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Severin Klingler

dblp:84/9735 · DBLP profile ↗
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18ranked-venue papers
4as first author
4since 2021 · last 2023
0000-0003-2630-5497ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 8 · 4 first-authorDatabases, data management, data science and information retrieval · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3Artificial intelligence and machine learning · 2 · 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
2 papers
Human-AI interaction · 46% Interaction techniques and input · 46% Ubiquitous computing and smart environments · 8%
Computer graphics and multimedia
1 paper
Multimedia analysis and retrieval · 50% Image and video coding · 50%
Artificial intelligence
2 papers
Efficient and distributed learning · 88% Generative modeling · 12%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction › affective computing
affective state prediction
1.022022
Affective State Prediction from Smartphone Touch and Sensor Data in the Wild · CHI 2022
Affective State Prediction Based on Semi-Supervised Learning from Smartphone Touch Data · CHI 2020
Interaction techniques and input › touch interaction
touch and mobile interaction
1.022022
Affective State Prediction from Smartphone Touch and Sensor Data in the Wild · CHI 2022
Affective State Prediction Based on Semi-Supervised Learning from Smartphone Touch Data · CHI 2020
Image and video coding › image quality assessment
image aesthetics assessment
0.712023
A Retrieval System for Images and Videos based on Aesthetic Assessment of Visuals · SIGIR 2023
Multimedia analysis and retrieval › multimedia retrieval › content-based retrieval
image and video retrieval
0.712023
A Retrieval System for Images and Videos based on Aesthetic Assessment of Visuals · SIGIR 2023
Machine learning › Efficient and distributed learning
federated learning
0.512021
A Practical Federated Learning Framework for Small Number of Stakeholders · WSDM 2021
Machine learning › Efficient and distributed learning › federated learning
federated learning systems
0.512021
A Practical Federated Learning Framework for Small Number of Stakeholders · WSDM 2021
Distributed systems
distributed machine learning
0.512021
A Practical Federated Learning Framework for Small Number of Stakeholders · WSDM 2021
Ubiquitous computing and smart environments › pervasive sensing
in-the-wild sensing
0.212022
Affective State Prediction from Smartphone Touch and Sensor Data in the Wild · CHI 2022
Privacy and data protection › privacy-preserving machine learning
federated learning privacy
0.112021
A Practical Federated Learning Framework for Small Number of Stakeholders · WSDM 2021
Machine learning › Generative modeling
variational autoencoder
0.112020
Affective State Prediction Based on Semi-Supervised Learning from Smartphone Touch Data · CHI 2020

Methods — techniques the papers use, named apart from their topics

gradient sharing · 1.5communication protocol · 1.5variational autoencoder · 0.9semi-supervised learning · 0.9deep learning · 0.9machine learning · 0.7personalization · 0.6inertial sensor data · 0.6convolutional neural network · 0.6
YearPublicationVenuePosition
2023 A Retrieval System for Images and Videos based on Aesthetic Assessment of Visuals
abstract
Attractive images or videos are the visual backbones of journalism and social media to gain the user's attention. From trailers to teaser images to image galleries, appealing visuals have only grown in importance over the years. However, selecting eye-catching shots from a video or the perfect image from large image collections is a challenging and time-consuming task. We present our tool that can assess image and video content from an aesthetic standpoint. We discovered that it is possible to perform such an assessment by combining expert knowledge with data-driven information. We combine the relevant aesthetic features and machine learning algorithms into an aesthetics retrieval system, which enables users to sort uploaded visuals based on an aesthetic score and interact with additional photographic, cinematic, and person-specific features.
Daniel Vera Nieto, Saikishore Kalloori, Fabio Zünd, Clara Fernandez-Labrador, Marc Willhaus, Severin Klingler, Markus Gross 0001
SIGIR6
2022 Affective State Prediction from Smartphone Touch and Sensor Data in the Wild
abstract
Knowledge of users’ affective states can improve their interaction with smartphones by providing more personalized experiences (e.g., search results and news articles). We present an affective state classification model based on data gathered on smartphones in real-world environments. From touch events during keystrokes and the signals from the inertial sensors, we extracted two-dimensional heat maps as input into a convolutional neural network to predict the affective states of smartphone users. For evaluation, we conducted a data collection in the wild with 82 participants over 10 weeks. Our model accurately predicts three levels (low, medium, high) of valence (AUC up to 0.83), arousal (AUC up to 0.85), and dominance (AUC up to 0.84). We also show that using the inertial sensor data alone, our model achieves a similar performance (AUC up to 0.83), making our approach less privacy-invasive. By personalizing our model to the user, we show that performance increases by an additional 0.07 AUC.
Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross 0001, Christian Holz 0001
CHI2
2021 Horizontal Cross-Silo Federated Recommender Systems
abstract
Recommender systems (RSs) completely rely on the knowledge of training information to generate recommendations. However, due to privacy, ownership, and protection of users’ information, such training information is not easily accessible or shared with an RS. Moreover, with recent regulations in privacy laws (e.g, GDPR), collecting user preferences and perform centralized training may not be feasible. Federated Learning (FL) is a form of machine learning technique where the goal is to learn a high-quality recommendation model without never directly accessing raw training data. In this work, we specifically focus on situations where multiple stakeholders (referred to as corporate companies like e-commerce business partners, hospitals, banks, news media publishers) participate in federated learning to build a shared recommendation model. We performed offline experiments by simulating a real federated learning setup and investigated the benefits federated learning brings to stakeholders in terms of ranking compared to an RS model trained without participating in federated learning. Our experimental results reveal that stakeholders can significantly benefit from federated learning to generate accurate recommendations. Moreover, we also study the use and benefits of federated learning in situations when there are not enough preferences available for users.
Saikishore Kalloori, Severin Klingler
RecSys2
2021 A Practical Federated Learning Framework for Small Number of Stakeholders
abstract
Federated Learning (FL) allows to collaboratively build machine learning models between different entities without the need for sharing or gathering the data. In FL, typically there is a global server and a set of clients (stakeholders) to build shared machine learning models. In contrast to distributed machine learning, the controller of the training process (here the global server) never sees the data of the stakeholders participating in FL. Every stakeholder owns his own data and doesn't share it. During the training and learning process, only the model updates (e.g. gradients) are shared. To our best of knowledge, we did not find a publicly available practical federated learning framework for stakeholders. We have built a framework that enables FL for a small number of stakeholders. In the paper, we describe the framework architecture, communication protocol, and algorithms. Our framework is open-sourced and it is easy to set up for stakeholders and ensures that no private information is leaked during the training process.
Christian Schneebeli, Saikishore Kalloori, Severin Klingler
WSDM3
2020 Affective State Prediction Based on Semi-Supervised Learning from Smartphone Touch Data
abstract
Gaining awareness of the user's affective states enables smartphones to support enriched interactions that are sensitive to the user's context. To accomplish this on smartphones, we propose a system that analyzes the user's text typing behavior using a semi-supervised deep learning pipeline for predicting affective states measured by valence, arousal, and dominance. Using a data collection study with 70 participants on text conversations designed to trigger different affective responses, we developed a variational auto-encoder to learn efficient feature embeddings of two-dimensional heat maps generated from touch data while participants engaged in these conversations. Using the learned embedding in a cross-validated analysis, our system predicted three levels (low, medium, high) of valence (AUC up to 0.84), arousal (AUC up to 0.82), and dominance (AUC up to 0.82). These results demonstrate the feasibility of our approach to accurately predict affective states based only on touch data.
Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross 0001
CHI2
2019 Affective State Prediction in a Mobile Setting using Wearable Biometric Sensors and Stylus
Rafael Wampfler, Severin Klingler, Barbara Solenthaler, Victor R. Schinazi, Markus Gross 0001
EDM2
2017 Efficient Feature Embeddings for Student Classification with Variational Auto-encoders
Severin Klingler, Rafael Wampfler, Tanja Käser, Barbara Solenthaler, Markus Gross 0001
EDM1
2017 Improved Mobile Robot Programming Performance through Real-time Program Assessment
abstract
The strong interest children show for mobile robots makes these devices potentially powerful to teach programming. Moreover, the tangibility of physical objects and the sociability of interacting with them are added benefits. A key skill that novices in programming have to acquire is the ability to mentally trace program execution. However, because of their embodied and real-time nature, robots make the mental tracing of program execution difficult.
