SlideShare a Scribd company logo
1 of 39
Download to read offline
oculus360.usOculus360:  The  Future  of  Insights @oculus360  |oculus360.us
A Four-Factor Model for Mining
Consumer Insights in Social Data
David B. Bracewell, Ph.D.
dbracewell@oculus360.us
oculus360.us
I  bought  
this  because  
all  the  
reviews…
I  bought  this  
for  a  camping  
trip  and  …
oculus360.us
I  bought  
this  because  
all  the  
reviews…
I  bought  this  
for  a  camping  
trip  and  …
Influences  other  
consumer  decisions
Provides  marketers  
insights  into  the  who,  
what,  when,  where,  why,  
and  how
oculus360.us
Online  discussion  keeps  multiplying!  
Companies  not  proactive  in  capturing  insights  from  social  data  can  
quickly  find  their  competitors  are  better  able  to  meet  consumer  needs  
and  desires.
http://en.wikipedia.org/wiki/File:ST_TroubleWithTribbles.jpg
Original  Source:  Star  Trek:  The  Original  Series episode,  "The  Trouble  With  Tribbles"
oculus360.us
Traditional  computational  approaches  have  focused  
on  the  trend  of  positive  and  negative  comments,  
tweets,  etc.
oculus360.us
Decision  makers  are  left  not  knowing  why  the  trends  
are  going  up/down,  because  traditional  approaches  
do  not  capture  the  implicatures of  the  discussion.
oculus360.us
“I  would  totally  recommend  any  other  
laptop over  this  pile  of  garbage.”
Negative  
Recommendation
this  pile  of  garbage
Negative  Sentiment
Causes
Social  Action
oculus360.us
1. “I  would  totally  recommend  any  other  laptop
over  this  pile  of  garbage.”
Negative  
Recommendation
this  pile  of  garbage
Loss  of  customers
oculus360.us
“I  know  my  children  needs (sic)  to  know  
computers  to  be  successful,  but  I  just  can't  afford
one.”
my  children  needs  to  know  
computers
Desire  to  meet  need
Ability
can’t  afford  
oculus360.us
“I  know  my  children  needs (sic)  to  know  
computers  to  be  successful,  but  I  just  can't  afford
one.”
my  children  needs  to  know  
computers
Desire  to  meet  need
Ability
Consumer  is  unable  to  realize  need
can’t  afford  
Missed  
Opportunity
oculus360.us
The Four Factor Model
o Background and Related Research
o Overview of the Four Factor Model
• Attitudinal
• Sociocultural
• Personal
• Behavioral
o Identifying Beliefs, Actions, and Intentions
o Experimentation
o Conclusion / Future Work
oculus360.us
Background and Related Research
o Consumer Psychology: study of how thoughts,
feelings, and perceptions influencethe way
individuals buy, use, and relate to products,
services, and brands.
• Categorical representation of the cognitive
system of consumers (Loken, Barsalou, and Joiner
2008).
• The categories go beyond just product and
brand to encompass others such as:
q Goal-directed
q Cultural
q Service
oculus360.us
Background and Related Research
o Affective Computing: study on the understanding
and interpretation of human affect.
• Aspect-based sentiment analysis where the goal
is to determine the sentiment toward aspects of
a target entity.
q The 2014 SemEval task (Pontiki et al. 2014)
breaks it down into four subtasks: term
extraction, term polarity, category detection,
category polarity
• Sentic computing synthesizes common-sense
computing, linguistics, and psychology to infer
both affective and semantic information about
concepts (Cambria and Hussain 2012).
oculus360.us
Background and Related Research
o Discourse/Dialogue Processing: study of the
underlying structure, patterns, representations, and
processes of written and verbal communication.
• Dialogue acts are specialized speech acts which
include the internal structure, such as grounding
and adjacency pairs, of a dialogue.
• Dialogue act schemes, such as DIT++ (Bunt 2011),
define acts for questions, agreement /
disagreement, promises, and directives among
others.
• Social implicatures in the form of social acts
(Bracewell et al. 2011, Tomlinson et al. 2012)
oculus360.us
The Four Factor Model
oculus360.us
The Four Factor Model
oculus360.us
The Four Factor Model
oculus360.us
The Four Factor Model
oculus360.us
The Four Factor Model
Attitudinal
o Attitudes represent a consumer's evaluation of a
product or brand.
o We define four attitudinal components,
• Beliefs: feelings held by a consumer about a
product or brand. Beliefs may be:
q Positive: The screen is bright.
q Negative: The price is too high.
q Neutral: The TV is new.
q Contradictory: The TV has great features, but is
built poorly.
• Needs: desires for a specific benefit, functional or
emotional, from a product or service.
oculus360.us
The Four Factor Model
Attitudinal
• Preferences: likes and dislikes, i.e. tastes, of a
consumer.
q Determines the ordering products or services
based based on a consumer’s perceived
utility, i.e. informs their choice.
§ Pirates vs. Ninjas vs. Ponies
§ Applies vs Bananas
• Wants: desires for products or services that are
not necessary, but for which consumers wish.
q E.g. premium sound system on an automobile
oculus360.us
The Four Factor Model
Sociocultural
o Influences of a consumer's culture and social circle
on their personality, attitudes, lifestyle, and
behavior.
o We breakdown sociocultural factors into five
components.
• Cultural: geographical, historical, and familial
influences on the consumer decision making
process.
• Acceptability: degree to which an action or
product adheres to the norms of the consumer's
social group.
