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Emilio Ferrara

Publications and source records attributed to Emilio Ferrara.

At least 127 records · Page 7Linked to original sources

The Gift That Keeps on Giving: Generosity is Contagious in Multiplayer Online Games

Understanding social interactions and generous behaviors have long been of considerable interest in the social science community. While the contagion of generosity is documented in the real world, less is known about such phenomenon in virtual worlds and whether it has an actionable impact on user behavior and retention. In this work, we analyze social dynamics in the virtual world of the popular massively multiplayer online role-playing game (MMORPG) Sky: Children of Light. We develop a framework to reveal the patterns of generosity in such social environments and provide empirical evidence of social contagion and contagious generosity. Players become more engaged in the game after playing with others and especially with friends. We also find that players who experience generosity first-hand or even observe other players conduct generous acts become more generous themselves in the future. Additionally, we show that both receiving and observing generosity lead to higher future engagement in the game. Since Sky resembles the real world from a social play aspect, the implications of our findings also go beyond this virtual world.

cs.SI↗

Botometer 101: Social bot practicum for computational social scientists

Social bots have become an important component of online social media. Deceptive bots, in particular, can manipulate online discussions of important issues ranging from elections to public health, threatening the constructive exchange of information. Their ubiquity makes them an interesting research subject and requires researchers to properly handle them when conducting studies using social media data. Therefore, it is important for researchers to gain access to bot detection tools that are reliable and easy to use. This paper aims to provide an introductory tutorial of Botometer, a public tool for bot detection on Twitter, for readers who are new to this topic and may not be familiar with programming and machine learning. We introduce how Botometer works, the different ways users can access it, and present a case study as a demonstration. Readers can use the case study code as a template for their own research. We also discuss recommended practice for using Botometer.

cs.SI↗

Human Decision Makings on Curriculum Reinforcement Learning with Difficulty Adjustment

Human-centered AI considers human experiences with AI performance. While abundant research has been helping AI achieve superhuman performance either by fully automatic or weak supervision learning, fewer endeavors are experimenting with how AI can tailor to humans' preferred skill level given fine-grained input. In this work, we guide the curriculum reinforcement learning results towards a preferred performance level that is neither too hard nor too easy via learning from the human decision process. To achieve this, we developed a portable, interactive platform that enables the user to interact with agents online via manipulating the task difficulty, observing performance, and providing curriculum feedback. Our system is highly parallelizable, making it possible for a human to train large-scale reinforcement learning applications that require millions of samples without a server. The result demonstrates the effectiveness of an interactive curriculum for reinforcement learning involving human-in-the-loop. It shows reinforcement learning performance can successfully adjust in sync with the human desired difficulty level. We believe this research will open new doors for achieving flow and personalized adaptive difficulties.

cs.AI↗

GCN-WP -- Semi-Supervised Graph Convolutional Networks for Win Prediction in Esports

Win prediction is crucial to understanding skill modeling, teamwork and matchmaking in esports. In this paper we propose GCN-WP, a semi-supervised win prediction model for esports based on graph convolutional networks. This model learns the structure of an esports league over the course of a season (1 year) and makes predictions on another similar league. This model integrates over 30 features about the match and players and employs graph convolution to classify games based on their neighborhood. Our model achieves state-of-the-art prediction accuracy when compared to machine learning or skill rating models for LoL. The framework is generalizable so it can easily be extended to other multiplayer online games.

cs.LG↗

Individual and Collective Performance Deteriorate in a New Team: A Case Study of CS:GO Tournaments

How does the team formation relates to team performance in professional video game playing? This study examined one aspect of group dynamics - team switching - and aims to answer how changing a team affects individual and collective performance in eSports tournaments. In this study we test the hypothesis that switching teams can be detrimental to individual and team performance both in short term and in a long run. We collected data from professional tournaments of a popular first-person shooter game {\itshape Counter-Strike: Global Offensive (CS:GO)} and perform two natural experiments. We found that the player's performance was inversely correlated with the number of teams a player had joined. After a player switched to a new team, both the individual and the collective performance dropped initially, and then slowly recovered. The findings in this study can provide insights for understanding group dynamics in eSports team play and eventually emphasize the importance of team cohesion in facilitating team collaboration, coordination, and knowledge sharing in teamwork in general.

cs.HC↗

Construction of Large-Scale Misinformation Labeled Datasets from Social Media Discourse using Label Refinement

