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Learning implicit user interest hierarchy for context in personalization | 46,653,089 | To provide a more robust context for personalization, we desire to extract a continuum of general (long-term) to specific (short-term) interests of a user. Our proposed approach is to learn a user interest hierarchy (UIH) from a set of web pages visited by a user. We devise a divisive hierarchical clustering (DHC) algorithm to group words (topics) into a hierarchy where more general interests are represented by a larger set of words. Each web page can then be assigned to nodes in the hierarchy for further processing in learning and predicting interests. This approach is analogous to building a subject taxonomy for a library catalog system and assigning books to the taxonomy. Our approach does not need user involvement and learns the UIH "implicitly." Furthermore, it allows the original objects, web pages, to be assigned to multiple topics (nodes in the hierarchy). In this paper, we focus on learning the UIH from a set of visited pages. We propose a few similarity functions and dynamic threshold-finding methods, and evaluate the resulting hierarchies according to their meaningfulness and shape | [
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"last": "Kim",
"suffix": ""
},
{
"first": "Philip",
"middle": [
"K."
],
"last": "Chan",
"suffix": ""
}
] | 2,003 | 10.1145/604045.604064 | IUI | 2133155002 | [] | [
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Find an Expert: Designing Expert Selection Interfaces for Formal Help-Giving | 14,326,469 | A critical aspect of formal help-giving tasks in the enterprise is finding the right expert. We built and evaluated a tool, Find an Expert, to examine what the most important expert selection criteria are for help-seekers and how to represent them in expert selection interfaces for formal help-giving tasks. We observed users' expert selection decisions and found that the diversity of topic expertise and the amount of related experience were significantly important in helping users decide which expert to contact. Through self-reported data from users, we found that in addition to expertise and experience, expert accessibility indicators, like online availability and language proficiency, were considered important criteria for selecting experts. Finally, publicly-displayed crowdsourced ratings of experts, while deemed useful indicators of expert quality by help-seekers, raised concerns for experts. We conclude with suggestions regarding the design of expert selection interfaces for formal help-giving tasks. | [
{
"first": "Sharoda",
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"A."
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] | 2,016 | 10.1145/2858036.2858131 | Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems | 2405428281 | [
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Reward Prediction Error Signals are Metarepresentational | 98,109 | Reward Prediction Error Signals are Metarepresentational Nicholas Shea ([email protected]) Faculty of Philosophy, University of Oxford 10 Merton Street, Oxford, OX1 4JJ, UK metarepresentations than this. But this result does show that there is at least one variety of metarepresentation that is found very widely in the animal kingdom. Metarepresentations are representations whose content in part concerns the content of another representation. The sentence: ‘The main headline in the Post today is in huge letters’ is not metarepresentational. It concerns another representation, but not its content. The sentence: ‘The main headline in the Post today is about Gaza’ is metarepresentational. To assess whether reward prediction error signals are metarepresentational I examine the standard information- processing account of their role in generating behaviour and ask what content RPEs would have to have for that account to be vindicated. Abstract Although there has been considerable debate about the existence of metarepresentational capacities in non-human animals and their scope in humans, the well-confirmed temporal difference reinforcement learning models of reward- guided decision making have been largely overlooked. This paper argues that the reward prediction error signals which are postulated by temporal difference models and have been discovered empirically through single unit recording and neuroimaging do have metarepresentational contents. Keywords: metarepresentation; metacognition; reward- guided decision making; temporal difference learning Introduction It is often argued that the capacity for metarepresentation is a particularly sophisticated cognitive achievement (Carruthers, 2008). In the animal literature authors debate whether success on tasks that seem to require self- monitoring can be achieved without metarepresentation (Carruthers, 2009; Hampton, 2001; Smith, 2009). The same question is debated about tasks that seem to require keeping track of the mental states of others (Hare, Call, & Tomasello, 2001; Heyes, 1998). It is assumed that evidence that non-human animals are processing metarepresentations is a sign of considerable psychological sophistication, even consciousness (Cowey & Stoerig, 1995; Smith, Shields, & Washburn, 2003; Stoerig, Zontanou, & Cowey, 2002); although some have argued that some forms of metarepresentation can be achieved more easily (Shea & Heyes, 2010). In developmental psychology the capacity to have beliefs about others’ belief states is seen as a particularly important developmental transition (Leslie, 1987; Perner, Frith, Leslie, & Leekam, 1989; Wimmer & Perner, 1983), although here too there is increasing evidence that some forms of very early behaviour depend upon representing or keeping track of others’ representations (Apperly & Butterfill, 2009; Onishi & Baillargeon, 2005; Surian, Caldi, & Sperber, 2007). This paper argues that there is already strong evidence of metarepresentation in a different literature – one in which issues about metarepresentation have seldom been canvassed. Research on reward-guided decision making has produced an impressive body of converging evidence that midbrain dopamine neurons generate a reward prediction error signal (RPE) that is causally involved in choice behaviour (Rushworth, Mars, & Summerfield, 2009). I argue that such RPEs carry a metarepresentational content. The system is conserved across primates and rodents, and perhaps more widely (Claridge-Chang et al., 2009). Some animals doubtless make more sophisticated use of Reward Prediction Errors The prediction error signal postulated by temporal difference learning models of reward-guided decision making (Sutton & Barto, 1998) was discovered empirically through single unit recording in the awake behaving macaque (Schultz, Dayan, & Montague, 1997). The central idea is that the brain keeps track of the expected value of various possible actions. When the animal performs an action, it computes an expected value of the current behaviour. When feedback does not match that expected value a prediction error signal is generated. The signal is used to update the stored representation of the value associated with that behaviour, by an amount given by the learning rate. For example if an animal pulls a lever for the first time and obtains a reward, that will generate a prediction error signal. The actual reward will have exceeded any expectation of reward. (If the animal has some general expectation of there being some rewards in this environment, then it will have a mild general expectation of reward.) So the unexpected reward will generate a prediction error signal. Normative models of reinforcement learning attempt to capture the best way of calculating what to do given a history of rewarded and unrewarded actions (under various computational constraints). The popular temporal difference models suggest that reward prediction error signals will be used to update the expected value of the chosen action. As a result, on future occasions the animal will expect slightly more from pressing the lever. How much more depends upon the learning rate. After enough learning, the animal will come to expect reward when it presses the lever. If it presses the lever and receives no reward, that will again create a RPE, but in the opposite direction. The effect will be to reduce the animal’s | [
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}
] | 2,012 | PMC4215192 | 10.1111/j.1468-0068.2012.00863.x | Nous | Nous | 2577932847,1608544732 | [
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Bodies in critique: a technological intervention in the dance production process | 20,601 | The dance production process is strongly influenced within the physical rehearsal space by social context factors and dynamics, such as intimacy of bodies, gender distribution, and the hierarchy of choreographers and dancers. Introducing online tools for asynchronous collaboration can change the traditional dance production process and impact the social dynamics of the group. We developed and deployed the Choreographer's Notebook, a web-based, collaborative, multi-modal annotation tool used in the creative process of making dance. We collected usage logs and choreographer reflections on the use of this tool, along with conducting interviews and focus groups, from the interdisciplinary perspectives of both technologists and choreographers involved in the project. We describe the socio-technical impacts of the Choreographer's Notebook based on the results of its usage in three dance productions. We analyze these case studies through various contextual lenses and provide a visualization of how the choreographic correction process evolved. | [
{
"first": "Erin",
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"A."