q Eating meat is unacceptable to vegans
oculus360.us
The Four Factor Model
Sociocultural
• Social Status: relative status of the consumer
within their social circle and in relation to the
product or brand
q Is a CEO of a fortune 500 more likely to buy a
Nissan Versa or a Porsche?
• Social Role: a consumer's role within their circle
q Trendsetter
q Influencer
• Social action: actions by an individual to
persuade, command, or call-to-action others in
their social circle.
q “Boycott company XYZ now!”
oculus360.us
The Four Factor Model
Personal
o The unique combination of personality, values, and
morals that define an individual.
o We breakdown personal factors into two main
components.
• Psychographics: the study of personality, values,
opinions, attitudes, interests, and lifestyles.
• Demographics: characteristics of individuals such
as their age, sex, sociocultural identity, etc.
oculus360.us
The Four Factor Model
Behavioral
o Behavior is roughly defined as the actions taken in
response to a stimuli.
o We define four components for behavioral factors.
• Motivation: what drives consumers to identify
and buy products or services that fulfill their
conscious and unconscious needs and wants.
q Drives individuals behavior and the creation of
goals. E.g.
§ Toward a restaurant to meet their need of
hunger
§ Away from motorcycles and sub-compacts
as means of transportation to meet a need
for safety.
oculus360.us
The Four Factor Model
Behavioral
• Intention: a determination by the consumer to
act in a certain way.
q E.g. switch products or remain loyal.
• Ability: the possession of the necessary skills or
means to carry through with an intention.
q E.g. a teenager may intend to buy a Tesla, but
most do not have the ability.
• Action: the actions performed by the consumer
in regards to a company / product.
q Purchase
q Not purchase
q Choose alternative
oculus360.us
Identifying Beliefs, Actions, and Intentions
o Each component may have multiple realizations.
• Beliefs: Aspect based sentiment analysis, simple
brand awareness
• Social Status/Role: Social network analysis,
linguistic analysis of communications
o Realizations can have varying granularities.
• Phrase
• Sentence
• Review
• User
oculus360.us
Identifying Beliefs, Actions, and Intentions
o Identify if a sentence represents:
• Beliefs about/toward a product (Attitudinal)
• Beliefs about/toward an experience (Attitudinal)
“I've  been  impressed  with  the  battery  life  and  the  
performance  for  such  a  small  amount  of  memory  .”
“They  didn't  even  try  to  assist  me  or  even  offer  a  
replacement  .”
oculus360.us
Identifying Beliefs, Actions, and Intentions
• Social actions in the form of recommendations
and suggestions (Sociocultural)
• Intentions in the form of promises to purchase or
not purchase a product again (Behavioral)
“I  recommend  the  garlic  shrimp  ,  okra  (  bindi )  ,  and  
anything  with  lamb.”
“If  this  computer  ever  breaks  down  on  me  I  will  most  
definitely  get  the  same  one  again.”
oculus360.us
Identifying Beliefs, Actions, and Intentions
o We use the data from the SemEval 2014 (Pavlopoulos and
Androutsopoulos 2014b; 2014a) task on aspect-based sentiment
analysis as a starting point.
• Provides polarity and aspect category
annotations for ~3,841 sentences for online
restaurant reviews.
o We map the SemEval categories:
• “price” and “food” => Product beliefs
• “ambiance” and “service” => Experience beliefs
oculus360.us
Identifying Beliefs, Actions, and Intentions
o Ignore the “anecdotes/miscellaneous” category.
o Add annotations for Social Actions and Intentions.
o Final corpus consists of:
• 2,052 sentences with a belief about a product.
• 1,336 sentences with a belief about an
experience.
• 23 sentences with an intention.
• 169 sentences with a social action.
oculus360.us
Identifying Beliefs, Actions, and Intentions
o Cast as a multi-label classification problem.
• Each sentence may have zero or more of the
components (product belief, experience belief, social
action, and intention) manifested.
o Use multiple binary classifiers where each classifier is:
• An L2 regularized logistic regression model learned
using the LibLinear library (Fan et. Al, 2008)
• L2 regression was chosen as it results in near but not
zero weights in its shrinkage whereas L1 regression
tends to shrink most weights to 0 with only a few other
non-zero features.
• We find that the weights from the L2 model are more
easily interruptible and believed by end-users.
oculus360.us
Identifying Beliefs, Actions, and Intentions
o N-Grams (1G,2G,3G)
• Unigrams (1G), bigrams (2G), and trigrams (3G)
normalized to lowercase and weighted using Tf-
Idf
o Learned Vocabulary (V)
• A dictionary of category specific terms learned
during training by ranking unigrams using log-
likelihood and selecting the top N. Feature values
are normalized using Tf-Idf.
o WordNet Domains (WD)
• Combination of domain and surface form with
values normalized by category within a
document.
oculus360.us
Identifying Beliefs, Actions, and Intentions
o Psycholinguistic Categories (PC)
• Combination of general Inquirer (Stone et al.
1962) category and surface form with values
normalized by category within a document.
o Word Embeddings (WE)
• Average word vector for words in sentence using
the 6b token 300 dimension trained Glove model
(Pennington, Socher, and Manning 2014).
o Deontic Modality (DM)
• Whether or not the sentence contains a deontic
