result is always close of the expected one), and by
surprise (when there is a very unexpected one).
Surprise increases learning.
Habituation decreases learning.
Base of proposed system is rank of item selected
by user at time « t ». These ranks are in natural order
from rank 1 to rank “n”, n is only limited by screen
used like refrence by the menu designer and by
readability rules. This means that rank difference is
negative when user goes from rank « n » toward
rank 1. What we need to know in our sytem is
previous prediction, previous user choice, difference
between them, and time difference between the two
last choices. The general formula is then:
So surprise and habituation are the 2 sides of the
same parameter named K
sa
. We say that there is
habituation when difference between predicted rank
and real rank is less than « X » and surprise when
difference is greater than « X ». (∆ > X surprise ; ∆
< X habituation ; ∆=X indifférence).
By convention factor K
sa
values are between 0 and 2
accordingtofollowing rules: 0>K
sa
>1habituation ;
K
sa
= 1 indifference ; 1 > K
sa
> 2 surprise.
P
n
= g(P
n-1
, Choice
n-1
, ∆, ∆
t
)
Reinforcement is a function of 1/ ∆
t
. A short period
between two accesses to an item means an interest to
it, we have to manage it in our formula, reinforce
system answer and increase rank of this item. We
name this parameter K
r
.
In this formula :
P = the system prediction
Choice = rank of the item selected by the user
∆ = difference between previous prediction and
the user’s choice (P
n-1
- Choice
n-1
)
The factor p(K
f
)( ∆, ∆
t
) that we name sanction takes
the following form : p(K
f
)( K
sa
∆ + K
r
∆ / ∆
t
)
∆
t
= difference between time of the last accesses
and after extraction of the common factor :
g is the function that links up these factors
The first parameter is forgetfulness (Kf). This
parameter defined how system forgets prediction.
This mean that if Kf decreases (increase
forgetfulness), user’s choice get a lot of weight. Our
formula then becomes:
p(K
f
) ∆ ( K
sa
+ K
r
/ ∆
t
)
The complet formula is:
P
n
= K
f
P
n-1
+ (1 - K
f
)Choice
n-1
+p(K
f
) ∆( K
sa
+ K
r
/ ∆
t
)
Our first simulations of the way Kf is acting gives
the following curves (Fig 2).
P
n
= K
f
P
n-1
+ (1 - K
f
)Choix
n-1
+ f( ∆, ∆
t
)
K
f
is acting in the following way :
K
f
=0 (maximum forgetfulness)
3 CONCLUSION
P
n
= Choice
n-1
+ f( ∆, ∆
t
)
System has forgotten its previous predictions and
only user’s choice modify prediction. This is
tempered by the factor f( ∆, ∆
t
).
We have now to make a full comparison of these
different models. This comparison must be based on
efficiency (time needed to respond, load on
computer, etc.) and accuracy of results. The second
step is to check psychological accuracy of the
chosen algorithm. This second step is also necessary
to define the right parameters of the chosen
algorithm and the meaning of these parameters.
K
f
=1 (no forgetfulness) : P
n
= P
n-1
+ f( ∆, ∆
t
)
System does not forget and cannot evoluate
according to user’s choice. This is tempered by the
factor f( ∆, ∆
t
).
In order to get perfect forgetfulness we need that f(
∆, ∆
t
) could also be a factor equal to 0 when Kf = 0
and when Kf = 1. This means that “f” is a curve
p(K
f
) to be defined that cut “X” axis for these 2
values. This means :
The main questions we are thinking about at this
time are:
• Is it acceptable by users to get a modified menu,
even if it is to put what they prefer at the top?
What is the risk of confusing users in this case?
How far could be the new position of an item
versus the previous one?
If K
f
= 0 then P
n
= Choice
n-1
System has completely forgotten predictions and
only user’s choice modify prediction.
• What is expected by the user regarding the
memorization of the past by the system. This
expectation must be fulfilled to satisfy the
customer.
If K
f
= 1 P
n
= P
n-1
System does not forget and cannot know evolution
according to user’s choice.
The general formula becomes :
• What is the meaning for the user of time spent
on the service. Must we increase the level of the
item according to time elapsed on the item or
give no meaning to it ?
P
n
= K
f
P
n-1
+ (1 - K
f
)Choice
n-1
+ p(K
f
)( ∆, ∆
t
)
We need now to introduce 3 more parameters first
one is surprise, the second one habituation, the last
one is reinforcement.
These factors are described by p(K
f
)( ∆, ∆
t
)
ICEIS 2005 - HUMAN-COMPUTER INTERACTION
170