],
"last": "Carroll",
"suffix": ""
},
{
"first": "Danielle",
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"last": "Lottridge",
"suffix": ""
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{
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{
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"middle": [],
"last": "Singh",
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},
{
"first": "Melissa",
"middle": [],
"last": "Word",
"suffix": ""
}
] | 2,012 | 10.1145/2145204.2145311 | CSCW '12 | 2023258830 | [
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Optimizing Stepwise Animation in Dynamic Set Diagrams | 199,019,149 | [
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},
{
"first": "Hsiang‐Yun",
"middle": [],
"last": "Wu",
"suffix": ""
},
{
"first": "Shigeo",
"middle": [],
"last": "Takahashi",
"suffix": ""
},
{
"first": "Takeo",
"middle": [],
"last": "Igarashi",
"suffix": ""
}
] | 2,019 | 10.1111/cgf.13668 | Comput. Graph. Forum | Comput. Graph. Forum | 2960741261 | [
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Understanding motivations for facebook use: usage metrics, network structure, and privacy | 7,514,559 | This study explores the links between motives for using a social network service and numerical measures of that activity. Specifically, it identified motives for Facebook use by employing a Uses and Gratifications (U&G) approach and then investigated the extent to which these motives can be predicted through usage and network metrics collected automatically via the Facebook API. In total, 11 Facebook usage metrics and eight personal network metrics served as predictors. Results showed that all three variable types in this expanded U&G frame of analysis (covering social antecedents, usage metrics, and personal network metrics) effectively predicted motives and highlighted interesting behaviors. To further illustrate the power of this framework, the intricate nature of privacy in social media was explored and relationships drawn between privacy attitudes (and acts) and measures of use and network structure. | [
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},
{
"first": "Ian",
"middle": [],
"last": "Oakley",
"suffix": ""
}
] | 2,013 | 10.1145/2470654.2466449 | CHI '13 | 2075752188 | [
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Contextual conditional models for smartphone-based human mobility prediction | 7,517,172 | Human behavior is often complex and context-dependent. This paper presents a general technique to exploit this "multidimensional" contextual variable for human mobility prediction. We use an ensemble method, in which we extract different mobility patterns with multiple models and then combine these models under a probabilistic framework. The key idea lies in the assumption that human mobility can be explained by several mobility patterns that depend on a sub-set of the contextual variables and these can be learned by a simple model. We showed how this idea can be applied to two specific online prediction tasks: what is the next place a user will visit? and how long will he stay in the current place?. Using smartphone data collected from 153 users during 17 months, we show the potential of our method in predicting human mobility in real life. | [
{
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"Tri"
],
"last": "Do",
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},
{
"first": "Daniel",
"middle": [],
"last": "Gatica-Perez",
"suffix": ""
}
] | 2,012 | 10.1145/2370216.2370242 | UbiComp '12 | 2099141754 | [
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1 thumb, 4 buttons, 20 words per minute: design and evaluation of H4-writer | 16,452,441 | We present what we believe is the most efficient and quickest four-key text entry method available. H4-Writer uses Huffman coding to assign minimized key sequences to letters, with full access to error correction, punctuation, digits, modes, etc. The key sequences are learned quickly, and support eyes-free entry. With KSPC = 2.321, the effort to enter text is comparable to multitap on a mobile phone keypad; yet multitap requires nine keys. In a longitudinal study with six participants, an average text entry speed of 20.4 wpm was observed in the 10th session. Error rates were under 1%. To improve external validity, an extended session was included that required input of punctuation and other symbols. Entry speed dropped only by about 3 wpm, suggesting participants quickly leveraged their acquired skill with H4-Writer to access advanced features. | [
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{
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] | 2,011 | 10.1145/2047196.2047258 | UIST '11 | 2167854962 | [
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Group Modeling: A Unified Velocity-Based Approach | 31,585,623 | Crowd simulators are commonly used to populate movie or game scenes in the entertainment industry. Even though it is crucial to consider the presence of groups for the believability of a virtual crowd, most crowd simulations only take into account individual characters or a limited set of group behaviors. We introduce a unified solution that allows for simulations of crowds that have diverse group properties such as social groups, marches, tourists and guides, etc. We extend the Velocity Obstacle approach for agent based crowd simulations by introducing Velocity Connection; the set of velocities that keep agents moving together whilst avoiding collisions and achieving goals. We demonstrate our approach to be robust, controllable, and able to cover a large set of group behaviors. | [
{
"first": "Zhiguo",
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"last": "Ren",
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},
{
"first": "Panayiotis",
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"last": "Charalambous",
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},
{
"first": "Julien",
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{
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"last": "Peng",
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},
{
"first": "Julien",
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"last": "Pettré",
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}
] | 2,017 | 10.1111/cgf.12993 | Comput. Graph. Forum | Comput. Graph. Forum | 2523534162 | [] | [
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Improving audio conferencing: are two ears better than one? | 14,841,108 | In this paper, we describe a range of audio problems that impact the effectiveness of audio conferences and detail the solutions we have devised to address these problems. We conducted an audio quality assessment to determine how differences in quality impact audio clarity, a remote person's experience connecting to a conference room , and social presence. Based on the results of this assessment, we examine the costs and benefits of increasing audio fidelity with respect to the network resources needed to support high-fidelity audio conferencing. | [
{
"first": "Nicole",
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"last": "Yankelovich",
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},
{
"first": "Jonathan",
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"last": "Kaplan",
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},
{
"first": "Joe",
"middle": [],
"last": "Provino",
"suffix": ""
},
{
"first": "Mike",
"middle": [],
"last": "Wessler",
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},
{
"first": "Joan",
"middle": [
"Morris"
],
"last": "DiMicco",
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Chorus: a crowd-powered conversational assistant | 10,432,208 | Despite decades of research attempting to establish conversational interaction between humans and computers, the capabilities of automated conversational systems are still limited. In this paper, we introduce Chorus, a crowd-powered conversational assistant. When using Chorus, end users converse continuously with what appears to be a single conversational partner. Behind the scenes, Chorus leverages multiple crowd workers to propose and vote on responses. A shared memory space helps the dynamic crowd workforce maintain consistency, and a game-theoretic incentive mechanism helps to balance their efforts between proposing and voting. Studies with 12 end users and 100 crowd workers demonstrate that Chorus can provide accurate, topical responses, answering nearly 93% of user queries appropriately, and staying on-topic in over 95% of responses. We also observed that Chorus has advantages over pairing an end user with a single crowd worker and end users completing their own tasks in terms of speed, quality, and breadth of assistance. Chorus demonstrates a new future in which conversational assistants are made usable in the real world by combining human and machine intelligence, and may enable a useful new way of interacting with the crowds powering other systems. | [
{
"first": "Walter",
"middle": [
"S."
],
"last": "Lasecki",
"suffix": ""
},
{
"first": "Rachel",
"middle": [],
"last": "Wesley",
"suffix": ""
},
{
"first": "Jeffrey",
"middle": [],
"last": "Nichols",
"suffix": ""
},
{
"first": "Anand",
"middle": [],
"last": "Kulkarni",
"suffix": ""
},
{
"first": "James",
"middle": [
"F."
],
"last": "Allen",
"suffix": ""
},
{
"first": "Jeffrey",
"middle": [
"P."