cue word (e.g. should, ought, promise).
oculus360.us
Experimentation
cused beliefs. Experience focused beliefs re-
urement and consumption of products as well
ambiance, and interactions related to a prod-
he “ambiance” and “service” categories into
used beliefs. We ignore the SemEval category
miscellaneous.” Additionally, we restrict our
only categories ignoring the aspect terms.
extend the corpus with annotations of social
orm of recommendations and suggestions and
e form of promises. We have also begun this
the laptop reviews in the dataset, but in this
r analysis to only the restaurant reviews. An
recommendation is: I recommend the garlic
bindi ) , and anything with lamb. An exam-
e is: If this computer ever breaks down on me
natly get the same one again. In total there are
containing a belief about an experience, 2,052
elief about a product, 23 containing an inten-
ontaining a social action. We believe that the
r of intention and social action annotations
ow the original data was generated and that
lete review text we would find larger quanti-
e conversion and extension of annotations, no
or other modification to the SemEval corpus
can have zero or more of the components
. they may for example contain an inten-
ef. We construct a multi-label classifier made
one-versus-the-rest logistic regression classi-
l classifiers use L2 regression with the default
of 1.0 via the LibLinear library (Fan et al.
ession was chosen as it results in near but not
of the train/test split used during SemEval due to the small
number of social action and intention annotations. We use
standard precision, recall, and F1-measure metrics for multi-
label classification to judge the results. Table 1 lists the re-
sults using various combinations of features.
Features P R F1
V(N=10) 42.9% 99.2% 60.0%
V(N=50) 49.7% 98.7% 66.1%
V(N=100) 54.2% 97.6% 69.7%
V(N=200) 57.4% 96.5% 72.0%
1G 79.1% 90.8% 84.5%
1G, 2G 79.5% 91.4% 85.0%
1G, 2G, 3G 77.8% 91.3% 84.1%
1G, V(N=200) 80.0% 90.4% 84.8%
2G, V(N=200) 79.9% 91.3% 85.2%
1G, 2G, V(N=200) 77.3% 90.4% 83.4%
1G, 2G, V(N=200), WD 80.2% 91.2% 85.3%
1G, 2G, V(N=200), DM 79.9% 91.3% 85.2%
1G, 2G, V(N=200), PC 79.6% 90.3% 84.7%
1G, 2G, V(N=200), WE 79.8% 91.5% 85.2%
1G, 2G, V(N=200), WD, DM 80.1% 91.1% 85.3%
1G, 2G, V(N=200), WD, DM, PC 79.7% 90.3% 84.7%
1G, 2G, V(N=200), WD, WE 79.9% 91.4% 85.3%
All (V(N=200)) 78.0% 90.6% 83.8%
Table 1: Precision, Recall, and F1-measure results for 10-
fold cross-validation using different combinations of fea-
tures.
As is seen in Table 1, the best overall F1 score is
85.3% achieved by the combination of unigrams, bigrams,
learned vocabulary, and WordNet domains. Unigrams and
• We use 10-fold cross-
validation for
experimentation
instead of the train/test
split used during
SemEval due to the
small number of social
action and intention
annotations.
• We use standard
precision, recall, and F1-
measure metrics for
multi-label classification.
oculus360.us
Experimentation
for this dataset. However, we believe as the number and type
of annotations are expanded that the other features will be-
come more discriminative.
Component P R F1
Belief (Product) 79.0% 96.2% 86.8%
Belief (Experience) 75.0% 86.6% 80.4%
Social Action 86.4% 63.9% 73.5%
Intention 50.0% 39.1% 43.9%
Table 2: Precision, Recall, and F1-measure results for 10-
fold cross-validation using 1G, 2G, V(N=200), and WDThe worst of the four components is, as would be
expected, intentions, which had the fewest
annotations (23).
oculus360.us
Experimentation
o When examining the errors made by the system it
appears that some are due to insufficient context.
o Mislabeling of social actions often was due to the
recommendation/suggestion not being directly
related to a product.
“I  complain  again  ...”
“And  if  you  have  a  reservation  you'll  wait  for  max  5  
minutes  -­‐ so  have  a  drink  at  the  bar.'’  
oculus360.us
Experimentation
o Errors for belief (product) include:
o Errors for belief (experience) include:
“The  food  is  uniformly  exceptional,  with  a  very  
capable  kitchen  which  will  proudly  whip  up  whatever  
you  feel  like  eating,  whether  it's  on  the  menu  or  
not.”
“I  really  liked  this  place.”  
“Obviously  run  by  folks  who  know  a  pie.”
oculus360.us
Conclusion / Future Work
o Introduced a four-factor model to mine consumer
insights from social media
o Grounded in current research in consumer and social
psychology and brings in concepts from discourse
processing and affective computing.
o Demonstrated the feasibility of identifying components
of the model using a machine learning methodology.
o Focused on identifying whether or not a sentence
contains a linguistic manifestation of:
• Beliefs toward products and experiences
• Social Actions in the form of recommendations and
suggestions
• Intentions in the form of promises, positive or
negative, made toward/about a product or
experience.
o The results show that these components can be
discovered with an F1-measure of 85.3%.
oculus360.us
Conclusion / Future Work
o We believe to more accurately capture certain
categories it is necessary to more fully model the
discourse, including factors present before and
after the current sentence.
o Moreover, to determine certain categories of social
and personal factors a model of the consumer must
be built where a collection of messages is used to
classify demographics and their social networks are
used to aid in discovering their social role and
status.

