7,850 research outputs found
Hot Streaks on Social Media
Measuring the impact and success of human performance is common in various
disciplines, including art, science, and sports. Quantifying impact also plays
a key role on social media, where impact is usually defined as the reach of a
user's content as captured by metrics such as the number of views, likes,
retweets, or shares. In this paper, we study entire careers of Twitter users to
understand properties of impact. We show that user impact tends to have certain
characteristics: First, impact is clustered in time, such that the most
impactful tweets of a user appear close to each other. Second, users commonly
have 'hot streaks' of impact, i.e., extended periods of high-impact tweets.
Third, impact tends to gradually build up before, and fall off after, a user's
most impactful tweet. We attempt to explain these characteristics using various
properties measured on social media, including the user's network, content,
activity, and experience, and find that changes in impact are associated with
significant changes in these properties. Our findings open interesting avenues
for future research on virality and influence on social media.Comment: Accepted as a full paper at ICWSM 2019. Please cite the ICWSM versio
Reverse-Engineering Satire, or "Paper on Computational Humor Accepted Despite Making Serious Advances"
Humor is an essential human trait. Efforts to understand humor have called
out links between humor and the foundations of cognition, as well as the
importance of humor in social engagement. As such, it is a promising and
important subject of study, with relevance for artificial intelligence and
human-computer interaction. Previous computational work on humor has mostly
operated at a coarse level of granularity, e.g., predicting whether an entire
sentence, paragraph, document, etc., is humorous. As a step toward deep
understanding of humor, we seek fine-grained models of attributes that make a
given text humorous. Starting from the observation that satirical news
headlines tend to resemble serious news headlines, we build and analyze a
corpus of satirical headlines paired with nearly identical but serious
headlines. The corpus is constructed via Unfun.me, an online game that
incentivizes players to make minimal edits to satirical headlines with the goal
of making other players believe the results are serious headlines. The edit
operations used to successfully remove humor pinpoint the words and concepts
that play a key role in making the original, satirical headline funny. Our
analysis reveals that the humor tends to reside toward the end of headlines,
and primarily in noun phrases, and that most satirical headlines follow a
certain logical pattern, which we term false analogy. Overall, this paper
deepens our understanding of the syntactic and semantic structure of satirical
news headlines and provides insights for building humor-producing systems.Comment: Proceedings of the 33rd AAAI Conference on Artificial Intelligence,
201
When Sheep Shop: Measuring Herding Effects in Product Ratings with Natural Experiments
As online shopping becomes ever more prevalent, customers rely increasingly
on product rating websites for making purchase decisions. The reliability of
online ratings, however, is potentially compromised by the so-called herding
effect: when rating a product, customers may be biased to follow other
customers' previous ratings of the same product. This is problematic because it
skews long-term customer perception through haphazard early ratings. The study
of herding poses methodological challenges. In particular, observational
studies are impeded by the lack of counterfactuals: simply correlating early
with subsequent ratings is insufficient because we cannot know what the
subsequent ratings would have looked like had the first ratings been different.
The methodology introduced here exploits a setting that comes close to an
experiment, although it is purely observational---a natural experiment. Our key
methodological device consists in studying the same product on two separate
rating sites, focusing on products that received a high first rating on one
site, and a low first rating on the other. This largely controls for confounds
such as a product's inherent quality, advertising, and producer identity, and
lets us isolate the effect of the first rating on subsequent ratings. In a case
study, we focus on beers as products and jointly study two beer rating sites,
but our method applies to any pair of sites across which products can be
matched. We find clear evidence of herding in beer ratings. For instance, if a
beer receives a very high first rating, its second rating is on average half a
standard deviation higher, compared to a situation where the identical beer
receives a very low first rating. Moreover, herding effects tend to last a long
time and are noticeable even after 20 or more ratings. Our results have
important implications for the design of better rating systems.Comment: Submitted at WWW2018 - April 2018 (10 pages, 6 figures, 6 tables);
Added Acknowledgement
Positive and Negative Congruency Effects in Masked Priming: A Neuro-computational Model Based on Representation Strength and Attention
Positive priming effects have been found with a short time between the prime and the target, while negative priming effects (i.e., a congruent prime causes longer RTs) have been found with a long time between the prime and the target. In the current study, positive and negative priming effects were found using stimuli that have strong and weak representations, respectively, without changing the time between prime and target. A model was developed that fits our results. The model also fits a wide range of previous results in this area. In contrast to other approaches our model depends on attentional neuro-modulation not motor self-inhibition
Quootstrap: Scalable Unsupervised Extraction of Quotation-Speaker Pairs from Large News Corpora via Bootstrapping
We propose Quootstrap, a method for extracting quotations, as well as the
names of the speakers who uttered them, from large news corpora. Whereas prior
work has addressed this problem primarily with supervised machine learning, our
approach follows a fully unsupervised bootstrapping paradigm. It leverages the
redundancy present in large news corpora, more precisely, the fact that the
same quotation often appears across multiple news articles in slightly
different contexts. Starting from a few seed patterns, such as ["Q", said S.],
our method extracts a set of quotation-speaker pairs (Q, S), which are in turn
used for discovering new patterns expressing the same quotations; the process
is then repeated with the larger pattern set. Our algorithm is highly scalable,
which we demonstrate by running it on the large ICWSM 2011 Spinn3r corpus.
