[1]
A Market in Your Social Network: The Effects of Extrinsic Rewards on
Friendsourcing and Relationships
Social Media Engagement
/
Zhu, Haiyi
/
Das, Sauvik
/
Cao, Yiqun
/
Yu, Shuang
/
Kittur, Aniket
/
Kraut, Robert
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.598-609
© Copyright 2016 ACM
Summary: Friendsourcing consists of broadcasting questions and help requests to
friends on social networking sites. Despite its potential value, friendsourcing
requests often fall on deaf ears. One way to improve response rates and
motivate friends to undertake more effortful tasks may be to offer extrinsic
rewards, such as money or a gift, for responding to friendsourcing requests.
However, past research suggests that these extrinsic rewards can have
unintended consequences, including undermining intrinsic motivations and
undercutting the relationship between people. To explore the effects of
extrinsic reward on friends' response rate and perceived relationship, we
conducted an experiment on a new friendsourcing platform -- Mobilyzr. Results
indicate that large extrinsic rewards increase friends' response rates without
reducing the relationship strength between friends. Additionally, the extrinsic
rewards allow requesters to explain away the failure of friendsourcing requests
and thus preserve their perceptions of relationship ties with friends.
[2]
Ringteraction: Coordinated Thumb-index Interaction Using a Ring
Late-Breaking Works: Novel Interactions
/
Ghosh, Sarthak
/
Kim, Hyeong Cheol
/
Cao, Yang
/
Wessels, Arne
/
Perrault, Simon T.
/
Zhao, Shengdong
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2640-2647
© Copyright 2016 ACM
Summary: The thumb has the unique property of being opposable to the other fingers
and is thus used to perform specific tasks such as grasping objects, which
cannot be done otherwise. In this paper we present an interactive ring that
takes advantage of this biomechanical advantage, by enabling thumb-index
interaction. We propose a set of gestures involving the coordinated movement of
the thumb against the proximal phalanx of the index finger that we call
bi-digit interaction. Further, we present several scenarios where performing
bi-digit interaction is quick, easy and advantageous for users.
[3]
Assisting Food Journaling with Automatic Eating Detection
Late-Breaking Works: Usable, Useful, and Desirable
/
Ye, Xu
/
Chen, Guanling
/
Gao, Yang
/
Wang, Honghao
/
Cao, Yu
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3255-3262
© Copyright 2016 ACM
Summary: In this work we study the feasibility and usability of an assistive food
journaling system that sends users just-in-time reminders when unique hand
gestures during food consumption are detected using a smartwatch. Our study
shows that participants were able to sustain food logging throughout a 2-week
period with the help of our eating detection system, as the number of reminders
correlate well with the number of food logs. Despite the fact that participants
were required to wear the watch on their dominant hand, it was still quite
usable and did not interfere with their normal activities. Participant feedback
provided additional insights to inform future work to increase detection
accuracy, reduce detection delay, and allow for more dietary logging features
in the app.
[4]
Lingo: Linearized Grassmannian Optimization for Nuclear Norm Minimization
Session 4D: Optimization
/
Li, Qian
/
Niu, Wenjia
/
Li, Gang
/
Cao, Yanan
/
Tan, Jianlong
/
Guo, Li
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.801-809
© Copyright 2015 ACM
Summary: As a popular heuristic to the matrix rank minimization problem, nuclear norm
minimization attracts intensive research attentions. Matrix factorization based
algorithms can reduce the expensive computation cost of SVD for nuclear norm
minimization. However, most matrix factorization based algorithms fail to
provide the theoretical guarantee for convergence caused by their non-unique
factorizations. This paper proposes an efficient and accurate Linearized
Grassmannian Optimization (Lingo) algorithm, which adopts matrix factorization
and Grassmann manifold structure to alternatively minimize the subproblems.
More specially, linearization strategy makes the auxiliary variables
unnecessary and guarantees the close-form solution for low per-iteration
complexity. Lingo then converts linearized objective function into a nuclear
norm minimization over Grassmannian manifold, which could remedy the non-unique
of solution for the low-rank matrix factorization. Extensive comparison
experiments demonstrate the accuracy and efficiency of Lingo algorithm. The
global convergence of Lingo is guaranteed with theoretical proof, which also
verifies the effectiveness of Lingo.