Rémy Siegfried, Severin Klingler, Markus Gross 0001, Robert W. Sumner, Francesco Mondada, Stéphane Magnenat
ITiCSE2
2016 Temporally Coherent Clustering of Student Data
Severin Klingler, Tanja Käser, Barbara Solenthaler, Markus Gross 0001
EDM1
2016 Stealth Assessment in ITS - A Study for Developmental Dyscalculia
Severin Klingler, Tanja Käser, Alberto Giovanni Busetto, Barbara Solenthaler, Juliane Kohn, Michael von Aster, Markus Gross 0001
ITS1
2016 When to stop?: towards universal instructional policies
abstract
The adaptivity of intelligent tutoring systems relies on the accuracy of the student model and the design of the instructional policy. Recently an instructional policy has been presented that is compatible with all common student models. In this work we present the next step towards a universal instructional policy. We introduce a new policy that is applicable to an even wider range of student models including DBNs modeling skill topologies and forgetting. We theoretically and empirically compare our policy to previous policies. Using synthetic and real world data sets we show that our policy can effectively handle wheel-spinning students as well as forgetting across a wide range of student models.
Tanja Käser, Severin Klingler, Markus Gross 0001
LAK2
2015 On the Performance Characteristics of Latent-Factor and Knowledge Tracing Models
Severin Klingler, Tanja Käser, Barbara Solenthaler, Markus Gross 0001
EDM1
2015 Statistical Analysis of Player Behavior in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001
FDG4
2015 HeapCraft: Understanding and Improving Player Collaboration in Minecraft
Stephan Müller 0002, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Barbara Solenthaler, Robert W. Sumner, Markus Gross 0001
FDG4
2015 Enhancing Robot Programming with Visual Feedback and Augmented Reality
abstract
In our previous research, we showed that students using the educational robot Thymio and its visual programming environment were able to learn the important computer-science concept of event-handling. This paper extends that work by integrating augmented reality (AR) into the activities. Students used a tablet that displays in real time the event executed on the robot. The event is overlaid on the tablet over the image from a camera, which shows the location of the robot when the event was executed. In addition, visual feedback (FB) was implemented in the software. We developed a novel video questionnaire to investigate the performance of the students on robotics tasks. Data were collected comparing four groups: AR+FB, AR+non-FB, non-AR+FB, non-AR+non-FB. The results showed that students receiving feedback made significantly fewer errors on the tasks. Those using AR made fewer errors, but this improvement was not significant, although their performance improved. Technical problems with the AR hardware and software showed where improvements are needed.
Stéphane Magnenat, Mordechai Ben-Ari, Severin Klingler, Robert W. Sumner
ITiCSE3
2015 HeapCraft: interactive data exploration and visualization tools for understanding and influencing player behavior in Minecraft
abstract
We present HeapCraft: an open-source suite of interactive data exploration and visualization tools that allows researchers, server administrators and game designers to analyze and potentially influence player behavior in Minecraft. Our framework includes a telemetry system, several tools for visualizing and representing the collected data, and tools for modifying the game experience in controlled ways. Measures that we use to quantify and visualize player behavior and collaboration have been derived from a large data set containing 3451 player-hours from 908 players and 43 different servers. HeapCraft has been demonstrated on a variety of tasks including player behavior classification, as well as quantifying and improving collaboration of players on Minecraft servers. HeapCraft is freely available and serves to democratize game analytics for the Minecraft community at large.
Stephan Müller 0002, Barbara Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, Richard P. Mann, Robert W. Sumner, Markus Gross 0001
MIG5
2014 Beyond Knowledge Tracing: Modeling Skill Topologies with Bayesian Networks
Tanja Käser, Severin Klingler, Alexander G. Schwing, Markus Gross 0001
Intelligent Tutoring Systems2
2011 Modeling Engagement Dynamics in Spelling Learning
Gian-Marco Baschera, Alberto Giovanni Busetto, Severin Klingler, Joachim M. Buhmann, Markus Gross 0001
AIED3