[1]
Eery Space: Facilitating Virtual Meetings Through Remote Proxemics
Social Interaction
/
Sousa, Maurício
/
Mendes, Daniel
/
Ferreira, Alfredo
/
Pereira, João Madeiras
/
Jorge, Joaquim
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part III
2015-09-14
v.3
p.622-629
Keywords: Remote Proxemics; Virtual meetings; Collaboration
© Copyright 2015 Springer International Publishing Switzerland
Summary: Virtual meetings have become increasingly common with modern
video-conference and collaborative software. While they allow obvious savings
in time and resources, current technologies add unproductive layers of protocol
to the flow of communication between participants, rendering the interactions
far from seamless. In this work we introduce Remote Proxemics, an extension of
proxemics aimed at bringing the syntax of co-located proximal interactions to
virtual meetings. We propose Eery Space, a shared virtual locus that results
from merging multiple remote areas, where meeting participants' are located
side-by-side as if they shared the same physical location. Eery Space promotes
collaborative content creation and seamless mediation of communication channels
based on virtual proximity. Results from user evaluation suggest that our
approach is sufficient to initiate proximal exchanges regardless of their
geolocation, while promoting smooth interactions between local and remote
people alike.
[2]
Combining Classifiers and User Feedback for Disambiguating Author Names
Poster & Demo Session
/
de Souza, Emília A.
/
Ferreira, Anderson A.
/
Gonçalves, Marcos André
JCDL'15: Proceedings of the 2015 ACM/IEEE-CS Joint Conference on Digital
Libraries
2015-06-21
p.259-260
© Copyright 2015 ACM
Summary: Historically, supervised methods have been the most effective ones for
author name disambiguation tasks. In here, we propose a specific manner to
combine supervised techniques along with user feedback. Although, we use
supervised techniques, the only user effort is to provide feedback on results
since initial training data is automatically generated. Our experiments show
gains up to 20% in the disambiguation performance against representative
baselines.
[3]
Automatic Methods for Disambiguating Author Names in Bibliographic Data
Repositories
Tutorials
/
Ferreira, Anderson A.
/
Gonçalves, Marcos André
/
Laender, Alberto H. F.
JCDL'15: Proceedings of the 2015 ACM/IEEE-CS Joint Conference on Digital
Libraries
2015-06-21
p.297-298
© Copyright 2015 ACM
Summary: Name ambiguity in the context of bibliographic citation records is a hard
problem that affects the quality of services and content in digital libraries
and similar systems. This problem occurs when an author publishes works under
distinct names or distinct authors publish works under similar names. The
challenges of dealing with author name ambiguity have led to a myriad of name
disambiguation methods. In this tutorial, we characterize such methods by means
of a proposed taxonomy, present an overview of some of the most representative
ones and discuss open challenges.
[4]
ThumbCam: Returning to single touch interactions to explore 3D virtual
environments
Posters
/
Mendes, Daniel
/
Sousa, Maurício
/
Ferreira, Alfredo
/
Jorge, Joaquim
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.403-408
© Copyright 2014 ACM
Summary: Three-dimensional virtual environments are present in many different
applications, being used even in small handheld devices. To navigate in these
environments using such devices, most of current solutions rely on multi-touch
interactions. However, previous works have already stated that multi-touch
gestures on smartphones are not always feasible. In this work we present
ThumbCam, a novel single-touch technique for camera manipulation on 3D virtual
environments. With our solution, the user is able to move and look around and
circle points of interest, while interacting using only his thumb. We compare
ThumbCam with other state-of-the-art techniques, showing that it can offer more
operations with a single touch. A qualitative user evaluation revealed that
users found our solution appealing.
[5]
Collaboration Meets Interactive Surfaces: Walls, Tables, Tablets, and Phones
(CMIS)
Tutorials, Workshops and Studios
/
Anslow, Craig
/
Campos, Pedro
/
Ferreira, Alfredo
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.495-498
© Copyright 2014 ACM
Summary: This workshop proposes to bring together researchers who are interested in
improving collaborative experiences through the combination of multiple
interaction surfaces with diverse sizes and formats, ranging from large-scale
walls, to tables, tablets and phones. The opportunities for innovation exist,
but the ITS, CSCW, and HCI communities have not yet thoroughly addressed the
problem of bringing effective collaboration activities together using multiple
interactive surfaces, especially in complex work domains. Of particular
interest is the potential synergy that one can obtain by effectively combining
different-sized surfaces.
