93 research outputs found

    Summer 2018

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    Gender and Interest Targeting for Sponsored Post Advertising at Tumblr

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    As one of the leading platforms for creative content, Tumblr offers advertisers a unique way of creating brand identity. Advertisers can tell their story through images, animation, text, music, video, and more, and promote that content by sponsoring it to appear as an advertisement in the streams of Tumblr users. In this paper we present a framework that enabled one of the key targeted advertising components for Tumblr, specifically gender and interest targeting. We describe the main challenges involved in development of the framework, which include creating the ground truth for training gender prediction models, as well as mapping Tumblr content to an interest taxonomy. For purposes of inferring user interests we propose a novel semi-supervised neural language model for categorization of Tumblr content (i.e., post tags and post keywords). The model was trained on a large-scale data set consisting of 6.8 billion user posts, with very limited amount of categorized keywords, and was shown to have superior performance over the bag-of-words model. We successfully deployed gender and interest targeting capability in Yahoo production systems, delivering inference for users that cover more than 90% of daily activities at Tumblr. Online performance results indicate advantages of the proposed approach, where we observed 20% lift in user engagement with sponsored posts as compared to untargeted campaigns.Comment: 10 pages, 9 figures, Proceedings of the 21th ACM SIGKDD International Conference on Knowledge Discovery and Data Mining (KDD 2015), Sydney, Australi

    ANALYZING TEMPORAL PATTERNS IN PHISHING EMAIL TOPICS

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    In 2020, the Federal Bureau of Investigation (FBI) found phishing to be the most common cybercrime, with a record number of complaints from Americans reporting losses exceeding $4.1 billion. Various phishing prevention methods exist; however, these methods are usually reactionary in nature as they activate only after a phishing campaign has been launched. Priming people ahead of time with the knowledge of which phishing topic is more likely to occur could be an effective proactive phishing prevention strategy. It has been noted that the volume of phishing emails tended to increase around key calendar dates and during times of uncertainty. This thesis aimed to create a classifier to predict which phishing topics have an increased likelihood of occurring in reference to an external event. After distilling around 1.2 million phishes until only meaningful words remained, a Latent Dirichlet allocation (LDA) topic model uncovered 90 latent phishing topics. On average, human evaluators agreed with the composition of a topic 74% of the time in one of the phishing topic evaluation tasks, showing an accordance of human judgment to the topics produced by the LDA model. Each topic was turned into a timeseries by creating a frequency count over the dataset’s two-year timespan. This time-series was changed into an intensity count to highlight the days of increased phishing activity. All phishing topics were analyzed and reviewed for influencing events. After the review, ten topics were identified to have external events that could have possibly influenced their respective intensities. After performing the intervention analysis, none of the selected topics were found to correlate with the identified external event. The analysis stopped here, and no predictive classifiers were pursued. With this dataset, temporal patterns coupled with external events were not able to predict the likelihood of a phishing attack

    Aeronautical Engineering: A special bibliography with indexes, supplement 89, November 1977

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    This bibliography lists 538 reports, articles, and other documents introduced into the NASA scientific and technical information system in October 1977

    New realities in foreign affairs: diplomacy in the 21st century

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    Modern diplomacy is currently experiencing fundamental changes at an unprecedented rate, which affect the very character of diplomacy as we know it. These changes also affect aspects of domestic and international politics that were once of no great concern to diplomacy. Technical develop­ments, mainly digitization, affect how the work of the diplomat is understood; the number of domestic and international actors whose activity implicates (or is a form of) diplomacy is increasing; the public is more sen­sitive to foreign policy issues and seeks to influence diplomacy through social media and other platforms; the way exchange between states, as well as the interchange between government and other domestic actors, pro­gresses is influencing diplomacy’s ability to act legitimately and effectively; and finally, diplomats themselves do not necessarily need the same attri­butes as they previously did. These trends, reflecting general societal devel­opments, need to be absorbed by diplomacy as part of state governance. Ministries of Foreign Affairs, diplomats and governments in general should therefore be proactive in four areas: 1. Diplomats must understand the tension between individual needs and state requirements, and engage with that tension without detriment to the state. 2. Digitization must be employed in such a way that gains in efficiency are not at the expense of efficacy. 3. Forms of mediation should be developed that reconcile the interests of all sides allowing governments to operate as sovereign states, and yet simul­taneously use the influence and potential of other actors. 4. New and more open state activities need to be advanced that respond to the ways in which emotionalized publics who wish to participate in govern­ance express themselves. (author's abstract

    Model-driven Personalisation of Human-Computer Interaction across Ubiquitous Computing Applications

