1,380 research outputs found

    Probabilistic Personalized Recommendation Models For Heterogeneous Social Data

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    Content recommendation has risen to a new dimension with the advent of platforms like Twitter, Facebook, FriendFeed, Dailybooth, and Instagram. Although this uproar of data has provided us with a goldmine of real-world information, the problem of information overload has become a major barrier in developing predictive models. Therefore, the objective of this The- sis is to propose various recommendation, prediction and information retrieval models that are capable of leveraging such vast heterogeneous content. More specifically, this Thesis focuses on proposing models based on probabilistic generative frameworks for the following tasks: (a) recommending backers and projects in Kickstarter crowdfunding domain and (b) point of interest recommendation in Foursquare. Through comprehensive set of experiments over a variety of datasets, we show that our models are capable of providing practically useful results for recommendation and information retrieval tasks

    Modeling Human Group Behavior In Virtual Worlds

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    Virtual worlds and massively-multiplayer online games are rich sources of information about large-scale teams and groups, offering the tantalizing possibility of harvesting data about group formation, social networks, and network evolution. They provide new outlets for human social interaction that differ from both face-to-face interactions and non-physically-embodied social networking tools such as Facebook and Twitter. We aim to study group dynamics in these virtual worlds by collecting and analyzing public conversational patterns of users grouped in close physical proximity. To do this, we created a set of tools for monitoring, partitioning, and analyzing unstructured conversations between changing groups of participants in Second Life, a massively multi-player online user-constructed environment that allows users to construct and inhabit their own 3D world. Although there are some cues in the dialog, determining social interactions from unstructured chat data alone is a difficult problem, since these environments lack many of the cues that facilitate natural language processing in other conversational settings and different types of social media. Public chat data often features players who speak simultaneously, use jargon and emoticons, and only erratically adhere to conversational norms. Humans are adept social animals capable of identifying friendship groups from a combination of linguistic cues and social network patterns. But what is more important, the content of what people say or their history of social interactions? Moreover, is it possible to identify whether iii people are part of a group with changing membership merely from general network properties, such as measures of centrality and latent communities? These are the questions that we aim to answer in this thesis. The contributions of this thesis include: 1) a link prediction algorithm for identifying friendship relationships from unstructured chat data 2) a method for identifying social groups based on the results of community detection and topic analysis. The output of these two algorithms (links and group membership) are useful for studying a variety of research questions about human behavior in virtual worlds. To demonstrate this we have performed a longitudinal analysis of human groups in different regions of the Second Life virtual world. We believe that studies performed with our tools in virtual worlds will be a useful stepping stone toward creating a rich computational model of human group dynamics

    Tag based Bayesian latent class models for movies : economic theory reaches out to big data science

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    For the past 50 years, cultural economics has developed as an independent research specialism. At its core are the creative industries and the peculiar economics associated with them, central to which is a tension that arises from the notion that creative goods need to be experienced before an assessment can be made about the utility they deliver to the consumer. In this they differ from the standard private good that forms the basis of demand theory in economic textbooks, in which utility is known ex ante. Furthermore, creative goods are typically complex in composition and subject to heterogeneous and shifting consumer preferences. In response to this, models of linear optimization, rational addiction and Bayesian learning have been applied to better understand consumer decision- making, belief formation and revision. While valuable, these approaches do not lend themselves to forming verifiable hypothesis for the critical reason that they by-pass an essential aspect of creative products: namely, that of novelty. In contrast, computer sciences, and more specifically recommender theory, embrace creative products as a study object. Being items of online transactions, users of creative products share opinions on a massive scale and in doing so generate a flow of data driven research. Not limited by the multiple assumptions made in economic theory, data analysts deal with this type of commodity in a less constrained way, incorporating the variety of item characteristics, as well as their co-use by agents. They apply statistical techniques supporting big data, such as clustering, latent class analysis or singular value decomposition. This thesis is drawn from both disciplines, comparing models, methods and data sets. Based upon movie consumption, the work contrasts bottom-up versus top-down approaches, individual versus collective data, distance measures versus the utility-based comparisons. Rooted in Bayesian latent class models, a synthesis is formed, supported by the random utility theory and recommender algorithm methods. The Bayesian approach makes explicit the experience good nature of creative goods by formulating the prior uncertainty of users towards both movie features and preferences. The latent class method, thus, infers the heterogeneous aspect of preferences, while its dynamic variant- the latent Markov model - gets around one of the main paradoxes in studying creative products: how to analyse taste dynamics when confronted with a good that is novel at each decision point. Generated by mainly movie-user-rating and movie-user-tag triplets, collected from the Movielens recommender system and made available as open data for research by the GroupLens research team, this study of preference patterns formation for creative goods is drawn from individual level data

    Modeling Dynamic User Interests: A Neural Matrix Factorization Approach

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    In recent years, there has been significant interest in understanding users' online content consumption patterns. But, the unstructured, high-dimensional, and dynamic nature of such data makes extracting valuable insights challenging. Here we propose a model that combines the simplicity of matrix factorization with the flexibility of neural networks to efficiently extract nonlinear patterns from massive text data collections relevant to consumers' online consumption patterns. Our model decomposes a user's content consumption journey into nonlinear user and content factors that are used to model their dynamic interests. This natural decomposition allows us to summarize each user's content consumption journey with a dynamic probabilistic weighting over a set of underlying content attributes. The model is fast to estimate, easy to interpret and can harness external data sources as an empirical prior. These advantages make our method well suited to the challenges posed by modern datasets. We use our model to understand the dynamic news consumption interests of Boston Globe readers over five years. Thorough qualitative studies, including a crowdsourced evaluation, highlight our model's ability to accurately identify nuanced and coherent consumption patterns. These results are supported by our model's superior and robust predictive performance over several competitive baseline methods

    Exploring TV Seriality and Television Studies through Data-Driven Approaches

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    The chapter discusses the use of data-driven approaches in television studies, which has become possible due to the increasing availability of digital data. Computational techniques can be used to analyze cultural artifacts, gain insights into audience reactions to specific shows or episodes, and investigate patterns and trends in television programming over time. The chapter also highlights the challenges of analyzing television series, which are complex open systems that interact with external factors such as the production process, audience feedback, and cultural and social context. Content analysis, which involves qualitative and quantitative methods based on the coding process and data collection, can be used to analyze various elements of a TV series. Generative AI is also discussed, which refers to the use of deep multi-modal algorithms to generate new content such as images, speech, and text. Generative methods like Generative Adversarial Networks (GANs) and Stable Diffusion can create new content that is almost indistinguishable from real data. While generating videos is more challenging, Recurrent Neural Networks (RNNs) like LSTMs can capture the temporal dynamics of the scenes to create interesting and promising applications for complex, but short-duration videos

    Towards trust-aware recommendations in social networks

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    Recommender systems have been strongly researched within the last decade. With the emergence and popularization of social networks a new fi eld has been opened for social recommendations. Introducing new concepts such as trust and considering the network topology are some of the new strategies that recommender systems have to take into account in order to adapt their techniques to these new scenarios. In this thesis a simple model for recommendations on twitter is developed to apply some of the known techniques and explore how well the state of the art does in a real scenario. The thesis can serve as a basis for further social recommender system research
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