9 research outputs found

    Editorial for intelligent interactive multimedia systems and services

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    A Review of Movie Recommendation System : Limitations, Survey and Challenges

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    Recommendation System is a major area which is very popular and useful for people to take proper decision. It is a method that helps user to find out the information which is beneficial for the user from variety of data available. When it comes to Movie Recommendation System, recommendation is done based on similarity between users (Collaborative Filtering) or by considering particular user's activity (Content Based Filtering) which he wants to engage with. So to overcome the limitations of collaborative and content based filtering generally, combination of collaborative and content based filtering is used so that a better recommendation system can be developed. Also various similarity measures are used to find out similarity between users for recommendation. In this paper, we have reviewed different similarity measures. Various companies like face book which recommends friends, LinkedIn which recommends job, Pandora recommends music, Netflix recommends movies, Amazon recommends products etc. use recommendation system to increase their profit and also benefit their customers. This paper mainly concentrates on the brief review of the different techniques and its methods for movie recommendation, so that research in recommendation system can be explored

    Hybrid Recommender Systems: A Systematic Literature Review

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    Recommender systems are software tools used to generate and provide suggestions for items and other entities to the users by exploiting various strategies. Hybrid recommender systems combine two or more recommendation strategies in different ways to benefit from their complementary advantages. This systematic literature review presents the state of the art in hybrid recommender systems of the last decade. It is the first quantitative review work completely focused in hybrid recommenders. We address the most relevant problems considered and present the associated data mining and recommendation techniques used to overcome them. We also explore the hybridization classes each hybrid recommender belongs to, the application domains, the evaluation process and proposed future research directions. Based on our findings, most of the studies combine collaborative filtering with another technique often in a weighted way. Also cold-start and data sparsity are the two traditional and top problems being addressed in 23 and 22 studies each, while movies and movie datasets are still widely used by most of the authors. As most of the studies are evaluated by comparisons with similar methods using accuracy metrics, providing more credible and user oriented evaluations remains a typical challenge. Besides this, newer challenges were also identified such as responding to the variation of user context, evolving user tastes or providing cross-domain recommendations. Being a hot topic, hybrid recommenders represent a good basis with which to respond accordingly by exploring newer opportunities such as contextualizing recommendations, involving parallel hybrid algorithms, processing larger datasets, etc

    Text-based Sentiment Analysis and Music Emotion Recognition

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    Nowadays, with the expansion of social media, large amounts of user-generated texts like tweets, blog posts or product reviews are shared online. Sentiment polarity analysis of such texts has become highly attractive and is utilized in recommender systems, market predictions, business intelligence and more. We also witness deep learning techniques becoming top performers on those types of tasks. There are however several problems that need to be solved for efficient use of deep neural networks on text mining and text polarity analysis. First of all, deep neural networks are data hungry. They need to be fed with datasets that are big in size, cleaned and preprocessed as well as properly labeled. Second, the modern natural language processing concept of word embeddings as a dense and distributed text feature representation solves sparsity and dimensionality problems of the traditional bag-of-words model. Still, there are various uncertainties regarding the use of word vectors: should they be generated from the same dataset that is used to train the model or it is better to source them from big and popular collections that work as generic text feature representations? Third, it is not easy for practitioners to find a simple and highly effective deep learning setup for various document lengths and types. Recurrent neural networks are weak with longer texts and optimal convolution-pooling combinations are not easily conceived. It is thus convenient to have generic neural network architectures that are effective and can adapt to various texts, encapsulating much of design complexity. This thesis addresses the above problems to provide methodological and practical insights for utilizing neural networks on sentiment analysis of texts and achieving state of the art results. Regarding the first problem, the effectiveness of various crowdsourcing alternatives is explored and two medium-sized and emotion-labeled song datasets are created utilizing social tags. One of the research interests of Telecom Italia was the exploration of relations between music emotional stimulation and driving style. Consequently, a context-aware music recommender system that aims to enhance driving comfort and safety was also designed. To address the second problem, a series of experiments with large text collections of various contents and domains were conducted. Word embeddings of different parameters were exercised and results revealed that their quality is influenced (mostly but not only) by the size of texts they were created from. When working with small text datasets, it is thus important to source word features from popular and generic word embedding collections. Regarding the third problem, a series of experiments involving convolutional and max-pooling neural layers were conducted. Various patterns relating text properties and network parameters with optimal classification accuracy were observed. Combining convolutions of words, bigrams, and trigrams with regional max-pooling layers in a couple of stacks produced the best results. The derived architecture achieves competitive performance on sentiment polarity analysis of movie, business and product reviews. Given that labeled data are becoming the bottleneck of the current deep learning systems, a future research direction could be the exploration of various data programming possibilities for constructing even bigger labeled datasets. Investigation of feature-level or decision-level ensemble techniques in the context of deep neural networks could also be fruitful. Different feature types do usually represent complementary characteristics of data. Combining word embedding and traditional text features or utilizing recurrent networks on document splits and then aggregating the predictions could further increase prediction accuracy of such models

    Personalized Game Content Generation and Recommendation for Gamified Systems

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    Gamification, that is, the usage of game content in non-game contexts, has been successfully employed in several application domains to foster engagement, as well as to influence the behavior of end users. Although gamification is often effective in inducing behavioral changes in citizens, the difficulty in retaining players and sustaining the acquired behavior over time, shows some limitations of this technology. That is especially unfortunate, because changing players’ demeanor (which have been shaped for a long time), cannot be immediately internalized; rather, the gamification incentive must be reinforced to lead to stabilization. This issue could be sourced from utilizing static game content and a one-size-fits-all strategy in generating the content during the game. This reveals the need for dynamic personalization over the course of the game. Our research hypothesis is that we can overcome these limitations with Procedural Content Generation (PCG) of playable units that appeal to each individual player and make her user experience more varied and compelling. In this thesis, we propose a deep, large and long solution, deployed in two main phases of Design and Integration to tackle these limitations. To support the former phase, we present a “PCG and Recommender system” to automate the generation and recommendation of playable units, named “Challenges”, which are Personalized and Contextualized on the basis of players’ preferences, skills, etc., and the game ulterior objectives. To this end, we develop a multi-layered framework to generate the personalized game content to be assigned and recommended to the players involved in the gamified system. To support the latter phase, we integrate two modules into the system including Machine Learning (ML) and Player Modeling, in order to optimize the challenge selection process and learning players’ behavior to further improve the personalization, by deriving the style of the player, respectively. We have carried out the implementation and evaluation of the proposed framework and its integration in two different contexts. First, we assess our Automatic Procedural Content Generation and Recommendation (APCGR) system within a large-scale and long-running open field experiment promoting sustainable urban mobility that lasted twelve weeks and involved more than 400 active players. Then, we implement the “Player Modeling” module (in the integration phase) in an educational interactive game domain to assess the performance of the proposed play style extraction approach. The contributions of this dissertation are a first step toward the application of machine learning in automating the procedural content generation and recommendation in gamification systems
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