1,690 research outputs found

    Implicit feedback-based group recommender system for internet of things applications

    Get PDF
    With the prevalence of Internet of Things (IoT)-based social media applications, the distance among people has been greatly shortened. As a result, recommender systems in IoT-based social media need to be developed oriented to groups of users rather than individual users. However, existing methods were highly dependent on explicit preference feedbacks, ignoring scenarios of implicit feedbacks. To remedy such gap, this paper proposes an implicit feedback-based group recommender system using probabilistic inference and non-cooperative game (GREPING) for IoT-based social media. Particularly, unknown process variables can be estimated from observable implicit feedbacks via Bayesian posterior probability inference. In addition, the globally optimal recommendation results can be calculated with the aid of non-cooperative game. Two groups of experiments are conducted to assess the GREPING from two aspects: efficiency and robustness. Experimental results show obvious promotion and considerable stability of the GREPING compared to baseline methods. © 2020 IEEE

    PEGA: Personality-Guided Preference Aggregator for Ephemeral Group Recommendation

    Full text link
    Recently, making recommendations for ephemeral groups which contain dynamic users and few historic interactions have received an increasing number of attention. The main challenge of ephemeral group recommender is how to aggregate individual preferences to represent the group's overall preference. Score aggregation and preference aggregation are two commonly-used methods that adopt hand-craft predefined strategies and data-driven strategies, respectively. However, they neglect to take into account the importance of the individual inherent factors such as personality in the group. In addition, they fail to work well due to a small number of interactive records. To address these issues, we propose a Personality-Guided Preference Aggregator (PEGA) for ephemeral group recommendation. Concretely, we first adopt hyper-rectangle to define the concept of Group Personality. We then use the personality attention mechanism to aggregate group preferences. The role of personality in our approach is twofold: (1) To estimate individual users' importance in a group and provide explainability; (2) to alleviate the data sparsity issue that occurred in ephemeral groups. The experimental results demonstrate that our model significantly outperforms the state-of-the-art methods w.r.t. the score of both Recall and NDCG on Amazon and Yelp datasets

    Personalisation and recommender systems in digital libraries

    Get PDF
    Widespread use of the Internet has resulted in digital libraries that are increasingly used by diverse communities of users for diverse purposes and in which sharing and collaboration have become important social elements. As such libraries become commonplace, as their contents and services become more varied, and as their patrons become more experienced with computer technology, users will expect more sophisticated services from these libraries. A simple search function, normally an integral part of any digital library, increasingly leads to user frustration as user needs become more complex and as the volume of managed information increases. Proactive digital libraries, where the library evolves from being passive and untailored, are seen as offering great potential for addressing and overcoming these issues and include techniques such as personalisation and recommender systems. In this paper, following on from the DELOS/NSF Working Group on Personalisation and Recommender Systems for Digital Libraries, which met and reported during 2003, we present some background material on the scope of personalisation and recommender systems in digital libraries. We then outline the working group’s vision for the evolution of digital libraries and the role that personalisation and recommender systems will play, and we present a series of research challenges and specific recommendations and research priorities for the field

    Estimating attention flow in online video networks

    Full text link
    © 2019 Association for Computing Machinery. Online videos have shown tremendous increase in Internet traffic. Most video hosting sites implement recommender systems, which connect the videos into a directed network and conceptually act as a source of pathways for users to navigate. At present, little is known about how human attention is allocated over such large-scale networks, and about the impacts of the recommender systems. In this paper, we first construct the Vevo network — a YouTube video network with 60,740 music videos interconnected by the recommendation links, and we collect their associated viewing dynamics. This results in a total of 310 million views every day over a period of 9 weeks. Next, we present large-scale measurements that connect the structure of the recommendation network and the video attention dynamics. We use the bow-tie structure to characterize the Vevo network and we find that its core component (23.1% of the videos), which occupies most of the attention (82.6% of the views), is made out of videos that are mainly recommended among themselves. This is indicative of the links between video recommendation and the inequality of attention allocation. Finally, we address the task of estimating the attention flow in the video recommendation network. We propose a model that accounts for the network effects for predicting video popularity, and we show it consistently outperforms the baselines. This model also identifies a group of artists gaining attention because of the recommendation network. Altogether, our observations and our models provide a new set of tools to better understand the impacts of recommender systems on collective social attention

    Sparsity-aware neural user behavior modeling in online interaction platforms

    Get PDF
    Modern online platforms offer users an opportunity to participate in a variety of content-creation, social networking, and shopping activities. With the rapid proliferation of such online services, learning data-driven user behavior models is indispensable to enable personalized user experiences. Recently, representation learning has emerged as an effective strategy for user modeling, powered by neural networks trained over large volumes of interaction data. Despite their enormous potential, we encounter the unique challenge of data sparsity for a vast majority of entities, e.g., sparsity in ground-truth labels for entities and in entity-level interactions (cold-start users, items in the long-tail, and ephemeral groups). In this dissertation, we develop generalizable neural representation learning frameworks for user behavior modeling designed to address different sparsity challenges across applications. Our problem settings span transductive and inductive learning scenarios, where transductive learning models entities seen during training and inductive learning targets entities that are only observed during inference. We leverage different facets of information reflecting user behavior (e.g., interconnectivity in social networks, temporal and attributed interaction information) to enable personalized inference at scale. Our proposed models are complementary to concurrent advances in neural architectural choices and are adaptive to the rapid addition of new applications in online platforms. First, we examine two transductive learning settings: inference and recommendation in graph-structured and bipartite user-item interactions. In chapter 3, we formulate user profiling in social platforms as semi-supervised learning over graphs given sparse ground-truth labels for node attributes. We present a graph neural network framework that exploits higher-order connectivity structures (network motifs) to learn attributed structural roles of nodes that identify structurally similar nodes with co-varying local attributes. In chapter 4, we design neural collaborative filtering models for few-shot recommendations over user-item interactions. To address item interaction sparsity due to heavy-tailed distributions, our proposed meta-learning framework learns-to-recommend few-shot items by knowledge transfer from arbitrary base recommenders. We show that our framework consistently outperforms state-of-art approaches on overall recommendation (by 5% Recall) while achieving significant gains (of 60-80% Recall) for tail items with fewer than 20 interactions. Next, we explored three inductive learning settings: modeling spread of user-generated content in social networks; item recommendations for ephemeral groups; and friend ranking in large-scale social platforms. In chapter 5, we focus on diffusion prediction in social networks where a vast population of users rarely post content. We introduce a deep generative modeling framework that models users as probability distributions in the latent space with variational priors parameterized by graph neural networks. Our approach enables massive performance gains (over 150% recall) for users with sparse activities while being faster than state-of-the-art neural models by an order of magnitude. In chapter 6, we examine item recommendations for ephemeral groups with limited or no historical interactions together. To overcome group interaction sparsity, we present self-supervised learning strategies that exploit the preference co-variance in observed group memberships for group recommender training. Our framework achieves significant performance gains (over 30% NDCG) over prior state-of-the-art group recommendation models. In chapter 7, we introduce multi-modal inference with graph neural networks that captures knowledge from multiple feature modalities and user interactions for multi-faceted friend ranking. Our approach achieves notable higher performance gains for critical populations of less-active and low degree users
    corecore