Behavior informatics
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Behavior informatics (BI)[1][2] is the informatics of behaviors so as to obtain behavior intelligence and behavior insights. A behavior consists of three key elements: actors (behaviorial objects and behavioral objects), operations and interactions. Different from applied behavior analysis[3] from the psychological perspective, BI aims to build computational theories, systems and tools to qualitatively and quantitatively model, represent, describe, analyze, reason about, learn, predict, manage and use symbolic and/or mapped behaviors of individuals, groups and/or organizations, in order to build an in-depth understanding of behavior interactions, patterns, impacts, utilities, consequences, effects, networking, evolution, and dynamics.
BI is built on classic study of behavioral science,[4] including behavior modeling, applied behavior analysis, behavior analysis, behavioral economics, and organizational behavior. Typical BI tasks consist of behavioral formation analysis, behavior modeling,[5] behavior representation,[6] computational modeling,[7] behavior analysis,[8] behavior pattern analysis, behavior learning,[9] non-IID behavior analysis, behavior intervention, behavior impact modeling, high impact behavior analysis,[10] behavior utility analysis,[11] non-occurring behavior analysis,[12] group behavior analysis, coupled behavior analysis,[13] behavior management, and behavior simulation.[5]
From an informatics perspective, a behavior consists of behavior actor, operation, interactions, and their properties. A behavior can be represented as a behavior vector, all behaviors of an actor or an actor group can be represented as behavior sequences and multi-dimensional behavior matrix.
Behavior informatics is also called behavioral computing.[14]
References
- ^ Cao, Longbing (2010). "In-depth Behavior Understanding and Use: the Behavior Informatics Approach". Information Science. 180 (17): 3067–3085. doi:10.1016/j.ins.2010.03.025.
- ^ Cao, Longbing; Joachims, Thorsten; Wang, Can; et al. (2014). "Behavior Informatics: A New Perspective". IEEE Intelligent Systems. 29 (4): 62–80.
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: Explicit use of et al. in:|first3=
(help) - ^ Fisher, Wayne W.; Piazza, Cathleen C.; Roane, Henry S. (eds.) (2011). Handbook of Applied Behavior Analysis. The Guilford Press.
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:|first3=
has generic name (help) - ^ Hinkle, D.E.; Wiersma, W.; Jurs, S.G. (2002). Applied Statistics for the Behavioral Sciences: Applying Statistical Concepts. Wadsworth Publishing.
- ^ a b Zacharias, G.L.; MacMillan, J. (Eds.) (2008). Behavioral Modeling and Simulation: From Individuals to Societies. National Academies Press.
- ^ Wang, Can; et al. (2015). "Formalization and Verification of Group Behavior Interactions". IEEE T. Systems, Man, and Cybernetics: Systems. 45 (8): 1109–1124.
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(help) - ^ Ilgen, D.R.; Hulin., C.L. (Eds.) (2000). Computational Modeling of Behavior in Organizations: The Third Scientific Discipline. American Psychological Association.
- ^ Pierce, W.D.; Cheney, C.D. (2008). Behavior Analysis and Learning. Psychology Press.
- ^ Xu, Y.S.; Lee, K.C. (2005). Human Behavior Learning and Transfer. CRC Press.
- ^ Cao, Longbing; Zhao, Yanchang; Zhang, Chengqi (2008). "Mining Impact-Targeted Activity Patterns in Imbalanced Data". IEEE Trans. on Knowledge and Data Engineering. 20 (8): 1053–1066.
- ^ Yin, Junfu; et al. "USpan: An Efficient Algorithm for Mining High Utility Sequential Patterns". KDD2012: 660–668.
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: Explicit use of et al. in:|first=
(help) - ^ Cao, Longbing; Yu, Philip; Kumar, Vipin (2015). "Nonoccurring Behavior Analytics: A New Area". IEEE Intelligent Systems. 30 (6): 4–11.
- ^ Song, Ying; et al. "Coupled Behavior Analysis for Capturing Coupling Relationships in Group-based Market Manipulation". KDD 2012: 976–984.
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(help) - ^ Cao, Longbing; Yu, Philip S. (2012). Behavior Computing: Modeling, Analysis, Mining and Decision. Springer. ISBN 978-1-4471-2969-1.
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