Related papers: Implicit Feedback-based Group Recommender System f…
Personalized recommender systems aim to predict users' preferences for items. It has become an indispensable part of online services. Online social platforms enable users to form groups based on their common interests. The users' group…
The heterogeneity of the Internet-of-things (IoT) network can be exploited as a dynamic computational resource environment for many devices lacking computational capabilities. A smart mechanism for allocating edge and mobile computers to…
Collaborative recommendation is an information-filtering technique that attempts to present information items (movies, music, books, news, images, Web pages, etc.) that are likely of interest to the Internet user. Traditionally,…
Collaborative filtering is a popular approach in recommender systems, whose objective is to provide personalized item suggestions to potential users based on their purchase or browsing history. However, personalized recommendations require…
In addition to seamless connectivity and smartness, the objects in the Internet of Things (IoT) are expected to have the social capabilities -- these objects are termed as ``social objects''. In this paper, an intuitive paradigm of social…
A key distinguishing feature of conversational recommender systems over traditional recommender systems is their ability to elicit user preferences using natural language. Currently, the predominant approach to preference elicitation is to…
Conversational and question-based recommender systems have gained increasing attention in recent years, with users enabled to converse with the system and better control recommendations. Nevertheless, research in the field is still limited,…
Recommender systems are often designed based on a collaborative filtering approach, where user preferences are predicted by modelling interactions between users and items. Many common approaches to solve the collaborative filtering task are…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
Group recommendation over social media streams has attracted significant attention due to its wide applications in domains such as e-commerce, entertainment, and online news broadcasting. By leveraging social connections and group…
Recommendations Systems have been identified to be one of the integral elements of driving sales in e-commerce sites. The utilization of opinion mining data extracted from trends has been attempted to improve the recommendations that can be…
In crowdsourcing, a group of common people is asked to execute the tasks and in return will receive some incentives. In this article, one of the crowdsourcing scenarios with multiple heterogeneous tasks and multiple IoT devices (as task…
Generally speaking, the model training for recommender systems can be based on two types of data, namely explicit feedback and implicit feedback. Moreover, because of its general availability, we see wide adoption of implicit feedback data,…
Recommender systems trained on implicit feedback data rely on negative sampling to distinguish positive items from negative items for each user. Since the majority of positive interactions come from a small group of active users, negative…
In this paper we introduce the first application of the Belief Propagation (BP) algorithm in the design of recommender systems. We formulate the recommendation problem as an inference problem and aim to compute the marginal probability…
In real-world recommender systems, implicitly collected user feedback, while abundant, often includes noisy false-positive and false-negative interactions. The possible misinterpretations of the user-item interactions pose a significant…
Conversational recommendation systems (CRSs) use multi-turn interaction to capture user preferences and provide personalized recommendations. A fundamental challenge in CRSs lies in effectively understanding user preferences from…
In this paper, we propose to design an automated service discovery process to allow mobile crowdsourcing task requesters select a small set of devices out of a large-scale Internet-of-things (IoT) network to execute their tasks. To this…
A reciprocal recommendation problem is one where the goal of learning is not just to predict a user's preference towards a passive item (e.g., a book), but to recommend the targeted user on one side another user from the other side such…
In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Our approach is built on a reinforcement learning-based…