648 research outputs found

    Detection and Reinforcement of Celiac Communities on Twitter Argentina

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    Social Networks have shown great growth relating the number of their users and generated content. For example, Twitter is used asa means to gather support, express ideas and opinions on various topicsor interact with users with similar interests. In the latter case, the ideaof community formation appears, that is, groups of users that are moreclosely related to each other than the rest of the nodes in the network.In this work we propose the detection of the community of users ofArgentina interested in the celiac disease. We apply a series of techniques to detect and characterize them. In addition, we propose anduse a methodology for the detection of more influential and active nodes(users), showing how the community can be reinforced by the recommendation of some particular links. The results show that with only a lowpercentage of accepted recommendation the network becomes denser andaverage distance between two users decreases quickly, thus improving thespread of information.Fil: Giordano, Luis Andres. Universidad Nacional de Luján. Departamento de Ciencias Básicas; ArgentinaFil: Banchero, Santiago. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de Luján. Departamento de Ciencias Básicas; ArgentinaFil: Cerny, Natacha. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de Luján. Departamento de Ciencias Básicas; ArgentinaFil: de Marzi, Mauricio Cesar. Universidad Nacional de Luján. Departamento de Ciencias Básicas; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Tolosa, Gabriel. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de Luján. Departamento de Ciencias Básicas; Argentin

    Evaluating Content-centric vs User-centric Ad Affect Recognition

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    Despite the fact that advertisements (ads) often include strongly emotional content, very little work has been devoted to affect recognition (AR) from ads. This work explicitly compares content-centric and user-centric ad AR methodologies, and evaluates the impact of enhanced AR on computational advertising via a user study. Specifically, we (1) compile an affective ad dataset capable of evoking coherent emotions across users; (2) explore the efficacy of content-centric convolutional neural network (CNN) features for encoding emotions, and show that CNN features outperform low-level emotion descriptors; (3) examine user-centered ad AR by analyzing Electroencephalogram (EEG) responses acquired from eleven viewers, and find that EEG signals encode emotional information better than content descriptors; (4) investigate the relationship between objective AR and subjective viewer experience while watching an ad-embedded online video stream based on a study involving 12 users. To our knowledge, this is the first work to (a) expressly compare user vs content-centered AR for ads, and (b) study the relationship between modeling of ad emotions and its impact on a real-life advertising application.Comment: Accepted at the ACM International Conference on Multimodal Interation (ICMI) 201

    A Large-scale Friend Suggestion Architecture

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    Online social as an extension of traditional life plays an important role in our daily lives. Users often seek out new friends that have significant similarities such as interests and habits, motivating us to exploit such online information to suggest friends to users. In this work, we focus on friend suggestion in online game platforms because in-game social quality significantly correlates with player engagement, determining game experience. Unlike a typical recommendation system that depends on item-user interactions, in our setting, user-user interactions do not depend on each other. Meanwhile, user preferences change rapidly due to fast changing game environment. There has been little work on designing friend suggestion when facing these difficulties, and for the first time we aim to tackle this in large scale online games. Motivated by the fast changing online game environment, we formulate this problem as friend ranking by modeling the evolution of similarity among users, exploiting the long-term and short-term feature of users in games. Our experiments on large-scale game datasets with several million users demonstrate that our proposed model achieves superior performance over other competing baselines

    An IoT based Virtual Coaching System (VSC) for Assisting Activities of Daily Life

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    Nowadays aging of the population is becoming one of the main concerns of theworld. It is estimated that the number of people aged over 65 will increase from 461million to 2 billion in 2050. This substantial increment in the elderly population willhave significant consequences in the social and health care system. Therefore, in thecontext of Ambient Intelligence (AmI), the Ambient Assisted Living (AAL) has beenemerging as a new research area to address problems related to the aging of the population. AAL technologies based on embedded devices have demonstrated to be effectivein alleviating the social- and health-care issues related to the continuous growing of theaverage age of the population. Many smart applications, devices and systems have beendeveloped to monitor the health status of elderly, substitute them in the accomplishment of activities of the daily life (especially in presence of some impairment or disability),alert their caregivers in case of necessity and help them in recognizing risky situations.Such assistive technologies basically rely on the communication and interaction be-tween body sensors, smart environments and smart devices. However, in such contextless effort has been spent in designing smart solutions for empowering and supportingthe self-efficacy of people with neurodegenerative diseases and elderly in general. Thisthesis fills in the gap by presenting a low-cost, non intrusive, and ubiquitous VirtualCoaching System (VCS) to support people in the acquisition of new behaviors (e.g.,taking pills, drinking water, finding the right key, avoiding motor blocks) necessary tocope with needs derived from a change in their health status and a degradation of theircognitive capabilities as they age. VCS is based on the concept of extended mind intro-duced by Clark and Chalmers in 1998. They proposed the idea that objects within theenvironment function as a part of the mind. In my revisiting of the concept of extendedmind, the VCS is composed of a set of smart objects that exploit the Internet of Things(IoT) technology and machine learning-based algorithms, in order to identify the needsof the users and react accordingly. In particular, the system exploits smart tags to trans-form objects commonly used by people (e.g., pillbox, bottle of water, keys) into smartobjects, it monitors their usage according to their needs, and it incrementally guidesthem in the acquisition of new behaviors related to their needs. To implement VCS, thisthesis explores different research directions and challenges. First of all, it addresses thedefinition of a ubiquitous, non-invasive and low-cost indoor monitoring architecture byexploiting the IoT paradigm. Secondly, it deals with the necessity of developing solu-tions for implementing coaching actions and consequently monitoring human activitiesby analyzing the interaction between people and smart objects. Finally, it focuses on the design of low-cost localization systems for indoor environment, since knowing theposition of a person provides VCS with essential information to acquire information onperformed activities and to prevent risky situations. In the end, the outcomes of theseresearch directions have been integrated into a healthcare application scenario to imple-ment a wearable system that prevents freezing of gait in people affected by Parkinson\u2019sDisease

    Data Analysis Methods for Software Systems

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    Using statistics, econometrics, machine learning, and functional data analysis methods, we evaluate the consequences of the lockdown during the COVID-19 pandemics for wage inequality and unemployment. We deduce that these two indicators mostly reacted to the first lockdown from March till June 2020. Also, analysing wage inequality, we conduct analysis separately for males and females and different age groups.We noticed that young females were affected mostly by the lockdown.Nevertheless, all the groups reacted to the lockdown at some level
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