2019
Authors
Viana, V; Almeida, P; Guardiano, M; Silva, D; Oliveira, B; Guerra, A;
Publication
The Psychologist: Practice & Research Journal
Abstract
2019
Authors
Bruno M P M Oliveira; Martins. F.; Afsar, A.; Pinto, A.;
Publication
Abstract
2019
Authors
Cunha, P.; Lourenço, R.; Bruno M P M Oliveira; Poínhos, Rui; EStudantes NSP FCNAUP 2017/2018; Almeida, Maria Daniel Vaz de;
Publication
Abstract
2019
Authors
Mansouri, B; Zahedi, MS; Campos, R; Farhoodi, M;
Publication
COMPANION OF THE WORLD WIDE WEB CONFERENCE (WWW 2019 )
Abstract
As video games arc developing fast, many users issue queries related to video games in a daily fashion. While there Were a few attempts to understand their behavior, little is known on how the video game-related searches are done. Digesting and analyzing this search behavior may thus be faced as an important contribution for search engines to provide better results and search services for their users. To overcome this lack of knowledge and to gain more insight into how video game searches are done, we analyze in this paper, a number of game search queries submitted to a general search engine named Parsijoo. The analysis conducted was performed on top of 372,508 game search records extracted from the query logs within 253,516 different search sessions. Different aspects of video game searches are studied, including, their temporal distribution, game version specification. popular game categories, popular game platforms, game search sessions and clicked pages. Overall, the experimental analysis on video game searches shows that the current retrieval methods used by traditional search engines cannot be applied for game searches, thus, different retrieval and search services should be considered for these searches in the future.
2019
Authors
Jatowt, A; Campos, R; Bhowmick, SS; Doucet, A;
Publication
PROCEEDINGS OF THE 28TH ACM INTERNATIONAL CONFERENCE ON INFORMATION & KNOWLEDGE MANAGEMENT (CIKM '19)
Abstract
Old documents tend to be difficult to be analyzed and understood, not only for average users but oftentimes for professionals as well. This is due to the context shift, vocabulary evolution and, in general, the lack of precise knowledge about the writing styles in the past. We propose a concept of positioning document in the context of its time, and develop an interactive system to support such an objective. Our system helps users to know whether the vocabulary used by an author in the past were frequent at the time of text creation, whether the author used anachronisms or neologisms, and so on. It also enables detecting terms in text that underwent considerable semantic change and provides more information on the nature of such change. Overall, the proposed tool offers additional knowledge on the writing style and vocabulary choice in documents by drawing from data collected at the time of their creation or at other user-specified time.
2019
Authors
Wakamiya, S; Jatowt, A; Kawai, Y; Akiyama, T; Campos, R; Yang, ZL;
Publication
PROCEEDINGS OF THE 24TH INTERNATIONAL CONFERENCE ON INTELLIGENT USER INTERFACES: COMPANION (IUI 2019)
Abstract
The 2nd workshop on User Interfaces for Spatial-Temporal Data Analysis (UISTDA2019)(1) took place in conjunction with the 24th Annual Meeting of the Intelligent Interfaces community (ACM IUI2019) in Los Angeles, USA on March 20, 2019. The goal of this workshop is to share latest progress and developments, current challenges and potential applications for exploring and exploiting large amounts of spatial and temporal data. Four papers and a keynote talk were presented in this edition of the workshop.
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