58,806 research outputs found

    A Hierarchical Recurrent Encoder-Decoder For Generative Context-Aware Query Suggestion

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    Users may strive to formulate an adequate textual query for their information need. Search engines assist the users by presenting query suggestions. To preserve the original search intent, suggestions should be context-aware and account for the previous queries issued by the user. Achieving context awareness is challenging due to data sparsity. We present a probabilistic suggestion model that is able to account for sequences of previous queries of arbitrary lengths. Our novel hierarchical recurrent encoder-decoder architecture allows the model to be sensitive to the order of queries in the context while avoiding data sparsity. Additionally, our model can suggest for rare, or long-tail, queries. The produced suggestions are synthetic and are sampled one word at a time, using computationally cheap decoding techniques. This is in contrast to current synthetic suggestion models relying upon machine learning pipelines and hand-engineered feature sets. Results show that it outperforms existing context-aware approaches in a next query prediction setting. In addition to query suggestion, our model is general enough to be used in a variety of other applications.Comment: To appear in Conference of Information Knowledge and Management (CIKM) 201

    ALT-C 2010 - Conference Proceedings

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    News Session-Based Recommendations using Deep Neural Networks

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    News recommender systems are aimed to personalize users experiences and help them to discover relevant articles from a large and dynamic search space. Therefore, news domain is a challenging scenario for recommendations, due to its sparse user profiling, fast growing number of items, accelerated item's value decay, and users preferences dynamic shift. Some promising results have been recently achieved by the usage of Deep Learning techniques on Recommender Systems, specially for item's feature extraction and for session-based recommendations with Recurrent Neural Networks. In this paper, it is proposed an instantiation of the CHAMELEON -- a Deep Learning Meta-Architecture for News Recommender Systems. This architecture is composed of two modules, the first responsible to learn news articles representations, based on their text and metadata, and the second module aimed to provide session-based recommendations using Recurrent Neural Networks. The recommendation task addressed in this work is next-item prediction for users sessions: "what is the next most likely article a user might read in a session?" Users sessions context is leveraged by the architecture to provide additional information in such extreme cold-start scenario of news recommendation. Users' behavior and item features are both merged in an hybrid recommendation approach. A temporal offline evaluation method is also proposed as a complementary contribution, for a more realistic evaluation of such task, considering dynamic factors that affect global readership interests like popularity, recency, and seasonality. Experiments with an extensive number of session-based recommendation methods were performed and the proposed instantiation of CHAMELEON meta-architecture obtained a significant relative improvement in top-n accuracy and ranking metrics (10% on Hit Rate and 13% on MRR) over the best benchmark methods.Comment: Accepted for the Third Workshop on Deep Learning for Recommender Systems - DLRS 2018, October 02-07, 2018, Vancouver, Canada. https://recsys.acm.org/recsys18/dlrs

    Validating simulated interaction for retrieval evaluation

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    A searcher’s interaction with a retrieval system consists of actions such as query formulation, search result list interaction and document interaction. The simulation of searcher interaction has recently gained momentum in the analysis and evaluation of interactive information retrieval (IIR). However, a key issue that has not yet been adequately addressed is the validity of such IIR simulations and whether they reliably predict the performance obtained by a searcher across the session. The aim of this paper is to determine the validity of the common interaction model (CIM) typically used for simulating multi-query sessions. We focus on search result interactions, i.e., inspecting snippets, examining documents and deciding when to stop examining the results of a single query, or when to stop the whole session. To this end, we run a series of simulations grounded by real world behavioral data to show how accurate and responsive the model is to various experimental conditions under which the data were produced. We then validate on a second real world data set derived under similar experimental conditions. We seek to predict cumulated gain across the session. We find that the interaction model with a query-level stopping strategy based on consecutive non-relevant snippets leads to the highest prediction accuracy, and lowest deviation from ground truth, around 9 to 15% depending on the experimental conditions. To our knowledge, the present study is the first validation effort of the CIM that shows that the model’s acceptance and use is justified within IIR evaluations. We also identify and discuss ways to further improve the CIM and its behavioral parameters for more accurate simulations

    Developing and Researching PhET simulations for Teaching Quantum Mechanics

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    Quantum mechanics is difficult to learn because it is counterintuitive, hard to visualize, mathematically challenging, and abstract. The Physics Education Technology (PhET) Project, known for its interactive computer simulations for teaching and learning physics, now includes 18 simulations on quantum mechanics designed to improve learning of this difficult subject. Our simulations include several key features to help students build mental models and intuitions about quantum mechanics: visual representations of abstract concepts and microscopic processes that cannot be directly observed, interactive environments that directly couple students' actions to animations, connections to everyday life, and efficient calculations so students can focus on the concepts rather than the math. Like all PhET simulations, these are developed using the results of education research and feedback from educators, and are tested in student interviews and classroom studies. This article provides an overview of the PhET quantum simulations and their development. We also describe research demonstrating their effectiveness and share some insights about student thinking that we have gained from our research on quantum simulations.Comment: accepted by American Journal of Physics; v2 includes an additional study, more explanation of research behind claims, clearer wording, and more reference

    An empirical study of the “prototype walkthrough”: a studio-based activity for HCI education

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    For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. Our findings suggest that PWs provide valuable opportunities for students to actively learn HCI design by participating in authentic practice, and provide insight into how such opportunities can be best promoted

    Children's creative collaboration during a computer-based music task

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    The purpose of this study was to identify and analyse specific instances of transactive communication as children engaged in a paired melody writing task using a computer-based composing environment. Transactive communication has been identified as one of the features of general collaborative engagement that is most helpful in an educational sense, and which makes collaborative learning an important tool for learning and teaching. The paper reports the results of an empirical study in which a group of 10 and 11 year olds worked in pairs to compose short melodies using computers. Analysis of between-pupil dialogue suggested that levels of transactive communication varied between pairs, and also within pairs as pupils took on different roles at the computer. Factors of individual difference, such as musical expertise or whether the pair were friends, did not appear to have a significant influence on the extent of, or nature or, transactive communication
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