[5]
Scented Pebbles: Interactive Ambient Experience with Smell and Lighting
Art Exhibition
/
Cao, Yan Yan
/
Okude, Naohito
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.409-410
© Copyright 2015 ACM
Summary: Scented Pebbles is a collection of interactive lighting objects to create
multisensory ambience of light and smell. When it senses people's movement and
touch, the networked objects will generate dynamic ambience. The pebbles emit
smells and control the lighting conditions to create your unique ambience such
as Hawaiian Sunset or Japanese Onsen. Experience the orchestra of smell and
light play and let your mind run free. The paper presented interactive approach
to evoke sensorial imagination through multisensory interactions including
olfactory sense.
[6]
Examining WeChat users' motivations, trust, attitudes, and positive
word-of-mouth: Evidence from China
/
Lien, Che Hui
/
Cao, Yang
Computers in Human Behavior
2014-12
v.41
n.0
p.104-111
Keywords: Motivation
Keywords: Trust
Keywords: Attitude
Keywords: Word-of-mouth
Keywords: Social networking site
© Copyright 2014 Elsevier Ltd.
Summary: WeChat is a mobile instant text and voice messaging communication service
and has become an important social media platform in China. The objectives of
this article are to examine the effects of psychological motivations
(entertainment, sociality, and information) and trust on WeChat users'
attitudes and to assess the influence of users' attitudes and their trust on
positive word-of-mouth. This study represents one of the few that empirically
investigates WeChat users' motives, attitudes, trust, and their associated
behavior. The research model was tested using data randomly collected from the
database of Sojump. The numbers of valid observations were 264. Structure
equation modeling was employed to verify and validate the research model. The
outcomes confirm the path effects showing that entertainment, sociality,
information, and trust positively influence WeChat users' attitudes and users'
trust and their attitudes significantly affect positive WOM. The research
results provide insight into how WeChat can motivate users and build their
trust to improve their attitudes which in turn will increase WeChat users'
willingness in making positive comments on products and services.
[7]
A Robust Panel Extraction Method for Manga
Posters 3
/
Pang, Xufang
/
Cao, Ying
/
Lau, Rynson W. H.
/
Chan, Antoni B.
Proceedings of the 2014 ACM International Conference on Multimedia
2014-11-03
p.1125-1128
© Copyright 2014 ACM
Summary: Automatically extracting frames/panels from digital comic pages is crucial
for techniques that facilitate comic reading on mobile devices with limited
display areas. However, automatic panel extraction for manga, i.e., Japanese
comics, can be especially challenging, largely because of its complex panel
layout design mixed with various visual symbols throughout the page. In this
paper, we propose a robust method for automatically extracting panels from
digital manga pages. Our method first extracts the panel block by closing open
panels and identifying a page background mask. It then performs a recursive
binary splitting to partition the panel block into a set of sub-blocks, where
an optimal splitting line at each recursive level is determined adaptively.
[8]
Continuance use intention of enterprise instant messaging: a knowledge
management perspective
/
Ajjan, Haya
/
Hartshorne, Richard
/
Cao, Yingxia
/
Rodriguez, Michael
Behaviour and Information Technology
2014-07-03
v.33
n.7
p.678-692
© Copyright 2014 Taylor and Francis
Summary: Instant messaging has been widely utilised by a variety of types of
organisations to improve the efficiency and effectiveness of internal
communication and knowledge management (KM). To date, though, the continuance
use of enterprise instant messaging (EIM) and its impact on KM outcomes have
not been well understood in both academia and practice. This paper uses the
decomposed theory of planned behaviour to explore factors that influence
continual usage of EIM applications within organisations, as well as the impact
of the continuance use decisions on knowledge creation, transfer, and retention
within organisations. Our results are useful in developing guidelines and
strategies to increase the likelihood of the continuance use of EIM and to
improve the potential outcome of its use within organisations.
