57 research outputs found

    Modeling and Understanding Communities in Online Social Media using Probabilistic Methods

    Get PDF
    The amount of multimedia content is on a constant increase, and people interact with each other and with content on a daily basis through social media systems. The goal of this thesis was to model and understand emerging online communities that revolve around multimedia content, more specifically photos, by using large-scale data and probabilistic models in a quantitative approach. The dissertation has four contributions. First, using data from two online photo management systems, this thesis examined different aspects of the behavior of users of these systems pertaining to the uploading and sharing of photos with other users and online groups. Second, probabilistic topic models were used to model online entities, such as users and groups of users, and the new proposed representations were shown to be useful for further understanding such entities, as well as to have practical applications in search and recommendation scenarios. Third, by jointly modeling users from two different social photo systems, it was shown that differences at the level of vocabulary exist, and different sharing behaviors can be observed. Finally, by modeling online user groups as entities in a topic-based model, hyper-communities were discovered in an automatic fashion based on various topic-based representations. These hyper-communities were shown, both through an objective and a subjective evaluation with a number of users, to be generally homogeneous, and therefore likely to constitute a viable exploration technique for online communities

    Introduction: Ways of Machine Seeing

    Get PDF
    How do machines, and, in particular, computational technologies, change the way we see the world? This special issue brings together researchers from a wide range of disciplines to explore the entanglement of machines and their ways of seeing from new critical perspectives. This 'editorial' is for a special issue of AI & Society, which includes contributions from: MarĂ­a JesĂșs Schultz Abarca, Peter Bell, Tobias Blanke, Benjamin Bratton, Claudio Celis Bueno, Kate Crawford, Iain Emsley, Abelardo Gil-Fournier, Daniel ChĂĄvez Heras, Vladan Joler, Nicolas MalevĂ©, Lev Manovich, Nicholas Mirzoeff, Perle MĂžhl, Bruno Moreschi, Fabian Offert, Trevor Paglan, Jussi Parikka, Luciana Parisi, Matteo Pasquinelli, Gabriel Pereira, Carloalberto Treccani, Rebecca Uliasz, and Manuel van der Veen

    McNair Scholars Research Journal Volume V

    Get PDF
    https://commons.stmarytx.edu/msrj/1004/thumbnail.jp

    McNair Scholars Research Journal Volume V

    Get PDF
    https://commons.stmarytx.edu/msrj/1004/thumbnail.jp

    Located Lexicon: a project that explores how user generated content describes place

    Get PDF
    This extended conference paper explores the use and potential of location data in social media contexts. The research involved a series of experiments undertaken to assess the extent to which location information is present in exchanges, directly or indirectly. A prototype application was designed to exploit the insight obtained from the data-gathering experiments. This enabled us to develop a method and toolkit for searching, extracting and visualising mass-generated data for open source use. Ultimately, we were able to generate insights into data quality and ‘scale of query’ for emerging pedagogical research in learning swarms and distributed learners

    Data-driven approaches for interactive appearance editing

    Get PDF
    This thesis proposes several techniques for interactive editing of digital content and fast rendering of virtual 3D scenes. Editing of digital content - such as images or 3D scenes - is difficult, requires artistic talent and technical expertise. To alleviate these difficulties, we exploit data-driven approaches that use the easily accessible Internet data (e. g., images, videos, materials) to develop new tools for digital content manipulation. Our proposed techniques allow casual users to achieve high-quality editing by interactively exploring the manipulations without the need to understand the underlying physical models of appearance. First, the thesis presents a fast algorithm for realistic image synthesis of virtual 3D scenes. This serves as the core framework for a new method that allows artists to fine tune the appearance of a rendered 3D scene. Here, artists directly paint the final appearance and the system automatically solves for the material parameters that best match the desired look. Along this line, an example-based material assignment approach is proposed, where the 3D models of a virtual scene can be "materialized" simply by giving a guidance source (image/video). Next, the thesis proposes shape and color subspaces of an object that are learned from a collection of exemplar images. These subspaces can be used to constrain image manipulations to valid shapes and colors, or provide suggestions for manipulations. Finally, data-driven color manifolds which contain colors of a specific context are proposed. Such color manifolds can be used to improve color picking performance, color stylization, compression or white balancing.Diese Dissertation stellt Techniken zum interaktiven Editieren von digitalen Inhalten und zum schnellen Rendering von virtuellen 3D Szenen vor. Digitales Editieren - seien es Bilder oder dreidimensionale Szenen - ist kompliziert, benötigt kĂŒnstlerisches Talent und technische Expertise. Um diese Schwierigkeiten zu relativieren, nutzen wir datengesteuerte AnsĂ€tze, die einfach zugĂ€ngliche Internetdaten, wie Bilder, Videos und Materialeigenschaften, nutzen um neue Werkzeuge zur Manipulation von digitalen Inhalten zu entwickeln. Die von uns vorgestellten Techniken erlauben Gelegenheitsnutzern das Editieren in hoher QualitĂ€t, indem Manipulationsmöglichkeiten interaktiv exploriert werden können ohne die zugrundeliegenden physikalischen Modelle der Bildentstehung verstehen zu mĂŒssen. ZunĂ€chst stellen wir einen effizienten Algorithmus zur realistischen Bildsynthese von virtuellen 3D Szenen vor. Dieser dient als KerngerĂŒst einer Methode, die Nutzern die Feinabstimmung des finalen Aussehens einer gerenderten dreidimensionalen Szene erlaubt. Hierbei malt der KĂŒnstler direkt das beabsichtigte Aussehen und das System errechnet automatisch die zugrundeliegenden Materialeigenschaften, die den beabsichtigten Eigenschaften am nahesten kommen. Zu diesem Zweck wird ein auf Beispielen basierender Materialzuordnungsansatz vorgestellt, fĂŒr den das 3D Model einer virtuellen Szene durch das simple AnfĂŒhren einer Leitquelle (Bild, Video) in Materialien aufgeteilt werden kann. Als NĂ€chstes schlagen wir Form- und FarbunterrĂ€ume von Objektklassen vor, die aus einer Sammlung von Beispielbildern gelernt werden. Diese UnterrĂ€ume können genutzt werden um Bildmanipulationen auf valide Formen und Farben einzuschrĂ€nken oder ManipulationsvorschlĂ€ge zu liefern. Schließlich werden datenbasierte Farbmannigfaltigkeiten vorgestellt, die Farben eines spezifischen Kontexts enthalten. Diese Mannigfaltigkeiten ermöglichen eine Leistungssteigerung bei Farbauswahl, Farbstilisierung, Komprimierung und Weißabgleich

    Social Intelligence Design 2007. Proceedings Sixth Workshop on Social Intelligence Design

    Get PDF
    • 

    corecore