],
"last": "Bigham",
"suffix": ""
}
] | 2,013 | 10.1145/2501988.2502057 | UIST '13 | 2163986367 | [
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Peripheral Popout: The Influence of Visual Angle and Stimulus Intensity on Popout Effects | 10,432,386 | By exploiting visual popout effects, interface designers can rapidly draw a user's attention to salient information objects in a display. A variety of different visual stimuli can be used to achieve popout effects, including color, shape, size, motion, luminance, and flashing. However, there is a lack of understanding about how accurately different intensities of these effects support popout, particularly as targets move further from the center of the visual field. We therefore conducted a study to examine the accuracy of popout target identification using different visual variables, each at five different levels of intensity, and at a wide range of angles from the display center. Results show that motion is a strong popout stimulus, even at low intensities and wide angles. Identification accuracy decreases rapidly across visual angle with other popout stimuli, particularly with shape and color. The findings have relevance to a wide variety of applications, particularly as multi-display desktop environments increase in size and visual extent. | [
{
"first": "Carl",
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},
{
"first": "Andy",
"middle": [],
"last": "Cockburn",
"suffix": ""
},
{
"first": "Ashley",
"middle": [],
"last": "Coveney",
"suffix": ""
}
] | 2,017 | 10.1145/3025453.3025984 | Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems | 2610192316 | [
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An event language for building user interface frameworks | 18,206,205 | Languages based on the event model are widely regarded as expressive and flexible notations for the specification of interactive graphical user interfaces. However, until now, they have only been used to specify and implement the dialogue control component of user interfaces. This paper presents an extension of the event model. A computable notation, the event language, based on this is used to construct a complete user interface framework. The framework forms the runtime component of a UIMS. The event language allows the modular construction of complex event systems. This is supported by the addition of a tagged addressing mode. Furthermore, the control structure of event handlers is extended with exception management, permitting unspecified events and thereby facilitating the use of predefined building blocks. A general purpose run-time framework for user interfaces has been constructed using the event language. We present the architecture of the presentation component of this framework including the window manager and the I/O model. | [
{
"first": "N.",
"middle": [
"V."
],
"last": "Carlsen",
"suffix": ""
},
{
"first": "N.",
"middle": [
"J."
],
"last": "Christensen",
"suffix": ""
},
{
"first": "H.",
"middle": [
"A."
],
"last": "Tucker",
"suffix": ""
}
] | 1,989 | 10.1145/73660.73677 | UIST '89 | 2078129788 | [
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Boosting topic-based publish-subscribe systems with dynamic clustering | 6,551,917 | We consider in this paper a class of Publish-Subscribe (pub-sub) systems called topic-based systems, where users subscribe to topics and are notified on events that belong to those subscribed topics. With the recent flourishing of RSS news syndication, these systems are regaining popularity and are raising new challenging problems. In most of the modern topics-based systems, the events in each topic are delivered to the subscribers via a supporting, distributed, data structure (typically a multicast tree). Since peers in the network may come and go frequently, this supporting structure must be continuously maintained so that "holes" do not disrupt the events delivery. The dissemination of events in each topic thus incurs two main costs: (1) the actual transmission cost for the topic events,and (2) the maintenance cost for its supporting structure. This maintenance overhead becomes particularly dominating when a pub-sub system supports a large number of topics with moderate event frequency; a typical scenario in nowadays news syndication scene. The goal of this paper is to devise a method for reducing this maintenance overhead to the minimum. Our aim is not to invent yet another topic-based pub-sub system, but rather to develop a generic technique for better utilization of existing platforms. Our solution is based on a novel distributed clustering algorithm that utilizes correlations between user subscriptions to dynamically group topics together, into virtual topics (called topic-clusters), andt hereby unifies their supporting structures and reduces costs. Our technique continuously adapts the topic-clusters and the user subscriptions to the system state, and incurs only very minimal overhead. We have implemented our solution in the Tamara pub-sub system. Our experimental study shows this approach to be extremely effective, improving the performance by an order of magnitude. | [
{
"first": "Tova",
"middle": [],
"last": "Milo",
"suffix": ""
},
{
"first": "Tal",
"middle": [],
"last": "Zur",
"suffix": ""
},
{
"first": "Elad",
"middle": [],
"last": "Verbin",
"suffix": ""
}
] | 2,007 | 10.1145/1247480.1247563 | SIGMOD '07 | 2137218888 | [
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|||||
Subjective Knowledge Base Construction Powered By Crowdsourcing and Knowledge Base | 44,070,055 | Knowledge base construction (KBC) has become a hot and in-time topic recently with the increasing application need of large-scale knowledge bases (KBs), such as semantic search, QA systems, the Google Knowledge Graph and IBM Watson QA System. Existing KBs mainly focus on encoding the factual facts of the world, e.g., city area and company product, which are regarded as the objective knowledge, whereas the subjective knowledge, which is frequently mentioned in Web queries, has been neglected. The subjective knowledge has no documented ground truth, instead, the truth relies on people's dominant opinion, which can be solicited from online crowd workers. In our work, we propose a KBC framework for subjective knowledge base construction taking advantage of the knowledge from the crowd and existing KBs. We develop a two-staged framework for subjective KB construction which consists of core subjective KB construction and subjective KB enrichment. Firstly, we try to build a core subjective KB mined from existing KBs, where every instance has rich objective properties. Then, we populate the core subjective KB with instances extracted from existing KBs, in which the crowd is leverage to annotate the subjective property of the instances. In order to optimize the crowd annotation process, we formulate the problem of subjective KB enrichment procedure as a cost-aware instance annotation problem and propose two instance annotation algorithms, i.e., adaptive instance annotation and batch-mode instance annotation algorithms. We develop a two-stage system for subjective KB construction which consists of core subjective KB construction and subjective knowledge enrichment. We evaluate our framework on real knowledge bases and a real crowdsourcing platform, the experimental results show that we can derive high quality subjective knowledge facts from existing KBs and crowdsourcing techniques through our proposed framework. | [
{
"first": "Hao",
"middle": [],
"last": "Xin",
"suffix": ""
},
{
"first": "Rui",
"middle": [],
"last": "Meng",
"suffix": ""
},
{
"first": "Lei",
"middle": [],
"last": "Chen",
"suffix": ""
}
] | 2,018 | 10.1145/3183713.3183732 | SIGMOD '18 | 2799154098 | [
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|||||
Optimal Spatial Dominance: An Effective Search of Nearest Neighbor Candidates | 10,786,211 | In many domains such as computational geometry and database management, an object may be described by multiple instances (points). Then the distance (or similarity) between two objects is captured by the pair-wise distances among their instances. In the past, numerous nearest neighbor (NN) functions have been proposed to define the distance between objects with multiple instances and to identify the NN object. Nevertheless, considering that a user may not have a specific NN function in mind, it is desirable to provide her with a set of NN candidates. Ideally, the set of NN candidates must include every object that is NN for at least one of the NN functions and must exclude every non-promising object. However, no one has studied the problem of NN candidates computation from this perspective. Although some of the existing works aim at returning a set of candidate objects, they do not focus on the NN functions while computing the candidate objects. As a result, they either fail to include an NN object w.r.t. some NN functions or include a large number of unnecessary objects that have no potential to be the NN regardless of the NN functions. Motivated by this, we classify the existing NN functions for objects with multiple instances into three families by characterizing their key features. Then, we advocate three spatial dominance operators to compute NN candidates where each operator is optimal w.r.t. different coverage of NN functions. Efficient algorithms are proposed for the dominance check and corresponding NN candidates computation. Extensive empirical study on real and synthetic datasets shows that our proposed operators can significantly reduce the number of NN candidates. The comprehensive performance evaluation demonstrates the efficiency of our computation techniques. | [
{
"first": "Xiaoyang",
"middle": [],
"last": "Wang",
"suffix": ""
},
{
"first": "Ying",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Wenjie",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Xuemin",
"middle": [],
"last": "Lin",
"suffix": ""
},
{
"first": "Muhammad Aamir",
"middle": [],
"last": "Cheema",
"suffix": ""
}
] | 2,015 | 10.1145/2723372.2749442 | SIGMOD '15 | 1994987703 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:10786211 | 0 | 0 | 0 | 1 | 0 |
|||||
Naranjo Question Answering using End-to-End Multi-task Learning Model | 196,186,712 | In the clinical domain, it is important to understand whether an adverse drug reaction (ADR) is caused by a particular medication. Clinical judgement studies help judge the causal relation between a medication and its ADRs. In this study, we present the first attempt to automatically infer the causality between a drug and an ADR from electronic health records (EHRs) by answering the Naranjo questionnaire, the validated clinical question answering set used by domain experts for ADR causality assessment. Using physicians' annotation as the gold standard, our proposed joint model, which uses multi-task learning to predict the answers of a subset of the Naranjo questionnaire, significantly outperforms the baseline pipeline model with a good margin, achieving a macro-weighted f-score between 0.3652-0.5271 and micro-weighted f-score between 0.9523-0.9918. | [
{
"first": "Bhanu",
"middle": [
"Pratap",
"Singh"
],
"last": "Rawat",
"suffix": ""
},
{
"first": "Fei",
"middle": [],
"last": "Li",
"suffix": ""
},
{
"first": "Hong",
"middle": [],
"last": "Yu",
"suffix": ""
}
] | 2,019 | PMC6887102 | 10.1145/3292500.3330770 | Proceedings of the 25th ACM SIGKDD International Conference on Knowledge Discovery & Data Mining | 2952778987 | [
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It's all in your head: Effects of expertise on real-time access to knowledge during written sentence processing. | 21,470,308 | [
{
"first": "Melissa",
"middle": [],
"last": "Troyer",
"suffix": ""
},
{
"first": "Marta",
"middle": [],
"last": "Kutas",
"suffix": ""
}
] | 2,017 | CogSci | 2785636481 | [
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ADHD modulates link between event processing and recall. | 27,956,477 | [
{
"first": "Robbie",
"middle": [
"A."