[6]
Combining domain-specific heuristics for author name disambiguation
Item identification
/
Santana, Alan Filipe
/
Goncalves, Marcos Andre
/
Laender, Alberto H. F.
/
Ferreira, Anderson
JCDL'14: Proceedings of the 2014 ACM/IEEE-CS Joint Conference on Digital
Libraries
2014-09-08
p.173-182
Keywords: Electronic mail
Keywords: Equations
Keywords: Mathematical model
Keywords: Measurement
Keywords: Training
Keywords: Training data
Keywords: Vectors
Keywords: Name Disambiguation
Keywords: Supervised Methods
© Copyright 2014 IEEE
Summary: Author name disambiguation has been one of the hardest problems faced by
digital libraries since their early days. Historically, supervised solutions
have empirically outperformed those based on heuristics, but with the burden of
having to rely on manually labelled training sets for the learning process.
Moreover, most supervised solutions just apply some type of generic machine
learning solution and do not exploit specific knowledge about the problem. In
this paper, we follow a similar reasoning, but in the opposite direction.
Instead of extending an existing supervised solution, we propose a set of
carefully designed heuristics and similarity functions and apply supervision
only to optimize such parameters for each particular dataset. As our
experiments show, the result is a very effective, efficient and practical
author name disambiguation method that can be used in many different scenarios.
[7]
Socio-technical Security Analysis of Wireless Hotspots
Human Behaviour in Cybersecurity
/
Ferreira, Ana
/
Huynen, Jean-Louis
/
Koenig, Vincent
/
Lenzini, Gabriele
HAS 2014: 2nd International Conference on Human Aspects of Information
Security, Privacy, and Trust
2014-06-22
p.306-317
Keywords: socio-technical security analysis; hotspot ceremonies
© Copyright 2014 Springer International Publishing
Summary: We present a socio-technical analysis of security of Hotspot and Hotspot
2.0. The analysis focuses is user-centric, and aim at understanding which user
action can compromise security in presence of a attacker. We identify research
questions about possible factors that may affect user's security decisions, and
propose experiments to answer them.
[8]
A Conceptual Framework to Study Socio-Technical Security
Human Behaviour in Cybersecurity
/
Ferreira, Ana
/
Huynen, Jean-Louis
/
Koenig, Vincent
/
Lenzini, Gabriele
HAS 2014: 2nd International Conference on Human Aspects of Information
Security, Privacy, and Trust
2014-06-22
p.318-329
Keywords: socio-technical framework; security analysis
© Copyright 2014 Springer International Publishing
Summary: We propose an operational framework for a social, technical and contextual
analysis of security. The framework provides guidelines about how to model a
system as a layered set of interacting elements, and proposes two methodologies
to analyse technical and social vulnerabilities. We show how to apply the
framework in a use case scenario.
[9]
Volcano salvation: interaction through gesture and head tracking
Student games competition
/
Christian, Sheila
/
Alves, Júlio
/
Ferreira, André
/
Jesus, Dinarte
/
Freitas, Rúben
/
Vieira, Nelson
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.297-300
© Copyright 2014 ACM
Summary: Volcano Salvation is an innovative computer game that combines two input
modalities: hand gestures to lift, move, and manipulate objects, and head
tracking to change perspective within the game world. The two input devices are
a webcam and a Leap Motion controller. Volcano Salvation is an immersive
strategy game that contributes to the field of game design by offering players
novel challenges that require coordinating complex head and hand orientations,
which it achieves through the game's unique use of these two touchless input
devices.
[10]
Otimizando o uso de serviços automatizados em uma
aplicação de URA
Industrial papers
/
Assis, Alessandro
/
Ferreira, André
Proceedings of the 2013 Brazilian Symposium on Human Factors in Computing
Systems
2013-10-08
p.310-312
© Copyright 2013 SBC
Languages: Portuguese
Summary: O artigo reporta um trabalho feito em uma aplicação de
atendimento telefônico eletrônico. O desafio apresentado pela
empresa era aumentar o uso dos serviços automatizados disponíveis
para os usuários. A solução encontrada foi: 1) utilizar
tecnologia de reconhecimento de voz para proporcionar uma
interação mais natural e 2) redesenhar o fluxo de
interação a partir de observação direta dos
usuários com o sistema. Dentre os resultados alcançados,
destacam-se o aumento de 280% de chamadas automatizadas e a
redução da taxa de abandono improdutivo em 70%.
