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Carol J. Smith

dblp:196/0090 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2024
0000-0003-0087-3736ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Human-AI interaction · 100%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction › human-centered AI
human-centered AI design
0.812024
Trustworthy by Design · ICSE 2024
Human-AI interaction › responsible AI
trustworthy AI
0.812024
Trustworthy by Design · ICSE 2024
YearPublicationVenuePosition
2024 Letting Go of the Numbers: Measuring AI Trustworthiness
Carol J. Smith
ICPRAM1
2024 Trustworthy by Design
abstract
The relatively recent public release of generative artificial intelligence (AI) systems has ignited a significant leap in awareness of the capabilities of AI. In parallel, there has been a recognition of AI system limitations and the bias inherent in systems created by humans. Expectations are rising for more trustworthy, human-centered, and responsible software connecting humans to powerful systems that augment their abilities. There are decades of practice designing systems that work with, and for humans, that we can build upon to face the new challenges and opportunities brought by dynamic AI systems.
Carol J. Smith
ICSE1
2021 Play for Real(ism) - Using Games to Predict Human-AI interactions in the Real World
abstract
AI-enabled decision support systems have repeatedly failed in real world applications despite the underlying model operating as designed. Often this was because the system was used in an unexpected manner. Our goal is to enable better prediction of how systems will be used prior to their implementation as well as to improve existing designs, by taking human behavior into account. There are several challenges to collecting such data. Not having access to an existing prediction engine requires the simulation of such a system's behavior. This simulation must include not just the behavior of the underlying model but also the context in which the decision will be made in the real world. Additionally, collecting statistically valid samples requires that test subjects make repeated choices under slightly varied conditions. Unfortunately, in such repetitious conditions fatigue can quickly set in. Games provide us the ability to address both of these challenges by providing both systems context and narrative context. Systems context can be used to convey some or all of the information the player needs to make a decision in the game environment itself, which can help avoid the onset of fatigue. Narrative context can provide a broader environment within which the simulated system operates, adding a sense of progress, showing the effect of decisions, adding perceived social norms, and setting incentives and stakes. This broader environment can further prevent player fatigue while replicating many of the external factors that might affect choices in the real world. In this paper we describe the design of the Human-AI Decision Evaluation System (HADES), a test harness capable of interfacing with a game environment, simulating the behavior of an AI-enabled decision support system, and collecting the results of human decision making based upon such a system's predictions. Additionally, we present an analysis of data collected by HADES while interfaced with a visual novel game focused on software cyber-risk assessment.
Rotem D. Guttman, Jessica Hammer, Erik Harpstead, Carol J. Smith
Proc. ACM Hum. Comput. Interact.4