],
"last": "Ross",
"suffix": ""
},
{
"first": "Leah",
"middle": [],
"last": "Child",
"suffix": ""
},
{
"first": "Dare",
"middle": [
"A."
],
"last": "Baldwin",
"suffix": ""
}
] | 2,016 | CogSci | 2786576514 | [] | [] | false | false | true | https://api.semanticscholar.org/CorpusID:27956477 | 0 | 0 | 0 | 0 | 0 |
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TSP: Mining top-k closed sequential patterns | 35,691,854 | Sequential pattern mining has been studied extensively in the data mining community. Most previous studies require the specification of a min_support threshold for mining a complete set of sequential patterns satisfying the threshold. However, in practice, it is difficult for users to provide an appropriate min_support threshold. To overcome this difficulty, we propose an alternative mining task: mining top-k frequent closed sequential patterns of length no less than min_ℓ, where k is the desired number of closed sequential patterns to be mined and min_ℓ is the minimal length of each pattern. We mine the set of closed patterns because it is a compact representation of the complete set of frequent patterns. An efficient algorithm, called TSP, is developed for mining such patterns without min_support. Starting at (absolute) min_support=1, the algorithm makes use of the length constraint and the properties of top-k closed sequential patterns to perform dynamic support raising and projected database pruning. Our extensive performance study shows that TSP has high performance. In most cases, it outperforms the efficient closed sequential pattern-mining algorithm, CloSpan, even when the latter is running with the best tuned min_support threshold. Thus, we conclude that, for sequential pattern mining, mining top-k frequent closed sequential patterns without min_support is more preferable than the traditional min_support-based mining. | [
{
"first": "Petre",
"middle": [],
"last": "Tzvetkov",
"suffix": ""
},
{
"first": "Xifeng",
"middle": [],
"last": "Yan",
"suffix": ""
},
{
"first": "Jiawei",
"middle": [],
"last": "Han",
"suffix": ""
}
] | 2,004 | 10.1007/s10115-004-0175-4 | Knowledge and Information Systems | Knowledge and Information Systems | 1556242451 | [
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||||
A multi-relational approach to spatial classification | 2,357,042 | Spatial classification is the task of learning models to predict class labels based on the features of entities as well as the spatial relationships to other entities and their features. Spatial data can be represented as multi-relational data, however it presents novel challenges not present in multi-relational problems. One such problem is that spatial relationships are embedded in space, unknown a priori, and it is part of the algorithm's task to determine which relationships are important and what properties to consider. In order to determine when two entities are spatially related in an adaptive and non-parametric way, we propose a Voronoi-based neighbourhood definition upon which spatial literals can be built. Properties of these neighbourhoods also need to be described and used for classification purposes. Non-spatial aggregation literals already exist within the multi-relational framework, but are not sufficient for comprehensive spatial classification. A formal set of additions to the multi-relational data mining framework is proposed, to be able to represent spatial aggregations as well as spatial features and literals. These additions allow for capturing more complex interactions and spatial occurrences such as spatial trends. In order to more efficiently perform the rule learning and exploit powerful multi-processor machines, a scalable parallelized method capable of reducing the runtime by several factors is presented. The method is compared against existing methods by experimental evaluation on a real world crime dataset which demonstrate the importance of the neighbourhood definition and the advantages of parallelization. | [
{
"first": "Richard",
"middle": [],
"last": "Frank",
"suffix": ""
},
{
"first": "Martin",
"middle": [],
"last": "Ester",
"suffix": ""
},
{
"first": "Arno",
"middle": [],
"last": "Knobbe",
"suffix": ""
}
] | 2,009 | 10.1145/1557019.1557058 | KDD | 2088340438 | [
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On the shape of a set of points and lines in the plane | 5,557,689 | Detailed geometric models of the real world are in increasing demand. LiDAR data is appropriate to reconstruct urban models. In urban scenes, the individual surfaces can be reconstructed and connected to form the scene geometry. There are various methods for reconstructing the free-form shape of a point sample on a single surface. However, these methods do not take the context of the surface into account. We present the guided α-shape: an extension of the well known α-shape that uses lines (guides) to indicate preferred locations for the boundary of the shape. The guided α-shape uses (parts of) these lines as boundary where the points suggest that this is appropriate. We prove that the guided α-shape can be constructed in O((n + m) log (n + m)) time, from an input of n points and m guides. We apply guided α-shapes to urban reconstruction from LiDAR, where neighboring surfaces can be connected conveniently along their intersection lines into adjacent surfaces of a 3D model. We analyze guided α-shapes of both synthetic and real data and show they are consistently better than α-shapes for this application. | [
{
"first": "M.",
"middle": [
"van"
],
"last": "Kreveld",
"suffix": ""
},
{
"first": "T.",
"middle": [
"van"
],
"last": "Lankveld",
"suffix": ""
},
{
"first": "Remco",
"middle": [
"C."
