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Interaction-based Ontology Modeling for User-Centric Social Networks Environments

机译:基于交互的用户中心社交网络环境建模

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Social Networks are nowadays the most relevant source of information in terms of scientific challenges and proposed computational models. This is due to the huge availability of user data, ranging from interactions, activities, and multimedia messages. The Big Data era is relatively new, and the emergence of user- and scalibility-centered solutions is particularly influenced by these novel and ever-growing data, that need to be carefully organized to remain manageable. In this contribution, we propose a novel approach to deal with social networks data representation that is able to model such complexity without affecting the flexibility of who can interact within the environment, and how. In particular, we revisit the standard methodology of computational ontologies proposing a framework where objects and agents are defined as compositions of atomic semantic information, avoiding preventive and static identification of the system's players. Our method is inspired by the work of James Gibson, who defined an ecological view of the human perception based on objects' natural affordances, in which objects spontaneously give cues about how they can be used depending on the agent who is actually interacting. The idea is that while objects and agents can potentially grow without any constraint, the spectrum of all the individual interactions can be the product of limited (and much more simple to represent) links between users and objects' atomic semantic information. In this sense, if an agent 'x' acts on an object 'y', it means that some property of 'x' are activated by the action (i.e., the user embodies a specific role), and some property of 'y' makes the action physically possible (i.e., it allows the action to be performed). In this paper we demonstrate how an interaction-based ontology view with the use of vector spaces can reduce manual efforts while preserving control of dynamic data in social networks.
机译:在科学挑战和建议计算模型方面,社交网络现在是最相关的信息来源。这是由于用户数据的巨大可用性,从交互,活动和多媒体消息范围内。大数据时代是相对较新的,并且用户和可缩放性的解决方案的出现尤其受到这些新颖和不断增长的数据的影响,需要仔细组织以保持易于管理。在这方面的贡献,我们提出了一种新的方法来处理社交网络的数据表示,能够在不影响谁可以在环境,以及如何内相互作用的灵活性等复杂模型。特别是,我们重新审视计算本体的标准方法,提出了一种框架,其中物体和代理被定义为原子语义信息的组成,避免了系统玩家的预防和静态识别。我们的方法受到詹姆斯·吉布森的作品,他根据物品的“自然能力”,他们定义了人类感知的生态观点,其中对象自发地提供了如何根据实际交互的代理使用的方法。我们的想法是,虽然对象和代理可能会变得没有任何约束,所有的个体相互作用的光谱可以是有限的(和更简单的表示)用户和对象原子语义信息之间的联系的产品。从这个意义上讲,如果代理'x'在对象'y'上行为,这意味着actions的某些属性由动作激活(即,用户体现特定角色),以及'y'的某些属性使动作成为物理可能的(即,它允许执行的动作)。在本文中,我们展示了如何使用矢量空间的基于交互的本体视图,可以减少手动努力,同时保留社交网络中动态数据的控制。

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