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Feelbook: A Social Media App for Teens Designed to Foster Positive Online Behavior and Prevent Cyberbullying Late-Breaking Works: Collaborative Technologies / Fan, Mingyue / Yu, Liyue / Bowler, Leanne Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.1187-1192
ACM Digital Library Link
Summary: This project presents a prototype for a stand-alone social media application designed for teenage users in order to prevent and mitigate mean and cruel online behavior. The purpose of the app is to create a nurturing environment where teenagers use a variety of features designed to help raise self-awareness of their own online behavior, seek support when needed, and learn to control and, when possible, correct aggressive behavior. The prototype is framed by four design principles: design for reflection, design for empathy, design for empowerment, and design for the whole. We conclude by outlining the next steps in our project to develop an application that helps to improve the online experiences of young people. This work has implications for the CHI community because it applies software solutions to tackle a critical social problem that can affect the health and well being of young people.

Encouraging "Outside-the-box" Thinking in Crowd Innovation Through Identifying Domains of Expertise Crowd Innovation and Crowdfunding / Yu, Lixiu / Kittur, Aniket / Kraut, Robert E. Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.1214-1222
ACM Digital Library Link
Summary: People are more creative at solving difficult design problems when they use relevant examples from outside of the problem's domain as inspirations. However, finding such "outside-the-box" inspirations is difficult, particularly in large idea repositories such as the web, because without guidance people select domains to search based on surface similarity to the problem's domain. In this paper, we demonstrate an approach in which non-experts identify domains that have the potential to yield useful and non-obvious inspirations for solutions. We report an empirical study demonstrating how crowds can generate domains of expertise and that showing people an abstract representation rather than the original problem helps them identify more distant domains. Crowd workers drawing inspirations from the distant domains produced more creative solutions to the original problem than did those who sought inspiration on their own, or drew inspiration from domains closer to or not sharing structural correspondence with the original problem.

Distributed Analogical Idea Generation with Multiple Constraints Crowd Innovation and Crowdfunding / Yu, Lixiu / Kraut, Robert E. / Kittur, Aniket Proceedings of ACM CSCW 2016 Conference on Computer-Supported Cooperative Work and Social Computing 2016-02-27 v.1 p.1236-1245
ACM Digital Library Link
Summary: Previous work has shown the promise of crowdsourcing analogical idea generation, where distributing the stages of analogical processing across many people can reduce fixation, identify inspirations from more diverse domains, and lead to more creative ideas. However, prior work has only considered problems with a single constraint, while many real-world problems involve multiple constraints. This paper contributes a systematic crowdsourcing approach for eliciting multiple constraints inherent in a problem and using those constraints to find inspirations useful in solving it. To do so we identify methods to elicit useful constraints at different levels of abstraction, and empirical results that identify how the level of abstraction influences creative idea generation. Our results show that crowds find the most useful inspirations when the problem domain is represented abstractly and constraints are represented more concretely.

Combining Multimodal Features within a Fusion Network for Emotion Recognition in the Wild Grand Challenge 2: Emotion Recognition in the Wild Challenge 2015 / Sun, Bo / Li, Liandong / Zhou, Guoyan / Wu, Xuewen / He, Jun / Yu, Lejun / Li, Dongxue / Wei, Qinglan Proceedings of the 2015 International Conference on Multimodal Interaction 2015-11-09 p.497-502
ACM Digital Library Link
Summary: In this paper, we describe our work in the third Emotion Recognition in the Wild (EmotiW 2015) Challenge. For each video clip, we extract MSDF, LBP-TOP, HOG, LPQ-TOP and acoustic features to recognize the emotions of film characters. For the static facial expression recognition based on video frame, we extract MSDF, DCNN and RCNN features. We train linear SVM classifiers for these kinds of features on the AFEW and SFEW dataset, and we propose a novel fusion network to combine all the extracted features at decision level. The final achievement we gained is 51.02% on the AFEW testing set and 51.08% on the SFEW testing set, which are much better than the baseline recognition rate of 39.33% and 39.13%.