Malicious accounts spreading misinformation has led to widespread false and misleading narratives in recent times, especially during the COVID-19 pandemic, and social media platforms struggle to eliminate these contents rapidly. This is because adapting to new domains requires human intensive fact-checking that is slow and difficult to scale. To address this challenge, we propose to leverage news-source credibility labels as weak labels for social media posts and propose model-guided refinement of labels to construct large-scale, diverse misinformation labeled datasets in new domains. The weak labels can be inaccurate at the article or social media post level where the stance of the user does not align with the news source or article credibility. We propose a framework to use a detection model self-trained on the initial weak labels with uncertainty sampling based on entropy in predictions of the model to identify potentially inaccurate labels and correct for them using self-supervision or relabeling. The framework will incorporate social context of the post in terms of the community of its associated user for surfacing inaccurate labels towards building a large-scale dataset with minimum human effort. To provide labeled datasets with distinction of misleading narratives where information might be missing significant context or has inaccurate ancillary details, the proposed framework will use the few labeled samples as class prototypes to separate high confidence samples into false, unproven, mixture, mostly false, mostly true, true, and debunk information. The approach is demonstrated for providing a large-scale misinformation dataset on COVID-19 vaccines.

cs.SI↗

Heterogeneous Effects of Software Patches in a Multiplayer Online Battle Arena Game

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, and change the game mechanics to keep the games fun and challenging. An open question, however, is the impact of these changes on player performance and game balance, as well as how players adapt to these sudden changes. To address these questions, we use causal inference to measure the impact of software patches to League of Legends, a popular team-based multiplayer online game. We show that game patches have substantially different impacts on players depending on their skill level and whether they take breaks between games. We find that the gap between good and bad players increases after a patch, despite efforts to make gameplay more equal. Moreover, longer between-game breaks tend to improve player performance after patches. Overall, our results highlight the utility of causal inference, and specifically heterogeneous treatment effect estimation, as a tool to quantify the complex mechanisms of game balance and its interplay with players' performance.

cs.HC↗

Characterizing Online Engagement with Disinformation and Conspiracies in the 2020 U.S. Presidential Election

Identifying and characterizing disinformation in political discourse on social media is critical to ensure the integrity of elections and democratic processes around the world. Persistent manipulation of social media has resulted in increased concerns regarding the 2020 U.S. Presidential Election, due to its potential to influence individual opinions and social dynamics. In this work, we focus on the identification of distorted facts, in the form of unreliable and conspiratorial narratives in election-related tweets, to characterize discourse manipulation prior to the election. We apply a detection model to separate factual from unreliable (or conspiratorial) claims analyzing a dataset of 242 million election-related tweets. The identified claims are used to investigate targeted topics of disinformation, and conspiracy groups, most notably the far-right QAnon conspiracy group. Further, we characterize account engagements with unreliable and conspiracy tweets, and with the QAnon conspiracy group, by political leaning and tweet types. Finally, using a regression discontinuity design, we investigate whether Twitter's actions to curb QAnon activity on the platform were effective, and how QAnon accounts adapt to Twitter's restrictions.

cs.SI↗

Social Media Polarization and Echo Chambers in the Context of COVID-19: Case Study

Background: Social media chatter in 2020 has been largely dominated by the COVID-19 pandemic. Existing research shows that COVID-19 discourse is highly politicized, with political preferences linked to beliefs and disbeliefs about the virus. As it happens with topics that become politicized, people may fall into echo chambers, which is the idea that one is only presented with information they already agree with, thereby reinforcing one's confirmation bias. Understanding the relationship between information dissemination and political preference is crucial for effective public health communication. Objective: We aimed to study the extent of polarization and examine the structure of echo chambers related to COVID-19 discourse on Twitter in the United States. Methods: First, we presented Retweet-BERT, a scalable and highly accurate model for estimating user polarity by leveraging language features and network structures. Then, by analyzing the user polarity predicted by Retweet-BERT, we provided new insights into the characterization of partisan users. Results: We observed that right-leaning users were noticeably more vocal and active in the production and consumption of COVID-19 information. We also found that most of the highly influential users were partisan, which may contribute to further polarization. Importantly, while echo chambers exist in both the right- and left-leaning communities, the right-leaning community was by far more densely connected within their echo chamber and isolated from the rest. Conclusions: We provided empirical evidence that political echo chambers are prevalent, especially in the right-leaning community, which can exacerbate the exposure to information in line with pre-existing users' views. Our findings have broader implications in developing effective public health campaigns and promoting the circulation of factual information online.

cs.SI↗

Identifying Coordinated Accounts on Social Media through Hidden Influence and Group Behaviours