],
"last": "Veltkamp",
"suffix": ""
}
] | 2,011 | 10.1111/j.1467-8659.2011.02029.x | Comput. Graph. Forum | Comput. Graph. Forum | 2080995373 | [
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Generating a Texture Map from Object-Surface Texture Data | 34,790,933 | A number of 3D digitizing methods, including stereopsis, are capable of measuring not only an object's shape but also its surface texture. Measured shape data can be expressed as a polyhedron whose faces are triangular, and object-surface texture data can be represented in the form of color data for each of the vertices of the various triangles. The ability to apply object-surface texture data directly to the creation of computer graphics images has been severely limited by the extreme difficulty of expressing such texture data in the image from which conventional texture mapping proceeds commonly referred to as a texture map. Proposed here is a method that generates a texture map from object-surface texture data. First, the method reduces the number of triangles in the polyhedron while preserving essentially all the color data that it originally contained. Next, it arranges the triangles in the simplified triangle mesh onto a plane, and generates a texture map from this arrangement. This method preserves the full texture of an object, no matter how complex its shape, an advantage over the conventional cylindrical texture representation approach. Furthermore, since essentially all color data has been retained, the reduction in the number of triangles does not produce any significant reduction in the texture-realism of the object image produced. | [
{
"first": "Makoto",
"middle": [],
"last": "Maruya",
"suffix": ""
}
] | 1,995 | 10.1111/j.1467-8659.1995.cgf143_0397.x | Comput. Graph. Forum | Comput. Graph. Forum | 2142949488 | [] | [
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Interactive curating of user tags for audiovisual archives | 18,454,212 | With the rapidly increasing popularity of social sharing sites, the traditional manual indexing techniques are no longer feasible to cope with the growing amount of multimedia content. Emerging folksonomies of user tags through crowdsourcing provide a potential for the collaborative annotation of various types of online multimedia resources. However, the shortcomings of folksonomies still present researchers with challenges to effectively use the collected user tags in professional or public collections. Examples of such challenges are determining how to tackle the quality of tags, to understand tags' meaning and relevance to the resource material, and to define quality parameters of the final (targeted) annotations of multimedia resources. This work addresses such challenges in a concrete use case -- the crowdsourcing video annotation game called Waisda?. This game is used to collect user tags for videos from the Dutch National Audiovisual Archive 'Sound and Vision'. In this paper we explore the interactive aspects of a post-game crowdsourcing tool called 'Tag Gardening' for curating user tags. We tackle the challenges of bringing out quality and extracting meaning from the user tags in order to finally achieve satisfactory video annotations. | [
{
"first": "Yi-Ling",
"middle": [],
"last": "Lin",
"suffix": ""
},
{
"first": "Lora",
"middle": [],
"last": "Aroyo",
"suffix": ""
}
] | 2,012 | 10.1145/2254556.2254685 | AVI | 2073708492 | [
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Metro Map Colour-Coding: Effect on Usability in Route Tracing | 4,540,350 | Does the choice of colour-coding scheme affect the usability of metro maps, as measured by the accuracy and speed of navigation? Using colour to differentiate lines or services in maps of metro rail networks has been a common practice around the world for many decades. Broadly speaking, there are two basic schemes: ‘route colouring’, in which each end-to-end route has a distinct colour, and ‘trunk colouring’, in which each major trunk has a distinct colour, and the individual routes inherit the colour of the main trunk that they run along. A third, intermediate scheme is ‘shaded colouring’, in which each trunk has a distinct colour, and each route has a distinct shade of that colour. In this study, 285 volunteers in the US were randomised to these three colour-coding schemes and performed seventeen navigational tasks. Each task involved tracing a route in the New York City subway map. Overall, we found that route colouring was significantly more accurate than the trunk- and shaded-colouring schemes. A planned subset analysis, however, revealed major differences between specific navigational hazards: route colouring performed better only against certain navigational hazards; trunk colouring performed best against one hazard; and other hazards showed no effect of colour coding. Route colouring was significantly faster only in one subset. | [
{
"first": "Peter B.",
"middle": [],
"last": "Lloyd",
"suffix": ""
},
{
"first": "Peter",
"middle": [],
"last": "Rodgers",
"suffix": ""
},
{
"first": "Maxwell J.",
"middle": [],
"last": "Roberts",
"suffix": ""
}
] | 2,018 | 10.1007/978-3-319-91376-6_38 | Diagrams | 2803666091 | [
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Robust Ensemble Clustering by Matrix Completion | 1,013,100 | Data clustering is an important task and has found applications in numerous real-world problems. Since no single clustering algorithm is able to identify all different types of cluster shapes and structures, ensemble clustering was proposed to combine different partitions of the same data generated by multiple clustering algorithms. The key idea of most ensemble clustering algorithms is to find a partition that is consistent with most of the available partitions of the input data. One problem with these algorithms is their inability to handle uncertain data pairs, i.e. data pairs for which about half of the partitions put them into the same cluster and the other half do the opposite. When the number of uncertain data pairs is large, they can mislead the ensemble clustering algorithm in generating the final partition. To overcome this limitation, we propose an ensemble clustering approach based on the technique of matrix completion. The proposed algorithm constructs a partially observed similarity matrix based on the data pairs whose cluster memberships are agreed upon by most of the clustering algorithms in the ensemble. It then deploys the matrix completion algorithm to complete the similarity matrix. The final data partition is computed by applying an efficient spectral clustering algorithm to the completed matrix. Our empirical studies with multiple real-world datasets show that the proposed algorithm performs significantly better than the state-of-the-art algorithms for ensemble clustering. | [
{
"first": "Jinfeng",
"middle": [],
"last": "Yi",
"suffix": ""
},
{
"first": "Tianbao",
"middle": [],
"last": "Yang",
"suffix": ""
},
{
"first": "Rong",
"middle": [],
"last": "Jin",
"suffix": ""
},
{
"first": "A.",
"middle": [
"K."
],
"last": "Jain",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Mahdavi",
"suffix": ""
}
] | 2,012 | 10.1109/ICDM.2012.123 | 2012 IEEE 12th International Conference on Data Mining | 2012 IEEE 12th International Conference on Data Mining | 2037984690 | [
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Meeting central: making distributed meetings more effective | 8,429,419 | The Meeting Central prototype is a suite of collaboration tools designed to support distributed meetings. The tools' minimalist design provides only those features that have the most impact on distributed meeting effectiveness. The collaboration suite is built on top of a distributed, extensible, and scalable framework. | [
{
"first": "Nicole",
"middle": [],
"last": "Yankelovich",
"suffix": ""
},
{
"first": "William",
"middle": [],
"last": "Walker",
"suffix": ""
},
{
"first": "Patricia",
"middle": [],
"last": "Roberts",
"suffix": ""
},
{
"first": "Mike",
"middle": [],
"last": "Wessler",
"suffix": ""
},
{
"first": "Jonathan",
"middle": [],
"last": "Kaplan",
"suffix": ""
},
{
"first": "Joe",
"middle": [],
"last": "Provino",
"suffix": ""
}
] | 2,004 | 10.1145/1031607.1031678 | CSCW '04 | 2027636661 | [
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"I need to try this"?: a statistical overview of pinterest | 207,203,793 | Over the past decade, social network sites have become ubiquitous places for people to maintain relationships, as well as loci of intense research interest. Recently, a new site has exploded into prominence: Pinterest became the fastest social network to reach 10M users, growing 4000% in 2011 alone. While many Pinterest articles have appeared in the popular press, there has been little scholarly work so far. In this paper, we use a quantitative approach to study three research questions about the site. What drives activity on Pinterest? What role does gender play in the site's social connections? And finally, what distinguishes Pinterest from existing networks, in particular Twitter? In short, we find that being female means more repins, but fewer followers, and that four verbs set Pinterest apart from Twitter: use, look, want and need. This work serves as an early snapshot of Pinterest that later work can leverage. | [
{
"first": "Eric",
"middle": [],
"last": "Gilbert",
"suffix": ""
},
{
"first": "Saeideh",
"middle": [],
"last": "Bakhshi",
"suffix": ""
},
{
"first": "Shuo",
"middle": [],
"last": "Chang",
"suffix": ""
},
{
"first": "Loren",
"middle": [],
"last": "Terveen",
"suffix": ""
}
] | 2,013 | 10.1145/2470654.2481336 | CHI '13 | 2094736127 | [
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QuickInsights: Quick and Automatic Discovery of Insights from Multi-Dimensional Data | 189,048,448 | Discovering interesting data patterns is a common and important analytical need in data, with increasing user demand for automated discovery abilities. However, automatically discovering interesting patterns from multi-dimensional data remains challenging. Existing techniques focus on mining individual types of patterns. There is a lack of unified formulation for different pattern types, as well as general mining frameworks to derive them effectively and efficiently. We present a novel technique QuickInsights, which quickly and automatically discovers interesting patterns from multi-dimensional data. QuickInsights proposes a unified formulation of interesting patterns, called insights, and designs a systematic mining framework to discover high-quality insights efficiently. We demonstrate the effectiveness and efficiency of QuickInsights through our evaluation on 447 real datasets as well as user studies on both expert users and non-expert users. QuickInsights is released in Microsoft Power BI. | [
{
"first": "Rui",
"middle": [],
"last": "Ding",
"suffix": ""
},
{
"first": "Shi",
"middle": [],
"last": "Han",
"suffix": ""
},
{
"first": "Yong",
"middle": [],
"last": "Xu",
"suffix": ""
},
{
"first": "Haidong",
"middle": [],
"last": "Zhang",
"suffix": ""
},
{
"first": "Dongmei",
"middle": [],
"last": "Zhang",
"suffix": ""
}
] | 2,019 | 10.1145/3299869.3314037 | SIGMOD '19 | 2946535156 | [
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A specialized data management system for parallel execution of particle physics codes | 306,173 | The specialized data management system described in this paper was motivated by the need for much more efficient data management than a standard database management system could provide for particle physics codes in shared memory multiprocessor environments. The special characteristics of data and access patterns in particle physics codes need to be fully exploited in order to effect efficient data management. The data management system allows parameteric user control over system features not usually available to them, especially details of physical design and retrieval such as horizontal clustering, asynchronous I/O, and automatic distribution across processors. In the past, each physics code has constructed the equivalent of a primitive data management system from scratch. The system described in this paper is a generic system that can now be interfaced with a variety of physics codes. | [
{
"first": "Jean",
"middle": [
"L."
