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1.
In recent years, with the upgrading of mobile positioning and the popularity of smart devices, location related research gets a lot of attentions. One of popular issues is the trip planning problem. Although many related scientific or technical literature have been proposed, most of them focused only on tourist attraction recommendation or arrangement meeting some user demands. In fact, to grasp the huge tourism opportunities, more and more tour operators design tourist packages and provide to users. Generally, tourist packages have many advantages such as cheaper ticket price and higher transportation convenience. However, researches on trip planning combining tourist packages have not been mentioned in the past studies. In this research, we present a new approach named Package-Attraction-based Trip Planner (PAT-Planner) to simultaneously combine tourist packages and tourist attractions for personalized trip planning satisfying users’ travel constraints. In PAT-Planner, we first based on user preferences and temporal characteristics to design a Score Inference Model for respectively measuring the score of a tourist package or tourist attraction. Then, we develop the Hybrid Trip-Mine algorithm meeting user travel constraints for personalized trip planning. Besides, we further propose two improvement strategies, namely Score Estimation and Score Bound Tightening, based on Hybrid Trip-Mine to speed up the trip planning efficiency. As far as we know, our study is the first attempt to simultaneously combine tourist packages and tourist attractions on trip planning problem. Through a series of experimental evaluations and case studies using the collected Gowalla datasets, PAT-Planner demonstrates excellent planning effects.  相似文献   

2.
Traditional post-level opinion classification methods usually fail to capture a person’s overall sentiment orientation toward a topic from his/her microblog posts published for a variety of themes related to that topic. One reason for this is that the sentiments connoted in the textual expressions of microblog posts are often obscure. Moreover, a person’s opinions are often influenced by his/her social network. This study therefore proposes a new method based on integrated information of microblog users’ social interactions and textual opinions to infer the sentiment orientation of a user or the whole group regarding a hot topic. A Social Opinion Graph (SOG) is first constructed as the data model for sentiment analysis of a group of microblog users who share opinions on a topic. This represents their social interactions and opinions. The training phase then uses the SOGs of training sets to construct Sentiment Guiding Matrix (SGM), representing the knowledge about the correlation between users’ sentiments, Textual Sentiment Classifier (TSC), and emotion homophily coefficients of the influence of various types of social interaction on users’ mutual sentiments. All of these support a high-performance social sentiment analysis procedure based on the relaxation labeling scheme. The experimental results show that the proposed method has better sentiment classification accuracy than the textual classification and other integrated classification methods. In addition, IMSA can reduce pre-annotation overheads and the influence from sampling deviation.  相似文献   

3.
Recently, researches on smart phones have received attentions because the wide potential applications. One of interesting and useful topic is mining and predicting the users’ mobile application (App) usage behaviors. With more and more Apps installed in users’ smart phone, the users may spend much time to find the Apps they want to use by swiping the screen. App prediction systems benefit for reducing search time and launching time since the Apps which may be launched can preload in the memory before they are actually used. Although some previous studies had been proposed on the problem of App usage analysis, they recommend Apps for users only based on the frequencies of App usages. We consider that the relationship between App usage demands and users’ recent spatial and temporal behaviors may be strong. In this paper, we propose Spatial and Temporal App Recommender (STAR), a novel framework to predict and recommend the Apps for mobile users under a smart phone environment. The STAR framework consists of four major modules. We first find the meaningful and semantic location movements from the geographic GPS trajectory data by the Spatial Relation Mining Module and generate the suitable temporal segments by the Temporal Relation Mining Module. Then, we design Spatial and Temporal App Usage Pattern Mine (STAUP-Mine) algorithm to efficiently discover mobile users’ Spatial and Temporal App Usage Patterns (STAUPs). Furthermore, an App Usage Demand Prediction Module is presented to predict the following App usage demands according to the discovered STAUPs and spatial/temporal relations. To our knowledge, this is the first study to simultaneously consider the spatial movements, temporal properties and App usage behavior for mining App usage pattern and demand prediction. Through rigorous experimental analysis from two real mobile App datasets, STAR framework delivers an excellent prediction performance.  相似文献   