Validating our results against a crowdsourced ground truth, we obtain 90%
precision at 40% recall using a single seed pattern, with significantly higher
recall values for more frequently reported (and thus likely more interesting)
quotations. Finally, we showcase the usefulness of our algorithm's output for
computational social science by analyzing the sentiment expressed in our
extracted quotations.Comment: Accepted at the 12th International Conference on Web and Social Media
(ICWSM), 201
Increasing EHR Use for Quality Improvement in Community Health Centers: The Role of Networks
Describes how five community health center networks helped implement electronic health records to improve chronic and preventive care, as well as the obstacles they faced, including limited software capabilities, funding, and ability to share resources
How Constraints Affect Content: The Case of Twitter's Switch from 140 to 280 Characters
It is often said that constraints affect creative production, both in terms
of form and quality. Online social media platforms frequently impose
constraints on the content that users can produce, limiting the range of
possible contributions. Do these restrictions tend to push creators towards
producing more or less successful content? How do creators adapt their
contributions to fit the limits imposed by social media platforms? To answer
these questions, we conduct an observational study of a recent event: on
November 7, 2017, Twitter changed the maximum allowable length of a tweet from
140 to 280 characters, thereby significantly altering its signature constraint.
In the first study of this switch, we compare tweets with nearly or exactly 140
characters before the change to tweets of the same length posted after the
change. This setup enables us to characterize how users alter their tweets to
fit the constraint and how this affects their tweets' success. We find that in
response to a length constraint, users write more tersely, use more
abbreviations and contracted forms, and use fewer definite articles. Also,
although in general tweet success increases with length, we find initial
evidence that tweets made to fit the 140-character constraint tend to be more
successful than similar-length tweets written when the constraint was removed,
suggesting that the length constraint improved tweet quality.Comment: To appear in the Proceedings of AAAI ICWSM 201
Leveling the Field: Talking Levels in Cognitive Science
Talk of levels is everywhere in cognitive science. Whether it is in terms of adjudicating longstanding debates or motivating foundational concepts, one cannot go far without hearing about the need to talk at different ‘levels’. Yet in spite of its widespread application and use, the concept of levels has received little sustained attention within cognitive science. This paper provides an analysis of the various ways the notion of levels has been deployed within cognitive science. The paper begins by introducing and motivating discussion via four representative accounts of levels. It then turns to outlining and relating the four accounts using two dimensions of comparison. The result is the creation of a conceptual framework that maps the logical space of levels talk, which offers an important step toward making sense of levels talk within cognitive science
Characterising the ‘Txt2Stop’ Smoking Cessation Text Messaging Intervention in Terms of Behaviour Change Techniques
The ‘Txt2Stop’ SMS messaging programme has been found to double smokers’ chances of stopping. It is important to characterise the content of this information in terms of specific behaviour change techniques (BCTs) for the purpose of future development. This study aimed to (i) extend a proven system for coding BCTs to text messaging and (ii) characterise Txt2Stop using this system. A taxonomy previously used to specify BCTs in face-to-face behavioural support for smoking cessation was adapted for the Txt2Stop messages and inter-rater reliability for the adapted system assessed. The system was then applied to all the messages in the Txt2Stop programme to determine its profile in terms of BCTs used. The text message taxonomy comprised 34 BCTs. Inter-rater reliability was moderate, reaching a ceiling of 61% for the core program messages with all discrepancies readily resolved. Of 899 texts delivering BCTs, 218 aimed to maintain motivation to remain abstinent, 870 to enhance self-regulatory capacity or skills, 39 to promote use of adjuvant behaviours such as using stop-smoking medication, 552 to maintain engagement with the intervention and 24 were general communication techniques. The content of Txt2Stop focuses on helping smokers with self-regulation and maintaining engagement with the intervention. The intervention focuses to a lesser extent on boosting motivation to remain abstinent; little attention is given to promoting effective use of adjuvant behaviours such as use of nicotine replacement therapy. As new interventions of this kind are developed it will be possible to compare their effectiveness and relate this to standardised descriptions of their content using this system.</jats:p
Structuring Wikipedia Articles with Section Recommendations
Sections are the building blocks of Wikipedia articles. They enhance
readability and can be used as a structured entry point for creating and
expanding articles. Structuring a new or already existing Wikipedia article
with sections is a hard task for humans, especially for newcomers or less
experienced editors, as it requires significant knowledge about how a
well-written article looks for each possible topic. Inspired by this need, the
present paper defines the problem of section recommendation for Wikipedia
articles and proposes several approaches for tackling it. Our systems can help
editors by recommending what sections to add to already existing or newly
created Wikipedia articles. Our basic paradigm is to generate recommendations
by sourcing sections from articles that are similar to the input article. We
explore several ways of defining similarity for this purpose (based on topic
modeling, collaborative filtering, and Wikipedia's category system). We use
both automatic and human evaluation approaches for assessing the performance of
our recommendation system, concluding that the category-based approach works
best, achieving precision@10 of about 80% in the human evaluation.Comment: SIGIR '18 camera-read
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