Calibration-free fusion of step counter and wireless fingerprints for indoor localization Indoor localization / He, Suining / Chan, S.-H. Gary / Yu, Lei / Liu, Ning Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.897-908
ACM Digital Library Link
Summary: In order to improve the accuracy of fingerprint-based localization, one may fuse step counter measurement with location estimation. Previous works on this often require a pre-calibrating the step counter with training sequence or explicit user input, which is inconvenient for practical deployment. Some assume conditional independence on successive sensor readings, which achieves unsatisfactory accuracy in complex and noisy environment. Some other works need a calibration process for RSSI measurement consistency if different devices are used for offline fingerprint collection and online location query.
    We propose SLAC, a fingerprint positioning framework which simultaneously localizes the target and calibrates the system. SLAC is calibration-free, and works transparently for heterogeneous devices and users. It is based on a novel formulation embedded with a specialized particle filter, where location estimations, wireless signals and user motion are jointly optimized with resultant consistent and correct model parameters. Extensive experimental trials at HKUST campus and Hong Kong International Airport further confirm that SLAC accommodates device heterogeneity, and achieves significantly lower errors compared with other state-of-the-art algorithms.

Exiting the Design Studio: Leveraging Online Participants for Early-Stage Design Feedback Teamwork Challenges / Ma, Xiaojuan / Yu, Li / Forlizzi, Jodi L. / Dow, Steven P. Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.676-685
ACM Digital Library Link
Summary: Online collaboration tools enable developers of interactive systems to quickly reach potential users for usability testing. Can these technologies serve designers who seek feedback on user needs during the earliest stages of design? Online needfinding may help designers create products and services that can target a more diverse user population. To explore this, we conducted a feasibility study to compare face-to-face methods with online needfinding sessions. We found that video can sufficiently capture nuanced reactions to preliminary concept storyboards, but that feedback providers need guidance and structure. We then introduce a tool for collecting early-stage design feedback from online participants and conduct a case study with a professional design team. The team conducted needfinding activities with local participants, as well as a cost-equivalent number of online participants The case study demonstrates that combining online crowdsourcing with a video survey tool provides a simple and cost-efficient way to collect early-stage feedback.

Searching for analogical ideas with crowds Crowds and creativity / Yu, Lixiu / Kittur, Aniket / Kraut, Robert E. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1225-1234
ACM Digital Library Link
Summary: Seeking solutions from one domain to solve problems in another is an effective process of innovation. This process of analogy searching is difficult for both humans and machines. In this paper, we present a novel approach for re-presenting a problem in terms of its abstract structure, and then allowing people to use this structural representation to find analogies. We propose a crowdsourcing process that helps people navigate a large dataset to find analogies. Through two experiments, we show the benefits of using abstract structural representations to search for ideas that are analogous to a source problem, and that these analogies result in better solutions than alternative approaches. This work provides a useful method for finding analogies, and can streamline innovation for both novices and professional designers.

Distributed analogical idea generation: inventing with crowds Crowds and creativity / Yu, Lixiu / Kittur, Aniket / Kraut, Robert E. Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1245-1254
ACM Digital Library Link
Summary: Harnessing crowds can be a powerful mechanism for increasing innovation. However, current approaches to crowd innovation rely on large numbers of contributors generating ideas independently in an unstructured way. We introduce a new approach called distributed analogical idea generation, which aims to make idea generation more effective and less reliant on chance. Drawing from the literature in cognitive science on analogy and schema induction, our approach decomposes the creative process in a structured way amenable to using crowds. In three experiments we show that distributed analogical idea generation leads to better ideas than example-based approaches, and investigate the conditions under which crowds generate good schemas and ideas. Our results have implications for improving creativity and building systems for distributed crowd innovation.

A comparison of social, learning, and financial strategies on crowd engagement and output quality Promoting participation and engagement / Yu, Lixiu / André, Paul / Kittur, Aniket / Kraut, Robert Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.967-978
ACM Digital Library Link
Summary: A significant challenge for crowdsourcing has been increasing worker engagement and output quality. We explore the effects of social, learning, and financial strategies, and their combinations, on increasing worker retention across tasks and change in the quality of worker output. Through three experiments, we show that 1) using these strategies together increased workers' engagement and the quality of their work; 2) a social strategy was most effective for increasing engagement; 3) a learning strategy was most effective in improving quality. The findings of this paper provide strategies for harnessing the crowd to perform complex tasks, as well as insight into crowd workers' motivation.