4.
Pointing gestures are our natural way of referencing distant objects and thus widely used in HCI for controlling devices. Due to current pointing models’ inherent inaccuracies, most of the systems using pointing gestures so far rely on visual feedback showing users where they point at. However, in many environments, e.g., smart homes, it is rarely possible to display cursors since most devices do not contain a display. Therefore, we raise the question of how to facilitate accurate pointing-based interaction in a cursorless context. In this paper we present two user studies showing that previous cursorless techniques are rather inaccurate as they lack important considerations about users’ characteristics that would help in minimizing inaccuracy. We show that pointing accuracy could be significantly improved by acknowledging users’ handedness and ocular dominance. In a first user study (n=?33), we reveal the large effect of ocular dominance and handedness on human pointing behavior. Current ray-casting techniques neglect both ocular dominance and handedness as effects onto pointing behavior, precluding them from accurate cursorless selection. With a second user study (n=?25), we show that accounting for ocular dominance and handedness yields to significantly more accurate selections compared to two previously published ray-casting techniques. This speaks for the importance of considering users’ characteristics further to develop better selection techniques to foster more robust accurate selections.  相似文献   

5.
To effectively and efficiently reduce the transmission costs of large medical image in (mobile) telemedicine systems, we design and implement a professionally user-adaptive large medical image transmission method called UMIT. Before transmission, a preprocessing step is first conducted to obtain the optimal image block (IB) replicas based on the users’ professional preference model and the network bandwidth at a master node. After that, the candidate IBs are transmitted via slave nodes according to the transmission priorities. Finally, the IBs can be reconstructed and displayed at the users’ devices. The proposed method includes three enabling techniques: (1) user’s preference degree derivation of the medically useful areas, (2) an optimal IB replica storage scheme, and (3) an adaptive and robust multi-resolution-based IB replica selection and transmission method. The experimental results show that the performance of our proposed UMIT method is both efficient and effective, minimizing the response time by decreasing the network transmission cost.  相似文献   

6.
We consider a single-cell network with a hybrid full-/half-duplex base station. For the practical scenario with N channels, K uplink users, and M downlink users (max{K,M} ≤ NK + M), we tackle the issue of user admission and power control to simultaneously maximize the user admission number and minimize the total transmit power when guaranteeing the quality-of-service requirement of individual users. We formulate a 0–1 integer programming problem for the joint-user admission and power allocation problem. Because finding the optimal solution of this problem is NP-hard in general, a low-complexity algorithm is proposed by introducing the novel concept of adding dummy users. Simulation results show that the proposed algorithm achieves performance similar to that of branch and bound algorithm and significantly outperforms the random pairing algorithm.  相似文献   

7.
Traditionally, research about social user profiling assumes that users share some similar interests with their followees. However, it lacks the studies on what topic and to what extent their interests are similar. Our study in online sharing sites reveals that besides shared interests between followers and followees, users do maintain some individual interests which differ from their followees. Thus, for better social user profiling we need to discern individual interests (capturing the uniqueness of users) and shared interests (capturing the commonality of neighboring users) of the users in the connected world. To achieve this, we extend the matrix factorization model by incorporating both individual and shared interests, and also learn the multi-faceted similarities unsupervisedly. The proposed method can be applied to many applications, such as rating prediction, item level social influence maximization and so on. Experimental results on real-world datasets show that our work can be applied to improve the performance of social rating. Also, it can reveal some interesting findings, such as who likes the “controversial” items most, and who is the most influential in attracting their followers to rate an item.  相似文献   

8.
There has been a growing interest in applying human computation – particularly crowdsourcing techniques – to assist in the solution of multimedia, image processing, and computer vision problems which are still too difficult to solve using fully automatic algorithms, and yet relatively easy for humans. In this paper we focus on a specific problem – object segmentation within color images – and compare different solutions which combine color image segmentation algorithms with human efforts, either in the form of an explicit interactive segmentation task or through an implicit collection of valuable human traces with a game. We use Click’n’Cut, a friendly, web-based, interactive segmentation tool that allows segmentation tasks to be assigned to many users, and Ask’nSeek, a game with a purpose designed for object detection and segmentation. The two main contributions of this paper are: (i) We use the results of Click’n’Cut campaigns with different groups of users to examine and quantify the crowdsourcing loss incurred when an interactive segmentation task is assigned to paid crowd-workers, comparing their results to the ones obtained when computer vision experts are asked to perform the same tasks. (ii) Since interactive segmentation tasks are inherently tedious and prone to fatigue, we compare the quality of the results obtained with Click’n’Cut with the ones obtained using a (fun, interactive, and potentially less tedious) game designed for the same purpose. We call this contribution the assessment of the gamification loss, since it refers to how much quality of segmentation results may be lost when we switch to a game-based approach to the same task. We demonstrate that the crowdsourcing loss is significant when using all the data points from workers, but decreases substantially (and becomes comparable to the quality of expert users performing similar tasks) after performing a modest amount of data analysis and filtering out of users whose data are clearly not useful. We also show that – on the other hand – the gamification loss is significantly more severe: the quality of the results drops roughly by half when switching from a focused (yet tedious) task to a more fun and relaxed game environment.  相似文献   