More Related Content

Similar to FLAIRS-Four-Factor-Model

Consumer Attitude Formation and change
Consumer Attitude Formation and changeConsumer Attitude Formation and change
Consumer Attitude Formation and changeNishant Agrawal
 
Buyer personas & Customer journey
Buyer personas & Customer journeyBuyer personas & Customer journey
Buyer personas & Customer journeyFilippo Scorza
 
Mkt3050 – consumer behavior week 3 april 2, 2012
Mkt3050 – consumer behavior week 3 april 2, 2012Mkt3050 – consumer behavior week 3 april 2, 2012
Mkt3050 – consumer behavior week 3 april 2, 2012jacksonl-northwood
 
Backlogs and behavioral design
Backlogs and behavioral designBacklogs and behavioral design
Backlogs and behavioral designAgileDenver
 
Driving healthy habits through behavioral product design (short) pdf
Driving healthy habits through behavioral product design (short) pdfDriving healthy habits through behavioral product design (short) pdf
Driving healthy habits through behavioral product design (short) pdfSunil Maulik
 
Presentation 2 of 4
Presentation 2 of 4 Presentation 2 of 4
Presentation 2 of 4 Brian Hawkins
 
Sport & Leisure Industry - Session 3 - Virality
Sport & Leisure Industry - Session 3 - ViralitySport & Leisure Industry - Session 3 - Virality
Sport & Leisure Industry - Session 3 - Viralitymjb87
 
VWO Webinar: Leveraging Behavioral Economics With Conversion Optimization
VWO Webinar: Leveraging Behavioral Economics With Conversion OptimizationVWO Webinar: Leveraging Behavioral Economics With Conversion Optimization
VWO Webinar: Leveraging Behavioral Economics With Conversion OptimizationVWO
 
Disruption in Advertising Xyte's Cognographics
Disruption in Advertising Xyte's CognographicsDisruption in Advertising Xyte's Cognographics
Disruption in Advertising Xyte's CognographicsXyte, Inc.
 