[9]
Research on Behavioral Semanteme Form Based on Early Education Products
The Design of Everyday Things
/
Cao, Ying
/
Lei, Tian
/
Wu, Xun
HCI International 2014: 16th International Conference on HCI: Posters'
Extended Abstracts, Part I
2014-06-22
v.4
p.134-138
Keywords: Product semantics States; Behavioral semantics States; user experience
© Copyright 2014 Springer International Publishing
Summary: Currently, there are a variety of the early education products in the
market. A strict approach for classification of these products, however, is
generally absent. But even so, any kind of the early education products are
indeed built on the same principle that almost all devisers are making attempts
to attract users for participation and experience from the three aspects -- the
visual sense, the auditory sense and the sense of touch. The way for experience
is also limited to some certain operant behavior including "press", "twist" and
"thump". Due to the fact that young children are the targeted users for the
early education products and because of their unique characteristics -- the
so-called "realistic feature" embedded into their intelligence, their
behavioral norms are conspicuously distinguishing from adults. It is therefore
that the development of related products should not be conducted in the logical
way of adults. It is proper to cultivate the cognitive ability, judgment and
logics of infants in a simplistic and pleasant context and circumstances.
This research will delve into behavior from a perspective of Semantics by
initiating a study on "Form", which is the carrier for products' semanteme.
Experimental data of a series of early education products will be reviewed for
reference and for making contributions to the quantitative research on the
influence of forms on behavior. Three key concepts, which are the "form", the
"semanteme" and the "behavior", will also be effectively integrated into and
contributing to the two new concepts, the "Behavioral Semanteme Form" and the
"Semanteme Form Model". The research aims at providing the entire and detailed
explanations to the formation, structural characteristics and category of the
semanteme by adopting the operable and controllable approaches.
[10]
Gestures: The Reformer of the User's Mental Model in Mobile HCI
Design for Novel Interaction Techniques and Realities
/
Lei, Tian
/
Xiong, Luyao
/
Chen, Kun
/
Liu, Xu
/
Cao, Yin
/
Zhang, Qi
/
Liu, Dongyuan
/
Guo, Sisi
DUXU 2014: Third International Conference on Design, User Experience, and
Usability, Part II: User Experience Design for Diverse Interaction Platforms
and Environments
2014-06-22
v.2
p.586-597
Keywords: spatial consistency; direction of gesture; user experience; mobile usability
© Copyright 2014 Springer International Publishing
Summary: This paper, by making a usability testing of four Chinese mainstream apps,
finds that the mental model's spatial consistency can directly affect the
mobile performance. Meanwhile, it also finds that in the touch-screen
environment, the concept of direction is ignored by the app users when they
construct mental models. Further experimental studies show that: 1) mental
model's spatial consistency and Gestalt can influence the gesture's direction,
and the Gestalt's impact on it is stronger than that of mental models; 2) in
performance the subjects have ignored the time's growth caused by the
misdirected gestures, and the completion time is no longer an evaluation
criteria for the satisfaction; 3) information type significantly affects
completion time, and the hints produced by the continuity of the information
content do not influence the direction of gesture; 4) the difference of
interaction devices is actually the reason that a user notices the direction or
not.
[11]
The (un)supervised detection of overlapping communities as well as hubs and
outliers via (Bayesian) NMF
WWW 2014 posters
/
Cao, Xiaochun
/
Wang, Xiao
/
Jin, Di
/
Cao, Yixin
/
He, Dongxiao
Companion Proceedings of the 2014 International Conference on the World Wide
Web
2014-04-07
v.2
p.233-234
© Copyright 2014 ACM
Summary: The detection of communities in various networks has been considered by many
researchers. Moreover, it is preferable for a community detection method to
detect hubs and outliers as well. This becomes even more interesting and
challenging when taking the unsupervised assumption, that is, we do not assume
the prior knowledge of the number K of communities. In this poster, we define a
novel model to identify overlapping communities as well as hubs and outliers.
When K is given, we propose a normalized symmetric nonnegative matrix
factorization algorithm to learn the parameters of the model. Otherwise, we
introduce a Bayesian symmetric nonnegative matrix factorization to learn the
parameters of the model, while determining K. Our experiment indicate its
superior performance on various networks.