9.
User based collaborative filtering (CF) has been successfully applied into recommender system for years. The main idea of user based CF is to discover communities of users sharing similar interests, thus, in which, the measurement of user similarity is the foundation of CF. However, existing user based CF methods suffer from data sparsity, which means the user-item matrix is often too sparse to get ideal outcome in recommender systems. One possible way to alleviate this problem is to bring new data sources into user based CF. Thanks to the rapid development of social annotation systems, we turn to using tags as new sources. In these approaches, user-topic rating based CF is proposed to extract topics from tags using different topic model methods, based on which we compute the similarities between users by measuring their preferences on topics. In this paper, we conduct comparisons between three user-topic rating based CF methods, using PLSA, Hierarchical Clustering and LDA. All these three methods calculate user-topic preferences according to their ratings of items and topic weights. We conduct the experiments using the MovieLens dataset. The experimental results show that LDA based user-topic rating CF and Hierarchical Clustering outperforms the traditional user based CF in recommending accuracy, while the PLSA based user-topic rating CF performs worse than the traditional user based CF.  相似文献   

10.
Location-based services allow users to perform check-in actions, which record the geo-spatial activities and provide a plentiful source to do more accurate and useful geographical recommendation. In this paper, we present a novel Preferred Time-aware Route Planning (PTRP) problem, which aims to recommend routes whose locations are not only representative but also need to satisfy users’ preference. The central idea is that the goodness of visiting locations along a route is significantly affected by the visiting time and user preference, and each location has its own proper visiting time due to its category and population. We develop a four-stage preference-based time-aware route planning framework. First, since there is usually either noise time on existing locations or no visiting information on new locations, we devise an inference method, LocTimeInf, to predict the location visiting time on routes. Second, considering the geographical, social, and temporal information of users, we propose the GST-Clus method to group users with similar location visiting preferences. Third, we find the representative and popular time-aware location-transition behaviors by proposing Time-aware Transit Pattern Mining (TTPM) algorithm. Finally, based on the mined time-aware transit patterns, we develop a Preferred Route Search (PR-Search) algorithm to construct the final time-aware routes. Experiments on Gowalla and Foursquare check-in data exhibit the promising effectiveness and efficiency of the proposed methods, comparing to a series of competitors.  相似文献   

11.
With the popularization of wireless networks and mobile intelligent terminals, mobile crowd sensing is becoming a promising sensing paradigm. Tasks are assigned to users with mobile devices, which then collect and submit ambient information to the server. The composition of participants greatly determines the quality and cost of the collected information. This paper aims to select fewest participants to achieve the quality required by a sensing task. The requirement namely “t-sweep k-coverage” means for a target location, every t time interval should at least k participants sense. The participant selection problem for “t-sweep k-coverage” crowd sensing tasks is NP-hard. Through delicate matrix stacking, linear programming can be adopted to solve the problem when it is in small size. We further propose a participant selection method based on greedy strategy. The two methods are evaluated through simulated experiments using users’ call detail records. The results show that for small problems, both the two methods can find a participant set meeting the requirement. The number of participants picked by the greedy based method is roughly twice of the linear programming based method. However, when problems become larger, the linear programming based method performs unstably, while the greedy based method can still output a reasonable solution.  相似文献   

