Matching Items (26)
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Description
Bridging semantic gap is one of the fundamental problems in multimedia computing and pattern recognition. The challenge of associating low-level signal with their high-level semantic interpretation is mainly due to the fact that semantics are often conveyed implicitly in a context, relying on interactions among multiple levels of concepts or

Bridging semantic gap is one of the fundamental problems in multimedia computing and pattern recognition. The challenge of associating low-level signal with their high-level semantic interpretation is mainly due to the fact that semantics are often conveyed implicitly in a context, relying on interactions among multiple levels of concepts or low-level data entities. Also, additional domain knowledge may often be indispensable for uncovering the underlying semantics, but in most cases such domain knowledge is not readily available from the acquired media streams. Thus, making use of various types of contextual information and leveraging corresponding domain knowledge are vital for effectively associating high-level semantics with low-level signals with higher accuracies in multimedia computing problems. In this work, novel computational methods are explored and developed for incorporating contextual information/domain knowledge in different forms for multimedia computing and pattern recognition problems. Specifically, a novel Bayesian approach with statistical-sampling-based inference is proposed for incorporating a special type of domain knowledge, spatial prior for the underlying shapes; cross-modality correlations via Kernel Canonical Correlation Analysis is explored and the learnt space is then used for associating multimedia contents in different forms; model contextual information as a graph is leveraged for regulating interactions among high-level semantic concepts (e.g., category labels), low-level input signal (e.g., spatial/temporal structure). Four real-world applications, including visual-to-tactile face conversion, photo tag recommendation, wild web video classification and unconstrained consumer video summarization, are selected to demonstrate the effectiveness of the approaches. These applications range from classic research challenges to emerging tasks in multimedia computing. Results from experiments on large-scale real-world data with comparisons to other state-of-the-art methods and subjective evaluations with end users confirmed that the developed approaches exhibit salient advantages, suggesting that they are promising for leveraging contextual information/domain knowledge for a wide range of multimedia computing and pattern recognition problems.
ContributorsWang, Zhesheng (Author) / Li, Baoxin (Thesis advisor) / Sundaram, Hari (Committee member) / Qian, Gang (Committee member) / Ye, Jieping (Committee member) / Arizona State University (Publisher)
Created2011
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Description
K-Nearest-Neighbors (KNN) search is a fundamental problem in many application domains such as database and data mining, information retrieval, machine learning, pattern recognition and plagiarism detection. Locality sensitive hash (LSH) is so far the most practical approximate KNN search algorithm for high dimensional data. Algorithms such as Multi-Probe LSH and

K-Nearest-Neighbors (KNN) search is a fundamental problem in many application domains such as database and data mining, information retrieval, machine learning, pattern recognition and plagiarism detection. Locality sensitive hash (LSH) is so far the most practical approximate KNN search algorithm for high dimensional data. Algorithms such as Multi-Probe LSH and LSH-Forest improve upon the basic LSH algorithm by varying hash bucket size dynamically at query time, so these two algorithms can answer different KNN queries adaptively. However, these two algorithms need a data access post-processing step after candidates' collection in order to get the final answer to the KNN query. In this thesis, Multi-Probe LSH with data access post-processing (Multi-Probe LSH with DAPP) algorithm and LSH-Forest with data access post-processing (LSH-Forest with DAPP) algorithm are improved by replacing the costly data access post-processing (DAPP) step with a much faster histogram-based post-processing (HBPP). Two HBPP algorithms: LSH-Forest with HBPP and Multi- Probe LSH with HBPP are presented in this thesis, both of them achieve the three goals for KNN search in large scale high dimensional data set: high search quality, high time efficiency, high space efficiency. None of the previous KNN algorithms can achieve all three goals. More specifically, it is shown that HBPP algorithms can always achieve high search quality (as good as LSH-Forest with DAPP and Multi-Probe LSH with DAPP) with much less time cost (one to several orders of magnitude speedup) and same memory usage. It is also shown that with almost same time cost and memory usage, HBPP algorithms can always achieve better search quality than LSH-Forest with random pick (LSH-Forest with RP) and Multi-Probe LSH with random pick (Multi-Probe LSH with RP). Moreover, to achieve a very high search quality, Multi-Probe with HBPP is always a better choice than LSH-Forest with HBPP, regardless of the distribution, size and dimension number of the data set.
ContributorsYu, Renwei (Author) / Candan, Kasim S (Thesis advisor) / Sapino, Maria L (Committee member) / Chen, Yi (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2011
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Description
This thesis deals with the analysis of interpersonal communication dynamics in online social networks and social media. Our central hypothesis is that communication dynamics between individuals manifest themselves via three key aspects: the information that is the content of communication, the social engagement i.e. the sociological framework emergent of the

