1,263 research outputs found

    PROJEKTOWANIE ORAZ ANALIZA FUNKCJI UOGÓLNIONEJ ARCHITEKTURY SYSTEMÓW HANDLU TREŚCIĄ ELEKTRONICZNĄ

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    This article is dedicated to the development of standardized methods and software for information resources processing in electronic content commerce systems (ECCS). In this paper an actual scientific problem of methods and tools development and research of information resources processing in ECCS was solved with the use of designed classification, mathematical tools, software and generalized ECCS architecture.Artykuł jest poświęcony rozwojowi znormalizowanych metod i oprogramowania do przetwarzania zasobów informacyjnych w systemach handlu treścią elektroniczną (ECCS). W artykule pokazano rozwiązania aktualnego problemu naukowego projektowania i badań przetwarzania zasobów informacyjnych w ECCS z wykorzystaniem metod i dedykowanych narzędzi matematycznych, oprogramowania i uogólnionej architektury ECCS

    Interpretable Predictions of Tree-based Ensembles via Actionable Feature Tweaking

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    Machine-learned models are often described as "black boxes". In many real-world applications however, models may have to sacrifice predictive power in favour of human-interpretability. When this is the case, feature engineering becomes a crucial task, which requires significant and time-consuming human effort. Whilst some features are inherently static, representing properties that cannot be influenced (e.g., the age of an individual), others capture characteristics that could be adjusted (e.g., the daily amount of carbohydrates taken). Nonetheless, once a model is learned from the data, each prediction it makes on new instances is irreversible - assuming every instance to be a static point located in the chosen feature space. There are many circumstances however where it is important to understand (i) why a model outputs a certain prediction on a given instance, (ii) which adjustable features of that instance should be modified, and finally (iii) how to alter such a prediction when the mutated instance is input back to the model. In this paper, we present a technique that exploits the internals of a tree-based ensemble classifier to offer recommendations for transforming true negative instances into positively predicted ones. We demonstrate the validity of our approach using an online advertising application. First, we design a Random Forest classifier that effectively separates between two types of ads: low (negative) and high (positive) quality ads (instances). Then, we introduce an algorithm that provides recommendations that aim to transform a low quality ad (negative instance) into a high quality one (positive instance). Finally, we evaluate our approach on a subset of the active inventory of a large ad network, Yahoo Gemini.Comment: 10 pages, KDD 201

    Premarket forecasting of really new products

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    Includes bibliographical references (p. 23-27).Research supported by grants from the International Center for Research on the Management of Technology.Glen L. Urban, Bruce Weinberg, John R. Hauser

    Context-Aware Marketing Attribution Based on Survival Analysis

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    Companies increasingly invest in digital marketing channels to promote their products and services. While the expenditures for each marketing channel are known, the contribution of marketing channels to a successful conversion, and therefore the value they generate, is unknown, but highly relevant for strategic decision-making. In this paper, we develop a novel, context-aware additive hazard marketing attribution (CAHMA) model based on survival analysis to address this problem. In addition to channel-specific, time-decaying effects of marketing on the users’ conversion rate, we control for the effects of contextual features, such as the device or country from which users interact with marketing channels. Based on a prototypical implementation, we demonstrate the model’s applicability and evaluate it on real-world data from the industry. We find that CAHMA outperforms other models in terms of accuracy while offering unique interpretability of the results and hence, providing deep insights for practitioners into the effects of marketing

    Click Fraud Detection in Online and In-app Advertisements: A Learning Based Approach

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    Click Fraud is the fraudulent act of clicking on pay-per-click advertisements to increase a site’s revenue, to drain revenue from the advertiser, or to inflate the popularity of content on social media platforms. In-app advertisements on mobile platforms are among the most common targets for click fraud, which makes companies hesitant to advertise their products. Fraudulent clicks are supposed to be caught by ad providers as part of their service to advertisers, which is commonly done using machine learning methods. However: (1) there is a lack of research in current literature addressing and evaluating the different techniques of click fraud detection and prevention, (2) threat models composed of active learning systems (smart attackers) can mislead the training process of the fraud detection model by polluting the training data, (3) current deep learning models have significant computational overhead, (4) training data is often in an imbalanced state, and balancing it still results in noisy data that can train the classifier incorrectly, and (5) datasets with high dimensionality cause increased computational overhead and decreased classifier correctness -- while existing feature selection techniques address this issue, they have their own performance limitations. By extending the state-of-the-art techniques in the field of machine learning, this dissertation provides the following solutions: (i) To address (1) and (2), we propose a hybrid deep-learning-based model which consists of an artificial neural network, auto-encoder and semi-supervised generative adversarial network. (ii) As a solution for (3), we present Cascaded Forest and Extreme Gradient Boosting with less hyperparameter tuning. (iii) To overcome (4), we propose a row-wise data reduction method, KSMOTE, which filters out noisy data samples both in the raw data and the synthetically generated samples. (iv) For (5), we propose different column-reduction methods such as multi-time-scale Time Series analysis for fraud forecasting, using binary labeled imbalanced datasets and hybrid filter-wrapper feature selection approaches