],
"last": "Bell",
"suffix": ""
}
] | 1,988 | 10.1145/50202.50236 | SIGMOD '88 | 2020105573 | [] | [
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Metarule-Guided Mining of Multi-Dimensional Association Rules Using Data Cubes | 12,798,931 | In this paper, we employ a novel approach to metarule-guided, multi-dimensional association rule mining which explores a data cube structure. We propose algorithms for metarule-guided mining: given a metarule containing p predicates, we compare mining on an n-dimensional (n-D) cube structure (where p < n) with mining on smaller multiple p-dimensional cubes. In addition, we propose an efficient method for precomputing the cube, which takes into account the constraints imposed by the given metarule. | [
{
"first": "Micheline",
"middle": [],
"last": "Kamber",
"suffix": ""
},
{
"first": "Jiawei",
"middle": [],
"last": "Han",
"suffix": ""
},
{
"first": "Jenny",
"middle": [],
"last": "Chiang",
"suffix": ""
}
] | 1,997 | KDD | 2915015876,2100356657 | [
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Latent Doodle Space | 33,554,733 | We propose the concept of a latent doodle space, a low-dimensional space derived from a set of input doodles, or simple line drawings. The latent space provides a foundation for generating new drawings that are similar, but not identical to, the input examples. The two key components of this technique are 1) a heuristic algorithm for finding stroke correspondences between the drawings, and 2) the use of latent variable methods to automatically extract a low-dimensional latent doodle space from the inputs. We present two practical applications that demonstrate the utility of this idea: first, a randomized stamp tool that creates a different image on every usage; and second, “personalized probabilistic fonts,” a handwriting synthesis technique that mimics the idiosyncrasies of one's own handwriting. ::: ::: ::: ::: Keywords: sketch, by-example, style learning, scattered data interpolation, principal component analysis, radial basis functions, Gaussian processes, digital in-betweening, handwriting synthesis | [
{
"first": "William",
"middle": [],
"last": "Baxter",
"suffix": ""
},
{
"first": "Ken-ichi",
"middle": [],
"last": "Anjyo",
"suffix": ""
}
] | 2,006 | 10.1111/j.1467-8659.2006.00967.x | Comput. Graph. Forum | Comput. Graph. Forum | 2143732929 | [] | [
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Noisy Image Segmentation by a Robust Clustering Algorithm Based on DC Programming and DCA | 6,044,547 | We present a fast and robust algorithm for image segmentation problems via Fuzzy C-Means (FCM) clustering model. Our approach is based on DC (Difference of Convex functions) programming and DCA (DC Algorithms) that have been successfully applied in a lot of various fields of Applied Sciences, including Machine Learning. In an elegant way, the FCM model is reformulated as a DC program for which a very simple DCA scheme is investigated. For accelerating the DCA, an alternative FCM-DCA procedure is developed. Moreover, in the case of noisy images, we propose a new model that incorporates spatial information into the membership function for clustering. Experimental results on noisy images have illustrated the effectiveness of the proposed algorithm and its superiority with respect to the standard FCM algorithm in both running-time and quality of solutions. | [
{
"first": "Le",
"middle": [
"Thi",
"Hoai"
],
"last": "An",
"suffix": ""
},
{
"first": "Le",
"middle": [
"Hoai"
],
"last": "Minh",
"suffix": ""
},
{
"first": "Nguyen",
"middle": [
"Trong"
],
"last": "Phuc",
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},
{
"first": "Pham",
"middle": [
"Dinh"
],
"last": "Tao",
"suffix": ""
}
] | 2,008 | 10.1007/978-3-540-70720-2_6 | ICDM | 1597107881 | [] | [] | false | false | false | https://api.semanticscholar.org/CorpusID:6044547 | null | null | null | null | null |
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Understanding the Rational Speech Act model. | 53,004,107 | [
{
"first": "Arianna",
"middle": [],
"last": "Yuan",
"suffix": ""
},
{
"first": "Will",
"middle": [
"S."
],
"last": "Monroe",
"suffix": ""
},
{
"first": "Yu",
"middle": [],
"last": "Bai",
"suffix": ""
},
{
"first": "Nate",
"middle": [],
"last": "Kushman",
"suffix": ""
}
] | 2,018 | CogSci | 2941753850 | [
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The Effect of Physical Load in Cognitive Process of Estimation | 14,691,012 | The Effect of Physical Load on the Cognitive Process of Estimation Keiga Abe ([email protected]) Department of Education, 1-1 Takakuwa-Nishi, Yanaizu-cho Gifu, Japan Abstract The purpose of this study was to examine the process of embodied cognition in distance estimation. According to recent cognitive science studies, our intelligent behavior that ranges from perception to inference is not accomplished in only a closed mental process, but is affected by body and action. However, previous studies do not clarify whether these effects were derived from physical load or subjective heaviness. In order to examine the question, two experiments were conducted using the “size-weight illusion’’. Performance on the distance estimation task was not affected by subjective heaviness but by physical load. Keywords: embodied distance estimation cognition; size-weight illusion; Introduction We examined the contribution of the physical body on higher-order cognitive processing. Recently, in cognitive science, studies have reported that a wide range of intellectual behavior, from perception to inference, is not only a closed mental process but is also subject to influences of the physical body and its actions/motions(Wilson, 2002; Gibbs, 2005; Proffitt, 2006). Since physical loading is known to exert effects on mental processes, Narukawa, et al. (2010) reported changes in gustatory sensation that accompany the degree of fatigue. Krishna & Morrin (2008) showed that the sense of hardness of the bottle affected the evaluation of mineral water. Bhalla & Profitt (1999) demonstrated experimentally that different estimates are made of the inclination of a sloped path under the conditions of carrying a load on the back versus being empty-handed. In addition, in the study by Ackerman, Nocera & Bargh (2010), the curriculum vitae of a fictitious person bound to two types of clipboards that differed in heaviness were handed to the subjects, who were asked to make evaluations of the person. The evaluations made by those of the group handed the heavier clipboard were higher than that of the group handed the lighter clipboard. The results of these prior studies suggest that mental processes are influenced by loading and fatigue of the physical body of the subject. However, it has not been clarified whether these effects were due to the amount of actual physical load or due to the amount of the subjective load. In this study, this issue was examined using a distance estimation task adopted from a prior study. If the effects were due to the amount of the physical load, then physical/non-overt processes, which are separate from the subjective view of the subject, are expected exert an effect on the inference. Conversely, if they are due to the amount of the subjective load, it may be considered that the subjective view of the subject and overt processes exert the effects on the inference. To examine these physical and subjective loads separately, the “size-weight illusion’’ (Charpentier, 1891) was used in this study. This illusion occurs when if the weights of two objects are the same, the larger object is sensed as being lighter. Utilizing this illusion, distance estimation tasks under conditions of being subject to different subjective loads while being subject to the same physical load (Experiment 1) and distance estimation tasks under conditions of being subject to different physical loads while being subject to the same subjective load (Experiment 2) were conducted to examine the effect of the physical and subjective amount of the physical load. Experiment 1 In Experiment 1, experimental manipulations were conducted to generate the subjective view that loads with different weights were being exerted while the same weight physically was exerted, and distance estimation tasks were conducted under conditions of a divergence between the amount of subjective and physical load. This was used to examine how the perceived load of the weight exerted on the body is processed. Method Subjects Ninety-two college students participated in the experiment. Of them, 24 were assigned to the 10 L group, in which the subject held a 5 kg tank with capacity of 10 L as the number of steps of a stairway was estimated; 33 were assigned to the 20 L group, in which the subject held a 5 kg tank with a capacity of 20 L as the estimation was made; and 35 were assigned to the control group, in which they made the estimation without holding any weight. A single- factor between-subjects design was used in this experiment. Task A revised form of the distance estimation task published by Bhalla & Profitt (1999) was employed. In the revised form, a picture of the up-bound steps of the Atago Shrine (Fig. 1) was presented for 5 s, and the subject was | [
