Sean D. Young

dblp:22/6900 · DBLP profile ↗
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7ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0001-6052-4875ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4Databases, data management, data science and information retrieval · 4Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
1 paper
Web and social media mining · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 55% Usability and user experience research · 45%
Artificial intelligence
1 paper
Information extraction and text analysis · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Web and social media mining › location-based social network analysis
tweet geolocation
0.412020
Social Media User Geolocation via Hybrid Attention · SIGIR 2020
Environmental and earth informatics
air quality prediction
0.412019
Enhancing Air Quality Prediction with Social Media and Natural Language Processing · ACL (1) 2019
Natural language and speech › Information extraction and text analysis
topic model
0.112019
Enhancing Air Quality Prediction with Social Media and Natural Language Processing · ACL (1) 2019
Usability and user experience research › evaluation methodology
self-report measures
0.112007
Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick? · IEEE Trans. Vis. Comput. Graph. 2007
Immersive interaction
virtual reality
0.112007
Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick? · IEEE Trans. Vis. Comput. Graph. 2007
Immersive interaction › virtual reality › cybersickness
VR sickness
0.112007
Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick? · IEEE Trans. Vis. Comput. Graph. 2007
Immersive interaction
virtual reality experience
0.012006
Demand Characteristics of a Questionnaire Used to Assess Motion Sickness in a Virtual Environment · VR 2006

