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ArtistRank: an Analysis for the Brazilian Phonographic Scenario ArtistRank:对巴西唱片业的分析
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126872
Felipe Lopes de Melo Faria, D. M. B. Paiva, Álvaro R. Pereira
The phonographic scenario has changed the way of measuring the artist's popularity. The measurement of an artist's popularity by selling discs or plays on radios was replaced by the artist's dissemination in digital media. Magazines such as Billboard and Rolling Stone build artists rankings, and we may observe that, despite producing many different results, they are accepted in the phonographic scenario. However, they do not have a totally open methodology. In this context, this work aims to apply a methodology for the construction of rankings of artists considering data coming from digital media and TV in the national phonographic scenario. We concluded that the methodology presents satisfactory results and important insights, consistent with the reality of the Brazilian phonographic scenario.
唱片业的情况改变了衡量艺术家受欢迎程度的方式。通过在电台上销售唱片或播放歌曲来衡量艺术家受欢迎程度的方式被艺术家在数字媒体上的传播所取代。像《公告牌》和《滚石》这样的杂志建立了艺术家排名,我们可以观察到,尽管产生了许多不同的结果,但它们在唱片业中是被接受的。然而,他们并没有一个完全开放的方法。在这种背景下,这项工作旨在应用一种方法来构建艺术家排名,考虑到来自数字媒体和电视的数据在国家唱片业的情况下。我们的结论是,该方法呈现出令人满意的结果和重要的见解,与巴西留声机场景的现实一致。
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引用次数: 0
EXEHDA-RR: Machine Learning and MCDA with Semantic Web in IoT Resources Classification EXEHDA-RR:机器学习和MCDA与语义网在物联网资源分类中的应用
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126880
Renato Dilli, Huberto Kaiser Filho, A. Pernas, A. Yamin
Currently, a lot of resources are connected to the Internet, many simultaneously requesting and providing services. The adequate selection of resources that best meet the demands of users with a broad range of options has been a relevant and current research challenge. Based on the non-functional parameters of QoS play a significant role in the ranking of these resources according to the services they offer. This paper aims to aggregate machine learning in the pre-classification of EXEHDA middleware resources, to reduce the computational cost generated by MCDA algorithms. We presented the proposed software architecture (EXEHDA-RR), and the obtained results with the integration of machine learning in the classification process are promissing, and indicate to the research continuation.
目前,大量资源被连接到Internet上,许多资源同时请求和提供服务。如何在广泛的选择范围内充分选择最能满足用户需求的资源,一直是一项相关和当前的研究挑战。基于非功能参数的QoS在根据资源提供的服务对资源进行排序中起着重要的作用。本文旨在将机器学习聚合到EXEHDA中间件资源的预分类中,以降低MCDA算法产生的计算成本。我们提出了该软件架构(EXEHDA-RR),并将机器学习集成到分类过程中,所获得的结果是有希望的,并表明了研究的继续。
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引用次数: 3
Using Implicit Feedback for Neighbors Selection: Alleviating the Sparsity Problem in Collaborative Recommendation Systems 使用隐式反馈进行邻居选择:缓解协同推荐系统中的稀疏性问题
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126896
Bruno Bandeira Fernandes, Juarez A. P. Sacenti, Roberto Willrich
The most popular Recommender systems (RSs) employ Collaborative Filtering (CF) algorithms where users explicitly rate items. Based on these ratings, a user-item rating matrix is generated and used to select the items to be recommended for a target user. An important step in this process is to determine the neighborhood of a target user, i.e. a set of users who rate items similarly to this user. One of the limitations of CF is precisely the need of rating data provided voluntarily by users. The lack of interest of users to provide this kind of information increases the sparsity problem of the ratings matrix. In this paper, we propose the use of implicit feedback for neighbors selection to alleviate the sparsity problem in CF-based RSs. In this proposal, user profiles are built based on the characteristics of items that have been accessed or purchased, and not necessarily rated by the users. This user profile is used exclusively to the neighborhoods formation, which considers not how they have rated items, but by the characteristics of the items that they have accessed or purchased. Our technique was implemented with Apache Mahout Framework and evaluated across experiments in the domain of movies by using a dataset from Movielens project. The results demonstrated that our technique produces better quality recommendations when compared to the classic CF mainly in presence of sparsity of rating data.