Consumer markets and consumer buying behavior mmda
Consumer markets and consumer buying behavior mmdaConsumer markets and consumer buying behavior mmda
Consumer markets and consumer buying behavior mmdaMervyn Maico Aldana
 
persuasive speech.pptx
persuasive speech.pptxpersuasive speech.pptx
persuasive speech.pptxamjadgulabro
 
Appreciative Inquiry
Appreciative InquiryAppreciative Inquiry
Appreciative InquiryJohn Gray
 
Lean NYU ITP Class 2 2.9.2015
Lean NYU ITP Class 2 2.9.2015Lean NYU ITP Class 2 2.9.2015
Lean NYU ITP Class 2 2.9.2015Jen van der Meer
 
Ppt In Cb On Attitude
Ppt In Cb On AttitudePpt In Cb On Attitude
Ppt In Cb On AttitudeAnshu Sweta
 

Similar to FLAIRS-Four-Factor-Model (20)

Consumer Attitude Formation and change
Consumer Attitude Formation and changeConsumer Attitude Formation and change
Consumer Attitude Formation and change
 
Researches and test
Researches and testResearches and test
Researches and test
 
CB Chapter 06.pptx
CB Chapter 06.pptxCB Chapter 06.pptx
CB Chapter 06.pptx
 
Buyer personas & Customer journey
Buyer personas & Customer journeyBuyer personas & Customer journey
Buyer personas & Customer journey
 
Mkt3050 – consumer behavior week 3 april 2, 2012
Mkt3050 – consumer behavior week 3 april 2, 2012Mkt3050 – consumer behavior week 3 april 2, 2012
Mkt3050 – consumer behavior week 3 april 2, 2012
 
Backlogs and behavioral design
Backlogs and behavioral designBacklogs and behavioral design
Backlogs and behavioral design
 
Driving healthy habits through behavioral product design (short) pdf
Driving healthy habits through behavioral product design (short) pdfDriving healthy habits through behavioral product design (short) pdf
Driving healthy habits through behavioral product design (short) pdf
 
Presentation 2 of 4
Presentation 2 of 4 Presentation 2 of 4
Presentation 2 of 4
 
Sport & Leisure Industry - Session 3 - Virality
Sport & Leisure Industry - Session 3 - ViralitySport & Leisure Industry - Session 3 - Virality
Sport & Leisure Industry - Session 3 - Virality
 
Scaling
ScalingScaling
Scaling
 
VWO Webinar: Leveraging Behavioral Economics With Conversion Optimization
VWO Webinar: Leveraging Behavioral Economics With Conversion OptimizationVWO Webinar: Leveraging Behavioral Economics With Conversion Optimization
VWO Webinar: Leveraging Behavioral Economics With Conversion Optimization
 
Disruption in Advertising Xyte's Cognographics
Disruption in Advertising Xyte's CognographicsDisruption in Advertising Xyte's Cognographics
Disruption in Advertising Xyte's Cognographics
 
Consumer markets and consumer buying behavior mmda
Consumer markets and consumer buying behavior mmdaConsumer markets and consumer buying behavior mmda
Consumer markets and consumer buying behavior mmda
 
Writing an ad copy
Writing an ad copyWriting an ad copy
Writing an ad copy
 
MM 5.ppt
MM 5.pptMM 5.ppt
MM 5.ppt
 
persuasive speech.pptx
persuasive speech.pptxpersuasive speech.pptx
persuasive speech.pptx
 
Appreciative Inquiry
Appreciative InquiryAppreciative Inquiry
Appreciative Inquiry
 
Lean NYU ITP Class 2 2.9.2015
Lean NYU ITP Class 2 2.9.2015Lean NYU ITP Class 2 2.9.2015
Lean NYU ITP Class 2 2.9.2015
 
Lean NYU ITP Class 2 2.9.2015
Lean NYU ITP Class 2 2.9.2015Lean NYU ITP Class 2 2.9.2015
Lean NYU ITP Class 2 2.9.2015
 
Ppt In Cb On Attitude
Ppt In Cb On AttitudePpt In Cb On Attitude
Ppt In Cb On Attitude
 

