This article provides a comprehensive investigation on the relations between virality of news articles and the emotions they are found to evoke. Virality, in our view, is a phenomenon with many facets, i.e. under this generic term several different effects of persuasive communication are comprised. By exploiting a high-coverage and bilingual corpus of documents containing metrics of their spread on social networks as well as a massive affective annotation provided by readers, we present a thorough analysis of the interplay between evoked emotions and viral facets. We highlight and discuss our findings in light of a cross-lingual approach: while we discover differences in evoked emotions and corresponding viral effects, we provide preliminary evidence of a generalized explanatory model rooted in the deep structure of emotions: the Valence-Arousal-Dominance (VAD) circumplex. We find that viral facets appear to be consistently affected by particular VAD configurations, and these configurations indicate a clear connection with distinct phenomena underlying persuasive communication.
Moreover, the work presented in @cite_4 investigates how differences in textual description affect the spread of content-controlled videos. @cite_30 , the authors focus on the act of resubmissions (i.e., content that is submitted multiple times with multiple titles to multiple different online communities) to understand the extent to which each factor influences the success of a content. @cite_33 it is investigated how content spreads in an online community by pinpointing the effect of wording in terms of content informativeness, generality and affect. Finally, @cite_31 developed a model that can predict the success of requests for a free pizza gifted from the Reddit community, using high level textual features such as politeness, reciprocity, narrative and gratitude.
@cite_30 @cite_31 @cite_4 @cite_33
105848778 2020600820 2171884881 2963611534
Creating, placing, and presenting social media content is a difficult problem. In addition to the quality of the content itself, several factors such as the way the content is presented (the title), the community it is posted to, whether it has been seen before, and the time it is posted determine its success. There are also interesting between these factors. For example, the language of the title should be targeted to the community where the content is submitted, yet it should also highlight the distinctive nature of the content. In this paper, we examine how these factors interact to determine the popularity of social media content. We do so by studying resubmissions, i.e., content that has been submitted multiple times, with multiple titles, to multiple different communities. Such data allows us to tease apart' the extent to which each factor influences the success of that content. The models we develop help us understand how to better target social media content: by using the right title, for the right community, at the right time. Although video recommender systems have become the predominant way for people to obtain video information, their performances are far from satisfactory in that (1) the recommended videos are often mismatched with the users' interests and (2) the recommendation results are, in most cases, hardly understandable for users and therefore cannot persuade them to engage. In this paper, we attempt to address the above problems in data representation level, and aim to learn a common attributed representation for users and videos in social media with good interpretability, stability and an appropriate level of granularity. The basic idea is to represent videos with users' social attributes, and represent users with content attributes of videos, such that both users and videos can be represented in a common space concatenated by social attributes and content attributes. The video recommendation problem can then be converted into a similarity matching problem in the common space. However, it is still challenging to balance the roles of social attributes and content attributes, learn such a common representation in sparse user-video interactions and deal with the cold-start problem. In this paper, we propose a REgularized Dual-fActor Regression (REDAR) method based on matrix factorization. In this method, social attributes and content attributes are flexibly combined, and social and content information are effectively exploited to alleviate the sparsity problem. An incremental version of REDAR is designed to solve the cold-start problem. We extensively evaluate the proposed method for video recommendation application in real social network dataset, and the results show that, in most cases, the proposed method can achieve a relative improvement of more than 20 compared to state-of-the-art baseline methods. The distribution of videos over the Internet is drastically transforming how media is consumed and monetized. Content providers, such as media outlets and video subscription services, would like to ensure that their videos do not fail, startup quickly, and play without interruptions. In return for their investment in video stream quality, content providers expect less viewer abandonment, more viewer engagement, and a greater fraction of repeat viewers, resulting in greater revenues. The key question for a content provider or a CDN is whether and to what extent changes in video quality can cause changes in viewer behavior. Our work is the first to establish a causal relationship between video quality and viewer behavior, taking a step beyond purely correlational studies. To establish causality, we use Quasi-Experimental Designs, a novel technique adapted from the medical and social sciences. We study the impact of video stream quality on viewer behavior in a scientific data-driven manner by using extensive traces from Akamai's streaming network that include 23 million views from 6.7 million unique viewers. We show that viewers start to abandon a video if it takes more than 2 seconds to start up, with each incremental delay of 1 second resulting in a 5.8 increase in the abandonment rate. Further, we show that a moderate amount of interruptions can decrease the average play time of a viewer by a significant amount. A viewer who experiences a rebuffer delay equal to 1 of the video duration plays 5 less of the video in comparison to a similar viewer who experienced no rebuffering. Finally, we show that a viewer who experienced failure is 2.32 less likely to revisit the same site within a week than a similar viewer who did not experience a failure. Despite the availability of a huge amount of video data accompanied by descriptive texts, it is not always easy to exploit the information contained in natural language in order to automatically recognize video concepts. Towards this goal, in this paper we use textual cues as means of supervision, introducing two weakly supervised techniques that extend the Multiple Instance Learning (MIL) framework: the Fuzzy Sets Multiple Instance Learning (FSMIL) and the Probabilistic Labels Multiple Instance Learning (PLMIL). The former encodes the spatio-temporal imprecision of the linguistic descriptions with Fuzzy Sets, while the latter models different interpretations of each description's semantics with Probabilistic Labels, both formulated through a convex optimization algorithm. In addition, we provide a novel technique to extract weak labels in the presence of complex semantics, that consists of semantic similarity computations. We evaluate our methods on two distinct problems, namely face and action recognition, in the challenging and realistic setting of movies accompanied by their screenplays, contained in the COGNIMUSE database. We show that, on both tasks, our method considerably outperforms a state-of-the-art weakly supervised approach, as well as other baselines.