[12]
Combining geographical information of users and content of items for
accurate rating prediction
WWW 2014 posters
/
Qiao, Zhi
/
Zhang, Peng
/
He, Jing
/
Cao, Yanan
/
Zhou, Chuan
/
Guo, Li
Companion Proceedings of the 2014 International Conference on the World Wide
Web
2014-04-07
v.2
p.361-362
© Copyright 2014 ACM
Summary: Recommender systems have attracted attentions lately due to their wide and
successful applications in online advertising. In this paper, we propose a
Bayesian generative model to describe the generative process of rating, which
combines geographical information of users and content of items. The generative
model consists of two interacting LDA models, where one LDA model for
location-based user groups (user dimension) and the other for the topics of
content of items (item dimension). A Gibbs sampling algorithm is proposed for
parameter estimation. Experiments have shown our proposed method outperforms
baseline methods.
[13]
Personalized influence maximization on social networks
KM track: social networks (1)
/
Guo, Jing
/
Zhang, Peng
/
Zhou, Chuan
/
Cao, Yanan
/
Guo, Li
Proceedings of the 2013 ACM Conference on Information and Knowledge
Management
2013-10-27
p.199-208
© Copyright 2013 ACM
Summary: In this paper, we study a new problem on social network influence
maximization. The problem is defined as, given a target user $w$, finding the
top-k most influential nodes for the user. Different from existing influence
maximization works which aim to find a small subset of nodes to maximize the
spread of influence over the entire network (i.e., global optima), our problem
aims to find a small subset of nodes which can maximize the influence spread to
a given target user (i.e., local optima). The solution is critical for
personalized services on social networks, where fully understanding of each
specific user is essential. Although some global influence maximization models
can be narrowed down as the solution, these methods often bias to the target
node itself. To this end, in this paper we present a local influence
maximization solution. We first provide a random function, with low variance
guarantee, to randomly simulate the objective function of local influence
maximization. Then, we present efficient algorithms with approximation
guarantee. For online social network applications, we also present a scalable
approximate algorithm by exploring the local cascade structure of the target
user. We test the proposed algorithms on several real-world social networks.
Experimental results validate the performance of the proposed algorithms.
[14]
An Interface Design Method for E-commerce Sites' Homepage Considering Users'
Emotions
Digital Human Modeling and Ergonomics in Working Environments
/
Guo, Fu
/
Cao, Yaqin
/
Wang, Meng
/
Ding, Yi
/
Liu, Lin Wei
DHM 2013: 4th International Conference on Digital Human Modeling and
Applications in Health, Safety, Ergonomics, and Risk Management, Part II: Human
Body Modeling and Ergonomics
2013-07-21
v.2
p.30-39
Keywords: E-commerce; Emotion; Kansei engineering; Web design; PLS
© Copyright 2013 Springer-Verlag
Summary: This paper proposes a useful method to understand the relationship between
web design elements, Kansei evaluation and users' emotions based on Kansei
Engineering, taking E-commerce sites for example. Firstly it establishes
customers' evaluation image words through a survey of the web interface
preference. Then it collects the data of Kansei evaluation and users' emotions
to different websites by an emotion assessment test. Lastly it builds the
relation models between web design elements, Kansei evaluation and users'
emotions using the quantification theory I and partial least squares (PLS)
method, and confirms the validity of the models.
[15]
A Practical Mobile Dry EEG System for Human Computer Interfaces
Applications of Augmented Cognition
/
Chi, Yu M.
/
Wang, Yijun
/
Wang, Yu-Te
/
Jung, Tzyy-Ping
/
Kerth, Trevor
/
Cao, Yuchen
FAC 2013: 7th International Conference on Foundations of Augmented Cognition
2013-07-21
p.649-655
© Copyright 2013 Springer-Verlag
Summary: A complete mobile electroencephalogram (EEG) system based on a novel,
flexible dry electrode is presented. The wireless device features 32-channels
in a soft, adjustable headset. Integrated electronics enable high resolution
(24-bit, 250 samples/sec) acquisition electronics and can acquire operate for
more than four hours on a single AAA battery. The system weighs only 140 g and
is specifically optimized for ease of use. After training users can self-don
the headset in around three minutes. Test data on multiple subjects with
simultaneously acquired EEGs from a traditional wet, wired system show a very
high degree of signal correlation in AEP and P300 tasks.