FLAIRS-Four-Factor-Model

  • 1. oculus360.usOculus360:  The  Future  of  Insights @oculus360  |oculus360.us A Four-Factor Model for Mining Consumer Insights in Social Data David B. Bracewell, Ph.D. dbracewell@oculus360.us
  • 2. oculus360.us I  bought   this  because   all  the   reviews… I  bought  this   for  a  camping   trip  and  …
  • 3. oculus360.us I  bought   this  because   all  the   reviews… I  bought  this   for  a  camping   trip  and  … Influences  other   consumer  decisions Provides  marketers   insights  into  the  who,   what,  when,  where,  why,   and  how
  • 4. oculus360.us Online  discussion  keeps  multiplying!   Companies  not  proactive  in  capturing  insights  from  social  data  can   quickly  find  their  competitors  are  better  able  to  meet  consumer  needs   and  desires. http://en.wikipedia.org/wiki/File:ST_TroubleWithTribbles.jpg Original  Source:  Star  Trek:  The  Original  Series episode,  "The  Trouble  With  Tribbles"
  • 5. oculus360.us Traditional  computational  approaches  have  focused   on  the  trend  of  positive  and  negative  comments,   tweets,  etc.
  • 6. oculus360.us Decision  makers  are  left  not  knowing  why  the  trends   are  going  up/down,  because  traditional  approaches   do  not  capture  the  implicatures of  the  discussion.
  • 7. oculus360.us “I  would  totally  recommend  any  other   laptop over  this  pile  of  garbage.” Negative   Recommendation this  pile  of  garbage Negative  Sentiment Causes Social  Action
  • 8. oculus360.us 1. “I  would  totally  recommend  any  other  laptop over  this  pile  of  garbage.” Negative   Recommendation this  pile  of  garbage Loss  of  customers
  • 9. oculus360.us “I  know  my  children  needs (sic)  to  know   computers  to  be  successful,  but  I  just  can't  afford one.” my  children  needs  to  know   computers Desire  to  meet  need Ability can’t  afford  
  • 10. oculus360.us “I  know  my  children  needs (sic)  to  know   computers  to  be  successful,  but  I  just  can't  afford one.” my  children  needs  to  know   computers Desire  to  meet  need Ability Consumer  is  unable  to  realize  need can’t  afford   Missed   Opportunity
  • 11. oculus360.us The Four Factor Model o Background and Related Research o Overview of the Four Factor Model • Attitudinal • Sociocultural • Personal • Behavioral o Identifying Beliefs, Actions, and Intentions o Experimentation o Conclusion / Future Work
  • 12. oculus360.us Background and Related Research o Consumer Psychology: study of how thoughts, feelings, and perceptions influencethe way individuals buy, use, and relate to products, services, and brands. • Categorical representation of the cognitive system of consumers (Loken, Barsalou, and Joiner 2008). • The categories go beyond just product and brand to encompass others such as: q Goal-directed q Cultural q Service
  • 13. oculus360.us Background and Related Research o Affective Computing: study on the understanding and interpretation of human affect. • Aspect-based sentiment analysis where the goal is to determine the sentiment toward aspects of a target entity. q The 2014 SemEval task (Pontiki et al. 2014) breaks it down into four subtasks: term extraction, term polarity, category detection, category polarity • Sentic computing synthesizes common-sense computing, linguistics, and psychology to infer both affective and semantic information about concepts (Cambria and Hussain 2012).
  • 14. oculus360.us Background and Related Research o Discourse/Dialogue Processing: study of the underlying structure, patterns, representations, and processes of written and verbal communication. • Dialogue acts are specialized speech acts which include the internal structure, such as grounding and adjacency pairs, of a dialogue. • Dialogue act schemes, such as DIT++ (Bunt 2011), define acts for questions, agreement / disagreement, promises, and directives among others. • Social implicatures in the form of social acts (Bracewell et al. 2011, Tomlinson et al. 2012)
  • 19. oculus360.us The Four Factor Model Attitudinal o Attitudes represent a consumer's evaluation of a product or brand. o We define four attitudinal components, • Beliefs: feelings held by a consumer about a product or brand. Beliefs may be: q Positive: The screen is bright. q Negative: The price is too high. q Neutral: The TV is new. q Contradictory: The TV has great features, but is built poorly. • Needs: desires for a specific benefit, functional or emotional, from a product or service.
  • 20. oculus360.us The Four Factor Model Attitudinal • Preferences: likes and dislikes, i.e. tastes, of a consumer. q Determines the ordering products or services based based on a consumer’s perceived utility, i.e. informs their choice. § Pirates vs. Ninjas vs. Ponies § Applies vs Bananas • Wants: desires for products or services that are not necessary, but for which consumers wish. q E.g. premium sound system on an automobile
  • 21. oculus360.us The Four Factor Model Sociocultural o Influences of a consumer's culture and social circle on their personality, attitudes, lifestyle, and behavior. o We breakdown sociocultural factors into five components. • Cultural: geographical, historical, and familial influences on the consumer decision making process. • Acceptability: degree to which an action or product adheres to the norms of the consumer's social group. q Eating meat is unacceptable to vegans
