Stance detection of social media text is a key component of downstream tasks involving the identification of groups of users with opposing opinions on contested topics such as vaccination and within arguments. In particular, stance provides an indication of an opinion towards an entity. This paper introduces DIVERSE, a dataset of over 173,000 YouTube video comments annotated for their stance towards videos of the U.S. military. The stance is annotated through a human-guided, machine-assisted labeling methodology that makes use of weak signals of tone within the sentence as supporting indicators, as opposed to using manual annotations by humans. These weak signals consist of the presence of hate speech and sarcasm, the presence of specific keywords, the sentiment of the text, and the stance inference from two Large Language Models. The weak signals are then consolidated using a data programming model before each comment is annotated with a final stance label. On average, the videos have 200 comments each, and the stance of the comments skews slightly towards the "against" characterization for both the U.S. Army and the videos posted on the channel.
We present Reverse Projection, a novel projective texture mapping technique for painting a decal directly to the texture of a 3D object. Designed to be used in games, this technique works in real-time. By using projection techniques that are computed in local space textures and outward-looking, users using low-end android devices to high-end gaming desktops are able to enjoy the personalization of their assets. We believe our proposed pipeline is a step in improving the speed and versatility of model painting.
Stance detection, the task of predicting an author's viewpoint towards a subject of interest, has long been a focal point of research. Current stance detection methods predominantly rely on manual annotation of sentences, followed by training a supervised machine learning model. This manual annotation process, however, imposes limitations on the model's ability to fully comprehend the stances in the sentence and hampers its potential to generalize across different contexts. In this study, we investigate the use of Large Language Models (LLMs) for the task of stance classification, with an absolute minimum use of human labels. We scrutinize four distinct types of prompting schemes combined with LLMs, comparing their accuracies with manual stance determination. Our study reveals that while LLMs can match or sometimes even exceed the benchmark results in each dataset, their overall accuracy is not definitively better than what can be produced by supervised models. This suggests potential areas for improvement in the stance classification for LLMs. The application of LLMs, however, opens up promising avenues for unsupervised stance detection, thereby curtailing the need for manual collection and annotation of stances. This not only streamlines the process but also paves the way for expanding stance detection capabilities across languages. Through this paper, we shed light on the stance classification abilities of LLMs, thereby contributing valuable insights that can guide future advancements in this domain.
This paper investigates how hate speech varies in systematic ways according to the identities it targets. Across multiple hate speech datasets annotated for targeted identities, we find that classifiers trained on hate speech targeting specific identity groups struggle to generalize to other targeted identities. This provides empirical evidence for differences in hate speech by target identity; we then investigate which patterns structure this variation. We find that the targeted demographic category (e.g. gender/sexuality or race/ethnicity) appears to have a greater effect on the language of hate speech than does the relative social power of the targeted identity group. We also find that words associated with hate speech targeting specific identities often relate to stereotypes, histories of oppression, current social movements, and other social contexts specific to identities. These experiments suggest the importance of considering targeted identity, as well as the social contexts associated with these identities, in automated hate speech classification.
This abstract proposes an approach towards goal-oriented modeling of the detection and modeling complex social phenomena in multiparty discourse in an online political strategy game. We developed a two-tier approach that first encodes sociolinguistic behavior as linguistic features then use reinforcement learning to estimate the advantage afforded to any player. In the first tier, sociolinguistic behavior, such as Friendship and Reasoning, that speakers use to influence others are encoded as linguistic features to identify the persuasive strategies applied by each player in simultaneous two-party dialogues. In the second tier, a reinforcement learning approach is used to estimate a graph-aware reward function to quantify the advantage afforded to each player based on their standing in this multiparty setup. We apply this technique to the game Diplomacy, using a dataset comprising of over 15,000 messages exchanged between 78 users. Our graph-aware approach shows robust performance compared to a context-agnostic setup.
TikTok is a popular new social media, where users express themselves through short video clips. A common form of interaction on the platform is participating in "challenges", which are songs and dances for users to iterate upon. Challenge contagion can be measured through replication reach, i.e., users uploading videos of their participation in the challenges. The uniqueness of the TikTok platform where both challenge content and user preferences are evolving requires the combination of challenge and user representation. This paper investigates social contagion of TikTok challenges through predicting a user's participation. We propose a novel deep learning model, deepChallenger, to learn and combine latent user and challenge representations from past videos to perform this user-challenge prediction task. We collect a dataset of over 7,000 videos from 12 trending challenges on the ForYouPage, the app's landing page, and over 10,000 videos from 1303 users. Extensive experiments are conducted and the results show that our proposed deepChallenger (F1=0.494) outperforms baselines (F1=0.188) in the prediction task.
Coordinated disinformation campaigns are used to influence social media users, potentially leading to offline violence. In this study, we introduce a general methodology to uncover coordinated messaging through analysis of user parleys on Parler. The proposed method constructs a user-to-user coordination network graph induced by a user-to-text graph and a text-to-text similarity graph. The text-to-text graph is constructed based on the textual similarity of Parler posts. We study three influential groups of users in the 6 January 2020 Capitol riots and detect networks of coordinated user clusters that are all posting similar textual content in support of different disinformation narratives related to the U.S. 2020 elections.
The 2020 coronavirus pandemic has heightened the need to flag coronavirus-related misinformation, and fact-checking groups have taken to verifying misinformation on the Internet. We explore stories reported by fact-checking groups PolitiFact, Poynter and Snopes from January to June 2020, characterising them into six story clusters before then analyse time-series and story validity trends and the level of agreement across sites. We further break down the story clusters into more granular story types by proposing a unique automated method with a BERT classifier, which can be used to classify diverse story sources, in both fact-checked stories and tweets.