Stereotime: a wireless 2D and 3D switchable video communication system Demos / Yang, You / Liu, Qiong / Gao, Yue / Xiong, Binbin / Yu, Li / Luan, Huanbo / Ji, Rongrong / Tian, Qi Proceedings of the 2013 ACM International Conference on Multimedia 2013-10-21 p.473-474
ACM Digital Library Link
Summary: Mobile 3D video communication, especially with 2D and 3D compatible, is a new paradigm for both video communication and 3D video processing. Current techniques face challenges in mobile devices when bundled constraints such as computation resource and compatibility should be considered. In this work, we present a wireless 2D and 3D switchable video communication to handle the previous challenges, and name it as Stereotime. The methods of Zig-Zag fast object segmentation, depth cues detection and merging, and texture-adaptive view generation are used for 3D scene reconstruction. We show the functionalities and compatibilities on 3D mobile devices in WiFi network environment.

Visualization and analysis of 3D time-varying simulations with time lines Visualisation of Evolving Systems / Yu, Li / Lu, Aidong / Chen, Wei Journal of Visual Languages & Computing 2013-10 v.24 n.5 p.402-418
Keywords: Time line
Keywords: Virtual words
Keywords: Feature description
Keywords: Time-varying data visualization
Link to Article at sciencedirect
Summary: This paper presents a time line visualization approach, which allows users to study temporal relationships through encoding their interested data properties to time lines with different shapes and locations. Specifically, our approach extracts key data features as virtual words and uses them to encode various data properties. The distributions of virtual words across time are further applied to study various temporal relationships by generating time lines, which renders sampled time steps as points and temporal sequence as a line. Our approach consists of the three following components. First, we select feature points and collect feature descriptors to build a space of data properties, where virtual words are extracted as representative vectors. Second, the virtual words are applied to characterize feature points and their distribution statistics are used to measure temporal relationships. Third, we demonstrate several methods to visualize time lines flexibly for different data visualization and analysis purposes. We present several case studies to visualize time lines for different data visualization and analysis purposes. Our time line visualization can be used for both summarization and exploration of overall temporal relationships. We demonstrate with examples that time lines can serve as effective exploration, comparison, and visualization tools to study time-varying datasets.

A general conformance testing framework for IEEE 11073 PHD's communication model Networking and communication for assistive environments / Yu, Linbin / Lei, Yu / Kacker, Raghu N. / Kuhn, D. Richard / Sriram, Ram D. / Brady, Kevin Proceedings of the 2013 International Conference on PErvasive Technologies Related to Assistive Environments 2013-05-29 p.12
ACM Digital Library Link
Summary: ISO/IEEE 11073 Personal Health Data (IEEE 11073 PHD) is a set of standards that addresses the interoperability of personal healthcare devices. As an important part of IEEE 11073 PHD, ISO/IEEE 1107-20601 optimized exchange protocol (IEEE 11073-20601) defines how personal healthcare devices communicate with computing resources like PCs and set-top boxes. In this paper, we propose a general conformance testing framework for IEEE 11073-20601 protocol stack. This framework can be used to ensure that different implementations of the protocol stack conform to the specification and are thus able to interoperate with each other. We are developing a prototype research tool that applies the proposed framework to Antidote, an open-sourced IEEE 11073-20601 protocol stack. We report some preliminary testing results.

Play it by ear: a case for serendipitous discovery of places with musicons Papers: visual perception / Ankolekar, Anupriya / Sandholm, Thomas / Yu, Louis Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.2959-2968
ACM Digital Library Link
Summary: Current location-based services (LBS) typically allow users to locate points of interest (POI) in their vicinity but can detract from the user's emotional experience of exploring a new location. In this paper, we examine how cues in the form of popular music (musicons) can emotionally engage users and enhance their experience of discovering nearby POIs serendipitously in unfamiliar places. The primary contribution of this paper is a field study, in which we evaluate the performance and emotional engagement of different types of audio-based cues for directing users' attention to specific POIs. Musicons and mixed-modality cues performed close to visual and speech cues, and significantly better than auditory icons, for POI identification while creating a much more pleasant and engaging user experience. We conclude that cues for POI discovery need not always be as explicit as the baseline visual cues. Indeed, the most challenging cues, auditory icons, led to a heightened sense of autonomy.

