
NSF Org: |
IIS Division of Information & Intelligent Systems |
Recipient: |
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Initial Amendment Date: | July 31, 2018 |
Latest Amendment Date: | March 2, 2022 |
Award Number: | 1816470 |
Award Instrument: | Standard Grant |
Program Manager: |
Ephraim Glinert
IIS Division of Information & Intelligent Systems CSE Directorate for Computer and Information Science and Engineering |
Start Date: | September 1, 2018 |
End Date: | August 31, 2023 (Estimated) |
Total Intended Award Amount: | $499,989.00 |
Total Awarded Amount to Date: | $547,989.00 |
Funds Obligated to Date: |
FY 2020 = $16,000.00 FY 2021 = $16,000.00 FY 2022 = $16,000.00 |
History of Investigator: |
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Recipient Sponsored Research Office: |
3141 CHESTNUT ST PHILADELPHIA PA US 19104-2875 (215)895-6342 |
Sponsor Congressional District: |
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Primary Place of Performance: |
PA US 19102-1119 |
Primary Place of
Performance Congressional District: |
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Unique Entity Identifier (UEI): |
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Parent UEI: |
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NSF Program(s): | HCC-Human-Centered Computing |
Primary Program Source: |
01001819DB NSF RESEARCH & RELATED ACTIVIT 01002021DB NSF RESEARCH & RELATED ACTIVIT 01002122DB NSF RESEARCH & RELATED ACTIVIT |
Program Reference Code(s): |
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Program Element Code(s): |
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Award Agency Code: | 4900 |
Fund Agency Code: | 4900 |
Assistance Listing Number(s): | 47.070 |
ABSTRACT
The past decade has witnessed a surge of intelligent systems capable of providing personalized user experiences in many aspects of modern life. Personalized adaptive systems such as personalized search, social media filtering, and e-commerce recommendation systems have demonstrated potentials to improve productivity and enjoyment. However, by catering to the immediate preferences on individuals and de-emphasizing collective needs, these systems also contributed to emergent social issues such as intellectual isolation. This project seeks to understand how to reduce the current blind spots in personalized adaptive systems and will directly address two key challenges in personalized adaptive systems: how to balance 1) short- and long-term needs/preferences and 2) needs of multiple individuals in a group.
Specifically, this project investigates how to increase and sustain physical activity using personalized adaptive systems for health. Two thirds of the adult population in the U.S. are affected by overweight and obesity, with sedentary behavior as a primary cause. In addition to address a public health issue, the technology developed in this project will advance theories in human behavior science. The empirical data generated from the planned system can shed light on the dynamic nature of people's social comparison process and reactions. To address the aforementioned challenges, the team will investigate novel participant modeling algorithms, specifically designed to model dynamic participant characteristics. Additionally, the research will contribute to the literature of experience management by developing algorithms that exploit those participant models to adapt interactive experiences to groups of users rather than individuals. The approach is innovative in bootstrapping design theory, algorithmic innovation, and health behavior science in a synergistic way to make scientific advancement.
This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
PUBLICATIONS PRODUCED AS A RESULT OF THIS RESEARCH
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PROJECT OUTCOMES REPORT
Disclaimer
This Project Outcomes Report for the General Public is displayed verbatim as submitted by the Principal Investigator (PI) for this award. Any opinions, findings, and conclusions or recommendations expressed in this Report are those of the PI and do not necessarily reflect the views of the National Science Foundation; NSF has not approved or endorsed its content.
Approximately two-thirds of the U.S. adult population is overweight or obese. A main contributing factor to this problem is sedentary behavior. In this project, the research team investigated how to provide AI-based personalized digital environments to better motivate individuals for physical activities. Social comparison, a common psychological process, is known to motivate people to engage in physical activities. It has been widely used in social fitness apps through features such as “leaderboards.” However, contemporary social psychology theories indicate that these features only match the needs of a portion of the population, who are motivated by comparing themselves with people who do better than them. This project is among the first to investigate personalized social comparison environments automatically based on individual preferences. In particular, we investigated 1) how to detect which type of social comparison better motivates an individual and 2) how to automatically adapt digital environments to a group of people so they can be more active collectively.
This project resulted in several key contributions to the primary disciplines. First, the research team iteratively developed several novel applications, two web-based apps and one multiplayer game for health called “Step Heroes”, that personalized users’ social comparison environment to motivate physical activities. Each system advanced the science of user modeling, machine learning, and the design science of human-centered AI applications. Furthermore, these applications expanded the reach of AI personalization from individual to group users. As a result, we developed new machine learning techniques (Shapley Bandits) with built-in considerations of ethical principles such as fairness. Our techniques achieved better user retention and motivation across the participants in our studies.
Second, we conducted three main rounds of user studies and collected empirical data on how over a hundred users interacted with our systems. In each user study, we recruited participants from the Drexel network, and they used various versions of our system for 21 days. The results of our analysis led to insights into how to predict individuals’ social comparison preferences and how to design AI-based personalizations. Importantly, critical reflections on our analysis revealed a phenomenon underlying AI personalization, which we called the “paradox of personalization,” where user modeling and user adaptation formed a distorting feedback loop.
Third, in addition to contributions to human-computer interaction (HCI) and AI, empirical results from our project have led to contributions to social psychology and the promotion of physical activity. Our journal article in JMIR Human Factor compared data from multiple user studies from this project and confirmed that day-to-day differences in social comparison preferences are associated with changes in physical activity motivation and behavior.
We published 16 peer-reviewed scientific papers in various high-impact venues, including the ACM Computer-Human Interaction (CHI) Conference, ACM Computer Supported Cooperative Work and Social Computing (CSCW), ACM Intelligent User Interface (IUI), Journal of Medical Internet Research (JMIR) Human Factors, Foundations of Digital Games (FDG), ACM CHI Play, and IEEE Conference of Games. One of the papers received a Best Paper Award at the 2021 Conference of the Foundations of Digital Games (FDG’21). The PIs also gave invited talks and keynotes about the project at various universities and conferences.
Last Modified: 12/26/2023
Modified by: Jichen Zhu
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