1,728 research outputs found
Predictive User Modeling with Actionable Attributes
Different machine learning techniques have been proposed and used for
modeling individual and group user needs, interests and preferences. In the
traditional predictive modeling instances are described by observable
variables, called attributes. The goal is to learn a model for predicting the
target variable for unseen instances. For example, for marketing purposes a
company consider profiling a new user based on her observed web browsing
behavior, referral keywords or other relevant information. In many real world
applications the values of some attributes are not only observable, but can be
actively decided by a decision maker. Furthermore, in some of such applications
the decision maker is interested not only to generate accurate predictions, but
to maximize the probability of the desired outcome. For example, a direct
marketing manager can choose which type of a special offer to send to a client
(actionable attribute), hoping that the right choice will result in a positive
response with a higher probability. We study how to learn to choose the value
of an actionable attribute in order to maximize the probability of a desired
outcome in predictive modeling. We emphasize that not all instances are equally
sensitive to changes in actions. Accurate choice of an action is critical for
those instances, which are on the borderline (e.g. users who do not have a
strong opinion one way or the other). We formulate three supervised learning
approaches for learning to select the value of an actionable attribute at an
instance level. We also introduce a focused training procedure which puts more
emphasis on the situations where varying the action is the most likely to take
the effect. The proof of concept experimental validation on two real-world case
studies in web analytics and e-learning domains highlights the potential of the
proposed approaches
Personality in Computational Advertising: A Benchmark
In the last decade, new ways of shopping online have increased the
possibility of buying products and services more easily and faster
than ever. In this new context, personality is a key determinant
in the decision making of the consumer when shopping. A person’s
buying choices are influenced by psychological factors like
impulsiveness; indeed some consumers may be more susceptible
to making impulse purchases than others. Since affective metadata
are more closely related to the user’s experience than generic
parameters, accurate predictions reveal important aspects of user’s
attitudes, social life, including attitude of others and social identity.
This work proposes a highly innovative research that uses a personality
perspective to determine the unique associations among the
consumer’s buying tendency and advert recommendations. In fact,
the lack of a publicly available benchmark for computational advertising
do not allow both the exploration of this intriguing research
direction and the evaluation of recent algorithms. We present the
ADS Dataset, a publicly available benchmark consisting of 300 real
advertisements (i.e., Rich Media Ads, Image Ads, Text Ads) rated
by 120 unacquainted individuals, enriched with Big-Five users’
personality factors and 1,200 personal users’ pictures
Benchmarking News Recommendations in a Living Lab
Most user-centric studies of information access systems in literature suffer from unrealistic settings or limited numbers of users who participate in the study. In order to address this issue, the idea of a living lab has been promoted. Living labs allow us to evaluate research hypotheses using a large number of users who satisfy their information need in a real context. In this paper, we introduce a living lab on news recommendation in real time. The living lab has first been organized as News Recommendation Challenge at ACM RecSys’13 and then as campaign-style evaluation lab NEWSREEL at CLEF’14. Within this lab, researchers were asked to provide news article recommendations to millions of users in real time. Different from user studies which have been performed in a laboratory, these users are following their own agenda. Consequently, laboratory bias on their behavior can be neglected. We outline the living lab scenario and the experimental setup of the two benchmarking events. We argue that the living lab can serve as reference point for the implementation of living labs for the evaluation of information access systems
Controllability of Social Networks and the Strategic Use of Random Information
This work is aimed at studying realistic social control strategies for social
networks based on the introduction of random information into the state of
selected driver agents. Deliberately exposing selected agents to random
information is a technique already experimented in recommender systems or
search engines, and represents one of the few options for influencing the
behavior of a social context that could be accepted as ethical, could be fully
disclosed to members, and does not involve the use of force or of deception.
Our research is based on a model of knowledge diffusion applied to a
time-varying adaptive network, and considers two well-known strategies for
influencing social contexts. One is the selection of few influencers for
manipulating their actions in order to drive the whole network to a certain
behavior; the other, instead, drives the network behavior acting on the state
of a large subset of ordinary, scarcely influencing users. The two approaches
have been studied in terms of network and diffusion effects. The network effect
is analyzed through the changes induced on network average degree and
clustering coefficient, while the diffusion effect is based on two ad-hoc
metrics defined to measure the degree of knowledge diffusion and skill level,
as well as the polarization of agent interests. The results, obtained through
simulations on synthetic networks, show a rich dynamics and strong effects on
the communication structure and on the distribution of knowledge and skills,
supporting our hypothesis that the strategic use of random information could
represent a realistic approach to social network controllability, and that with
both strategies, in principle, the control effect could be remarkable
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