最流行的推荐系统(RSs)采用协同过滤(CF)算法,用户明确地对项目进行评级。基于这些评分,生成一个用户-物品评分矩阵,并用于为目标用户选择要推荐的物品。这个过程中的一个重要步骤是确定目标用户的邻居,即一组与该用户评价相似的用户。CF的局限性之一就是需要用户自愿提供评分数据。用户对提供这类信息缺乏兴趣增加了评级矩阵的稀疏性问题。在本文中,我们提出使用隐式反馈来选择邻居,以缓解基于cf的RSs的稀疏性问题。在这个建议中,用户配置文件是基于已经访问或购买的物品的特征构建的,而不一定是由用户评价的。此用户配置文件仅用于社区形成,它不考虑他们如何对物品进行评级,而是考虑他们访问或购买的物品的特征。我们的技术是用Apache Mahout框架实现的,并通过使用来自Movielens项目的数据集在电影领域的实验中进行评估。结果表明,与经典的CF相比,我们的技术产生了更好的质量推荐,主要是由于评级数据的稀疏性。
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引用次数: 6
getOA 1.2: A Semantic Search Tool for Learning Objects in Repositories with Portuguese Language Support getOA 1.2:支持葡萄牙语的知识库中学习对象的语义搜索工具
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131589
J. P. Silva, I. Silveira
Search strategies for Learning Objects (LOs) in repositories, by using purely syntactic structures, can make that task of searching and retrieval become time-consuming and unproductive, and consequently can decrease the possibilities for reuse of these resources. The present work has as its main goal to use generic-purpose thesauri of the Portuguese language to establish semantic structures in the search for LOs. For this purpose, an architecture proposal is presented, as well as the development of a semantic search tool based on thesauri and federated search at three distinct repositories with Portuguese language support. The results show improvements in the search and the increase of the quantities of the recovered LOs. The semantic search tool is available for download under GNU 3 license.
存储库中学习对象(LOs)的搜索策略,通过使用纯粹的语法结构,可以使搜索和检索任务变得耗时和低效,因此可以减少重用这些资源的可能性。本研究的主要目标是利用葡萄牙语的通用词库来建立语义结构。为此,本文提出了一个体系结构建议,并开发了一个语义搜索工具,该工具基于辞典和联合搜索,在三个不同的存储库中使用葡萄牙语支持。结果表明,该方法改善了搜索效果,并增加了回收LOs的数量。语义搜索工具可以在GNU 3许可下下载。
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引用次数: 0
A Visual Approach for the Definition of Behavior in Environments for Internet of Things 物联网环境中行为定义的可视化方法
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126867
Namedin Junior, E. Souto, Wesllen Sousa, R. Nascimento, R. Aschoff
Internet of Things (IoT) describes how the world, where daily-live objects are connected to the Internet, is increasingly present in people's lives. However, actual solutions that enable the IoT are designed to be used only by IT experts. This article proposes a Behavior Definition Model for IoT EcoSystems (BDM4IoT), a model designed to enable non-IT experts to easily design and configure the behavior of their own environments for IoT according to their needs. The validation of the proposed model is carried out through a graphical modeling tool called Êxodo GUI, which allows users to easily configure, manipulate and create behavioral models using BDM4IoT. The obtained results prove the viability of this approach for the inclusion of non-IT experts in the creative and managerial IoT process.
