12,999 research outputs found

    Social Search with Missing Data: Which Ranking Algorithm?

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    Online social networking tools are extremely popular, but can miss potential discoveries latent in the social 'fabric'. Matchmaking services which can do naive profile matching with old database technology are too brittle in the absence of key data, and even modern ontological markup, though powerful, can be onerous at data-input time. In this paper, we present a system called BuddyFinder which can automatically identify buddies who can best match a user's search requirements specified in a term-based query, even in the absence of stored user-profiles. We deploy and compare five statistical measures, namely, our own CORDER, mutual information (MI), phi-squared, improved MI and Z score, and two TF/IDF based baseline methods to find online users who best match the search requirements based on 'inferred profiles' of these users in the form of scavenged web pages. These measures identify statistically significant relationships between online users and a term-based query. Our user evaluation on two groups of users shows that BuddyFinder can find users highly relevant to search queries, and that CORDER achieved the best average ranking correlations among all seven algorithms and improved the performance of both baseline methods

    Empiricism without Magic: Transformational Abstraction in Deep Convolutional Neural Networks

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    In artificial intelligence, recent research has demonstrated the remarkable potential of Deep Convolutional Neural Networks (DCNNs), which seem to exceed state-of-the-art performance in new domains weekly, especially on the sorts of very difficult perceptual discrimination tasks that skeptics thought would remain beyond the reach of artificial intelligence. However, it has proven difficult to explain why DCNNs perform so well. In philosophy of mind, empiricists have long suggested that complex cognition is based on information derived from sensory experience, often appealing to a faculty of abstraction. Rationalists have frequently complained, however, that empiricists never adequately explained how this faculty of abstraction actually works. In this paper, I tie these two questions together, to the mutual benefit of both disciplines. I argue that the architectural features that distinguish DCNNs from earlier neural networks allow them to implement a form of hierarchical processing that I call “transformational abstraction”. Transformational abstraction iteratively converts sensory-based representations of category exemplars into new formats that are increasingly tolerant to “nuisance variation” in input. Reflecting upon the way that DCNNs leverage a combination of linear and non-linear processing to efficiently accomplish this feat allows us to understand how the brain is capable of bi-directional travel between exemplars and abstractions, addressing longstanding problems in empiricist philosophy of mind. I end by considering the prospects for future research on DCNNs, arguing that rather than simply implementing 80s connectionism with more brute-force computation, transformational abstraction counts as a qualitatively distinct form of processing ripe with philosophical and psychological significance, because it is significantly better suited to depict the generic mechanism responsible for this important kind of psychological processing in the brain

    Feature Extraction and Duplicate Detection for Text Mining: A Survey

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    Text mining, also known as Intelligent Text Analysis is an important research area. It is very difficult to focus on the most appropriate information due to the high dimensionality of data. Feature Extraction is one of the important techniques in data reduction to discover the most important features. Proce- ssing massive amount of data stored in a unstructured form is a challenging task. Several pre-processing methods and algo- rithms are needed to extract useful features from huge amount of data. The survey covers different text summarization, classi- fication, clustering methods to discover useful features and also discovering query facets which are multiple groups of words or phrases that explain and summarize the content covered by a query thereby reducing time taken by the user. Dealing with collection of text documents, it is also very important to filter out duplicate data. Once duplicates are deleted, it is recommended to replace the removed duplicates. Hence we also review the literature on duplicate detection and data fusion (remove and replace duplicates).The survey provides existing text mining techniques to extract relevant features, detect duplicates and to replace the duplicate data to get fine grained knowledge to the user

    Augmenting the Task of Exercise Gamification: An Expert View on the Adoption of a New Technology for Deploying Existing Virtual Environments in Virtual Urban Exergames

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    Exergames commonly denote serious games and gamified systems that were developed for the sake of improving health and exercise adherence. One of the recent trends in exergaming are urban games. They are defined as “highly interdisciplinary digital games which root in such diverse fields as architecture and urban planning, healthcare sciences, and serious games research” (Knoell et al., 2014). Besides having various ‘physical benefits’, such as promoting movement patterns, urban exergames have the core task of psychologically motivating players to exercise more and inspire them to be physically active. While offering an innovative and an immersive way to exercise, urban games come also with the typical drawbacks which outdoor exercising generally has (e.g. being dependent on good weather and intimidation problems for obese people). A possible solution would be simulating urban games for indoor exercise. On top of augmenting the sedentary game input to a motion-based one, designing and developing 3D environments for virtual urban games is not an obvious task and it takes a vast amount of knowledge, time and budget to create a realistic world with a “tremendous appeal and a powerful attraction”. To bypass this challenge, we introduce in this work a new technology for accessing and gamifying existing game environments. Furthermore, we validate our approach by presenting the results of a qualitative research that we have conducted with the help of gamification experts and exergame designers
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