This thesis deals with the analysis of interpersonal communication dynamics in online social networks and social media. Our central hypothesis is that communication dynamics between individuals manifest themselves via three key aspects: the information that is the content of communication, the social engagement i.e. the sociological framework emergent of the communication process, and the channel i.e. the media via which communication takes place. Communication dynamics have been of interest to researchers from multi-faceted domains over the past several decades. However, today we are faced with several modern capabilities encompassing a host of social media websites. These sites feature variegated interactional affordances, ranging from blogging, micro-blogging, sharing media elements as well as a rich set of social actions such as tagging, voting, commenting and so on. Consequently, these communication tools have begun to redefine the ways in which we exchange information, our modes of social engagement, and mechanisms of how the media characteristics impact our interactional behavior. The outcomes of this research are manifold. We present our contributions in three parts, corresponding to the three key organizing ideas. First, we have observed that user context is key to characterizing communication between a pair of individuals. However interestingly, the probability of future communication seems to be more sensitive to the context compared to the delay, which appears to be rather habitual. Further, we observe that diffusion of social actions in a network can be indicative of future information cascades; that might be attributed to social influence or homophily depending on the nature of the social action. Second, we have observed that different modes of social engagement lead to evolution of groups that have considerable predictive capability in characterizing external-world temporal occurrences, such as stock market dynamics as well as collective political sentiments. Finally, characterization of communication on rich media sites have shown that conversations that are deemed "interesting" appear to have consequential impact on the properties of the social network they are associated with: in terms of degree of participation of the individuals in future conversations, thematic diffusion as well as emergent cohesiveness in activity among the concerned participants in the network. Based on all these outcomes, we believe that this research can make significant contribution into a better understanding of how we communicate online and how it is redefining our collective sociological behavior.
ContributorsDe Choudhury, Munmun (Author) / Sundaram, Hari (Thesis advisor) / Candan, K. Selcuk (Committee member) / Liu, Huan (Committee member) / Watts, Duncan J. (Committee member) / Seligmann, Doree D. (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Free/Libre Open Source Software (FLOSS) is the product of volunteers collaborating to build software in an open, public manner. The large number of FLOSS projects, combined with the data that is inherently archived with this online process, make studying this phenomenon attractive. Some FLOSS projects are very functional, well-known, and

Free/Libre Open Source Software (FLOSS) is the product of volunteers collaborating to build software in an open, public manner. The large number of FLOSS projects, combined with the data that is inherently archived with this online process, make studying this phenomenon attractive. Some FLOSS projects are very functional, well-known, and successful, such as Linux, the Apache Web Server, and Firefox. However, for every successful FLOSS project there are 100's of projects that are unsuccessful. These projects fail to attract sufficient interest from developers and users and become inactive or abandoned before useful functionality is achieved. The goal of this research is to better understand the open source development process and gain insight into why some FLOSS projects succeed while others fail. This dissertation presents an agent-based model of the FLOSS development process. The model is built around the concept that projects must manage to attract contributions from a limited pool of participants in order to progress. In the model developer and user agents select from a landscape of competing FLOSS projects based on perceived utility. Via the selections that are made and subsequent contributions, some projects are propelled to success while others remain stagnant and inactive. Findings from a diverse set of empirical studies of FLOSS projects are used to formulate the model, which is then calibrated on empirical data from multiple sources of public FLOSS data. The model is able to reproduce key characteristics observed in the FLOSS domain and is capable of making accurate predictions. The model is used to gain a better understanding of the FLOSS development process, including what it means for FLOSS projects to be successful and what conditions increase the probability of project success. It is shown that FLOSS is a producer-driven process, and project factors that are important for developers selecting projects are identified. In addition, it is shown that projects are sensitive to when core developers make contributions, and the exhibited bandwagon effects mean that some projects will be successful regardless of competing projects. Recommendations for improving software engineering in general based on the positive characteristics of FLOSS are also presented.
ContributorsRadtke, Nicholas Patrick (Author) / Collofello, James S. (Thesis advisor) / Janssen, Marco A (Thesis advisor) / Sarjoughian, Hessam S. (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Navigating within non-linear structures is a challenge for all users when the space is large but the problem is most pronounced when the users are blind or visually impaired. Such users access digital content through screen readers like JAWS which read out the text on the screen. However presentation of