12.
With the growing popularity of microblogging services such as Twitter in recent years, an increasing number of users are using these services in their daily lives. The huge volume of information generated by users raises new opportunities in various applications and areas. Inferring user interests plays a significant role in providing personalized recommendations on microblogging services, and also on third-party applications providing social logins via these services, especially in cold-start situations. In this survey, we review user modeling strategies with respect to inferring user interests from previous studies. To this end, we focus on four dimensions of inferring user interest profiles: (1) data collection, (2) representation of user interest profiles, (3) construction and enhancement of user interest profiles, and (4) the evaluation of the constructed profiles. Through this survey, we aim to provide an overview of state-of-the-art user modeling strategies for inferring user interest profiles on microblogging social networks with respect to the four dimensions. For each dimension, we review and summarize previous studies based on specified criteria. Finally, we discuss some challenges and opportunities for future work in this research domain.  相似文献   

13.
In social tagging systems such as Delicious and Flickr,users collaboratively manage tags to annotate resources.Naturally,a social tagging system can be modeled as a (user,tag,resource) hypernetwork,where there are three different types of nodes,namely users,resources and tags,and each hyperedge has three end nodes,connecting a user,a resource and a tag that the user employs to annotate the resource.Then how can we automatically cluster related users,resources and tags,respectively? This is a problem of community detection in a 3-partite,3-uniform hypernetwork.More generally,given a K-partite K-uniform (hyper)network,where each (hyper)edge is a K-tuple composed of nodes of K different types,how can we automatically detect communities for nodes of different types? In this paper,by turning this problem into a problem of finding an efficient compression of the (hyper)network’s structure,we propose a quality function for measuring the goodness of partitions of a K-partite K-uniform (hyper)network into communities,and develop a fast community detection method based on optimization.Our method overcomes the limitations of state of the art techniques and has several desired properties such as comprehensive,parameter-free,and scalable.We compare our method with existing methods in both synthetic and real-world datasets.  相似文献   

14.
The advent of Big Data era drives data analysts from different domains to use data mining techniques for data analysis. However, performing data analysis in a specific domain is not trivial; it often requires complex task configuration, onerous integration of algorithms, and efficient execution in distributed environments. Few efforts have been paid on developing effective tools to facilitate data analysts in conducting complex data analysis tasks. In this paper, we design and implement FIU-Miner, a Fast, Integrated, and User-friendly system to ease data analysis. FIU-Miner allows users to rapidly configure a complex data analysis task without writing a single line of code. It also helps users conveniently import and integrate different analysis programs. Further, it significantly balances resource utilization and task execution in heterogeneous environments. Case studies of real-world applications demonstrate the efficacy and effectiveness of our proposed system.  相似文献   

15.
Recent years have witnessed the ever-growing popularity of location-based social network (LBSN) services. Top-N place recommendation, which aims at retrieving N most appealing places for a target user, has thus gained increasing importance. Yet existing solutions to this problem either provide non-personalized recommendations by selecting nearby popular places, or resort to collaborative filtering (CF) by treating each place as an independent item, overlooking the geographical and semantic correlations among places. In this paper, we propose GoTo, a collaborative recommender that provides top-N personalized place recommendation in LBSNs. Compared with existing methods, GoTo achieves its effectiveness by exploiting the wisdom of the so-called local experts, namely those who are geographically close and have similar preferences with regard to a certain user. At the core of GoTo lies a novel user similarity measure called geo-topical similarity, which combines geographical and semantic correlations among places for discovering local experts. In specific, the geo-topical similarity uses Gaussian mixtures to model users’ real-life geographical patterns, and extracts users’ topical preferences from the attached tags of historically visited places. Extensive experiments on real LBSN datasets show that compared with baseline methods, GoTo can improve the performance of top-N place recommendation by up to 50% in terms of accuracy.  相似文献   

16.
Recommender Systems have to deal with a wide variety of users and user types that express their preferences in different ways. This difference in user behavior can have a profound impact on the performance of the recommender system. Users receive better (or worse) recommendations depending on the quantity and the quality of the information the system knows about them. Specifically, the inconsistencies in users’ preferences impose a lower bound on the error the system may achieve when predicting ratings for one particular user—this is referred to as the magic barrier. In this work, we present a mathematical characterization of the magic barrier based on the assumption that user ratings are afflicted with inconsistencies—noise. Furthermore, we propose a measure of the consistency of user ratings (rating coherence) that predicts the performance of recommendation methods. More specifically, we show that user coherence is correlated with the magic barrier; we exploit this correlation to discriminate between easy users (those with a lower magic barrier) and difficult ones (those with a higher magic barrier). We report experiments where the recommendation error for the more coherent users is lower than that of the less coherent ones. We further validate these results by using two public datasets, where the necessary data to identify the magic barrier is not available, in which we obtain similar performance improvements.  相似文献   