[11]
Collaboration meets interactive surfaces: walls, tables, tablets, and phones
Workshops and tutorials
/
Campos, Pedro
/
Ferreira, Alfredo
/
Lucero, Andrés
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.481-482
© Copyright 2013 ACM
Summary: This workshop proposes to bring together researchers who are interested in
improving collaborative experiences through the use of multi-sized interaction
surfaces, ranging from large-scale walls, to tables, tablets and phones. The
opportunities for innovation exist, but the tabletop community has not still
completely addressed the problem of bringing effective collaboration activities
using multiple interactive surfaces, especially in complex work domains. Of
particular interest is the potential synergy that one can obtain by effectively
combining different-sized surfaces.
[12]
A relevance feedback approach for the author name disambiguation problem
Name extraction
/
Godoi, Thiago A.
/
Torres, Ricardo da S.
/
Carvalho, Ariadne M. B. R.
/
Gonçalves, Marcos A.
/
Ferreira, Anderson A.
/
Fan, Weiguo
/
Fox, Edward A.
JCDL'13: Proceedings of the 2013 ACM/IEEE-CS Joint Conference on Digital
Libraries
2013-07-22
p.209-218
© Copyright 2013 ACM
Summary: This paper presents a new name disambiguation method that exploits user
feedback on ambiguous references across iterations. An unsupervised step is
used to define pure training samples, and a hybrid supervised step is employed
to learn a classification model for assigning references to authors. Our
classification scheme combines the Optimum-Path Forest (OPF) classifier with
complex reference similarity functions generated by a Genetic Programming
framework. Experiments demonstrate that the proposed method yields better
results than state-of-the-art disambiguation methods on two traditional
datasets.
[13]
Smarter board: a community-oriented communication tool
The Paciello group challenge
/
Molinaro, Mateus
/
Borger, Sergio
/
Cardonha, Carlos
/
Gallo, Diego
/
Herrmann, Ricardo
/
Ferreira, Ademir
/
Koch, Fernando
/
Avegliano, Priscilla
/
Shigeno, Kelly
Proceedings of the 2013 International Cross-Disciplinary Conference on Web
Accessibility (W4A)
2013-05-13
p.21
© Copyright 2013 ACM
Summary: In this demo we present the Smarter Board, a platform designed to facilitate
the creation of a community-focused social network, with a special focus on
groups of people with disabilities. The communication is based on text
messages, which makes the system easy to use and more accessible to communities
where network connections are not well-developed and where the people do not
have much experience with more advanced technological tools. The solution also
provides a manage interface, through which administrators are able to mediate
the messages and the users. We also implemented a matching procedure for the
identification of related posts (e.g., it can check if there are compatible car
ride offers and car ride requests) in order to make users aware of what is
being posted and, even more important, adopt the technology.
[14]
Interfaces cérebro-computador de sistemas interativos: estado da arte
e desafios de IHC
New ways and devices for interaction
/
Ferreira, Alessandro L. Stamatto
/
de Miranda, Leonardo Cunha
/
de Miranda, Erica Esteves Cunha
Proceedings of the 2012 Brazilian Symposium on Human Factors in Computing
Systems-1
2012-11-05
v.1
p.239-248
© Copyright 2012 ACM
Summary: In Brain-Computer Interface (BCI) the user is able to interact with a
computer only via biological signals of your brain without the need to use
muscles. This is an research field on the rise but still immature relatively.
However, it is important to think now about the different aspects of the
Human-Computer Interaction (HCI) field related to BCIs, which should be part of
interactive systems in the near future. As contributions of this work we
highlight the prospecting of state of the art of BCIs and identification of HCI
challenges on this subject matter.
[15]
Increasing Kinect application development productivity by an enhanced
hardware abstraction
Engineering 1
/
Reis, Bernardo
/
Teixeira, João Marcelo
/
Breyer, Felipe
/
Vasconcelos, Luis Arthur
/
Cavalcanti, Aline
/
Ferreira, André
/
Kelner, Judith
ACM SIGCHI 2012 Symposium on Engineering Interactive Computing Systems
2012-06-25
p.5-14
© Copyright 2012 ACM
Summary: Designing and implementing the interaction behavior for body tracking
capable systems requires complex modeling of actions and extensive calibration.
