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[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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
dx.doi.org/10.1109/JCDL.2014.6970165
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
Languages: Portuguese
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at 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
ACM Digital Library Link
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
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
www.nime.org/proceedings/2011/nime2011_367.pdf
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
ISBN: 978-1-84882-811-7 (print), 978-1-84882-812-4 (online)
Link to Digital Content at Springer
== 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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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