An internet-scale idea generation system / Yu, Lixiu / Nickerson, Jeffrey V. ACM Transactions on Interactive Intelligent Systems 2013-04 v.3 n.1 p.2
ACM Digital Library Link
Summary: A method of organizing the crowd to generate ideas is described. It integrates crowds using evolutionary algorithms. The method increases the creativity of ideas across generations, and it works better than greenfield idea generation. Specifically, a design space of internet-scale idea generation systems is defined, and one instance is tested: a crowd idea generation system that uses combination to improve previous designs. The key process of the system is the following: A crowd generates designs, then another crowd combines the designs of the previous crowd. In an experiment with 540 participants, the combined designs were compared to the initial designs and to the designs produced by a greenfield idea generation system. The results show that the sequential combination system produced more creative ideas in the last generation and outperformed the greenfield idea generation system. The design space of crowdsourced idea generation developed here may be used to instantiate systems that can be applied to a wide range of design problems. The work has both pragmatic and theoretical implications: New forms of coordination are now possible, and, using the crowd, it is possible to test existing and emerging theories of coordination and participatory design. Moreover, it may be possible for human designers, organized as a crowd, to codesign with each other and with automated algorithms.

Generating time lines with virtual words for time-varying data visualization Tools and Algorithms / Yu, Li / Lu, Aidong / Chen, Wei Proceedings of the 2012 International Symposium on Visual Information Communication and Interaction 2012-09-27 p.52-60
ACM Digital Library Link
Summary: This paper presents a time line visualization approach, which allows users to study temporal relationships through encoding their interested data properties to time lines with different shapes and locations. Specifically, our approach extracts key data features as virtual words and uses them to encode various data properties. The distributions of virtual words across time are further applied to study various temporal relationships by generating time lines, which renders sampled time steps as points and temporal sequence as a line. Our approach consists of the three following components. First, we select feature points and collect feature descriptors to build a space of data properties, where virtual words are extracted as representative vectors. Second, the virtual words are applied to characterize feature points and their distribution statistics are used to measure temporal relationships. Third, we present several case studies to visualize time lines for different data visualization and analysis purposes. Our time line visualization can be used for both summarization and exploration of overall temporal relationships. We demonstrate with examples that time lines can serve as effective exploration, comparison, and visualization tools to study time-varying datasets.

Evaluation of co-located and distributed collaborative visualization Evaluation and Measurement / Hu, Xianlin / Harrison, Lane / Lu, Aidong / Yu, Li / Song, Huaguang / Gao, Jinzhu Proceedings of the 2012 International Symposium on Visual Information Communication and Interaction 2012-09-27 p.95-103
ACM Digital Library Link
Summary: Collaboration is prevalent for network security teams to protect networking environments, yet few network visualization tools are designed for collaborative analysis. With the increasing complexity and volume of dynamic networks, it is important to adopt strategies of joint decision-making through developing collaborative visualization approaches. In this paper, we present a formal user study to evaluate how paired users collaborate under co-located and distributed collaboration environments to tackle the problems of intrusion detection. Ten paired participants are requested to use network visualization patterns to identify attacks existed in the datasets. We observe participants behaviors and collect their performances from the aspects of coordination and communication, which include prioritizing goals and directions, dividing and balancing workloads, and negotiating analysis decisions while maintaining situational awareness. Based on the results, we conclude several coordination strategies and summarize the values of communication for collaborative detection. We also discuss human-related factors in the process of joint decision-making. Our study provides useful information for future design and development of collaborative visualization systems.

Combining concept maps to catalyze creativity Learning / Yu, Lixiu / Nickerson, Jeffrey V. Proceedings of the 2011 Conference on Creativity and Cognition 2011-11-03 p.13-20
ACM Digital Library Link
Summary: Combining concept maps aids creative problem solving. In two studies, participants were presented with a story describing a problem and its solution. They were then asked to read an analogous problem and provide a solution. In order to facilitate transfer from the first story to the second, concept maps of the stories were elicited and participants instructed to combine them. The results show that participants were more likely to solve the problem when they produced and combined concept maps, as compared to a condition in which concept maps were used without combination, and compared to a condition in which no maps were used, but instead summaries were created and combined.

