6,267 research outputs found

    Ontology based recommender system using social network data

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    Online Social Network (OSN) is considered a key source of information for real-time decision making. However, several constraints lead to decreasing the amount of information that a researcher can have while increasing the time of social network mining procedures. In this context, this paper proposes a new framework for sampling Online Social Network (OSN). Domain knowledge is used to define tailored strategies that can decrease the budget and time required for mining while increasing the recall. An ontology supports our filtering layer in evaluating the relatedness of nodes. Our approach demonstrates that the same mechanism can be advanced to prompt recommendations to users. Our test cases and experimental results emphasize the importance of the strategy definition step in our social miner and the application of ontologies on the knowledge graph in the domain of recommendation analysis

    Recommender Systems for Online and Mobile Social Networks: A survey

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    Recommender Systems (RS) currently represent a fundamental tool in online services, especially with the advent of Online Social Networks (OSN). In this case, users generate huge amounts of contents and they can be quickly overloaded by useless information. At the same time, social media represent an important source of information to characterize contents and users' interests. RS can exploit this information to further personalize suggestions and improve the recommendation process. In this paper we present a survey of Recommender Systems designed and implemented for Online and Mobile Social Networks, highlighting how the use of social context information improves the recommendation task, and how standard algorithms must be enhanced and optimized to run in a fully distributed environment, as opportunistic networks. We describe advantages and drawbacks of these systems in terms of algorithms, target domains, evaluation metrics and performance evaluations. Eventually, we present some open research challenges in this area

    Prediction, Recommendation and Group Analytics Models in the domain of Mashup Services and Cyber-Argumentation Platform

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    Mashup application development is becoming a widespread software development practice due to its appeal for a shorter application development period. Application developers usually use web APIs from different sources to create a new streamlined service and provide various features to end-users. This kind of practice saves time, ensures reliability, accuracy, and security in the developed applications. Mashup application developers integrate these available APIs into their applications. Still, they have to go through thousands of available web APIs and chose only a few appropriate ones for their application. Recommending relevant web APIs might help application developers in this situation. However, very low API invocation from mashup applications creates a sparse mashup-web API dataset for the recommendation models to learn about the mashups and their web API invocation pattern. One research aims to analyze these mashup-specific critical issues, look for supplemental information in the mashup domain, and develop web API recommendation models for mashup applications. The developed recommendation model generates useful and accurate web APIs to reduce the impact of low API invocations in mashup application development. Cyber-Argumentation platform also faces a similarly challenging issue. In large-scale cyber argumentation platforms, participants express their opinions, engage with one another, and respond to feedback and criticism from others in discussing important issues online. Argumentation analysis tools capture the collective intelligence of the participants and reveal hidden insights from the underlying discussions. However, such analysis requires that the issues have been thoroughly discussed and participant’s opinions are clearly expressed and understood. Participants typically focus only on a few ideas and leave others unacknowledged and underdiscussed. This generates a limited dataset to work with, resulting in an incomplete analysis of issues in the discussion. One solution to this problem would be to develop an opinion prediction model for cyber-argumentation. This model would predict participant’s opinions on different ideas that they have not explicitly engaged. In cyber-argumentation, individuals interact with each other without any group coordination. However, the implicit group interaction can impact the participating user\u27s opinion, attitude, and discussion outcome. One of the objectives of this research work is to analyze different group analytics in the cyber-argumentation environment. The objective is to design an experiment to inspect whether the critical concepts of the Social Identity Model of Deindividuation Effects (SIDE) are valid in our argumentation platform. This experiment can help us understand whether anonymity and group sense impact user\u27s behavior in our platform. Another section is about developing group interaction models to help us understand different aspects of group interactions in the cyber-argumentation platform. These research works can help develop web API recommendation models tailored for mashup-specific domains and opinion prediction models for the cyber-argumentation specific area. Primarily these models utilize domain-specific knowledge and integrate them with traditional prediction and recommendation approaches. Our work on group analytic can be seen as the initial steps to understand these group interactions

    Introduction to the Special Section on Social Computing and Social Internet of Things

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    The papers in this special section focus on social computing and the social Internet of Things (SIoT). SIoT is a new and latest paradigm that extends Internet of Things. This provides an ideal platform for interconnected devices and objects to effectively interact across social platforms for the betterment of the community on a whole. Any Social Internet of things based system means that the data is distributed in nature and focuses on the interest of a larger group of people than a particular individual. Thus social Internet of things have a wide scope and can be used to develop a wide range of applications that involves a group of people or community working towards accomplishing a common objective such as joint ventures, office setup, co-ownerships and so on. Social Computing may be defined as the study of the collaborative behavior of a group of computer users working on some common objectives

    A location-query-browse graph for contextual recommendation

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    Traditionally, recommender systems modelled the physical and cyber contextual influence on people's moving, querying, and browsing behaviours in isolation. Yet, searching, querying and moving behaviours are intricately linked, especially indoors. Here, we introduce a tripartite location-query-browse graph (LQB) for nuanced contextual recommendations. The LQB graph consists of three kinds of nodes: locations, queries and Web domains. Directed connections only between heterogeneous nodes represent the contextual influences, while connections of homogeneous nodes are inferred from the contextual influences of the other nodes. This tripartite LQB graph is more reliable than any monopartite or bipartite graph in contextual location, query and Web content recommendations. We validate this LQB graph in an indoor retail scenario with extensive dataset of three logs collected from over 120,000 anonymized, opt-in users over a 1-year period in a large inner-city mall in Sydney, Australia. We characterize the contextual influences that correspond to the arcs in the LQB graph, and evaluate the usefulness of the LQB graph for location, query, and Web content recommendations. The experimental results show that the LQB graph successfully captures the contextual influence and significantly outperforms the state of the art in these applications

    Venue2Vec: An efficient embedding model for fine-grained user location prediction in geo-social networks

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    Geo-Social Networks (GSN) significantly improve location-aware capability of services by offering geo-located content based on the huge volumes of data generated in the GSN. The problem of user location prediction based on user-generated data in GSN has been extensively studied. However, existing studies are either concerning predicting users' next check-in location or predicting their future check-in location at a given time with coarse granularity. A unified model that can predict both scenarios with fine granularity is quite rare. Also, due to the heterogeneity of multiple factors associated with both locations and users, how to efficiently incorporate these information still remains challenging. Inspired by the recent success of word embedding in natural language processing, in this paper, we propose a novel embedding model called Venue2Vec which automatically incorporates temporal-spatial context, semantic information, and sequential relations for fine-grained user location prediction. Locations of the same type, and those that are geographically close or often visited successively by users will be situated closer within the embedding space. Based on our proposed Venue2Vec model, we design techniques that allow for predicting a user's next check-in location, and also their future check-in location at a given time. We conduct experiments on three real-world GSN datasets to verify the performance of the proposed model. Experimental results on both tasks show that Venue2Vec model outperforms several state-of-the-art models on various evaluation metrics. Furthermore, we show how the Venue2Vec model can be more time-efficient due to being parallelizable
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