2,806 research outputs found

    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

    Get PDF
    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges

    Fairness in Information Access Systems

    Get PDF
    Recommendation, information retrieval, and other information access systems pose unique challenges for investigating and applying the fairness and non-discrimination concepts that have been developed for studying other machine learning systems. While fair information access shares many commonalities with fair classification, the multistakeholder nature of information access applications, the rank-based problem setting, the centrality of personalization in many cases, and the role of user response complicate the problem of identifying precisely what types and operationalizations of fairness may be relevant, let alone measuring or promoting them. In this monograph, we present a taxonomy of the various dimensions of fair information access and survey the literature to date on this new and rapidly-growing topic. We preface this with brief introductions to information access and algorithmic fairness, to facilitate use of this work by scholars with experience in one (or neither) of these fields who wish to learn about their intersection. We conclude with several open problems in fair information access, along with some suggestions for how to approach research in this space

    Semantic discovery and reuse of business process patterns

    Get PDF
    Patterns currently play an important role in modern information systems (IS) development and their use has mainly been restricted to the design and implementation phases of the development lifecycle. Given the increasing significance of business modelling in IS development, patterns have the potential of providing a viable solution for promoting reusability of recurrent generalized models in the very early stages of development. As a statement of research-in-progress this paper focuses on business process patterns and proposes an initial methodological framework for the discovery and reuse of business process patterns within the IS development lifecycle. The framework borrows ideas from the domain engineering literature and proposes the use of semantics to drive both the discovery of patterns as well as their reuse

    A SHARED INFORMATION SYSTEM FOR TOURISM ENTERPRISES IN DEVELOPING ECONOMIES

    Get PDF
    In a developing economy's business environment, introduction of new technology creates a large potential for more effective and streamlined production of tourism services. This study shows guidelines of design of an inter-organizational information system for small tourism enterprises. The entrepreneurial goal is to support strategic alliances in order to obtain better market-fit and sustainable competitive advance. This requires that the enterprises are capable of evaluating their existing processes, identify and outline improvements, and implement them. More than that, enterprises have to execute profound strategic changes in their business processes. For this change, study shows that adaption of supportive information system can be a key factor to satisfy these demands. Firstly, using systematic literature review the study identifies global trends of e-tourism. Secondly the trends are compared with the reality of small tourism enterprises in Nicaraguan Caribbean coast. With interview and brain storming sessions with hotel managers and local tourism specialists, desired state of e-tourism enhanced business processes is defined. Performance gaps and solutions are identified and outlined in order to reach new customer segments and better customer satisfaction with use of inter-organizational information system. With help of shared information system, enterprises search for sustainable economic growth and more stable business environment for their activities. The scientific domain of research is Information systems science. The method used for data collection and interpretation is systematic literature review and human and institutional capacity development -method. As result, the research identifies critical business processes when implementing e-Tourism services into tourism enterprises in developing economies. Strategic solutions for sustainable improvements in business processes supported by use of shared information system are outlined. As a practical result, the study lists required steps in order to reach desired changes in tourism enterprises with e-tourism initiative. Specification of requirements for information system is made. The implementation process and construction of information system is left out from this research and it requires later its own case study.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format

    Browse-to-search

    Full text link
    This demonstration presents a novel interactive online shopping application based on visual search technologies. When users want to buy something on a shopping site, they usually have the requirement of looking for related information from other web sites. Therefore users need to switch between the web page being browsed and other websites that provide search results. The proposed application enables users to naturally search products of interest when they browse a web page, and make their even causal purchase intent easily satisfied. The interactive shopping experience is characterized by: 1) in session - it allows users to specify the purchase intent in the browsing session, instead of leaving the current page and navigating to other websites; 2) in context - -the browsed web page provides implicit context information which helps infer user purchase preferences; 3) in focus - users easily specify their search interest using gesture on touch devices and do not need to formulate queries in search box; 4) natural-gesture inputs and visual-based search provides users a natural shopping experience. The system is evaluated against a data set consisting of several millions commercial product images. © 2012 Authors

    Congenial Web Search : A Conceptual Framework for Personalized, Collaborative, and Social Peer-to-Peer Retrieval