    Engineering Innovation (TRIZ based Computer Aided Innovation)

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    This thesis describes the approach and results of the research to create a TRIZ based computer aided innovation tools (AEGIS and Design for Wow). This research has mainly been based around two tools created under this research: called AEGIS (Accelerated Evolutionary Graphics Interface System), and Design for Wow. Both of these tools are discussed in this thesis in detail, along with the test data, design methodology, test cases, and research. Design for Wow (http://www.designforwow.com) is an attempt to summarize the successful inventions/ designs from all over the world on a web portal which has multiple capabilities. These designs/innovations are then linked to the TRIZ Principles in order to determine whether innovative aspects of these successful innovations are fully covered by the forty TRIZ principles. In Design for Wow, a framework is created which is implemented through a review tool. The Design for Wow website includes this tool which has been used by researcher and the users of the site and reviewers to analyse the uploaded data in terms of strength of TRIZ Principles linked to them. AEGIS (Accelerated Evolutionary Graphics Interface System) is a software tool developed under this research aimed to help the graphic designers to make innovative graphic designs. Again it uses the forty TRIZ Principles as a set of guiding rules in the software. AEGIS creates graphic design prototypes according to the user input and uses TRIZ Principles framework as a guide to generate innovative graphic design samples. The AEGIS tool created is based on TRIZ Principles discussed in Chapter 3 (a subset of them). In AEGIS, the TRIZ Principles are used to create innovative graphic design effects. The literature review on innovative graphic design (in chapter 3) has been analysed for links with TRIZ Principles and then the DNA of AEGIS has been built on the basis of this study. Results from various surveys/ questionnaires indicated were used to collect the innovative graphic design samples and then TRIZ was mapped to it (see section 3.2). The TRIZ effects were mapped to the basic graphic design elements and the anatomy of the graphic design letters was studied to analyse the TRIZ effects in the collected samples. This study was used to build the TRIZ based AEGIS tool. Hence, AEGIS tool applies the innovative effects using TRIZ to basic graphic design elements (as described in section 3.3). the working of AEGIS is designed based on Genetic Algorithms coded specifically to implement TRIZ Principles specialized for Graphic Design, chapter 4 discusses the process followed to apply TRIZ Principles to graphic design and coding them using Genetic Algorithms, hence resulting in AEGIS tool. Similarly, in Design for Wow, the content uploaded has been analysed for its link with TRIZ Principles (see section 3.1 for TRIZ Principles). The tool created in Design for Wow is based on the framework of analysing the TRIZ links in the uploaded content. The ‘Wow’ concept discussed in the section 5.1 and 5.2 is the basis of the concept of Design for Wow website, whereby the users upload the content they classify as ‘Wow’. This content then is further analysed for the ‘Wow factor’ and then mapped to TRIZ Principles as TRIZ tagging methodology is framed (section 5.5). From the results of the research, it appears that the TRIZ Principles are a comprehensive set of innovation basic building blocks. Some surveys suggest that amongst other tools, TRIZ Principles were the first choice and used most .They have thus the potential of being used in other innovation domains, to help in their analysis, understanding and potential development.Great Western Research and Systematic Innovation Ltd U

    A hotkey interaction technique that promotes hotkeys

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    Hotkeys provide fast interactions to support expert performance. Compared to the traditional pointer-based selection of commands, hotkeys have the advantage in reducing task completion time. However, research shows that users have a tendency of favoring menu selections. This is partially caused by how hotkeys are displayed in most linear and toolbar menus. This thesis provides a review of key findings from literature that aim to promote hotkeys. On the base of these findings, this thesis develops design criteria for hotkey displays that promote hotkey use. This thesis also proposes a new interaction technique which displays hotkeys on the keyboard. Finally, a cognitive model is constructed to describe a user’s decision-making process of choosing between hotkeys and pointer-based selections when this new hotkey display technique is presented
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