Methods — techniques the papers use, named apart from their topics

word selection · 0.8topic modeling · 0.8convolutional neural network · 0.8language attention network · 0.4graph attention network · 0.4simulator sickness questionnaire · 0.1controlled experiment · 0.1pre-post experimental design · 0.1
YearPublicationVenuePosition
2020 On-demand Influencer Discovery on Social Media
abstract
Identifying influencers on social media, such as Twitter, has played a central role in many applications, including online marketing and political campaigns. Compared with social media celebrities, domain-specific influencers are less expensive to hire and more engaged in spreading messages such as new treatment or timely prevention for HIV. However, most of the existing topic modeling based approaches fail to identify influencers who are dedicated to the rare yet important topics such as HIV and suicide. To alleviate this limitation, we investigate an on-Demand Influencer Discovery (DID) framework that is able to identify influencers on any subject depicted by a few user-specified keywords, regardless of its popularity on social media. The DID model employs an iterative learning process that integrates the language attention network as a subject filter and the influence convolution network built on user interactions. Comprehensive evaluations on Twitter datasets show that the DID model can reliably identify influencers even on rare subjects such as HIV and suicide, outperforming existing topic-specific influencer detection models.
Cheng Zheng 0004, Qin Zhang 0011, Sean D. Young, Wei Wang 0010
CIKM3
2020 Social Media User Geolocation via Hybrid Attention
abstract
Determining user geolocation is vital to various real-world applications on the internet, such as online marketing and event detection. To identify the geolocations of users, their behaviors on social media like published posts and social interactions can be strong evidence. However, most of the existing social media based approaches individually learn from text contexts and social networks. This separation can not only lead to sub-optimal performance but also ignore the distinct importance of two resources for different users. To address this challenge, we propose a novel end-to-end framework, Hybrid-attentive User Geolocation (HUG), to jointly model post texts and user interactions in social media. The hybrid attention mechanism is introduced to automatically determine the importance of texts and social networks for each user while social media posts and interactions are modeled by a graph attention network and a language attention network. Extensive experiments conducted on three benchmark geolocation datasets using Twitter data demonstrate that HUG significantly outperforms competitive baseline methods. The in-depth analysis also indicates the robustness and interpretability of HUG.
Cheng Zheng 0004, Jyun-Yu Jiang, Yichao Zhou 0001, Sean D. Young, Wei Wang 0010
SIGIR4
2019 Enhancing Air Quality Prediction with Social Media and Natural Language Processing
abstract
Accompanied by modern industrial developments, air pollution has already become a major concern for human health.Hence, air quality measures, such as the concentration of PM 2.5 , have attracted increasing attention.Even some studies apply historical measurements into air quality forecast, the changes of air quality conditions are still hard to monitor.In this paper, we propose to exploit social media and natural language processing techniques to enhance air quality prediction.Social media users are treated as social sensors with their findings and locations.After filtering noisy tweets using word selection and topic modeling, a deep learning model based on convolutional neural networks and overtweet-pooling is proposed to enhance air quality prediction.We conduct experiments on 7month real-world Twitter datasets in the five most heavily polluted states in the USA.The results show that our approach significantly improves air quality prediction over the baseline that does not use social media by 6.9% to 17.7% in macro-F1 scores.
Jyun-Yu Jiang, Wei Wang 0010, Sean D. Young
ACL (1)4
2019 Learning to Predict Human Stress Level with Incomplete Sensor Data from Wearable Devices
abstract
Stress is a common problem in modern life that can bring both psychological and physical disorder. Wearable sensors are commonly used to study the relationship between physical records and mental status. Although sensor data generated by wearable devices provides an opportunity to identify stress in people for predictive medicine, in practice, the data are typically complicated and vague and also often fragmented. In this paper, we propose DataCompletion with Diurnal Regularizers (DCDR) and TemporallyHierarchical Attention Network (THAN) to address the fragmented data issue and predict human stress level with recovered sensor data. We model fragmentation as a sparsity issue. The nuclear norm minimization method based on the low-rank assumption is first applied to derive unobserved sensor data with diurnal patterns of human behaviors. A hierarchical recurrent neural network with the attention mechanism then models temporally structural information in the reconstructed sensor data, thereby inferring the predicted stress level. Data for this study were from 75 undergraduate students (taken from a sample of a larger study) who provided sensor data from smart wristbands. They also completed weekly stress surveys as ground-truth labels about their stress levels. This survey lasted 12 weeks and the sensor records are also in this period. The experimental results demonstrate that our approach significantly outperforms conventional methods in both data completion and stress level prediction. Moreover, an in-depth analysis further shows the effectiveness and robustness of our approach.
Jyun-Yu Jiang, Zehan Chao, Andrea L. Bertozzi, Wei Wang 0010, Sean D. Young, Deanna Needell
CIKM5
2017 Event Detection and Summarization Using Phrase Network
Sara Melvin, Wenchao Yu, Peng Ju, Sean D. Young, Wei Wang 0010
ECML/PKDD (3)4
2007 Demand Characteristics in Assessing Motion Sickness in a Virtual Environment: Or Does Taking a Motion Sickness Questionnaire Make You Sick?
abstract
The experience of motion sickness in a virtual environment may be measured through pre and postexperiment self-reported questionnaires such as the Simulator Sickness Questionnaire (SSQ). Although research provides converging evidence that users of virtual environments can experience motion sickness, there have been no controlled studies to determine to what extent the user's subjective response is a demand characteristic resulting from pre and posttest measures. In this study, subjects were given either SSQ's both pre and postvirtual environment immersion, or only postimmersion. This technique tested for contrast effects due to demand characteristics in which administration of the questionnaire itself suggested to the participant that the virtual environment may produce motion sickness. Results indicate that reports of motion sickness after immersion in a virtual environment are much greater when both pre and postquestionnaires are given than when only a posttest questionnaire is used. The implications for assessments of motion sickness in virtual environments are discussed.
Sean D. Young, Bernard D. Adelstein, Stephen R. Ellis
IEEE Trans. Vis. Comput. Graph.1
2006 Demand Characteristics of a Questionnaire Used to Assess Motion Sickness in a Virtual Environment
abstract
The experience of motion sickness in a virtual environment may be measured through pre- and post-experiment self-reported questionnaires such as the Simulator Sickness Questionnaire (SSQ). Although research provides converging evidence that users of virtual environments can experience motion sickness, there have been no controlled studies to determine to what extent the user’s subjective response is a demand characteristic resulting from pre- and post-test measures. In this study, subjects were given either SSQ’s both pre and post virtual environment immersion, or only post immersion. This technique was used to test for contrast effects due to demand characteristics in which administration of the questionnaire itself suggests to the participant that the virtual environment may produce motion sickness. Results indicate that reports of motion sickness after immersion in a virtual environment are much greater when both pre and post questionnaires are given than when only a post test questionnaire is used. The implications for assessments of motion sickness in virtual environments are discussed.
Sean D. Young, Bernard D. Adelstein, Stephen R. Ellis
VR1