[16]
An error driven approach to query segmentation
Posters: search systems and applications
/
Zhang, Wei
/
Cao, Yunbo
/
Lin, Chin-Yew
/
Su, Jian
/
Tan, Chew-Lim
Companion Proceedings of the 2013 International Conference on the World Wide
Web
2013-05-13
v.2
p.127-128
© Copyright 2013 ACM
Summary: Query segmentation is the task of splitting a query into a sequence of
non-overlapping segments that completely cover all tokens in the query. The
majority of query segmentation methods are unsupervised. In this paper, we
propose an error-driven approach to query segmentation (EDQS) with the help of
search logs, which enables unsupervised training with guidance from the
system-specific errors. In EDQS, we first detect the system's errors by
examining the consistency among the segmentations of similar queries. Then, a
model is trained by the detected errors to select the correct segmentation of a
new query from the top-n outputs of the system. Our evaluation results show
that EDQS can significantly boost the performance of state-of-the-art query
segmentation methods on a publicly available data set.
[17]
Does Context Matter? The Impact of Use Context on Mobile Internet Adoption
/
Yang, Shuiqing
/
Lu, Yaobin
/
Gupta, Sumeet
/
Cao, Yuzhi
International Journal of Human-Computer Interaction
2012-08
v.28
n.8
p.530-541
© Copyright 2012 Taylor and Francis
Summary: Consumers' perceived value plays a dominant role in determining the adoption
of mobile technologies. However, behavior literature suggests that consumer
value is context dependent. The current study attempts to understand the
effects of use context on consumers' perceived value and adoption of mobile
Internet. An adoption model that reflects the unique use context and the
utilitarian values (perceived usefulness and perceived mobility) and hedonic
values (perceived enjoyment and concentration) of mobile Internet was developed
and empirically tested against data collected from 507 mobile Internet users in
China. Structural equation analysis results indicate that consumers' values
perceptions and adoption decisions are context dependent. The use context fully
mediates the effects of utilitarian values and partially mediates the
relationship between hedonic values and intention to use mobile Internet.
Theoretical and practical implications of the findings are discussed.
[18]
Distributed graph pattern matching
Data and content management 2
/
Ma, Shuai
/
Cao, Yang
/
Huai, Jinpeng
/
Wo, Tianyu
Proceedings of the 2012 International Conference on the World Wide Web
2012-04-16
v.1
p.949-958
© Copyright 2012 ACM
Summary: Graph simulation has been adopted for pattern matching to reduce the
complexity and capture the need of novel applications. With the rapid
development of the Web and social networks, data is typically distributed over
multiple machines. Hence a natural question raised is how to evaluate graph
simulation on distributed data. To our knowledge, no such distributed
algorithms are in place yet. This paper settles this question by providing
evaluation algorithms and optimizations for graph simulation in a distributed
setting. (1) We study the impacts of components and data locality on the
evaluation of graph simulation. (2) We give an analysis of a large class of
distributed algorithms, captured by a message-passing model, for graph
simulation. We also identify three complexity measures: visit times, makespan
and data shipment, for analyzing the distributed algorithms, and show that
these measures are essentially controversial with each other. (3) We propose
distributed algorithms and optimization techniques that exploit the properties
of graph simulation and the analyses of distributed algorithms. (4) We
experimentally verify the effectiveness and efficiency of these algorithms,
using both real-life and synthetic data.
[19]
Mobile payment services adoption across time: An empirical study of the
effects of behavioral beliefs, social influences, and personal traits
/
Yang, Shuiqing
/
Lu, Yaobin
/
Gupta, Sumeet
/
Cao, Yuzhi
/
Zhang, Rui
Computers in Human Behavior
2012-01
v.28
n.1
p.129-142
Keywords: Social influences
Keywords: Personal traits
Keywords: Behavioral beliefs
Keywords: Mobile payment services
Keywords: Potential adopters
Keywords: Current users
© Copyright 2012 Elsevier Ltd.