物联网(IoT)描述了日常生活物品与互联网连接的世界如何越来越多地出现在人们的生活中。然而,实现物联网的实际解决方案仅供IT专家使用。本文提出了物联网生态系统的行为定义模型(BDM4IoT),该模型旨在使非it专家能够根据自己的需求轻松设计和配置物联网环境的行为。提出的模型的验证是通过称为Êxodo GUI的图形建模工具进行的,该工具允许用户使用BDM4IoT轻松配置、操作和创建行为模型。所获得的结果证明了将非it专家纳入创造性和管理性物联网过程的可行性。
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引用次数: 0
Profiling Successful Team Behaviors in League of Legends 分析《英雄联盟》中的成功团队行为
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126886
Fernando Felix do Nascimento Junior, A. S. C. Melo, Igor Barbosa da Costa, L. Marinho
Despite the increasing popularity of electronic sports (eSports), there is still a scarcity of academic works exploring the playing behavior of teams. Understanding the features that help to discriminate between successful and unsuccessful teams would help teams improving their strategies, such as determine performance metrics to reach. In this paper, we identify and characterize team behavior patterns based on historical matches from the very popular eSpor League of Legends web API. By applying machine learning and statistical analysis, we clustered teams' performance and investigate for each cluster how and to what extent these features have an influence on teams' success and failure. Some clusters are more likely to have winning teams than others, the results of our study helped to discover the characteristics that are associated with this predisposition and allowed us to model performance metrics of successful and unsuccessful team profiles. At all, we found 7 profiles in which were categorized into four levels in terms of winning team proportion: very low, moderate, high and very high.
尽管电子竞技(eSports)越来越受欢迎,但探索团队游戏行为的学术作品仍然很少。了解有助于区分成功和不成功团队的特性将有助于团队改进他们的策略,例如确定要达到的性能指标。在本文中,我们基于非常流行的eSpor英雄联盟web API的历史比赛来识别和描述团队行为模式。通过应用机器学习和统计分析,我们对团队的表现进行了聚类,并调查了每个聚类的这些特征如何以及在多大程度上影响了团队的成功和失败。一些集群比其他集群更有可能拥有获胜的团队,我们的研究结果有助于发现与这种倾向相关的特征,并使我们能够建立成功和不成功团队概况的绩效指标模型。总之,我们找到了7个概况,根据获胜团队比例分为四个级别:非常低,中等,高和非常高。
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引用次数: 23
Characterizing User Behavior in a Music Navigation Application with Real-time Feedback 用实时反馈描述音乐导航应用程序中的用户行为
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126875
Bruno Guilherme Gomes, Pedro Holanda, Luciana Fujii Pontelho, Ana Paula Couto da Silva, Olga Goussevskaia
In a previous work, we proposed a direction-based navigation framework for large media collections. We implemented Mixtape (www.projectmixtape.org), a web application with a simple interface that allows users to navigate in a large music collection using online feedback and a geometric similarity space. In this work, we analyze user-generated data during an experiment on Mixtape. We collected all user actions on Mixtape over a course of two weeks, resulting in the participation of 800 users, generating a total of over 2 000 navigation sessions. We analyzed the trajectories that users followed within the music similarity space, and collected implicit and explicit feedback about user satisfaction. In particular, we compared geometric relationships, such as distance and direction similarity, between consecutive songs within individual and between different navigation trajectories. The navigation technique called Vector, which uses the concept of directions in this space of similarities, was able to keep the analyzed users for a longer time in the application. This may indicate a preference among users for navigating in their songs using the concept of directions.
在之前的工作中,我们为大型媒体集合提出了一个基于方向的导航框架。我们实现了Mixtape (www.projectmixtape.org),这是一个具有简单界面的web应用程序,允许用户使用在线反馈和几何相似空间在大型音乐收藏中导航。在这项工作中,我们在Mixtape上的实验中分析了用户生成的数据。我们收集了Mixtape在两周内的所有用户操作,结果有800名用户参与,总共产生了超过2000个导航会话。我们分析了用户在音乐相似空间内遵循的轨迹,并收集了关于用户满意度的隐式和显式反馈。特别地,我们比较了个体内连续歌曲之间和不同导航轨迹之间的几何关系,如距离和方向相似性。名为Vector的导航技术在相似性空间中使用了方向的概念,能够使被分析的用户在应用程序中停留更长的时间。这可能表明用户更喜欢使用方向概念在歌曲中导航。
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引用次数: 2
Understanding Mobile Application Usage During the 2014 FIFA World Cup 了解2014年世界杯期间移动应用程序的使用情况
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131603
A. C. Domingues, Fabrício A. Silva, T. R. Silva, Luis G. A. Diniz
Understanding how users consume mobile services during large events is a key factor in the improvement of the provided services. In 2014, Brazil hosted the FIFA World Cup, one of the biggest events in the world. The objective of this work is to exploit mobile data to discover important insights on how Brazilians accessed mobile applications during this event. The dataset studied here is composed of mobile application usage records collected during 2014 by a software agent installed on smartphones of 5,342 Brazilians. The results reveal interesting findings regarding how mobile accesses differ during the matches in comparison with ordinary days.