Navigating within non-linear structures is a challenge for all users when the space is large but the problem is most pronounced when the users are blind or visually impaired. Such users access digital content through screen readers like JAWS which read out the text on the screen. However presentation of non-linear narratives in such a manner without visual cues and information about spatial dependencies is very inefficient for such users. The NSDL Science Literacy StrandMaps are visual layouts to help students and teachers browse educational resources. A Strandmap shows relationships between concepts and how they build upon one another across grade levels. NSDL Strandmaps are non-linear narratives which need to be presented to users who are blind in an effective way. A good summary of the Strandmap can give the users an idea about the concepts that are explained in it. This can help them decide whether to view the map or not. In addition, a preview-based navigation mechanism can help users decide which direction they want to take, based on a preview of upcoming content in each direction. Given a non-linear narrative like a Strandmap which has both text and structure, and a word limit w, the goal of this thesis is to find the best way to create its summary. The following approaches are considered: – Purely Text-based Approach using a Multi-document Text Summarizer – Purely Structure-based Approach using PageRank – Approaches Combining both Text and Structure → CUTS-Based Approach (Topic Segmentation) → PageRank with Content Since no reference summaries for such structures were available, user studies were conducted to evaluate these algorithms. PageRank with Content approach performed the best. Another important conclusion was that text and structure are intertwined in a Strandmap by design.
ContributorsGaur, Shruti (Author) / Candan, Kasim Selcuk (Thesis advisor) / Sundaram, Hari (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Templates are wildly used in Web sites development. Finding the template for a given set of Web pages could be very important and useful for many applications like Web page classification and monitoring content and structure changes of Web pages. In this thesis, two novel sequence-based Web page template detection

Templates are wildly used in Web sites development. Finding the template for a given set of Web pages could be very important and useful for many applications like Web page classification and monitoring content and structure changes of Web pages. In this thesis, two novel sequence-based Web page template detection algorithms are presented. Different from tree mapping algorithms which are based on tree edit distance, sequence-based template detection algorithms operate on the Prüfer/Consolidated Prüfer sequences of trees. Since there are one-to-one correspondences between Prüfer/Consolidated Prüfer sequences and trees, sequence-based template detection algorithms identify the template by finding a common subsequence between to Prüfer/Consolidated Prüfer sequences. This subsequence should be a sequential representation of a common subtree of input trees. Experiments on real-world web pages showed that our approaches detect templates effectively and efficiently.
ContributorsHuang, Wei (Author) / Candan, Kasim Selcuk (Thesis advisor) / Sundaram, Hari (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2011
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Description
The study of acoustic ecology is concerned with the manner in which life interacts with its environment as mediated through sound. As such, a central focus is that of the soundscape: the acoustic environment as perceived by a listener. This dissertation examines the application of several computational tools in the

The study of acoustic ecology is concerned with the manner in which life interacts with its environment as mediated through sound. As such, a central focus is that of the soundscape: the acoustic environment as perceived by a listener. This dissertation examines the application of several computational tools in the realms of digital signal processing, multimedia information retrieval, and computer music synthesis to the analysis of the soundscape. Namely, these tools include a) an open source software library, Sirens, which can be used for the segmentation of long environmental field recordings into individual sonic events and compare these events in terms of acoustic content, b) a graph-based retrieval system that can use these measures of acoustic similarity and measures of semantic similarity using the lexical database WordNet to perform both text-based retrieval and automatic annotation of environmental sounds, and c) new techniques for the dynamic, realtime parametric morphing of multiple field recordings, informed by the geographic paths along which they were recorded.
ContributorsMechtley, Brandon Michael (Author) / Spanias, Andreas S (Thesis advisor) / Sundaram, Hari (Thesis advisor) / Cook, Perry R. (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2013
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Description
In contemporary society, sustainability and public well-being have been pressing challenges. Some of the important questions are:how can sustainable practices, such as reducing carbon emission, be encouraged? , How can a healthy lifestyle be maintained?Even though individuals are interested, they are unable to adopt these behaviors due to resource constraints.