Summary: Mobile payment is an emerging and important application of mobile commerce.
The adoption and use of mobile payment services are critical for both service
providers and investors to profit from such an innovation. The present study
attempts to identify the determinants of pre-adoption of mobile payment
services and explore the temporal evolution of these determinants across the
pre-adoption and post-adoption stages from a holistic perspective including
behavioral beliefs, social influences, and personal traits. A research model
that reflects the characteristics and usage contexts of mobile payment services
is developed and empirically tested by using structural equation modeling on
datasets consisting of 483 potential adopters and 156 current users of a mobile
payment service in China. Our findings show that behavioral beliefs in
combination with social influences and personal traits are all important
determinants for mobile payment services adoption and use, but their impacts on
behavioral intention do vary across in different stages. Theoretical and
practical implications of the findings are presented.
[20]
Eliciting risk perceptions with an online game: preliminary results
Interactive presentations
/
McGill, William L.
/
Cao, Yan
/
Jiang, Miao
/
Calle, Jorge J.
/
Broomell, Stephen
/
Lauser, Gale
Proceedings of ACM CSCW'11 Conference on Computer-Supported Cooperative Work
2011-03-19
p.681-684
© Copyright 2011 ACM
Summary: We describe a scientific casual browser game called LinkIT for eliciting
societal risk perceptions in the form of mental models represented as influence
diagrams. Given this knowledge, we can highlight similarities and differences
across demographic groups as well as compare individual responses with expert
models. These comparisons inform how risk should be best communicated to
resolve knowledge gaps and misperceptions. Here we introduce the LinkIT
concept, present preliminary results and propose future work.
[21]
A study on factors that affect users' behavioral intention to transfer usage
from the offline to the online channel
/
Lu, Yaobin
/
Cao, Yuzhi
/
Wang, Bin
/
Yang, Shuiqing
Computers in Human Behavior
2011-01
v.27
n.1
p.355-364
Keywords: Online banking service
Keywords: Usage transfer
Keywords: Valence framework
Keywords: Habit
Keywords: Innovativeness
Keywords: Internet experience
© Copyright 2011 Elsevier Ltd.
Summary: Increasingly more service providers offer both offline and online services
simultaneously, but consumers still seem to prefer using offline services
rather than online ones. Our research focuses on factors that influence users'
intention to transfer their usage from the offline to the online channel that
offer similar services. Drawing on the valence framework and prior research
related to habit, innovativeness, and Internet experience, we propose a
research model that incorporates motivators and inhibitors of usage transfer
from both the offline and online channels. Using banking services in China as
the research context, our study reveals that innovativeness in new technology
and relative benefit have positive effects on users' intention to transfer
usage. Conversely, habits that consumers form in the offline channel have a
negative effect on the intention to transfer usage. Moreover, our findings
indicate that Internet experience moderates the relationship between relative
benefit and consumers' intention to transfer usage from offline to online
services. These results provide a better understanding of consumers'
usage-transfer behavior and offer suggestions to providers in boosting their
consumers' use of online services.
[22]
Evaluating informative auditory and tactile cues for in-vehicle information
systems
Exploring modes of interaction
/
Cao, Yujia
/
van der Sluis, Frans
/
Theune, Mariët
/
Akker, Rieks op den
/
Nijholt, Anton
AutomnotiveUI 2010: International Conference on Automotive User Interfaces
and Interactive Vehicular Applications
2010-11-11
p.102-109
© Copyright 2010 ACM
Summary: As in-vehicle information systems are increasingly able to obtain and
deliver information, driver distraction becomes a larger concern. In this paper
we propose that informative interruption cues (IIC) can be an effective means
to support drivers' attention management. As a first step, we investigated the
design and presentation modality of IIC that conveyed not only the arrival but
also the priority level of a message. Both sound and vibration cues were
created for four different priority levels and tested in 5 task conditions that
simulated possible perceptional and cognitive load in real driving situations.
Results showed that the cues were quickly learned, reliably detected, and
quickly and accurately identified. Vibration was found to be a promising
alternative for sound to deliver IIC, as vibration cues were identified more
accurately and interfered less with driving. Sound cues also had advantages in
terms of shorter response time and more (reported) physical comfort.
