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The ability to choose an appropriate camera view among multiple cameras plays a vital role in TV shows delivery. But it is hard to figure out the statistical pattern and apply intelligent processing due to the lack of high-quality training…
Teammate performance evaluation fundamentally shapes intervention design in video games. However, our current understanding stems primarily from competitive E-Sports contexts where individual performance directly impacts outcomes. This…
The goals of this research were to (1) determine if there is agreement both amongst viewers, and between viewers and the performer, about the extent to which performances are authentic, and (2) ascertain whether or not performers and/or…
The UK Biobank dataset follows over 500,000 volunteers and contains a diverse set of information related to societal outcomes. Among this vast collection, a large quantity of telemetry collected from wrist-worn accelerometers provides a…
Customer churn prediction is a valuable task in many industries. In telecommunications it presents great challenges, given the high dimensionality of the data, and how difficult it is to identify underlying frustration signatures, which may…
Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…
Language-model agents are increasingly used as persistent coworkers that assist users across multiple working days. During such workflows, the surrounding environment may change independently of the agent: new emails arrive, calendar…
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
Predicting the success of Conversational Task Assistants (CTA) can be critical to understand user behavior and act accordingly. In this paper, we propose TB-Rater, a Transformer model which combines conversational-flow features with user…
The article focuses on the differences in mathematics performance between girls and boys visible from the first four months of compulsory schooling in the French education system. The influence of gender stereotypes in the evaluation…
Online competitive games have become a mainstream entertainment platform. To create a fair and exciting experience, these games use rating systems to match players with similar skills. While there has been an increasing amount of research…
Monitoring in-class programming exercises can help instructors identify struggling students and common challenges. However, understanding students' progress can be prohibitively difficult, particularly for multi-faceted problems that…
In this work, we contribute a large-scale study benchmarking the performance of multiple motion-based learning from demonstration approaches. Given the number and diversity of existing methods, it is critical that comprehensive empirical…
Turn-taking behaviour is simulated in a coupled agents system. Each agent is modelled as a mobile robot with two wheels. A recurrent neural network is used to produce the motor outputs and to hold the internal dynamics. Agents are developed…
Given the enormous number of instructional videos available online, learning a diverse array of multi-step task models from videos is an appealing goal. We introduce a new pre-trained video model, VideoTaskformer, focused on representing…
Online platforms experience a tension between decentralisation and incentives to steer user behaviour, which are usually implemented through digital reputation systems. We provide a statistical characterisation of the user behaviour…
Real-world time series data are inherently multivariate, often exhibiting complex inter-channel dependencies. Each channel is typically sampled at its own period and is prone to missing values due to various practical and operational…
Watching TV not only provides news information but also gives an opportunity for different generations to communicate. With the proliferation of smartphones, PC, and the Internet, increase the opportunities for communication in front of the…
The analysis of user behavior in digital games has been aided by the introduction of user telemetry in game development, which provides unprecedented access to quantitative data on user behavior from the installed game clients of the entire…
Software crowdsourcing platforms employ extrinsic rewards such as rating or ranking systems to motivate workers. Such rating systems are noisy and provide limited knowledge about workers' preferences and performance. To develop better…