In contemporary society, sustainability and public well-being have been pressing challenges. Some of the important questions are:how can sustainable practices, such as reducing carbon emission, be encouraged? , How can a healthy lifestyle be maintained?Even though individuals are interested, they are unable to adopt these behaviors due to resource constraints. Developing a framework to enable cooperative behavior adoption and to sustain it for a long period of time is a major challenge. As a part of developing this framework, I am focusing on methods to understand behavior diffusion over time. Facilitating behavior diffusion with resource constraints in a large population is qualitatively different from promoting cooperation in small groups. Previous work in social sciences has derived conditions for sustainable cooperative behavior in small homogeneous groups. However, how groups of individuals having resource constraint co-operate over extended periods of time is not well understood, and is the focus of my thesis. I develop models to analyze behavior diffusion over time through the lens of epidemic models with the condition that individuals have resource constraint. I introduce an epidemic model SVRS ( Susceptible-Volatile-Recovered-Susceptible) to accommodate multiple behavior adoption. I investigate the longitudinal effects of behavior diffusion by varying different properties of an individual such as resources,threshold and cost of behavior adoption. I also consider how behavior adoption of an individual varies with her knowledge of global adoption. I evaluate my models on several synthetic topologies like complete regular graph, preferential attachment and small-world and make some interesting observations. Periodic injection of early adopters can help in boosting the spread of behaviors and sustain it for a longer period of time. Also, behavior propagation for the classical epidemic model SIRS (Susceptible-Infected-Recovered-Susceptible) does not continue for an infinite period of time as per conventional wisdom. One interesting future direction is to investigate how behavior adoption is affected when number of individuals in a network changes. The affects on behavior adoption when availability of behavior changes with time can also be examined.
ContributorsDey, Anindita (Author) / Sundaram, Hari (Thesis advisor) / Turaga, Pavan (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
In most social networking websites, users are allowed to perform interactive activities. One of the fundamental features that these sites provide is to connecting with users of their kind. On one hand, this activity makes online connections visible and tangible; on the other hand, it enables the exploration of our

In most social networking websites, users are allowed to perform interactive activities. One of the fundamental features that these sites provide is to connecting with users of their kind. On one hand, this activity makes online connections visible and tangible; on the other hand, it enables the exploration of our connections and the expansion of our social networks easier. The aggregation of people who share common interests forms social groups, which are fundamental parts of our social lives. Social behavioral analysis at a group level is an active research area and attracts many interests from the industry. Challenges of my work mainly arise from the scale and complexity of user generated behavioral data. The multiple types of interactions, highly dynamic nature of social networking and the volatile user behavior suggest that these data are complex and big in general. Effective and efficient approaches are required to analyze and interpret such data. My work provide effective channels to help connect the like-minded and, furthermore, understand user behavior at a group level. The contributions of this dissertation are in threefold: (1) proposing novel representation of collective tagging knowledge via tag networks; (2) proposing the new information spreader identification problem in egocentric soical networks; (3) defining group profiling as a systematic approach to understanding social groups. In sum, the research proposes novel concepts and approaches for connecting the like-minded, enables the understanding of user groups, and exposes interesting research opportunities.
ContributorsWang, Xufei (Author) / Liu, Huan (Thesis advisor) / Kambhampati, Subbarao (Committee member) / Sundaram, Hari (Committee member) / Ye, Jieping (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of

Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of performing work. Maintaining these practices can be difficult, because even though obvious benefits come with achieving these goals, an individual's willpower may not always be sufficient to sustain the required effort. This dissertation advocates addressing this problem by designing novel interfaces that provide people with new practices that are fun and enjoyable, thereby reducing the need for users to draw upon willpower when pursuing these long-term goals. To draw volitional usage, these practice-oriented interfaces can integrate key characteristics of existing activities, such as music-making and other hobbies, that are already known to draw voluntary participation over long durations. This dissertation makes several key contributions to provide designers with the necessary tools to create practice-oriented interfaces. First, it consolidates and synthesizes key ideas from fields such as activity theory, self-determination theory, HCI design, and serious leisure. It also provides a new conceptual framework consisting of heuristics for designing systems that draw new users, plus heuristics for making systems that will continue drawing usage from existing users over time. These heuristics serve as a collection of useful ideas to consider when analyzing or designing systems, and this dissertation postulates that if designers build these characteristics into their products, the resulting systems will draw more volitional usage. To demonstrate the framework's usefulness as an analytical tool, it is applied as a set of analytical lenses upon three previously-existing experiential media systems. To demonstrate its usefulness as a design tool, the framework is used as a guide in the development of an experiential media system called pdMusic. This system is installed at public events for user studies, and the study results provide qualitative support for many framework heuristics. Lastly, this dissertation makes recommendations to scholars and designers on potential future ways to examine the topic of volitional usage.
ContributorsWallis, Isaac (Author) / Ingalls, Todd (Thesis advisor) / Coleman, Grisha (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2013