了解用户在大型活动期间如何使用移动服务是改进所提供服务的关键因素。2014年,巴西举办了国际足联世界杯,这是世界上最大的赛事之一。这项工作的目的是利用移动数据来发现巴西人在活动期间如何访问移动应用程序的重要见解。这里研究的数据集由2014年5342名巴西人的智能手机上安装的软件代理收集的移动应用程序使用记录组成。研究结果揭示了一些有趣的发现,即在比赛期间,手机访问与平时相比有何不同。
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引用次数: 0
MulSeMaker: An MDD Tool for MulSeMedia Web Application Development MulSeMaker:用于多媒体Web应用程序开发的MDD工具
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126883
Marcelo Fernandes de Sousa, C. Ferraz, R. Kulesza, Italo Ayres, Matheus Lima
MulSeMedia applications aim to stimulate other human sensory receptors such as mechanoreceptors, chemoreceptors and thermoreceptors. They increase the degree of immersion of users as well as improve the Quality of Experience and are standardized by MPEG-V. It is currently possible to identify a gap in the definition of processes, methods and tools to support the systematic development of MulSeMedia applications. This paper presents a tool called MulSeMaker for the development of MulSeMedia applications in the Web domain. It was developed based on the application family concept from the Generative Software Development. In order to investigate evidence to confirm the benefits of the proposed tool, empirical studies were carried out to collect and analyze qualitative and quantitative data.
多媒体应用旨在刺激其他人类感觉受体,如机械感受器、化学感受器和热感受器。它们增加了用户的沉浸度,提高了体验质量,并通过MPEG-V进行了标准化。目前有可能在过程、方法和工具的定义上找到一个缺口,以支持多媒体应用程序的系统开发。本文提出了一种用于Web领域多媒体应用开发的MulSeMaker工具。它是基于生成式软件开发中的应用程序族概念开发的。为了调查证据来证实所提出的工具的好处,进行了实证研究,以收集和分析定性和定量数据。
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引用次数: 7
Enabling Full Interaction with the Android System and Applications through Speech Recognition 通过语音识别实现与Android系统和应用程序的完全交互
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131581
Emerson Barbosa da Cunha, D. D. C. D. Silva, C. R. Vasconcelos
Mobile devices, such as smartphones and tablets, have become almost indispensable items in people's daily lives. The interaction via touches on screen has been consolidated in these devices, being quite efficient, for the majority of the cases. However, this type of interaction can be limiting, or even make impossible the use of the device, for a person with busy hands or some kind of motor difficulty. In such cases, the possibility of using voice commands to control the device may be a more attractive solution. Although some devices already offer this kind of feature, it is restricted to some features pre-determined by the system. The main goal of this work was to develop an application that allows full interaction with the device via voice commands using the speech recognition API of the Android operating system. Recognition tests were performed with the developed application, whose results demonstrated a 95% efficiency, making possible a full interaction with any application installed in the device.
移动设备,如智能手机和平板电脑,几乎已经成为人们日常生活中不可或缺的物品。在大多数情况下,通过触摸屏幕的交互已经在这些设备中得到了巩固,非常有效。然而,这种类型的互动可能会限制,甚至使一个手很忙或有某种运动困难的人无法使用该设备。在这种情况下,使用语音命令控制设备的可能性可能是一个更有吸引力的解决方案。虽然一些设备已经提供了这种功能,但它仅限于系统预先确定的一些功能。这项工作的主要目标是开发一个应用程序,允许使用Android操作系统的语音识别API通过语音命令与设备进行完全交互。使用开发的应用程序进行识别测试,其结果显示效率为95%,可以与设备中安装的任何应用程序完全交互。
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引用次数: 0
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Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web
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