinado, P.P. Gómez-Martín, M.A. Gómez-Martín (2005) A game architecture for emergent story-puzzles in a persistent world, Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play

Federico Peinado, Pablo Gervás (2005) KIIDSOnto: An OWL DL Ontology for Narrative Reasoning, International Protégé Conference.

Federico Peinado, Michael Santorum (2005) Juego Emergente: ¿Nuevas Formas de Contar Historias en Videojuegos?, La Revista Icono 14

Federico Peinado, Pablo Gervás, Pablo Moreno-Ger (2005) Interactive Storytelling in Educational Environments, International Conference on Multimedia and ICT´s in Education: Recent Research Developments in Learning Technologies

Federico Peinado, Pablo Gervás (2005) Creativity Issues in Plot Generation, International Joint Conference on Artificial Intelligence. Workshop on Computational Creativity

Federico Peinado, Pablo Gervás (2005) A Generative and Case-based Implementation of Proppian Morphology, Joint International Conference of the Association for Computers and the Humanities and the Association for Literary and Linguistic Computing

Federico Peinado, Pedro Pablo Gómez-Martín, Marco Antonio Gómez-Martín (2005) A Game Architecture for Emergent Story-Puzzles in a Persistent World, International Conference of the Digital Games Research Association

Pablo Gervás, Belén Díaz-Agudo, Federico Peinado, Raquel Hervás (2005) Story Plot Generation based on CBR, Knowledge-Based Systems. Special issue: AI-2004 18(4-5), p. 235-242

2004

B. Díaz-Agudo, P. Gervás, F. Peinado (2004) A case based reasoning approach to story plot generation, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 3155

Federico Peinado, Pablo Gervás (2004) Transferring Game Mastering Laws to Interactive Digital Storytelling, International Conference on Technologies for Interactive Digital Storytelling and Entertainment

Federico Peinado (2004) Mediación Inteligente entre Autores e Interactores para Sistemas de Narración Digital Interactiva

Federico Peinado, Miguel Ancochea, Pablo Gervás (2004) Automated Control of Interactions in Virtual Spaces: a Useful Task for Exploratory Creativity, European Conference on Case Based Reasoning. Joint Workshop on Computational Creativity

Federico Peinado, Pablo Gervás, Belén Díaz-Agudo (2004) A Description Logic Ontology for Fairy Tale Generation, International Conference on Language Resources and Evaluation: Workshop on Language Resources for Linguistic Creativity

Belén Díaz-Agudo, Pablo Gervás, Federico Peinado (2004) A Case Based Reasoning Approach to Story Plot Generation, European Conference on Case Based Reasoning. Advances in Case Based Reasoning

Federico Peinado, P Gervas (2004) Transferring game mastering laws to interactive digital storytelling, Lecture Notes in Computer Science, p. 48–54, Springer, pdf

Mendeley Plugin: Filtered results count: 56

En el folder de Mis publicaciones

Mendeley Plugin: groupby = year, sortby = , sortorder = asc, filter =

Mendeley Plugin: Unfiltered results count: 0 ()

Mendeley Plugin: Filtered results count: 0

El grupo de Artificial Intelligence

Mendeley Plugin: groupby = , sortby = author, sortorder = asc, filter =

Mendeley Plugin: Unfiltered results count: 0 ()

Mendeley Plugin: Filtered results count: 0