Disinformation campaigns on social media, involving coordinated activities from malicious accounts towards manipulating public opinion, have become increasingly prevalent. Existing approaches to detect coordinated accounts either make very strict assumptions about coordinated behaviours, or require part of the malicious accounts in the coordinated group to be revealed in order to detect the rest. To address these drawbacks, we propose a generative model, AMDN-HAGE (Attentive Mixture Density Network with Hidden Account Group Estimation) which jointly models account activities and hidden group behaviours based on Temporal Point Processes (TPP) and Gaussian Mixture Model (GMM), to capture inherent characteristics of coordination which is, accounts that coordinate must strongly influence each other's activities, and collectively appear anomalous from normal accounts. To address the challenges of optimizing the proposed model, we provide a bilevel optimization algorithm with theoretical guarantee on convergence. We verified the effectiveness of the proposed method and training algorithm on real-world social network data collected from Twitter related to coordinated campaigns from Russia's Internet Research Agency targeting the 2016 U.S. Presidential Elections, and to identify coordinated campaigns related to the COVID-19 pandemic. Leveraging the learned model, we find that the average influence between coordinated account pairs is the highest.On COVID-19, we found coordinated group spreading anti-vaccination, anti-masks conspiracies that suggest the pandemic is a hoax and political scam.

cs.SI↗

COVID-19 Vaccine Hesitancy on Social Media: Building a Public Twitter Dataset of Anti-vaccine Content, Vaccine Misinformation and Conspiracies

False claims about COVID-19 vaccines can undermine public trust in ongoing vaccination campaigns, thus posing a threat to global public health. Misinformation originating from various sources has been spreading online since the beginning of the COVID-19 pandemic. In this paper, we present a dataset of Twitter posts that exhibit a strong anti-vaccine stance. The dataset consists of two parts: a) a streaming keyword-centered data collection with more than 1.8 million tweets, and b) a historical account-level collection with more than 135 million tweets. The former leverages the Twitter streaming API to follow a set of specific vaccine-related keywords starting from mid-October 2020. The latter consists of all historical tweets of 70K accounts that were engaged in the active spreading of anti-vaccine narratives. We present descriptive analyses showing the volume of activity over time, geographical distributions, topics, news sources, and inferred account political leaning. This dataset can be used in studying anti-vaccine misinformation on social media and enable a better understanding of vaccine hesitancy. In compliance with Twitter's Terms of Service, our anonymized dataset is publicly available at: https://github.com/gmuric/avax-tweets-dataset

cs.SI↗

Modeling "Newsworthiness" for Lead-Generation Across Corpora

Journalists obtain "leads", or story ideas, by reading large corpora of government records: court cases, proposed bills, etc. However, only a small percentage of such records are interesting documents. We propose a model of "newsworthiness" aimed at surfacing interesting documents. We train models on automatically labeled corpora -- published newspaper articles -- to predict whether each article was a front-page article (i.e., \textbf{newsworthy}) or not (i.e., \textbf{less newsworthy}). We transfer these models to unlabeled corpora -- court cases, bills, city-council meeting minutes -- to rank documents in these corpora on "newsworthiness". A fine-tuned RoBERTa model achieves .93 AUC performance on heldout labeled documents, and .88 AUC on expert-validated unlabeled corpora. We provide interpretation and visualization for our models.

cs.CL↗

"Don't quote me on that": Finding Mixtures of Sources in News Articles

Journalists publish statements provided by people, or \textit{sources} to contextualize current events, help voters make informed decisions, and hold powerful individuals accountable. In this work, we construct an ontological labeling system for sources based on each source's \textit{affiliation} and \textit{role}. We build a probabilistic model to infer these attributes for named sources and to describe news articles as mixtures of these sources. Our model outperforms existing mixture modeling and co-clustering approaches and correctly infers source-type in 80\% of expert-evaluated trials. Such work can facilitate research in downstream tasks like opinion and argumentation mining, representing a first step towards machine-in-the-loop \textit{computational journalism} systems.

cs.CL↗

Gender disparity in the authorship of biomedical research publications during the COVID-19 pandemic

Preliminary evidence suggests that women, including female researchers, are disproportionately affected by the COVID-19 pandemic in terms of unequal distribution of childcare, elderly care and other kinds of domestic and emotional labor. Sudden lockdowns and abrupt shifts in daily routines have disproportionate consequences on their productivity, which is reflected by a sudden drop in research output in biomedical research, consequently affecting the number of female authors of scientific publications. We investigate the proportion of male and female researchers who published scientific papers during the COVID-19 pandemic, using bibliometric data from biomedical preprint servers and selected Springer-Nature journals. Our findings document a decrease in the number of publications by female authors in biomedical field during the global pandemic. This effect is particularly pronounced for papers related to COVID-19, indicating that women are producing fewer publications related to COVID-19 research. This sudden increase in the gender gap is persistent across the ten countries with the highest number of researchers. These results should be used to inform the scientific community of the worrying trend in COVID-19 research and the disproportionate effect that the pandemic has on female academics.