    Get PDF
    Traditional information retrieval methods fail to address the fact that information consumption and production are social activities. Most Web search engines do not consider the social-cultural environment of users' information needs and the collaboration between users. This dissertation addresses a new search paradigm for Web information retrieval denoted as Congenial Web Search. It emphasizes personalization, collaboration, and socialization methods in order to improve effectiveness. The client-server architecture of Web search engines only allows the consumption of information. A peer-to-peer system architecture has been developed in this research to improve information seeking. Each user is involved in an interactive process to produce meta-information. Based on a personalization strategy on each peer, the user is supported to give explicit feedback for relevant documents. His information need is expressed by a query that is stored in a Peer Search Memory. On one hand, query-document associations are incorporated in a personalized ranking method for repeated information needs. The performance is shown in a known-item retrieval setting. On the other hand, explicit feedback of each user is useful to discover collaborative information needs. A new method for a controlled grouping of query terms, links, and users was developed to maintain Virtual Knowledge Communities. The quality of this grouping represents the effectiveness of grouped terms and links. Both strategies, personalization and collaboration, tackle the problem of a missing socialization among searchers. Finally, a concept for integrated information seeking was developed. This incorporates an integrated representation to improve effectiveness of information retrieval and information filtering. An integrated information retrieval process explores a virtual search network of Peer Search Memories in order to accomplish a reputation-based ranking. In addition, the community structure is considered by an integrated information filtering process. Both concepts have been evaluated and shown to have a better performance than traditional techniques. The methods presented in this dissertation offer the potential towards more transparency, and control of Web search

    Delving into the uncharted territories of Word Sense Disambiguation

    Get PDF
    The automatic disambiguation of word senses, i.e. Word Sense Disambiguation, is a long-standing task in the field of Natural Language Processing; an AI-complete problem that took its first steps more than half a century ago, and which, to date, has apparently attained human-like performances on standard evaluation benchmarks. Unfortunately, the steady evolution that the task experienced over time in terms of sheer performance has not been followed hand in hand by adequate theoretical support, nor by careful error analysis. Furthermore, we believe that the lack of an exhaustive bird’s eye view which accounts for the sort of high-end and unrealistic computational architectures that systems will soon need in order to further refine their performances could lead the field to a dead angle in a few years. In essence, taking advantage of the current moment of great accomplishments and renewed interest in the task, we argue that Word Sense Disambiguation is mature enough for researchers to really observe the extent of the results hitherto obtained, evaluate what is actually missing, and answer the much sought for question: “are current state-of-the-art systems really able to effectively solve lexical ambiguity?” Driven by the desire to become both architects and participants in this period of pondering, we have identified a few macro-areas representatives of the challenges of automatic disambiguation. From this point of view, in this thesis, we propose experimental solutions and empirical tools so as to bring to the attention of the Word Sense Disambiguation community unusual and unexplored points of view. We hope these will represent a new perspective through which to best observe the current state of disambiguation, as well as to foresee future paths for the task to evolve on. Specifically, 1q) prompted by the growing concern about the rise in performance being closely linked to the demand for more and more unrealistic computational architectures in all areas of application of Deep Learning related techniques, we 1a) provide evidence for the undisclosed potential of approaches based on knowledge-bases, via the exploitation of syntagmatic information. Moreover, 2q) driven by the dissatisfaction with the use of cognitively-inaccurate, finite inventories of word senses in Word Sense Disambiguation, we 2a) introduce an approach based on Definition Modeling paradigms to generate contextual definitions for target words and phrases, hence going beyond the limits set by specific lexical-semantic inventories. Finally, 3q) moved by the desire to analyze the real implications beyond the idea of “machines performing disambiguation on par with their human counterparts” we 3a) put forward a detailed analysis of the shared errors affecting current state-of-the-art systems based on diverse approaches for Word Sense Disambiguation, and highlight, by means of a novel evaluation dataset tailored to represent common and critical issues shared by all systems, performances way lower than those usually reported in the current literature

    Enhancing trustability in MMOGs environments

    Get PDF
    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is “Can I trust him/her or not?”. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult —not to say unfeasible— to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo, o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais. Além disso, as interacções mediadas por dispositivos computacionais estão em constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da evolução para avaliar situações de risco. Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações de confiança acabam por não ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representação formal para essas relações de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal é fornecer a cada jogador representado por um avatar uma ferramenta de confiança pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança são distribuídos através da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente um grande desafio. Quando alguém encontra um indivíduo desconhecido, a pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha acesso a uma representação de confiança sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível — obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos lógica subjectiva para a representação da confiança, e também operadores lógicos da lógica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferência da confiança relativamente a outro utilizador. O sistema de inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da confiança de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo, através de métodos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao contrário de outros métodos de determinação do grau de confiança, os nossos métodos são executados em tempo real
    • …
    corecore