  • 22. oculus360.us The Four Factor Model Sociocultural • Social Status: relative status of the consumer within their social circle and in relation to the product or brand q Is a CEO of a fortune 500 more likely to buy a Nissan Versa or a Porsche? • Social Role: a consumer's role within their circle q Trendsetter q Influencer • Social action: actions by an individual to persuade, command, or call-to-action others in their social circle. q “Boycott company XYZ now!”
  • 23. oculus360.us The Four Factor Model Personal o The unique combination of personality, values, and morals that define an individual. o We breakdown personal factors into two main components. • Psychographics: the study of personality, values, opinions, attitudes, interests, and lifestyles. • Demographics: characteristics of individuals such as their age, sex, sociocultural identity, etc.
  • 24. oculus360.us The Four Factor Model Behavioral o Behavior is roughly defined as the actions taken in response to a stimuli. o We define four components for behavioral factors. • Motivation: what drives consumers to identify and buy products or services that fulfill their conscious and unconscious needs and wants. q Drives individuals behavior and the creation of goals. E.g. § Toward a restaurant to meet their need of hunger § Away from motorcycles and sub-compacts as means of transportation to meet a need for safety.
  • 25. oculus360.us The Four Factor Model Behavioral • Intention: a determination by the consumer to act in a certain way. q E.g. switch products or remain loyal. • Ability: the possession of the necessary skills or means to carry through with an intention. q E.g. a teenager may intend to buy a Tesla, but most do not have the ability. • Action: the actions performed by the consumer in regards to a company / product. q Purchase q Not purchase q Choose alternative
  • 26. oculus360.us Identifying Beliefs, Actions, and Intentions o Each component may have multiple realizations. • Beliefs: Aspect based sentiment analysis, simple brand awareness • Social Status/Role: Social network analysis, linguistic analysis of communications o Realizations can have varying granularities. • Phrase • Sentence • Review • User
  • 27. oculus360.us Identifying Beliefs, Actions, and Intentions o Identify if a sentence represents: • Beliefs about/toward a product (Attitudinal) • Beliefs about/toward an experience (Attitudinal) “I've  been  impressed  with  the  battery  life  and  the   performance  for  such  a  small  amount  of  memory  .” “They  didn't  even  try  to  assist  me  or  even  offer  a   replacement  .”
  • 28. oculus360.us Identifying Beliefs, Actions, and Intentions • Social actions in the form of recommendations and suggestions (Sociocultural) • Intentions in the form of promises to purchase or not purchase a product again (Behavioral) “I  recommend  the  garlic  shrimp  ,  okra  (  bindi )  ,  and   anything  with  lamb.” “If  this  computer  ever  breaks  down  on  me  I  will  most   definitely  get  the  same  one  again.”
  • 29. oculus360.us Identifying Beliefs, Actions, and Intentions o We use the data from the SemEval 2014 (Pavlopoulos and Androutsopoulos 2014b; 2014a) task on aspect-based sentiment analysis as a starting point. • Provides polarity and aspect category annotations for ~3,841 sentences for online restaurant reviews. o We map the SemEval categories: • “price” and “food” => Product beliefs • “ambiance” and “service” => Experience beliefs
  • 30. oculus360.us Identifying Beliefs, Actions, and Intentions o Ignore the “anecdotes/miscellaneous” category. o Add annotations for Social Actions and Intentions. o Final corpus consists of: • 2,052 sentences with a belief about a product. • 1,336 sentences with a belief about an experience. • 23 sentences with an intention. • 169 sentences with a social action.
  • 31. oculus360.us Identifying Beliefs, Actions, and Intentions o Cast as a multi-label classification problem. • Each sentence may have zero or more of the components (product belief, experience belief, social action, and intention) manifested. o Use multiple binary classifiers where each classifier is: • An L2 regularized logistic regression model learned using the LibLinear library (Fan et. Al, 2008) • L2 regression was chosen as it results in near but not zero weights in its shrinkage whereas L1 regression tends to shrink most weights to 0 with only a few other non-zero features. • We find that the weights from the L2 model are more easily interruptible and believed by end-users.
  • 32. oculus360.us Identifying Beliefs, Actions, and Intentions o N-Grams (1G,2G,3G) • Unigrams (1G), bigrams (2G), and trigrams (3G) normalized to lowercase and weighted using Tf- Idf o Learned Vocabulary (V) • A dictionary of category specific terms learned during training by ranking unigrams using log- likelihood and selecting the top N. Feature values are normalized using Tf-Idf. o WordNet Domains (WD) • Combination of domain and surface form with values normalized by category within a document.
  • 33. oculus360.us Identifying Beliefs, Actions, and Intentions o Psycholinguistic Categories (PC) • Combination of general Inquirer (Stone et al. 1962) category and surface form with values normalized by category within a document. o Word Embeddings (WE) • Average word vector for words in sentence using the 6b token 300 dimension trained Glove model (Pennington, Socher, and Manning 2014). o Deontic Modality (DM) • Whether or not the sentence contains a deontic cue word (e.g. should, ought, promise).
