Paul Cairns

2papers

2 Papers

13.6LGApr 1
BioCOMPASS: Integrating Biomarkers into Transformer-Based Immunotherapy Response Prediction

Sayed Hashim, Frank Soboczenski, Paul Cairns

Datasets used in immunotherapy response prediction are typically small in size, as well as diverse in cancer type, drug administered, and sequencer used. Models often drop in performance when tested on patient cohorts that are not included in the training process. Recent work has shown that transformer-based models along with self-supervised learning show better generalisation performance than threshold-based biomarkers, but is still suboptimal. We present BioCOMPASS, an extension of a transformer-based model called COMPASS, that integrates biomarkers and treatment information to further improve its generalisability. Instead of feeding biomarker data as input, we built loss components to align them with the model's intermediate representations. We found that components such as treatment gating and pathway consistency loss improved generalisability when evaluated with Leave-one-cohort-out, Leave-one-cancer-type-out and Leave-one-treatment-out strategies. Results show that building components that exploit biomarker and treatment information can help in generalisability of immunotherapy response prediction. Careful curation of additional components that leverage complementary clinical information and domain knowledge represents a promising direction for future research.

HCMay 29, 2018
Characteristics and Motivations of Players with Disabilities in Digital Games

Jen Beeston, Christopher Power, Paul Cairns et al.

In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream commercial games, it is important that we understand who they are and how they play in order to take a more user-centered approach as this field grows. We conducted a demographic survey of 230 players with disabilities and found that they play mainstream digital games using a variety of assistive tech- nologies, use accessibility options such as key remapping and subtitles, and they identify themselves as gamers who play digital games as their primary hobby. This gives us a richer picture of players with disabilities and indicates that there are opportunities to begin to look at accessible player experiences (APX) in games.