Being the most recent and successful device for robust interactive body
tracking, Microsoft's Kinect has enabled natural interaction by the use of
consumer hardware, providing detailed and powerful information to designers and
developers, but little tooling. To fulfill this lack of adequate tools for
helping developers in the prototyping and implementation of such interfaces, we
present Kina, a toolkit that makes the development not fully conditional to the
existence of a sensor. By providing playback capabilities together with an
online movement database, it reduces the physical effort found while performing
testing activities.
[16]
Active associative sampling for author name disambiguation
Named entities
/
Ferreira, Anderson A.
/
Silva, Rodrigo
/
Gonçalves, Marcos André
/
Veloso, Adriano
/
Laender, Alberto H. F.
JCDL'12: Proceedings of the 2012 Joint International Conference on Digital
Libraries
2012-06-10
p.175-184
© Copyright 2012 ACM
Summary: One of the hardest problems faced by current scholarly digital libraries is
author name ambiguity. This problem occurs when, in a set of citation records,
there are records of a same author under distinct names, or citation records
belonging to distinct authors with similar names. Among the several proposed
methods, the most effective ones seem to be based on the direct assignment of
the records to their respective authors by means of the application of
supervised machine learning techniques. The effectiveness of such methods is
usually directly correlated with the amount of supervised training data
available. However, the acquisition of training examples requires skilled human
annotators to manually label references. Aiming to reduce the set of examples
needed to produce the training data, in this paper we propose a new active
sampling strategy based on association rules for the author name disambiguation
task. We compare our strategy with state-of-the-art supervised baselines that
use the complete labeled training dataset and other active methods and show
that very competitive results in terms of disambiguation effectiveness can be
obtained with reductions in the training set of up to 71%.
[17]
Automatic foldering of email messages: a combination approach
Applications
/
Tam, Tony
/
Ferreira, Artur
/
Lourenço, André
Proceedings of the 2012 BCS-IRSG European Conference on Information
Retrieval
2012-04-01
p.232-243
© Copyright 2012 Springer
Summary: Automatic organization of email messages into folders is both an open
problem and challenge for machine learning techniques. Besides the effect of
email overload, which affects many email users worldwide, there are some
increasing difficulties caused by the semantics applied by each user. The
varying number of folders and their meaning are personal and in many cases pose
difficulties to learning methods. This paper addresses automatic organization
of email messages into folders, based on supervised learning algorithms. The
textual fields of the email message (subject and body) are considered for
learning, with different representations, feature selection methods, and
classifiers. The participant fields are embedded into a vector-space model
representation. The classification decisions from the different email fields
are combined by majority voting. Experiments on a subset of the Enron Corpus
and on a private email data set show the significant improvement over both
single classifiers on these fields as well as over previous works.
[18]
Hands-on interactive tabletop LEGO application
Enhancing the gaming experience
/
Mendes, Daniel
/
Lopes, Pedro
/
Ferreira, Alfredo
Proceedings of the 2011 International Conference on Advances in Computer
Entertainment Technology
2011-11-08
p.19
© Copyright 2011 ACM
Summary: Presently, multi-touch interactive surfaces have widespread adoption as
entertainment devices. Taking advantage of such devices, we present an
interactive LEGO application, developed accordingly to an adaptation of
building block metaphors and direct multi-touch manipulation. Our solution
(LTouchIt) allows users to create 3D models on a tabletop surface. To prove the
validity of our approach, we compared LTouchIt with two LEGO applications,
conducting a user study with 20 participants. The results suggest that our
touch-based application can compete with existing mouse-based applications. It
provides users with a hands-on experience, which we believe to be more adequate
for entertainment purposes.
[19]
Accessibility for people with cerebral palsy: the use of blogs as an agent
of social inclusion
Assistive HCI
/
Ferreira, Ariane Oliveira
/
Ferreira, Simone Bacellar Leal
/
Silveira, Denis Silva Da
/
Ferreira, Aurélio Fernando
Proceedings of the 2011 Brazilian Symposium on Human Factors in Computing
Systems
2011-10-25
v.1
p.257-266
© Copyright 2011 ACM
Summary: Cerebral palsy is a brain injury, which depending on the affected site, may
be responsible for affecting a person's movements. In extreme cases, the
consequences brought about by physical disability may influence the social
exclusion of the individual. The situation may be aggravated by problems with
speech and vision. In addition, low purchasing power, which is commonplace, can
hinder the citizen's adaptation to the routines of everyday life and keep
him/her from accessing software and hardware. These resources, if well
designed, tend to contribute to the social inclusion of computer users, and in
particular using the web as a communication tool. Among the systems found on
the web, blogging, due to its interactive features, was selected as a research
subject. For these reasons, this paper addresses the identification and
analysis of problems of accessibility and usability in web access to public
blogs by users with cerebral palsy, proposing a list of recommendations for
developers of blog publishing systems. It is noteworthy that the article is a
contribution in the computing challenges of the Twenty-First century proposed
by the Brazilian Computer Society as the fourth challenge, universal and
interactive access of the Brazilian citizen to sources of knowledge.
