In recent years, the European Union has advanced towards responsible and sustainable Artificial Intelligence (AI) research, development and innovation. While the Ethics Guidelines for Trustworthy AI released in 2019 and the AI Act in 2021 set the starting point for a European Ethical AI, there are still several challenges to translate such advances into the public debate, education and practical learning. This paper contributes towards closing this gap by reviewing the approaches that can be found in the existing literature and by interviewing 11 experts across five countries to help define educational strategies, competencies and resources needed for the successful implementation of Trustworthy AI in Higher Education (HE) and to reach students from all disciplines. The findings are presented in the form of recommendations both for educators and policy incentives, translating the guidelines into HE teaching and practice, so that the next generation of young people can contribute to an ethical, safe and cutting-edge AI made in Europe.
Traceability is considered a key requirement for trustworthy artificial intelligence (AI), related to the need to maintain a complete account of the provenance of data, processes, and artifacts involved in the production of an AI model. Traceability in AI shares part of its scope with general purpose recommendations for provenance as W3C PROV, and it is also supported to different extents by specific tools used by practitioners as part of their efforts in making data analytic processes reproducible or repeatable. Here, we review relevant tools, practices, and data models for traceability in their connection to building AI models and systems. We also propose some minimal requirements to consider a model traceable according to the assessment list of the High-Level Expert Group on AI. Our review shows how, although a good number of reproducibility tools are available, a common approach is currently lacking, together with the need for shared semantics. Besides, we have detected that some tools have either not achieved full maturity, or are already falling into obsolescence or in a state of near abandonment by its developers, which might compromise the reproducibility of the research trusted to them.
8 August 2019 in Data Technologies and Applications
Purpose: The purpose of this paper is to review the current status of research on Wikidata and, in particular, of articles that either describe applications of Wikidata or provide empirical evidence, in order to uncover the topics of interest, the fields that are benefiting from its applications and which researchers and institutions are leading the work.Design/methodology/approach: A systematic literature review is conducted to identify and review how Wikidata is being dealt with in academic research articles and the applications that are proposed. A rigorous and systematic process is implemented, aiming not only to summarize existing studies and research on the topic, but also to include an element of analytical criticism and a perspective on gaps and future research.Findings: Despite Wikidata’s potential and the notable rise in research activity, the field is still in the early stages of study. Most research is published in conferences, highlighting such immaturity, and provides little empirical evidence of real use cases. Only a few disciplines currently benefit from Wikidata’s applications and do so with a significant gap between research and practice. Studies are dominated by European researchers, mirroring Wikidata’s content distribution and limiting its Worldwide applications.Originality/value: The results collect and summarize existing Wikidata research articles published in the major international journals and conferences, delivering a meticulous summary of all the available empirical research on the topic which is representative of the state of the art at this time, complemented by a discussion of identified gaps and future work.
While video games provide different Player Experiences (PE), some genres can provide particularly unique PEs driven by their particular features. Such is the case of MOBA (Multiplayer Online Battle Arena) games, currently led in number of players and popularity by League of Legends. In spite of this popularity, PE in MOBA games remains largely unexplored. We aim to explore this gap by presenting a PE study that focuses in League of Legends and its player base. After surveying more than 400 players in the database of the largest eSports organisation in Spain, a series of tests were run from multiple perspectives using the PENS (Player Experience of Need Satisfaction) model and the SPGQ (Social Presence in Gaming Questionnaire) as response variables. Among our findings, we show how PE differs across different levels of competence (or rank) inside the game. When looking at how team play impact PE, results show how PENS dimensions remain unaffected while empathy is driven by playing with known teammates. Role selection, on the other hand, has an arguably insignificant impact in PE. Last but not least, an invariant behavioural engagement across all dimensions shows how players perceive team collaboration as an essential factor for success.