8,736 research outputs found
Reciprocal Recommendation System for Online Dating
Online dating sites have become popular platforms for people to look for
potential romantic partners. Different from traditional user-item
recommendations where the goal is to match items (e.g., books, videos, etc)
with a user's interests, a recommendation system for online dating aims to
match people who are mutually interested in and likely to communicate with each
other. We introduce similarity measures that capture the unique features and
characteristics of the online dating network, for example, the interest
similarity between two users if they send messages to same users, and
attractiveness similarity if they receive messages from same users. A
reciprocal score that measures the compatibility between a user and each
potential dating candidate is computed and the recommendation list is generated
to include users with top scores. The performance of our proposed
recommendation system is evaluated on a real-world dataset from a major online
dating site in China. The results show that our recommendation algorithms
significantly outperform previously proposed approaches, and the collaborative
filtering-based algorithms achieve much better performance than content-based
algorithms in both precision and recall. Our results also reveal interesting
behavioral difference between male and female users when it comes to looking
for potential dates. In particular, males tend to be focused on their own
interest and oblivious towards their attractiveness to potential dates, while
females are more conscientious to their own attractiveness to the other side of
the line
Recommendation, collaboration and social search
This chapter considers the social component of interactive information retrieval: what is the role of other people in searching and browsing? For simplicity we begin by considering situations without computers. After all, you can interactively retrieve information without a computer; you just have to interact with someone or something else. Such an analysis can then help us think about the new forms of collaborative interactions that extend our conceptions of information search, made possible by the growth of networked ubiquitous computing technology.
Information searching and browsing have often been conceptualized as a solitary activity, however they always have a social component. We may talk about 'the' searcher or 'the' user of a database or information resource. Our focus may be on individual uses and our research may look at individual users. Our experiments may be designed to observe the behaviors of individual subjects. Our models and theories derived from our empirical analyses may focus substantially or exclusively on an individual's evolving goals, thoughts, beliefs, emotions and actions. Nevertheless there are always social aspects of information seeking and use present, both implicitly and explicitly.
We start by summarizing some of the history of information access with an emphasis on social and collaborative interactions. Then we look at the nature of recommendations, social search and interfaces to support collaboration between information seekers. Following this we consider how the design of interactive information systems is influenced by their social elements
Gravity Effects on Information Filtering and Network Evolving
In this paper, based on the gravity principle of classical physics, we
propose a tunable gravity-based model, which considers tag usage pattern to
weigh both the mass and distance of network nodes. We then apply this model in
solving the problems of information filtering and network evolving.
Experimental results on two real-world data sets, \emph{Del.icio.us} and
\emph{MovieLens}, show that it can not only enhance the algorithmic
performance, but can also better characterize the properties of real networks.
This work may shed some light on the in-depth understanding of the effect of
gravity model
Domino: exploring mobile collaborative software adaptation
Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between coâpresent users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach
Deep Learning based Recommender System: A Survey and New Perspectives
With the ever-growing volume of online information, recommender systems have
been an effective strategy to overcome such information overload. The utility
of recommender systems cannot be overstated, given its widespread adoption in
many web applications, along with its potential impact to ameliorate many
problems related to over-choice. In recent years, deep learning has garnered
considerable interest in many research fields such as computer vision and
natural language processing, owing not only to stellar performance but also the
attractive property of learning feature representations from scratch. The
influence of deep learning is also pervasive, recently demonstrating its
effectiveness when applied to information retrieval and recommender systems
research. Evidently, the field of deep learning in recommender system is
flourishing. This article aims to provide a comprehensive review of recent
research efforts on deep learning based recommender systems. More concretely,
we provide and devise a taxonomy of deep learning based recommendation models,
along with providing a comprehensive summary of the state-of-the-art. Finally,
we expand on current trends and provide new perspectives pertaining to this new
exciting development of the field.Comment: The paper has been accepted by ACM Computing Surveys.
https://doi.acm.org/10.1145/328502
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