Crowd creativity through combination Graduate student symposium / Yu, Lixiu Proceedings of the 2011 Conference on Creativity and Cognition 2011-11-03 p.471-472
ACM Digital Library Link
Summary: The goal of this research is to perform large-scale experiments to see if the crowd, mediated by technology, produces creative designs by combining designs. To fulfill this goal, a sequential combination system is built. The system is a variant on a human based genetic algorithm, through which the crowd participates in an iterative process of design, evaluation, and combination. The study will provide a way of creatively solving problems in a number of different domains. It will also shed light on the mechanisms of social creativity: how individuals can build on each other's work and how technology can facilitate design by encouraging collaboration through shared designs.

Adaptive social similarities for recommender systems Poster session 2 / Yu, Le / Pan, Rong / Li, Zhangfeng Proceedings of the 2011 ACM Conference on Recommender Systems 2011-10-23 p.257-260
ACM Digital Library Link
Summary: Collaborative filtering (CF) is an effective recommendation technique, which selects items for an individual user based on similar users' preferences. However, CF may not fully reflect the procedure how people choose an item in real life, for users are more likely to ask friends for opinions instead of asking similar strangers. Recently, some recommendation methods based on social network have been raised. These approaches incorporate social network into the CF algorithms and users' preferences can be influenced by the favors of their friends. These social approaches require the knowledge of similarities among friends. There are two popular similarity functions: Vector Space Similarity (VSS) and Pearson Correlation Coefficient (PCC). However, both friends similarity functions are based on the item-sets they rated in common. In most cases, these functions are impractical, i.e. if two friends do not share the same items in common, the similarity between them will be zeros. To solve this problem, we propose an Adaptive Social Similarity (ASS) function based on the matrix factorization technique. We conduct our experiment on a large dataset: Epinions, which is a widely-used dataset with social information. The experiment results illustrate that our approach outperforms the baseline models and achieves a better performance than social-based method in [4].

Believe What You Hear, Not What You See -- Vision Interferes with Auditory Route Guidance in Complex Environment Orientation and Navigation / Wang, Ying / Zhang, Huiting / Yu, Lu / Zhang, Kan / Sun, Xianghong / Plocher, Thomas HCI International 2011: 14th International Conference on Human-Computer Interaction, Part III: Towards Mobile and Intelligent Interaction Environments 2011-07-09 v.3 p.346-354
Keywords: auditory route guidance; vision; firefighter; human-computer interaction; visual auditory interaction
Link to Digital Content at Springer
Summary: Auditory route guidance has a potential use for sighted people who have to conduct emergent real-world task during navigation. Despite its affordance in assisting people in the absence of vision, it may receive interference from vision under normal visual condition. The present study tested the effect of vision on auditory route guidance using different display modes. Normal sighted firefighters were instructed to navigate within a virtual building following auditory commands from a navigation aid, either under normal (high-visibility) or smoked (low-visibility) visual condition. Navigation in normal visual condition was faster but less accurate than that under low-visibility, and was characterized by unique walking patterns. Moreover, it resulted in worse spatial memory and less positive experience toward the system. These results suggest that the interaction mode of human and auditory route guidance system could be modified by vision. Clear visual inputs boost risk-taking behaviors in route following, which might lead to dangerous consequence in specific navigation tasks. Furthermore, the interference from vision was not restricted to specific display mode, indicating that it might be a general problem for auditory route guidance. As a challenging and primary human factor issue, it should attract more attention and caution in future research and design work.

