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Machine Learning and Social Computing Research Group

Research Group "Machine Learning and Social Computing" has arisen from students’ projects and scientific research combining digital social sciences and informatics, which has been developing in our campus since 2013.

The activity of our group is directed towards developing machine learning and network science methods in social computing settings, employed to analyze data from various Social Network sites and other online platforms, where we can observe social interaction between individuals. 

Research includes deep exploration of wide-­used online systems working with users’ behavior such as recommendation and reputation systems. Using machine learning, network science and ethnography on the preliminary stage, we intend to shed light on current state of research on collaborative systems and social computing and test methods developed during this project in practical settings, such as social networking sites, massively multiplayer online-­games, communities of practise and reputation-­based systems.

News

Seminar of the Research Group "Machine learning and social computing" on 10th of November was held in an unusual format for its participants UX and data hackathon associated with educational design.
November 22, 2018
In the meantime, we continue to work with student groups on the topics related to the Research Group. A week ago, a second group seminar was held, devoted to the study of virtual communities of practice on the GitHub and StackOverflow platforms. 
November 14, 2018
This year, we have decided to expand the format of work with students through the organization of student projects on the topics of our Research Group. The first one was devoted tothe analysis of the role of data visualization in social sciences.
November 08, 2018
Members of our Research Group presented their poster “Network structure of e-shops profile as factor of its success: case of VK.com” at the 10th International Conference on Social Informatics, which was held in Saint Petersburg 25-28th of September (by the way, the 9th was held in Oxford, and the 11th will be held in Qatar).
October 18, 2018
On Saturday the seminar of the Research Group "Machine Learning and Social Computing" was held. It included a workshop on data scraping and further discussion of its research application.
September 18, 2018
On 8-10 of August, an international conference on game research and development called The International Conference on the Foundations of Digital Games (FDG) was held in Malmo, Sweden. A student of the Higher School of Economics, Roman Poyane, and a participant of the RG “Machine Learning and Social Computing” Denis Bulygin presented their works about chat communication on game-streaming websites at the workshop “All the World (Wide Web)'s A Stage: A Twitch Workshop”, organized as part of the conference.
August 20, 2018
NetGloW conference was held from 4th till 6th of July at the St. Petersburg State University and was devoted to networks analysis. It is organized every two years by the Center for German and European Studies. Participants of our Research Group not only presented their research but also were organizers of the session “Social Networks as Valuation Devices: Reputation, Ranking, Recommendations”.
July 09, 2018
Members of our Research Group presented their projects at Sunbelt 2018 conference which was held in Utrecht, the Netherlands from June 26 to July 1. It is a leading conference devoted to Social Network Analysis which started its history in 1981. This year, it was attended by more than 600 people who are interested in the implementation of SNA in the diverse scientific fields such as sociology, mathematics, anthropology, epidemiology, etc.
July 05, 2018
Cybersport is a vital and debatable topic for the scientific society. For example, it is still unclear whether eSports can be called as a type of traditional sports or not. Even though such questions are still unanswerable, on the 28th of April Ksenia Konstantinova, Vsevolod Suschevskiy, and Ekaterina Marchenko told the audience about several important for the eSports themes during the regular research group seminar: broadcasts of the major tournaments and transfers between cybersport teams.
May 05, 2018
When evaluating the success of a team is not sophisticated processes, according to an out-of-date Elo rating model is often used, which evaluates only victory or defeat, improperly works with a draw, and ignores individual players in a team with different experience. At the first in 2018 seminar Research Group "Machine Learning and Social Computing" Alexander Sirotkin on the example of the game "What? Where? When?" told about the TrueSkill rating system, and how to improve it, by giving the greater contribution of the leader and estimation of cases where the team played in the incomplete composition.

April 11, 2018
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