121 research outputs found

    Text stylometry for chat bot identification and intelligence estimation.

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    Authorship identification is a technique used to identify the author of an unclaimed document, by attempting to find traits that will match those of the original author. Authorship identification has a great potential for applications in forensics. It can also be used in identifying chat bots, a form of intelligent software created to mimic the human conversations, by their unique style. The online criminal community is utilizing chat bots as a new way to steal private information and commit fraud and identity theft. The need for identifying chat bots by their style is becoming essential to overcome the danger of online criminal activities. Researchers realized the need to advance the understanding of chat bots and design programs to prevent criminal activities, whether it was an identity theft or even a terrorist threat. The more research work to advance chat bots’ ability to perceive humans, the more duties needed to be followed to confront those threats by the research community. This research went further by trying to study whether chat bots have behavioral drift. Studying text for Stylometry has been the goal for many researchers who have experimented many features and combinations of features in their experiments. A novel feature has been proposed that represented Term Frequency Inverse Document Frequency (TFIDF) and implemented that on a Byte level N-Gram. Term Frequency-Inverse Token Frequency (TF-ITF) used these terms and created the feature. The initial experiments utilizing collected data demonstrated the feasibility of this approach. Additional versions of the feature were created and tested for authorship identification. Results demonstrated that the feature was successfully used to identify authors of text, and additional experiments showed that the feature is language independent. The feature successfully identified authors of a German text. Furthermore, the feature was used in text similarities on a book level and a paragraph level. Finally, a selective combination of features was used to classify text that ranges from kindergarten level to scientific researches and novels. The feature combination measured the Quality of Writing (QoW) and the complexity of text, which were the first step to correlate that with the author’s IQ as a future goal

    Assessing Influential Users in Live Streaming Social Networks

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    abstract: Live streaming has risen to significant popularity in the recent past and largely this live streaming is a feature of existing social networks like Facebook, Instagram, and Snapchat. However, there does exist at least one social network entirely devoted to live streaming, and specifically the live streaming of video games, Twitch. This social network is unique for a number of reasons, not least because of its hyper-focus on live content and this uniqueness has challenges for social media researchers. Despite this uniqueness, almost no scientific work has been performed on this public social network. Thus, it is unclear what user interaction features present on other social networks exist on Twitch. Investigating the interactions between users and identifying which, if any, of the common user behaviors on social network exist on Twitch is an important step in understanding how Twitch fits in to the social media ecosystem. For example, there are users that have large followings on Twitch and amass a large number of viewers, but do those users exert influence over the behavior of other user the way that popular users on Twitter do? This task, however, will not be trivial. The same hyper-focus on live content that makes Twitch unique in the social network space invalidates many of the traditional approaches to social network analysis. Thus, new algorithms and techniques must be developed in order to tap this data source. In this thesis, a novel algorithm for finding games whose releases have made a significant impact on the network is described as well as a novel algorithm for detecting and identifying influential players of games. In addition, the Twitch network is described in detail along with the data that was collected in order to power the two previously described algorithms.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Adaptive intelligent personalised learning (AIPL) environment

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    As individuals the ideal learning scenario would be a learning environment tailored just for how we like to learn, personalised to our requirements. This has previously been almost inconceivable given the complexities of learning, the constraints within the environments in which we teach, and the need for global repositories of knowledge to facilitate this process. Whilst it is still not necessarily achievable in its full sense this research project represents a path towards this ideal.In this thesis, findings from research into the development of a model (the Adaptive Intelligent Personalised Learning (AIPL)), the creation of a prototype implementation of a system designed around this model (the AIPL environment) and the construction of a suite of intelligent algorithms (Personalised Adaptive Filtering System (PAFS)) for personalised learning are presented and evaluated. A mixed methods approach is used in the evaluation of the AIPL environment. The AIPL model is built on the premise of an ideal system being one which does not just consider the individual but also considers groupings of likeminded individuals and their power to influence learner choice. The results show that: (1) There is a positive correlation for using group-learning-paradigms. (2) Using personalisation as a learning aid can help to facilitate individual learning and encourage learning on-line. (3) Using learning styles as a way of identifying and categorising the individuals can improve their on-line learning experience. (4) Using Adaptive Information Retrieval techniques linked to group-learning-paradigms can reduce and improve the problem of mis-matching. A number of approaches for further work to extend and expand upon the work presented are highlighted at the end of the Thesis

    Semantic discovery and reuse of business process patterns

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    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
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