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    Personalisation is essential to Ubiquitous Computing (Ubicomp), which focuses on a human-centred paradigm aiming to provide interaction with adaptive content, services, and interfaces towards each one of its users, according to the context of the applications’ scenarios. However, the provision of that appropriated personalised interaction is a true challenge due to different reasons, such as the user interests, heterogeneous environments and devices, dynamic user behaviour and data capture. This dissertation focuses on a model-driven personalisation solution that has the main goal of facili-tating the implementation of a personalised human-computer interaction across different Ubicomp scenarios and applications. The research reported here investigates how a generic and interoperable model for personalisation can be used, shared and processed by different applications, among diverse devices, and across different scenarios, studying how it can enrich human-computer interaction. The research started by the definition of a consistent user model with the integration of context to end in a pervasive model for the definition of personalisations across different applications. Besides the model proposal, the other key contributions within the solution are the modelling frame-work, which encapsulates the model and integrates the user profiling module, and a cloud-based platform to pervasively support developers in the implementation of personalisation across different applications and scenarios. This platform provides tools to put end users in control of their data and to support developers through web services based operations implemented on top of a personalisa-tion API, which can also be used independently of the platform for testing purposes, for instance. Several Ubicomp applications prototypes were designed and used to evaluate, at different phases, both the solution as a whole and each one of its components. Some were specially created with the goal of evaluating specific research questions of this work. Others were being developed with a pur-pose other than for personalisation evaluation, but they ended up as personalised prototypes to better address their initial goals. The process of applying the personalisation model to the design of the latter should also work as a proof of concept on the developer side. On the one hand, developers have been probed with the implementation of personalised applications using the proposed solution, or a part of it, to assess how it works and can help them. The usage of our solution by developers was also important to assess how the model and the platform respond to the developers’ needs. On the other hand, some prototypes that implement our model-driven per-sonalisation solution have been selected for end user evaluation. Usually, user testing was conducted at two different stages of the development, using: (1) a non-personalised version; (2) the final per-sonalised version. This procedure allowed us to assess if personalisation improved the human-com-puter interaction. The first stage was also important to know who were the end users and gather interaction data to come up with personalisation proposals for each prototype. Globally, the results of both developers and end users tests were very positive. Finally, this dissertation proposes further work, which is already ongoing, related to the study of a methodology to the implementation and evaluation of personalised applications, supported by the development of three mobile health applications for rehabilitation

    The New Reflexivity: Puzzle Films, Found Footage, and Cinematic Narration in the Digital Age

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    “The New Reflexivity” tracks two narrative styles of contemporary Hollywood production that have yet to be studied in tandem: the puzzle film and the found footage horror film. In early August 1999, near the end of what D.N. Rodowick refers to as “the summer of digital paranoia,” two films entered the wide-release U.S. theatrical marketplace and enjoyed surprisingly massive financial success, just as news of the “death of film” circulated widely. Though each might typically be classified as belonging to the horror genre, both the unreliable “puzzle film” The Sixth Sense and the fake-documentary “found footage film” The Blair Witch Project stood as harbingers of new narrative currents in global cinema. This dissertation looks closely at these two films, reading them as illustrative of two decidedly millennial narrative styles, styles that stepped out strikingly from the computer-generated shadows cast by big-budget Hollywood. The industrial shift to digital media that coincides with the rise of these films in the late 90s reframed the cinematic image as inherently manipulable, no longer a necessary index of physical reality. Directors become image-writers, constructing photorealistic imagery from scratch. Meanwhile, DVDs and online paratexts encourage cinephiles to digitize, to attain and interact with cinema in novel ways. “The New Reflexivity” reads The Sixth Sense and The Blair Witch Project as reflexive allegories of cinema’s and society’s encounters with new digital media. The most basic narrative tricks and conceits of puzzle films and found footage films produce an unusually intense and ludic engagement with narrative boundaries and limits, thus undermining the naturalized practices of classical Hollywood narration. Writers and directors of these films treat recorded events and narrative worlds as reviewable, remixable, and upgradeable, just as Hollywood digitizes and tries to keep up with new media. Though a great deal of critical attention has been paid to both puzzle and found footage films separately, no lengthy critical survey has yet been undertaken that considers these movies in terms of their shared formal and thematic concerns. Rewriting the rules of popular cinematic narration, these films encourage viewers to be suspicious of what they see onscreen, to be aware of the possibility of unreliable narration, or CGI and the “Photoshopped.” Urgent to film and cultural studies, “The New Reflexivity” suggests that these genres’ complicitous critique of new media is decidedly instructive for a networked society struggling with what it means to be digital

    Paratextualizing Games

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    Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text

    Review on recent advances in information mining from big consumer opinion data for product design

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    In this paper, based on more than ten years' studies on this dedicated research thrust, a comprehensive review concerning information mining from big consumer opinion data in order to assist product design is presented. First, the research background and the essential terminologies regarding online consumer opinion data are introduced. Next, studies concerning information extraction and information utilization of big consumer opinion data for product design are reviewed. Studies on information extraction of big consumer opinion data are explained from various perspectives, including data acquisition, opinion target recognition, feature identification and sentiment analysis, opinion summarization and sampling, etc. Reviews on information utilization of big consumer opinion data for product design are explored in terms of how to extract critical customer needs from big consumer opinion data, how to connect the voice of the customers with product design, how to make effective comparisons and reasonable ranking on similar products, how to identify ever-evolving customer concerns efficiently, and so on. Furthermore, significant and practical aspects of research trends are highlighted for future studies. This survey will facilitate researchers and practitioners to understand the latest development of relevant studies and applications centered on how big consumer opinion data can be processed, analyzed, and exploited in aiding product design

    Paratextualizing Games

    Get PDF
    Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text
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