cs.DL↗

Individualized Context-Aware Tensor Factorization for Online Games Predictions

Individual behavior and decisions are substantially influenced by their contexts, such as location, environment, and time. Changes along these dimensions can be readily observed in Multiplayer Online Battle Arena games (MOBA), where players face different in-game settings for each match and are subject to frequent game patches. Existing methods utilizing contextual information generalize the effect of a context over the entire population, but contextual information tailored to each individual can be more effective. To achieve this, we present the Neural Individualized Context-aware Embeddings (NICE) model for predicting user performance and game outcomes. Our proposed method identifies individual behavioral differences in different contexts by learning latent representations of users and contexts through non-negative tensor factorization. Using a dataset from the MOBA game League of Legends, we demonstrate that our model substantially improves the prediction of winning outcome, individual user performance, and user engagement.

cs.AI↗

Social Bots and Social Media Manipulation in 2020: The Year in Review

The year 2020 will be remembered for two events of global significance: the COVID-19 pandemic and 2020 U.S. Presidential Election. In this chapter, we summarize recent studies using large public Twitter data sets on these issues. We have three primary objectives. First, we delineate epistemological and practical considerations when combining the traditions of computational research and social science research. A sensible balance should be struck when the stakes are high between advancing social theory and concrete, timely reporting of ongoing events. We additionally comment on the computational challenges of gleaning insight from large amounts of social media data. Second, we characterize the role of social bots in social media manipulation around the discourse on the COVID-19 pandemic and 2020 U.S. Presidential Election. Third, we compare results from 2020 to prior years to note that, although bot accounts still contribute to the emergence of echo-chambers, there is a transition from state-sponsored campaigns to domestically emergent sources of distortion. Furthermore, issues of public health can be confounded by political orientation, especially from localized communities of actors who spread misinformation. We conclude that automation and social media manipulation pose issues to a healthy and democratic discourse, precisely because they distort representation of pluralism within the public sphere.

cs.SI↗

Tracking e-cigarette warning label compliance on Instagram with deep learning

The U.S. Food & Drug Administration (FDA) requires that e-cigarette advertisements include a prominent warning label that reminds consumers that nicotine is addictive. However, the high volume of vaping-related posts on social media makes compliance auditing expensive and time-consuming, suggesting that an automated, scalable method is needed. We sought to develop and evaluate a deep learning system designed to automatically determine if an Instagram post promotes vaping, and if so, if an FDA-compliant warning label was included or if a non-compliant warning label was visible in the image. We compiled and labeled a dataset of 4,363 Instagram images, of which 44% were vaping-related, 3% contained FDA-compliant warning labels, and 4% contained non-compliant labels. Using a 20% test set for evaluation, we tested multiple neural network variations: image processing backbone model (Inceptionv3, ResNet50, EfficientNet), data augmentation, progressive layer unfreezing, output bias initialization designed for class imbalance, and multitask learning. Our final model achieved an area under the curve (AUC) and [accuracy] of 0.97 [92%] on vaping classification, 0.99 [99%] on FDA-compliant warning labels, and 0.94 [97%] on non-compliant warning labels. We conclude that deep learning models can effectively identify vaping posts on Instagram and track compliance with FDA warning label requirements.

cs.SI↗

TILES-2018, a longitudinal physiologic and behavioral data set of hospital workers

We present a novel longitudinal multimodal corpus of physiological and behavioral data collected from direct clinical providers in a hospital workplace. We designed the study to investigate the use of off-the-shelf wearable and environmental sensors to understand individual-specific constructs such as job performance, interpersonal interaction, and well-being of hospital workers over time in their natural day-to-day job settings. We collected behavioral and physiological data from $n = 212$ participants through Internet-of-Things Bluetooth data hubs, wearable sensors (including a wristband, a biometrics-tracking garment, a smartphone, and an audio-feature recorder), together with a battery of surveys to assess personality traits, behavioral states, job performance, and well-being over time. Besides the default use of the data set, we envision several novel research opportunities and potential applications, including multi-modal and multi-task behavioral modeling, authentication through biometrics, and privacy-aware and privacy-preserving machine learning.

eess.SP↗