72 research outputs found
Analyzing the video popularity characteristics of large-scale user generated content systems
Abstract—User generated content (UGC), now with millions of video producers and consumers, is re-shaping the way people watch video and TV. In particular, UGC sites are creating new viewing patterns and social interactions, empowering users to be more creative, and generating new business opportunities. Compared to traditional video-on-demand (VoD) systems, UGC services allow users to request videos from a potentially unlimited selection in an asynchronous fashion. To better understand the impact of UGC services, we have analyzed the world’s largest UGC VoD system, YouTube, and a popular similar system in Korea, Daum Videos. In this paper, we first empirically show how UGC services are fundamentally different from traditional VoD services. We then analyze the intrinsic statistical properties of UGC popularity distributions and discuss opportunities to leverage the latent demand for niche videos (or the so-called “the Long Tail ” potential), which is not reached today due to informa-tion filtering or other system scarcity distortions. Based on traces collected across multiple days, we study the popularity lifetime of UGC videos and the relationship between requests and video age. Finally, we measure the level of content aliasing and illegal content in the system and show the problems aliasing creates in ranking the video popularity accurately. The results presented in this paper are crucial to understanding UGC VoD systems and may have major commercial and technical implications for site administrators and content owners. Index Terms—Interactive TV, human factors, exponential distri-butions, log normal distributions, pareto distributions, probability, copyright protection. I
The Untold Story of the Clones: Content-agnostic Factors that Impact YouTube Video Popularity
Video dissemination through sites such as YouTube can have widespread impacts
on opinions, thoughts, and cultures. Not all videos will reach the same
popularity and have the same impact. Popularity differences arise not only
because of differences in video content, but also because of other
"content-agnostic" factors. The latter factors are of considerable interest but
it has been difficult to accurately study them. For example, videos uploaded by
users with large social networks may tend to be more popular because they tend
to have more interesting content, not because social network size has a
substantial direct impact on popularity. In this paper, we develop and apply a
methodology that is able to accurately assess, both qualitatively and
quantitatively, the impacts of various content-agnostic factors on video
popularity. When controlling for video content, we observe a strong linear
"rich-get-richer" behavior, with the total number of previous views as the most
important factor except for very young videos. The second most important factor
is found to be video age. We analyze a number of phenomena that may contribute
to rich-get-richer, including the first-mover advantage, and search bias
towards popular videos. For young videos we find that factors other than the
total number of previous views, such as uploader characteristics and number of
keywords, become relatively more important. Our findings also confirm that
inaccurate conclusions can be reached when not controlling for content.Comment: Dataset available at: http://www.ida.liu.se/~nikca/papers/kdd12.htm
Differential Games of Competition in Online Content Diffusion
Access to online contents represents a large share of the Internet traffic.
Most such contents are multimedia items which are user-generated, i.e., posted
online by the contents' owners. In this paper we focus on how those who provide
contents can leverage online platforms in order to profit from their large base
of potential viewers.
Actually, platforms like Vimeo or YouTube provide tools to accelerate the
dissemination of contents, i.e., recommendation lists and other re-ranking
mechanisms. Hence, the popularity of a content can be increased by paying a
cost for advertisement: doing so, it will appear with some priority in the
recommendation lists and will be accessed more frequently by the platform
users.
Ultimately, such acceleration mechanism engenders a competition among online
contents to gain popularity. In this context, our focus is on the structure of
the acceleration strategies which a content provider should use in order to
optimally promote a content given a certain daily budget. Such a best response
indeed depends on the strategies adopted by competing content providers. Also,
it is a function of the potential popularity of a content and the fee paid for
the platform advertisement service.
We formulate the problem as a differential game and we solve it for the
infinite horizon case by deriving the structure of certain Nash equilibria of
the game
Emergence of Equilibria from Individual Strategies in Online Content Diffusion
Social scientists have observed that human behavior in society can often be
modeled as corresponding to a threshold type policy. A new behavior would
propagate by a procedure in which an individual adopts the new behavior if the
fraction of his neighbors or friends having adopted the new behavior exceeds
some threshold. In this paper we study the question of whether the emergence of
threshold policies may be modeled as a result of some rational process which
would describe the behavior of non-cooperative rational members of some social
network. We focus on situations in which individuals take the decision whether
to access or not some content, based on the number of views that the content
has. Our analysis aims at understanding not only the behavior of individuals,
but also the way in which information about the quality of a given content can
be deduced from view counts when only part of the viewers that access the
content are informed about its quality. In this paper we present a game
formulation for the behavior of individuals using a meanfield model: the number
of individuals is approximated by a continuum of atomless players and for which
the Wardrop equilibrium is the solution concept. We derive conditions on the
problem's parameters that result indeed in the emergence of threshold
equilibria policies. But we also identify some parameters in which other
structures are obtained for the equilibrium behavior of individuals
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