[20]
Towards a Serious Game for Portuguese Learning
/
Silva, André
/
Mamede, Nuno
/
Ferreira, Alfredo
/
Baptista, Jorge
/
Fernandes, João
Proceedings of the 2011 International Conference on Serious Games
Development and Applications
2011-09-19
p.83-94
Keywords: Computer Assisted Language Learning; Serious Games; Pictorial Exercises;
Portuguese
© Copyright 2011 Springer-Verlag
Summary: Language learning resources are constantly evolving alongside technology.
One of such resources is REAP.PT, a system which aims to raise users
proficiency in the Portuguese language in an interactive manner. Its current
features include text-based exercises. This paper describes the evolution of
REAP.PT aiming on locative prepositions used to describe the spatial position
between objects. In this new REAP.PT, exercises take place in a 3D environment,
and are complemented with gaming aspects to make them more appealing to
students. The game scenario is an office, where each room contains different
exercises. Completing exercises awards the student with points that unlock
harder rooms. This provides the student with a challenge and a sense of
progression. We believe that with these gaming aspects, students will have
increased motivation to complete exercises.
[21]
Evaluation of 3D Object Manipulation on Multi-touch Surfaces Using
Unconstrained Viewing Angles
Interactive Posters
/
Mendes, Daniel
/
Ferreira, Alfredo
Proceedings of IFIP INTERACT'11: Human-Computer Interaction
2011-09-05
v.4
p.523-526
Keywords: Multi-touch interaction; 3D object manipulation; rotation; translation; user
evaluation
© Copyright 2011 IFIP
Summary: Recently, considerable research has been carried out regarding
three-dimensional object manipulation on multi-touch surfaces. However, most
current solutions were developed having in mind scenarios with a camera
perpendicular to a scene axis, and cannot be easily used to manipulate
three-dimensional objects in unconstrained viewpoints. In this paper, we
present and evaluate a set of object manipulation techniques. As a test bed for
this study, we used an unconstrained virtual LEGO modeling tool, taking
advantage of ongoing work and popularity of LEGO construction among people of
all ages. From this evaluation we improved our understanding on how users
prefer to manipulate 3D objects on multi-touch surfaces.
[22]
Battle of the DJs: an HCI Perspective of Traditional, Virtual, Hybrid and
Multitouch DJing
/
Lopez, Pedro
/
Ferreira, Alfredo
/
Pereira, J. A. Madeiras
NIME 2011: New Interfaces for Musical Expression
2011-05-30
p.367-372
Keywords: DJing, Multitouch Interaction, Expert User evaluation, HCI
© Copyright 2011 Authors
Summary: The DJ culture uses a gesture lexicon strongly rooted in the traditional
setup of turntables and a mixer. As novel tools are introduced in the DJ
community, this lexicon is adapted to the features they provide. In particular,
multitouch technologies can offer a new syntax while still supporting the old
lexicon, which is desired by DJs. We present a classification of DJ tools, from
an interaction point of view, that divides the previous work into Traditional,
Virtual and Hybrid setups. Moreover, we present a multitouch tabletop
application, developed with a group of DJ consultants to ensure an adequate
implementation of the traditional gesture lexicon. To conclude, we conduct an
expert evaluation, with ten DJ users in which we compare the three DJ setups
with our prototype. The study revealed that our proposal suits expectations of
Club/Radio-DJs, but fails against the mental model of Scratch-DJs, due to the
lack of haptic feedback to represent the record's physical rotation.
Furthermore, tests show that our multitouch DJ setup, reduces task duration
when compared with Virtual setups.
