相关论文: Estimating The Effect Of Subscription based Stream…
Demand response aims to stimulate electricity consumers to modify their loads at critical time periods. In this paper, we consider signals in demand response programs as a binary treatment to the customers and estimate the average treatment…
The consumption of music has its specificities in comparison with other media, especially in relation to listening durations and replays. Music recommendation can take these properties into account in order to predict the behaviours of the…
Online streaming is an emerging market that address much attention. Assessing gaming skills from videos is an important task for streaming service providers to discover talented gamers. Service providers require the information to offer…
Subscription services face a difficult problem when estimating the causal impact of content launches on acquisition. Customers buy subscriptions, not individual pieces of content, and once subscribed they may consume many pieces of content…
The popularity of online gaming has grown dramatically, driven in part by streaming and the billion-dollar e-sports industry. Online games regularly update their software to fix bugs, add functionality that improve the game's look and feel,…
In the flourishing live streaming industry, accurate recognition of streamers' emotions has become a critical research focus, with profound implications for audience engagement and content optimization. However, precise emotion coding…
We study the problem of allocating the revenues raised via paid subscriptions to music streaming platforms among participating artists. We show that the main methods to solve streaming problems (pro-rata, user-centric and families…
In subscription-based businesses, the churn rate refers to the percentage of customers who discontinue their subscriptions within a given time period. Particularly, in the mobile games industry, the churn rate is often pronounced due to the…
The video game industry has seen rapid growth over the last decade. Thousands of video games are released and played by millions of people every year, creating a large community of players. Steam is a leading gaming platform and social…
Crowdsourced Live Streaming (CLS), most notably Twitch.tv, has seen explosive growth in its popularity in the past few years. In such systems, any user can lively broadcast video content of interest to others, e.g., from a game player to…
The behavior of users of music streaming services is investigated from the point of view of the temporal dimension of individual songs; specifically, the main object of the analysis is the point in time within a song at which users stop…
Recent streaming video understanding methods increasingly rely on complex memory mechanisms to handle long video streams. We challenge this trend with a simple finding: a sliding-window baseline that feeds only the most recent N frames to…
HTTP-based video streaming technologies allow for flexible rate selection strategies that account for time-varying network conditions. Such rate changes may adversely affect the user's Quality of Experience; hence online prediction of the…
Can temporary subsidies to bundles induce long-run changes in demand due to learning about the quality of one of the constituent goods? This paper provides theoretical support and empirical evidence on this mechanism. Theoretically, we…
Social media platforms have led to online consumption communities, or fandoms, that involve complex networks of ancillary creators and consumers focused on some core product or intellectual property. For example, video game communities…
Large Language Models (LLMs) are increasingly used to understand user preferences, typically via the direct generation of ranked item lists. However, this end-to-end generative paradigm inherits the bias and opacity of autoregressive…
We study the impact of end-user behavior on user/network association in a HetNet with multiple service providers (SPs). Specifically, we consider the uncertainty in the service guarantees offered by SPs in a HetNet, and use Prospect Theory…
Modern scientific instruments generate data at rates that increasingly exceed local compute capabilities and, when paired with the staging and I/O overheads of file-based transfers, also render file-based use of remote HPC resources…
Although many scalable event matching algorithms have been proposed to achieve scalability for large-scale content-based networks, content-based publish/subscribe networks (especially for large-scale real time systems) still suffer…
An important metric of users' satisfaction and engagement within on-line streaming services is the user session length, i.e. the amount of time they spend on a service continuously without interruption. Being able to predict this value…