38,231 research outputs found

    Voting for candidates: adapting data fusion techniques for an expert search task

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    In an expert search task, the users' need is to identify people who have relevant expertise to a topic of interest. An expert search system predicts and ranks the expertise of a set of candidate persons with respect to the users' query. In this paper, we propose a novel approach for predicting and ranking candidate expertise with respect to a query. We see the problem of ranking experts as a voting problem, which we model by adapting eleven data fusion techniques.We investigate the effectiveness of the voting approach and the associated data fusion techniques across a range of document weighting models, in the context of the TREC 2005 Enterprise track. The evaluation results show that the voting paradigm is very effective, without using any collection specific heuristics. Moreover, we show that improving the quality of the underlying document representation can significantly improve the retrieval performance of the data fusion techniques on an expert search task. In particular, we demonstrate that applying field-based weighting models improves the ranking of candidates. Finally, we demonstrate that the relative performance of the adapted data fusion techniques for the proposed approach is stable regardless of the used weighting models

    Experiments in terabyte searching, genomic retrieval and novelty detection for TREC 2004

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    In TREC2004, Dublin City University took part in three tracks, Terabyte (in collaboration with University College Dublin), Genomic and Novelty. In this paper we will discuss each track separately and present separate conclusions from this work. In addition, we present a general description of a text retrieval engine that we have developed in the last year to support our experiments into large scale, distributed information retrieval, which underlies all of the track experiments described in this document

    Elevating commodity storage with the SALSA host translation layer

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    To satisfy increasing storage demands in both capacity and performance, industry has turned to multiple storage technologies, including Flash SSDs and SMR disks. These devices employ a translation layer that conceals the idiosyncrasies of their mediums and enables random access. Device translation layers are, however, inherently constrained: resources on the drive are scarce, they cannot be adapted to application requirements, and lack visibility across multiple devices. As a result, performance and durability of many storage devices is severely degraded. In this paper, we present SALSA: a translation layer that executes on the host and allows unmodified applications to better utilize commodity storage. SALSA supports a wide range of single- and multi-device optimizations and, because is implemented in software, can adapt to specific workloads. We describe SALSA's design, and demonstrate its significant benefits using microbenchmarks and case studies based on three applications: MySQL, the Swift object store, and a video server.Comment: Presented at 2018 IEEE 26th International Symposium on Modeling, Analysis, and Simulation of Computer and Telecommunication Systems (MASCOTS

    Model-based target sonification on mobile devices

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    We investigate the use of audio and haptic feedback to augment the display of a mobile device controlled by tilt input. We provide an example of this based on Doppler effects, which highlight the user's approach to a target, or a target's movement from the current state, in the same way we hear the pitch of a siren change as it passes us. Twelve participants practiced navigation/browsing a state-space that was displayed via audio and vibrotactile modalities. We implemented the experiment on a Pocket PC, with an accelerometer attached to the serial port and a headset attached to audio port. Users navigated through the environment by tilting the device. Feedback was provided via audio displayed via a headset, and by vibrotactile information displayed by a vibrotactile unit in the Pocket PC. Users selected targets placed randomly in the state-space, supported by combinations of audio, visual and vibrotactile cues. The speed of target acquisition and error rate were measured, and summary statistics on the acquisition trajectories were calculated. These data were used to compare different display combinations and configurations. The results in the paper quantified the changes brought by predictive or 'quickened' sonified displays in mobile, gestural interaction
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