[23]
Automatic extraction of web data records containing user-generated content
KM track: information extraction
/
Song, Xinying
/
Liu, Jing
/
Cao, Yunbo
/
Lin, Chin-Yew
/
Hon, Hsiao-Wuen
Proceedings of the 2010 ACM Conference on Information and Knowledge
Management
2010-10-26
p.39-48
© Copyright 2010 ACM
Summary: In this paper, we are concerned with the problem of automatically extracting
web data records that contain user-generated content (UGC). In previous work,
web data records are usually assumed to be well-formed with a limited amount of
UGC, and thus can be extracted by testing repetitive structure similarity.
However, when a web data record includes a large portion of free-format UGC,
the similarity test between records may fail, which in turn results in lower
performance. In our work, we find that certain domain constraints (e.g.,
post-date) can be used to design better similarity measures capable of
circumventing the influence of UGC. In addition, we also use anchor points
provided by the domain constraints to improve the extraction process, which
ends in an algorithm called MiBAT (Mining data records Based on Anchor Trees).
We conduct extensive experiments on a dataset consisting of forum thread pages
which are collected from 307 sites that cover 219 different forum software
packages. Our approach achieves a precision of 98.9% and a recall of 97.3% with
respect to post record extraction. On page level, it perfectly handles 91.7% of
pages without extracting any wrong posts or missing any golden posts. We also
apply our approach to comment extraction and achieve good results as well.
[24]
Local danger warnings for drivers: the effect of modality and level of
assistance on driver reaction
User-centered design
/
Cao, Yujia
/
Mahr, Angela
/
Castronovo, Sandro
/
Theune, Mariët
/
Stahl, Christoph
/
Müller, Christian A.
Proceedings of the 2010 International Conference on Intelligent User
Interfaces
2010-02-07
p.239-248
Keywords: automotive, car2car communication, multimodal interfaces
© Copyright 2010 ACM
Summary: Local danger warning is an important function of Advanced Driver Assistance
Systems (ADAS) to improve the safety of driving. The user interface (the
warning presentation) is particularly crucial to a successful danger avoidance.
We present a user study investigating various warning presentations using a
scenario of emergent road obstacles. Two presentation factors were selected:
modality and level of assistance. The modality factor had 4 variants: speech
warning, visual and speech warning, visual warning with blinking cue, and
visual warning with sound cue. The level of assistance varied between with or
without action suggestions (AS). In accordance with the ISO usability model, a
total of 6 measurements were derived to assess the effectiveness and efficiency
of the warnings and the drivers' satisfaction. Results indicate that the
combination of speech and visual modality leads to the best performance as well
as the highest satisfaction. In contrast, purely auditory and purely visual
modalities were both insufficient for presenting high-priority warnings. AS
generally improved the usability of the warnings especially when they were
accompanied by supporting information so that drivers could validate the
suggestions.
[25]
Learning to recommend questions based on user ratings
KM information filtering and recommender systems
/
Sun, Ke
/
Cao, Yunbo
/
Song, Xinying
/
Song, Young-In
/
Wang, Xiaolong
/
Lin, Chin-Yew
Proceedings of the 2009 ACM Conference on Information and Knowledge
Management
2009-11-02
p.751-758
© Copyright 2009 ACM
Summary: At community question answering services, users are usually encouraged to
rate questions by votes. The questions with the most votes are then recommended
and ranked on the top when users browse questions by category. As users are not
obligated to rate questions, usually only a small proportion of questions
eventually gets rating. Thus, in this paper, we are concerned with learning to
recommend questions from user ratings of a limited size. To overcome the data
sparsity, we propose to utilize questions without users rating as well.
Further, as there exist certain noises within user ratings (the preference of
some users expressed in their ratings diverges from that of the majority of
users), we design a new algorithm called 'majority-based perceptron algorithm'
which can avoid the influence of noisy instances by emphasizing its learning
over data instances from the majority users. Experimental results from a large
collection of real questions confirm the effectiveness of our proposals.