{
"first": "Keiga",
"middle": [],
"last": "Abe",
"suffix": ""
}
] | 2,013 | CogSci | 2401525411 | [
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Moves in the World Are Faster than Moves in the Head: Interactivity in the River Crossing Problem | 9,127,886 | Moves in the World Are Faster than Moves in the Head: Interactivity in the River Crossing Problem Frederic Vallee-Tourangeau, Lisa G. Guthrie and Gaelle Villejoubert Department of Psychology, Kingston University Kingston-upon-Thames UNITED KINGDOMKT1 2EE f.vallee-tourangeau/l.guthrie/[email protected] Abstract In solving a variety of problems people interact with their external environment, often using artefacts close at hand to supplement and augment their problem solving skills. The role of interactivity in problem solving was investigated using a river-crossing problem. All participants performed the task twice, once in a high interactivity condition and once in a low interactivity condition. Moves to completion were higher in the high interactivity condition but latency per move was much shorter with high than with low interactivity. Moves in the world were easier to implement than to simulate mentally and acted as epistemic actions to facilitate thinking. In addition, when participants experienced the low interactivity version of the task second, their performance reflected little learning. However, when the high interactivity version was completed second, latency to solution and latency per move were substantially reduced. These results underscore the importance of investigating problem solving behaviour from a distributed cognition perspective. Keywords: Problem solving, interactivity, epistemic actions, distributed cognition Introduction Scientists and lay people alike naturally create and build artefacts or recruit existing ones to help them solve problems. To be sure, artefacts such as calculators, data management software, computers can facilitate complex computations. But others, of more modest complexity, such as pen and paper, can help articulate and structure thinking. Space itself is a tool that can facilitate thinking, that is it can be structured, designed (and redesigned) such as to make thinking easier (Kirsh, 1995, 1996, 2010). Thus solving jigsaw puzzles involves physically juxtaposing different pieces to gauge their fit; in Scrabble, letter tiles are physically rearranged to facilitate word production; in Tetris, tetrominoes are physically rotated to determine their optimal place along a line. And beyond puzzles and games, experts structure an external environment to support thinking. Scientists use physical objects and their arrangement in space to formulate and test hypotheses: Watson (1968, pp. 123-125) describes how he cleared his desk, cut out shapes corresponding to the four nucleobases, and manipulated them until he saw which ones could be paired to hold the double helix together. Artefacts recruited in thinking are rich, varied and modifiable. Their recruitment is at times strategic, such that their users actively engage in their design and engineer their function, and at others, opportunistic, that is they are picked up from the environment in an ad hoc fashion to help solve a problem, capitalizing on a fortuitous interaction. From a distributed cognition perspective, thinking is the product of a cognitive system wherein internal and external resources are coupled to create a dynamic, fluid, and distributed problem representation (Villejoubert & Vallee-Tourangeau, 2011; Weller, Villejoubert, & Vallee- Tourangeau, 2011). The nature of the external resources recruited in thinking and their functional role are guided by principles of cognitive economy, effort and efficiency (Clark, 1989; Kirsh, 2010). Actions complement and augment thinking by providing new information, unveiling new affordances, and can sometimes serve to create a more cognitively congenial problem presentation (Kirsh, 1996). Through the creation, recruitment and manipulations of artefacts, new perspectives are gained, encouraging the development or retrieval of problem solving strategies, and improving the prospect of solving the problem (Magnani, 2007). As the environment shoulders some of the representational and computational burden, valuable cognitive resources such as working memory capacity and executive functions may be freed to draw on stored knowledge or develop new solutions (Magnani, 2007). For example, recent work on mental arithmetic indicates that people are more accurate, more efficient, and create more congenial interim totals when they can manipulate number tokens that configure the problem presentation, than when they perform the mental arithmetic without (Vallee-Tourangeau, in press). River Crossing Transformation problems have been the focus of research in cognitive psychology for the past 50 years. In these problems, a well-defined space connects an initial and a goal state. Legal moves are defined in terms of simple rules and enacted with simple operators. Participants must reach the goal state by transforming the initial state | [
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"last": "Vallée-Tourangeau",
"suffix": ""
},
{
"first": "Lisa",
"middle": [
"G."
],
"last": "Guthrie",
"suffix": ""
},
{
"first": "Gaëlle",
"middle": [],
"last": "Villejoubert",
"suffix": ""
}
] | 2,013 | CogSci | 2406857357 | [
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Exclusive Row Biclustering for Gene Expression Using a Combinatorial Auction Approach | 18,744,436 | The availability of large microarray data has led to a growing interest in biclustering methods in the past decade. Several algorithms have been proposed to identify subsets of genes and conditions according to different similarity measures and under varying constraints. In this paper we focus on the exclusive row biclusteing problem (also known as projected clustering) for gene expression data sets, in which each row can only be a member of a single bicluster while columns can participate in multiple clusters. This type of biclustering may be adequate, for example, for clustering groups of cancer patients where each patient (row) is expected to be carrying only a single type of cancer, while each cancer type is associated with multiple (and possibly overlapping) genes (columns). In this paper we present a novel method to identify these exclusive row biclusters through a combination of existing biclustering algorithms and combinatorial auction techniques. We devise an approach for tuning the threshold for our algorithm based on comparison to a null model in the spirit of the Gap statistic approach. We demonstrate our approach on both synthetic and real-world gene expression data and show its power in identifying large span non-overlapping rows sub matrices, while considering their unique nature. The Gap statistic approach succeeds in identifying appropriate thresholds in all our examples. | [
{
"first": "A.",
"middle": [],
"last": "Painsky",
"suffix": ""
},
{
"first": "S.",
"middle": [],
"last": "Rosset",
"suffix": ""
}
] | 2,012 | 1809.05077 | 10.1109/ICDM.2012.25 | 2012 IEEE 12th International Conference on Data Mining | 2012 IEEE 12th International Conference on Data Mining | 2074790978,2890501655 | [
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Visual Flexibility in Arithmetic Expressions. | 53,057,028 | [
{
"first": "Jingqi",
"middle": [],
"last": "Yu",
"suffix": ""
},
{
"first": "David",
"middle": [],
"last": "Landy",
"suffix": ""
},
{
"first": "Robert",
"middle": [
"L."
