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Gamification for self-tracking: From World of Warcraft to the design of Personal Informatics systems

by Research Team | Apr 1, 2018 | Research Publications

Author(s): Rapp, Amon Abstract: World of Warcraft (WoW) may be a source of inspiration to enrich the Personal Informatics systems user’s experience and, at the same time, improve gamification design. Through the findings of a four-year reflexive ethnography in...

Flexible and mindful self-tracking: Design implications from paper bullet journals

by Research Team | Apr 1, 2018 | Research Publications

Author(s): Ayobi, AmidSonne, TobiasMarshall, PaulCox, Anna L. Abstract: Digital self-tracking technologies offer many potential benefits over self-tracking with paper notebooks. However, they are often too rigid to support people’s practical and emotional needs...

Deep learning for sentiment analysis: A survey

by Research Team | Mar 30, 2018 | Research Publications

Author(s): Zhang, Lei Wang, Shuai Liu, Bing Abstract: Deep learning has emerged as a powerful machine learning technique that learns multiple layers of representations or features of the data and produces state‐of‐the‐art prediction results. Along with the success of...

“Find Your Fit”: Wearable technology and the cultural politics of disability

by Research Team | Mar 21, 2018 | Research Publications

Author(s): Julie Passanante Elman Abstract:  By examining advertisements, technological design, workplace wellness programs, and legal discourses involving Fitbit activity trackers, this article examines how cultural ideas about disability infuse the representation,...

A Survey on Neural Network-Based Summarization Methods

by Research Team | Mar 19, 2018 | Research Publications

Author(s): Dong, Yue Abstract: Automatic text summarization, the automated process of shortening a text while reserving the main ideas of the document(s), is a critical research area in natural language processing. The aim of this literature review is to survey the...
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