Driving Distraction Analysis by ECG Signals: An Entropy Analysis Culture and Usability / Yu, Lu / Sun, Xianghong / Zhang, Kan IDGD 2011: 4th International Conference on Internationalization, Design and Global Development 2011-07-09 p.258-264
Keywords: Entropy; Driving distraction; ECG signal
Link to Digital Content at Springer
Summary: This paper presents a novel method in driving distraction analysis: entropy analysis of ECG signals. ECG signals were recorded continuously while 15 drivers were driving with a simulator. Mental computation task was employed as driving distraction. Sample entropy and power spectrum entropy of drivers. ECG signals while they were driving with and without distraction were derived. The result indicated that entropy of drivers ECG signals was sensitive to driving distraction and were potential significant metrics in driving distraction measurement.

The Crowdsourcing Design Space Augmented Cognition, Social Computing and Collaboration / Sakamoto, Yasuaki / Tanaka, Yuko / Yu, Lixiu / Nickerson, Jeffrey V. FAC 2011: 6th International Conference on Foundations of Augmented Cognition. Directing the Future of Adaptive Systems 2011-07-09 p.346-355
Keywords: Crowdsourcing; distributed cognition; organizational design; peer production; collective creativity; human computation
Link to Digital Content at Springer
Summary: Crowdsourcing is a new kind of organizational structure, one that is conducive to large amounts of short parallel work: thousands of individuals may work for several minutes on tasks, their outputs aggregated into a useful product or service. The dimensions of this new organizational form are described. Areas for future research are identified, focusing on open-ended tasks and the coordination structures that might foster collective creativity.

Feature Selection in Crowd Creativity Augmented Cognition, Social Computing and Collaboration / Yu, Lixiu / Sakamoto, Yasuaki FAC 2011: 6th International Conference on Foundations of Augmented Cognition. Directing the Future of Adaptive Systems 2011-07-09 p.383-392
Keywords: Crowdsourcing; collective creativity; combination; feature selection
Link to Digital Content at Springer
Summary: Crowdsourcing is emerging as a wellspring of creative designs. This paper examines the mechanisms that support collective design. A sequential combination system is described: one crowd generates designs, and another crowd combines these designs. Previous experiments showed that the combined designs were judged more creative than the initial designs. The current work extends this previous research by examining the combination process of the designs more closely, looking at how features of the designs were selected and integrated into later designs. Participants preferred atypical features to typical ones for integration, and given a choice, selected practical but less atypical features over impractical but more atypical features. We conclude that crowds attend to both novelty and practicality of the features, and that the presence of atypical yet practical features contributes to the increased creativity of the combined designs.

Cooks or cobblers?: crowd creativity through combination Crowdsourcing / Yu, Lixiu / Nickerson, Jeffrey V. Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1393-1402
ACM Digital Library Link
Summary: A sketch combination system is introduced and tested: a crowd of 1047 participated in an iterative process of design, evaluation and combination. Specifically, participants in a crowdsourcing marketplace sketched chairs for children. One crowd created a first generation of chairs, and then successive crowds created new generations by combining the chairs made by previous crowds. Other participants evaluated the chairs. The crowd judged the chairs from the third generation more creative than those from the first generation. An analysis of the design evolution shows that participants inherited and modified presented features, and also added new features. These findings suggest that crowd based design processes may be effective, and point the way toward computer-human interactions that might further encourage crowd creativity.

Extended probabilistic HAL with close temporal association for psychiatric query document retrieval / Yeh, Jui-Feng / Wu, Chung-Hsien / Yu, Liang-Chih / Lai, Yu-Sheng ACM Transactions on Information Systems 2009 v.27 n.1 p.4
Keywords: Hyperspace Analog to Language (HAL) model, Information retrieval, information flow, query documents
ACM Digital Library Link
Summary: Psychiatric query document retrieval can assist individuals to locate query documents relevant to their depression-related problems efficiently and effectively. By referring to relevant documents, individuals can understand how to alleviate their depression-related symptoms according to recommendations from health professionals. This work presents an extended probabilistic Hyperspace Analog to Language (epHAL) model to achieve this aim. The epHAL incorporates the close temporal associations between words in query documents to represent word cooccurrence relationships in a high-dimensional context space. The information flow mechanism further combines the query words in the epHAL space to infer related words for effective information retrieval. The language model perplexity is considered as the criterion for model optimization. Finally, the epHAL is adopted for psychiatric query document retrieval, and indicates its superiority in information retrieval over traditional approaches.
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