],
"last": "Goldstone",
"suffix": ""
}
] | 2,018 | CogSci | 2941039851 | [
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Compression of Synthesized Textures | 1,100,781 | In spite of graphics hardware advancements, graphics memory is still a scarce resource for usual applications. Besides, for most raster-based applications, the available bandwidth is one important limiting factor for increasing performance in the system. Texture compression addresses both of these problems. We introduce a new technique for compression of textures synthesized from samples. The compressed texture stores the sample plus encoded data, gathered during synthesis, which enables real-time decompression of large textures. With this scheme we are able to achieve high compression rates. Our solution explores a spectrum of textures where general texture compression schemes achieve less than optimal compression rates. These are usually textures with repeating patterns, regular or near-regular ones, and stochastic ones, the exactly types of textures where texture synthesis algorithms perform well. We also present analytical formulae for our compression scheme that allows an exact computation of compression rates achieved. | [
{
"first": "F.",
"middle": [],
"last": "Brayner",
"suffix": ""
},
{
"first": "M.",
"middle": [],
"last": "Walter",
"suffix": ""
}
] | 2,010 | 10.1109/SIBGRAPI.2010.39 | 2010 23rd SIBGRAPI Conference on Graphics, Patterns and Images | 2010 23rd SIBGRAPI Conference on Graphics, Patterns and Images | 2123621103 | [
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Neural Smoke Stylization with Color Transfer | 209,405,190 | Artistically controlling fluid simulations requires a large amount of manual work by an artist. The recently presented transportbased neural style transfer approach simplifies workflows as it transfers the style of arbitrary input images onto 3D smoke simulations. However, the method only modifies the shape of the fluid but omits color information. In this work, we therefore extend the previous approach to obtain a complete pipeline for transferring shape and color information onto 2D and 3D smoke simulations with neural networks. Our results demonstrate that our method successfully transfers colored style features consistently in space and time to smoke data for different input textures. | [
{
"first": "Fabienne",
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"last": "Christen",
"suffix": ""
},
{
"first": "Byungsoo",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "Vinicius",
"middle": [
"C."
],
"last": "Azevedo",
"suffix": ""
},
{
"first": "Barbara",
"middle": [],
"last": "Solenthaler",
"suffix": ""
}
] | 2,019 | 1912.08757 | ArXiv | ArXiv | 2996271540 | [
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The context toolkit: aiding the development of context-enabled applications | 1,165,515 | Context-enabled applications are just emerging and promisericher interaction by taking environmental context into account.However, they are difficult to build due to their distributednature and the use of unconventional sensors. The concepts oftoolkits and widget libraries in graphical user interfaces has beentremendously successtil, allowing programmers to leverage offexisting building blocks to build interactive systems more easily.We introduce the concept of context widgets that mediate betweenthe environment and the application in the same way graphicalwidgets mediate between the user and the application. We illustratethe concept of context widgets with the beginnings of a widgetlibrary we have developed for sensing presence, identity andactivity of people and things. We assess the success of ourapproach with two example context-enabled applications we havebuilt and an existing application to which we have addedcontext-sensing capabilities. | [
{
"first": "Daniel",
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"last": "Salber",
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},
{
"first": "Anind",
"middle": [
"K."
],
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"suffix": ""
},
{
"first": "Gregory",
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"D."
],
"last": "Abowd",
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}
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Social, individual and technological issues for groupware calendar systems | 9,964,785 | Designing and deploying groupware is difficult. Groupwareevaluation and design are often approached from a singleperspective, with a technologically-, individually-, orsocially-centered focus. A study of Groupware Calendar Systems(GCSs) highlights the need for a synthesis of these multipleperspectives to fully understand the adoption challenges thesesystems face. First, GCSs often replace existing calendarartifacts, which can impact users calendaring habits and in turninfluence technology adoption decisions. Second, electroniccalendars have the potential to easily share contextualizedinformation publicly over the computer network, creatingopportunities for peer judgment about time allocation and raisingconcerns about privacy regulation. However, this situation may alsosupport coordination by allowing others to make useful inferencesabout ones schedule. Third, the technology and the socialenvironment are in a reciprocal, co-evolutionary relationship: theuse context is affected by the constraints and affordances of thetechnology, and the technology also co-adapts to the environment inimportant ways. Finally, GCSs, despite being below the horizon ofeveryday notice, can affect the nature of temporal coordinationbeyond the expected meeting scheduling practice. | [
{
"first": "Leysia",
"middle": [],
"last": "Palen",
"suffix": ""
}
] | 1,999 | 10.1145/302979.302982 | CHI '99 | 2104581822 | [
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Discovering Collective Narratives of Theme Parks from Large Collections of Visitors' Photo Streams | 15,790,653 | We present an approach for generating pictorial storylines from large collections of online photo streams shared by visitors to theme parks (e.g. Disneyland), along with publicly available information such as visitor's maps. The story graph visualizes various events and activities recurring across visitors' photo sets, in the form of hierarchically branching narrative structure associated with attractions and districts in theme parks. We first estimate story elements of each photo stream, including the detection of faces and supporting objects, and attraction-based localization. We then create spatio-temporal story graphs via an inference of sparse time-varying directed graphs. Through quantitative evaluation and crowdsourcing-based user studies via Amazon Mechanical Turk, we show that the story graphs serve as a more convenient mid-level data structure to perform photo-based recommendation tasks than other alternatives. We also present storybook-like demo examples regarding exploration, recommendation, and temporal analysis, which may be most beneficial uses of the story graphs to visitors. | [
{
"first": "Gunhee",
"middle": [],
"last": "Kim",
"suffix": ""
},
{
"first": "Leonid",
"middle": [],
"last": "Sigal",
"suffix": ""
}
] | 2,015 | 10.1145/2783258.2788569 | KDD '15 | 2078889830 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:15790653 | 0 | 0 | 0 | 1 | 0 |
|||||
Placing a value on aesthetics in online casual games | 15,795,983 | Game designers frequently invest in aesthetic improvements such as music, sound effects, and animations. However, their exact value for attracting and retaining players remains unclear. Seeking to estimate this value in two popular Flash games, we conducted a series of large-scale A/B tests in which we selectively removed aesthetic improvements and examined the effect of each component on play time, progress, and return rate. We found that music and sound effects had little or no effect on player retention in either game, while animations caused users to play more. We also found, counterintuitively, that optional rewards caused players to play less in both games. In one game, this gameplay modification affected play time three times as much as the largest aesthetic variation. Our methodology provides a way to determine where resources may be best spent during the game design and development process. | [
{
"first": "Erik",
"middle": [],
"last": "Andersen",
"suffix": ""
},
{
"first": "Yun-En",
"middle": [],
"last": "Liu",
"suffix": ""
},
{
"first": "Rich",
"middle": [],
"last": "Snider",
"suffix": ""
},
{
"first": "Roy",
"middle": [],
"last": "Szeto",
"suffix": ""
},
{
"first": "Zoran",
"middle": [],
"last": "Popović",
"suffix": ""
}
] | 2,011 | 10.1145/1978942.1979131 | CHI | 2155861457 | [
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] | true | true | true | https://api.semanticscholar.org/CorpusID:15795983 | 0 | 0 | 0 | 1 | 0 |
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Introducing Internet Terminals to the Home: Interaction Between Social, Physical, and Technological Spaces | 107,816,504 | A field study was carried to examine the effects of introducing Internet terminals to the home. The results showed that the acceptance of an Internet terminal such as the WebTV set-top box is dependent on existing technologies, the availability and use of spaces in the home, the social structure and dynamics within the home, and the nature of information and communication needs within the home and with the community outside. The results are interpreted using Venkatesh & Mazumdar’s framework in which the home is conceptualised as three interrelated spaces: social, technological, and physical. Analysis of the findings showed how the new technology changes the dynamics and the relationships in and between these spaces and how the home in turn reconstructs itself as part of the process of appropriation. I conclude by drawing out design implications for Internet terminals in the context of the home. | [
{
"first": "Wai",
"middle": [
"On"
],
"last": "Lee",
"suffix": ""
}
] | 2,000 | 10.1007/978-1-4471-0515-2_9 | People and Computers XIV — Usability or Else! | People and Computers XIV — Usability or Else! | 112124935 | [] | [
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