[23]
EDITED BOOK
Sketch-based Interfaces and Modeling
/
Jorge, Joaquim
/
Samavati, Faramarz
2011
n.14
p.395
Springer London
DOI: 10.1007/978-1-84882-812-4
== Sketch-Based Interfaces ==
Multi-domain Hierarchical Free-Sketch Recognition Using Graphical Models (19-54)
+ Alvarado, Christine
Minimizing Modes for Smart Selection in Sketching/Drawing Interfaces (55-80)
+ Saund, Eric
+ Lank, Edward
Mathematical Sketching: An Approach to Making Dynamic Illustrations (81-118)
+ Joseph J. LaViola Jr., +
Pen-based Interfaces for Engineering and Education (119-152)
+ Stahovich, Thomas F.
Flexible Parts-based Sketch Recognition (153-179)
+ van de Panne, Michiel
+ Sharon, Dana
Sketch-based Retrieval of Vector Drawings (181-201)
+ Fonseca, Manuel J.
+ Ferreira, Alfredo
+ Jorge, Joaquim A.
== Sketch-Based Modeling ==
A Sketching Interface for Freeform 3D Modeling (205-223)
+ Igarashi, Takeo
The Creation and Modification of 3D Models Using Sketches and Curves (225-253)
+ Nealen, Andrew
+ Alexa, Marc
Sketch-based Modeling and Assembling with Few Strokes (255-286)
+ Severn, Aaron
+ Samavati, Faramarz F.
+ Cherlin, Joseph J.
+ Sousa, Mario Costa
+ et al
ShapeShop: Free-Form 3D Design with Implicit Solid Modeling (287-312)
+ Schmidt, Ryan
+ Wyvill, Brian
Inferring 3D Free-Form Shapes from Complex Contour Drawings (313-340)
+ Karpenko, Olga
+ Hughes, John F.
The Creation and Modification of 3D Models Using Sketches and Curves (341-367)
+ Kara, Levent Burak
+ Shimada, Kenji
Dressing and Hair-Styling Virtual Characters from a Sketch (369-395)
+ Wither, Jamie
+ Cani, Marie-Paule
[24]
Multitouch interactive DJing surface
Interactivity
/
Lopes, Pedro A.
/
Ferreira, Alfredo
/
Pereira, J. A. Madeiras
Proceedings of the 2010 International Conference on Advances in Computer
Entertainment Technology
2010-11-17
p.28-31
© Copyright 2010 ACM
Summary: Disc-jockeys have come a long way but, as far as DJing tools are concerned,
there are still few applications that support hands-on interaction over Virtual
DJ systems, and those are typically reduced to traditional input devices. With
direct user-feedback from an accompanying group of DJ experts accounted for, we
propose a Virtual DJ system with natural interaction, paired with a
low-learning curve and an emphasis in user-oriented design. Finally, in order
to draw conclusions on the adequacy of multitouch towards DJing, our prototype
was compared against standard DJ solutions by a panel of DJ experts.
[25]
Effective self-training author name disambiguation in scholarly digital
libraries
Scholarly publications
/
Ferreira, Anderson A.
/
Veloso, Adriano
/
Gonçalves, Marcos André
/
Laender, Alberto H. F.
JCDL'10: Proceedings of the 2010 Joint International Conference on Digital
Libraries
2010-06-21
p.39-48
Keywords: bibliographic citations, name disambiguation
© Copyright 2010 ACM
Summary: Name ambiguity in the context of bibliographic citation records is a hard
problem that affects the quality of services and content in digital libraries
and similar systems. Supervised methods that exploit training examples in order
to distinguish ambiguous author names are among the most effective solutions
for the problem, but they require skilled human annotators in a laborious and
continuous process of manually labeling citations in order to provide enough
training examples. Thus, addressing the issues of (i) automatic acquisition of
examples and (ii) highly effective disambiguation even when only few examples
are available, are the need of the hour for such systems. In this paper, we
propose a novel two-step disambiguation method, SAND (Self-training Associative
Name Disambiguator), that deals with these two issues. The first step
eliminates the need of any manual labeling effort by automatically acquiring
examples using a clustering method that groups citation records based on the
similarity among coauthor names. The second step uses a supervised
disambiguation method that is able to detect unseen authors not included in any
of the given training examples. Experiments conducted with standard public
collections, using the minimum set of attributes present in a citation (i.e.,
author names, work title and publication venue), demonstrated that our proposed
method outperforms representative unsupervised disambiguation methods that
exploit similarities between citation records and is as effective as, and in
some cases superior to, supervised ones, without manually labeling any training
example.