Towards the understanding of gaming audiences by modeling Twitch emotes

dc.contributor.authorBarbieri, Francescoca
dc.contributor.authorEspinosa-Anke, Luisca
dc.contributor.authorBallesteros, Miguelca
dc.contributor.authorSoler Company, Juanca
dc.contributor.authorSaggion, Horacioca
dc.date.accessioned2017-11-21T10:22:31Z
dc.date.available2017-11-21T10:22:31Z
dc.date.issued2017
dc.descriptionComunicació presentada al Third Workshop on Noisy User-generated Text (W-NUT 2017), celebrat el dia 7 de setembre de 2017 a Copenhaguen, Dinamarca.
dc.description.abstractVideogame streaming platforms have become a paramount example of noisy usergenerated text. These are websites where gaming is broadcasted, and allows interaction with viewers via integrated chatrooms. Probably the best known platform of this kind is Twitch, which has more than 100 million monthly viewers. Despite these numbers, and unlike other platforms featuring short messages (e.g. Twitter), Twitch has not received much attention from the Natural Language Processing community. In this paper we aim at bridging this gap by proposing two important tasks specific to the Twitch platform, namely (1) Emote prediction; and (2) Trolling detection. In our experiments, we evaluate three models: a BOW baseline, a logistic supervised classifiers based on word embeddings, and a bidirectional long short-term memory recurrent neural network (LSTM). Our results show that the LSTM model outperforms the other two models, where explicit features with proven effectiveness for similar tasks were encoded.en
dc.description.sponsorshipFrancesco, Luis and Horacio acknowledge support from the TUNER project (TIN2015-65308-C5-5-R, MINECO/FEDER, UE) and the Maria de Maeztu Units of Excellence Programme (MDM-2015-0502).
dc.format.mimetypeapplication/pdfca
dc.identifier.citationBarbieri F, Espinosa-Anke L, Ballesteros M, Soler-Company J, Saggion H. Towards the understanding of gaming audiences by modeling Twitch emotes. In: Third Workshop on Noisy User-generated Text (W-NUT 2017); 2017 Sep 7; Copenhagen, Denmark. Stroudsburg (PA): ACL; 2017. p. 11-20.
dc.identifier.urihttp://hdl.handle.net/10230/33289
dc.language.isoeng
dc.publisherACL (Association for Computational Linguistics)ca
dc.relation.ispartofThird Workshop on Noisy User-generated Text (W-NUT 2017); 2017 Sep 7; Copenhagen, Denmark. Stroudsburg (PA): ACL; 2017. p. 11-20.
dc.relation.projectIDinfo:eu-repo/grantAgreement/ES/1PE/TIN2015-65308-C5-5-R
dc.rights© 2017 The Association for Computational Linguistics This material is licensed on a Creative Commons Attribution 4.0 License
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subject.otherTractament del llenguatge natural (Informàtica)
dc.titleTowards the understanding of gaming audiences by modeling Twitch emotesca
dc.typeinfo:eu-repo/semantics/conferenceObject
dc.type.versioninfo:eu-repo/semantics/publishedVersion

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