The evaluation of interactive machine learning systems remains a difficult task. These systems learn from and adapt to the human, but at the same time, the human receives feedback and adapts to the system. Getting a clear understanding of these subtle mechanisms of co-operation and co-adaptation is challenging. In this chapter, we report on our experience in designing and evaluating various interactive machine learning applications from different domains. We argue for coupling two types of validation: algorithm-centered analysis, to study the computational behaviour of the system; and human-centered evaluation, to observe the utility and effectiveness of the application for end-users. We use a visual analytics application for guided search, built using an interactive evolutionary approach, as an exemplar of our work. Our observation is that human-centered design and evaluation complement algorithmic analysis, and can play an important role in addressing the "black-box" effect of machine learning. Finally, we discuss research opportunities that require human-computer interaction methodologies, in order to support both the visible and hidden roles that humans play in interactive machine learning.
System feedback can be : Koyama at al. @cite_42 indicated the system's confidence in the estimation of humans' preferences with respect to color enhancement. @cite_12 provided a feature histogram and an incremental decision tree. These meta visualizations also communicate the classifier's uncertainty. @cite_30 showed visualization of rare categories using their category view", and a glyph-based visualization to show classification features as well as confidence.
@cite_30 @cite_42 @cite_12
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In this paper we propose an implicit relevance feedback method with the aim to improve the performance of known Content Based Image Retrieval (CBIR) systems by re-ranking the retrieved images according to users' eye gaze data. This represents a new mechanism for implicit relevance feedback, in fact usually the sources taken into account for image retrieval are based on the natural behavior of the user in his her environment estimated by analyzing mouse and keyboard interactions. In detail, after the retrieval of the images by querying CBIRs with a keyword, our system computes the most salient regions (where users look with a greater interest) of the retrieved images by gathering data from an unobtrusive eye tracker, such as Tobii T60. According to the features, in terms of color, texture, of these relevant regions our system is able to re-rank the images, initially, retrieved by the CBIR. Performance evaluation, carried out on a set of 30 users by using Google Images and "pyramid" like keyword, shows that about the 87 of the users is more satisfied of the output images when the re-raking is applied. HighlightsWe integrate user appraisals in a POMDP-based dialogue manager procedure.We employ additional socially-inspired rewards in a RL setup to guide the learning.A unified framework for speeding up the policy optimisation and user adaptation.We consider a potential-based reward shaping with a sample efficient RL algorithm.Evaluated using both user simulator (information retrieval) and user trials (HRI). This paper investigates some conditions under which polarized user appraisals gathered throughout the course of a vocal interaction between a machine and a human can be integrated in a reinforcement learning-based dialogue manager. More specifically, we discuss how this information can be cast into socially-inspired rewards for speeding up the policy optimisation for both efficient task completion and user adaptation in an online learning setting. For this purpose a potential-based reward shaping method is combined with a sample efficient reinforcement learning algorithm to offer a principled framework to cope with these potentially noisy interim rewards. The proposed scheme will greatly facilitate the system's development by allowing the designer to teach his system through explicit positive negative feedbacks given as hints about task progress, in the early stage of training. At a later stage, the approach will be used as a way to ease the adaptation of the dialogue policy to specific user profiles. Experiments carried out using a state-of-the-art goal-oriented dialogue management framework, the Hidden Information State (HIS), support our claims in two configurations: firstly, with a user simulator in the tourist information domain (and thus simulated appraisals), and secondly, in the context of man-robot dialogue with real user trials. The ability to rank the images based on their appearance finds many real-world applications, such as image retrieval or image album creation. Despite the recent dominance of deep learning methods in computer vision which often result in superior performance, they are not always the methods of choice because they lack interpretability. In this paper, we investigate the possibility of improving the image aesthetic inference of the convolutional neural networks with hand-designed features that rely on domain expertise in various fields. We perform a comparison of hand-crafted feature sets in their ability to predict fine-grained aesthetics scores on two image aesthetics data sets. We observe that even feature sets published earlier are able to compete with more recently published algorithms and, by combining the algorithms, a significant improvement in predicting image aesthetics is possible. By using a tree-based learner, we perform the feature elimination to understand the best performing features overall and across different image categories. Only roughly 15 and 8 of the features are needed to achieve full performance in predicting a fine-grained aesthetic score and binary classification, respectively. By combining the hand-crafted features with metafeatures that predict the quality of an image based on convolutional neural network features, the model performs better than a baseline VGG16 model. One can, however, achieve more significant improvement in both aesthetics score prediction and binary classification by fusing the hand-crafted features and the penultimate layer activations. Our experiments indicate an improvement up to 2.2 achieving current state-of-the-art binary classification accuracy on the aesthetic visual analysis data set when the hand-designed features are fused with activations from VGG16 and ResNet50 networks. In many application domains of recommender systems, explicit rating information is sparse or non-existent. The preferences of the current user have therefore to be approximated by interpreting his or her behavior, i.e., the implicit user feedback. In the literature, a number of algorithm proposals have been made that rely solely on such implicit feedback, among them Bayesian Personalized Ranking (BPR). In the BPR approach, pairwise comparisons between the items are made in the training phase and an item i is considered to be preferred over item j if the user interacted in some form with i but not with j. In real-world applications, however, implicit feedback is not necessarily limited to such binary decisions as there are, e.g., different types of user actions like item views, cart or purchase actions and there can exist several actions for an item over time. In this paper we show how BPR can be extended to deal with such more fine-granular, graded preference relations. An empirical analysis shows that this extension can help to measurably increase the predictive accuracy of BPR on realistic e-commerce datasets.