17.
In the state-of-the-art methods for (large) image transmission, no user interaction behaviors (e.g., user tapping) can be actively involved to affect the transmission performance (e.g., higher image transmission efficiency with relatively poor image quality). So, to effectively and efficiently reduce the large image transmission costs in resource-constraint mobile wireless networks (MWN), we design a content-based and bandwidth-aware Interactive large Image Transmission method in MWN, called the I it. To the best of our knowledge, this is the first study on the interactive image transmission. The whole transmission processing of the I it works as follows: before transmission, a preprocessing step computes the optimal and initial image block (IB) replicas based on the image content and the current network bandwidth at the sender node. During transmission, in case of unsatisfied transmission efficiency, the user’s anxiety to preview the image can be implicitly indicated by the frequency of tapping the screen. In response, the transmission resolutions of the candidate IB replicas can be dynamically adjusted based on the user anxiety degree (UAD). Finally, the candidate IB replicas are transmitted with different priorities to the receiver for reconstruction and display. The experimental results show that the performance of our approach is both efficient and effective, minimizing the response time by decreasing the network transmission cost while improving user experiences.  相似文献   

18.
According to the proportional allocation mechanism from the network optimization literature, users compete for a divisible resource – such as bandwidth – by submitting bids. The mechanism allocates to each user a fraction of the resource that is proportional to her bid and collects an amount equal to her bid as payment. Since users act as utility-maximizers, this naturally defines a proportional allocation game. Syrgkanis and Tardos (STOC 2013) quantified the inefficiency of equilibria in this game with respect to the social welfare and presented a lower bound of 26.8 % on the price of anarchy over coarse-correlated and Bayes-Nash equilibria in the full and incomplete information settings, respectively. In this paper, we improve this bound to 50 % over both equilibrium concepts. Our analysis is simpler and, furthermore, we argue that it cannot be improved by arguments that do not take the equilibrium structure into account. We also extend it to settings with budget constraints where we show the first constant bound (between 36 and 50 %) on the price of anarchy of the corresponding game with respect to an effective welfare benchmark that takes budgets into account.  相似文献   

19.
As progress on the development of building quantum computer continues to advance, first-generation practical quantum computers will be available for ordinary users in the cloud style similar to IBM’s Quantum Experience nowadays. Clients can remotely access the quantum servers using some simple devices. In such a situation, it is of prime importance to keep the security of the client’s information. Blind quantum computation protocols enable a client with limited quantum technology to delegate her quantum computation to a quantum server without leaking any privacy. To date, blind quantum computation has been considered only for an individual quantum system. However, practical universal quantum computer is likely to be a hybrid system. Here, we take the first step to construct a framework of blind quantum computation for the hybrid system, which provides a more feasible way for scalable blind quantum computation.  相似文献   

20.
Light is a common ambient medium to express additional information in a peripheral and calm way, but it is also an environmental stimulant to create atmosphere, evoke moods, and provide immersive experiences. Through the design of the DeLight system, we aim to establish a biofeedback-driven lighting environment that informs users about their stress level for intervention and assists them in biofeedback relaxation training. In this study, DeLight is interfaced with a heart rate variability biofeedback system with two modes for different purposes: stress intervention and relaxation assistance. We evaluated the prototype of DeLight in two user studies. The results of the first study show that DeLight has the potential for stress intervention; the HRV biofeedback through the changes of ambient light could improve a user’s awareness of stress and trigger behavioral conditioning, such as deep breathing. The results of the second study confirm that DeLight has potential as a new biofeedback interface for relaxation assistance; biofeedback through an immersive lighting environment can support physiological regulation as effectively as graphic biofeedback; it offers enhanced relaxation effects regarding both subjective experience and physiological arousal. These findings suggest that the biofeedback-driven ambient light can perform as persuasive technology in the domain of health self-management. The combination of decorative and informative aspects enables the lighting interface to offer the users a comfortable and relaxing condition for biofeedback-assisted relaxation training.  相似文献   

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