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Are Real-World Place Recommender Algorithms Useful in Virtual World Environments?

Published: 16 September 2015 Publication History

Abstract

Large scale virtual worlds such as massive multiplayer online games or 3D worlds gained tremendous popularity over the past few years. With the large and ever increasing amount of content available, virtual world users face the information overload problem. To tackle this issue, game-designers usually deploy recommendation services with the aim of making the virtual world a more joyful environment to be connected at. In this context, we present in this paper the results of a project that aims at understanding the mobility patterns of virtual world users in order to derive place recommenders for helping them to explore content more efficiently. Our study focus on the virtual world SecondLife, one of the largest and most prominent in recent years. Since SecondLife is comparable to real-world Location-based Social Networks (LBSNs), i.e., users can both check-in and share visited virtual places, a natural approach is to assume that place recommenders that are known to work well on real-world LBSNs will also work well on SecondLife. We have put this assumption to the test and found out that (i) while collaborative filtering algorithms have compatible performances in both environments, (ii) existing place recommenders based on geographic metadata are not useful in SecondLife.

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Cited By

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  • (2024)Dynamic virtual reality horror sports enhanced by artificial intelligence and player modelingMultimedia Tools and Applications10.1007/s11042-024-18414-683:32(77415-77432)Online publication date: 24-Feb-2024
  • (2016)Recommending Sellers to Buyers in Virtual Marketplaces Leveraging Social InformationProceedings of the 25th International Conference Companion on World Wide Web10.1145/2872518.2890086(559-564)Online publication date: 11-Apr-2016

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  1. Are Real-World Place Recommender Algorithms Useful in Virtual World Environments?

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      cover image ACM Conferences
      RecSys '15: Proceedings of the 9th ACM Conference on Recommender Systems
      September 2015
      414 pages
      ISBN:9781450336925
      DOI:10.1145/2792838
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Publication History

      Published: 16 September 2015

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      Author Tags

      1. location-based recommendations
      2. virtual environments

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      • Short-paper

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      • ERCIM
      • INES CNPq and FACEPE

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      RecSys '15
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      RecSys '15: Ninth ACM Conference on Recommender Systems
      September 16 - 20, 2015
      Vienna, Austria

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      RecSys '15 Paper Acceptance Rate 28 of 131 submissions, 21%;
      Overall Acceptance Rate 254 of 1,295 submissions, 20%

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      Cited By

      View all
      • (2024)Dynamic virtual reality horror sports enhanced by artificial intelligence and player modelingMultimedia Tools and Applications10.1007/s11042-024-18414-683:32(77415-77432)Online publication date: 24-Feb-2024
      • (2016)Recommending Sellers to Buyers in Virtual Marketplaces Leveraging Social InformationProceedings of the 25th International Conference Companion on World Wide Web10.1145/2872518.2890086(559-564)Online publication date: 11-Apr-2016

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