  • 34. oculus360.us Experimentation cused beliefs. Experience focused beliefs re- urement and consumption of products as well ambiance, and interactions related to a prod- he “ambiance” and “service” categories into used beliefs. We ignore the SemEval category miscellaneous.” Additionally, we restrict our only categories ignoring the aspect terms. extend the corpus with annotations of social orm of recommendations and suggestions and e form of promises. We have also begun this the laptop reviews in the dataset, but in this r analysis to only the restaurant reviews. An recommendation is: I recommend the garlic bindi ) , and anything with lamb. An exam- e is: If this computer ever breaks down on me natly get the same one again. In total there are containing a belief about an experience, 2,052 elief about a product, 23 containing an inten- ontaining a social action. We believe that the r of intention and social action annotations ow the original data was generated and that lete review text we would find larger quanti- e conversion and extension of annotations, no or other modification to the SemEval corpus can have zero or more of the components . they may for example contain an inten- ef. We construct a multi-label classifier made one-versus-the-rest logistic regression classi- l classifiers use L2 regression with the default of 1.0 via the LibLinear library (Fan et al. ession was chosen as it results in near but not of the train/test split used during SemEval due to the small number of social action and intention annotations. We use standard precision, recall, and F1-measure metrics for multi- label classification to judge the results. Table 1 lists the re- sults using various combinations of features. Features P R F1 V(N=10) 42.9% 99.2% 60.0% V(N=50) 49.7% 98.7% 66.1% V(N=100) 54.2% 97.6% 69.7% V(N=200) 57.4% 96.5% 72.0% 1G 79.1% 90.8% 84.5% 1G, 2G 79.5% 91.4% 85.0% 1G, 2G, 3G 77.8% 91.3% 84.1% 1G, V(N=200) 80.0% 90.4% 84.8% 2G, V(N=200) 79.9% 91.3% 85.2% 1G, 2G, V(N=200) 77.3% 90.4% 83.4% 1G, 2G, V(N=200), WD 80.2% 91.2% 85.3% 1G, 2G, V(N=200), DM 79.9% 91.3% 85.2% 1G, 2G, V(N=200), PC 79.6% 90.3% 84.7% 1G, 2G, V(N=200), WE 79.8% 91.5% 85.2% 1G, 2G, V(N=200), WD, DM 80.1% 91.1% 85.3% 1G, 2G, V(N=200), WD, DM, PC 79.7% 90.3% 84.7% 1G, 2G, V(N=200), WD, WE 79.9% 91.4% 85.3% All (V(N=200)) 78.0% 90.6% 83.8% Table 1: Precision, Recall, and F1-measure results for 10- fold cross-validation using different combinations of fea- tures. As is seen in Table 1, the best overall F1 score is 85.3% achieved by the combination of unigrams, bigrams, learned vocabulary, and WordNet domains. Unigrams and • We use 10-fold cross- validation for experimentation instead of the train/test split used during SemEval due to the small number of social action and intention annotations. • We use standard precision, recall, and F1- measure metrics for multi-label classification.
  • 35. oculus360.us Experimentation for this dataset. However, we believe as the number and type of annotations are expanded that the other features will be- come more discriminative. Component P R F1 Belief (Product) 79.0% 96.2% 86.8% Belief (Experience) 75.0% 86.6% 80.4% Social Action 86.4% 63.9% 73.5% Intention 50.0% 39.1% 43.9% Table 2: Precision, Recall, and F1-measure results for 10- fold cross-validation using 1G, 2G, V(N=200), and WDThe worst of the four components is, as would be expected, intentions, which had the fewest annotations (23).
  • 36. oculus360.us Experimentation o When examining the errors made by the system it appears that some are due to insufficient context. o Mislabeling of social actions often was due to the recommendation/suggestion not being directly related to a product. “I  complain  again  ...” “And  if  you  have  a  reservation  you'll  wait  for  max  5   minutes  -­‐ so  have  a  drink  at  the  bar.'’  
  • 37. oculus360.us Experimentation o Errors for belief (product) include: o Errors for belief (experience) include: “The  food  is  uniformly  exceptional,  with  a  very   capable  kitchen  which  will  proudly  whip  up  whatever   you  feel  like  eating,  whether  it's  on  the  menu  or   not.” “I  really  liked  this  place.”   “Obviously  run  by  folks  who  know  a  pie.”
  • 38. oculus360.us Conclusion / Future Work o Introduced a four-factor model to mine consumer insights from social media o Grounded in current research in consumer and social psychology and brings in concepts from discourse processing and affective computing. o Demonstrated the feasibility of identifying components of the model using a machine learning methodology. o Focused on identifying whether or not a sentence contains a linguistic manifestation of: • Beliefs toward products and experiences • Social Actions in the form of recommendations and suggestions • Intentions in the form of promises, positive or negative, made toward/about a product or experience. o The results show that these components can be discovered with an F1-measure of 85.3%.
  • 39. oculus360.us Conclusion / Future Work o We believe to more accurately capture certain categories it is necessary to more fully model the discourse, including factors present before and after the current sentence. o Moreover, to determine certain categories of social and personal factors a model of the consumer must be built where a collection of messages is used to classify demographics and their social networks are used to aid in discovering their social role and status.