Data Analysis and Prediction Based on Video Platform

Yuqing Fan, Hao Guo, Jingyang Li, Jiayi Zhu
{"title":"Data Analysis and Prediction Based on Video Platform","authors":"Yuqing Fan, Hao Guo, Jingyang Li, Jiayi Zhu","doi":"10.1109/ACEDPI58926.2023.00060","DOIUrl":null,"url":null,"abstract":"Nowadays, there are video platforms emerging and data virtualization and prediction on those platforms draw little attention. Related research on it is beneficial for both content creators and advertisers as it helps decision-making. In this study, a video platform in China called Bilibili was selected. This paper acquired the dataset from a number of top-rated video uploaders in their field from a data share website and preprocess them to combine them for each month. For each frame of the data, the number of likes, shares, comments, archives, and bullet charts was used to predict the number of views. In the analysis, this study mainly used random forest and sklearn to achieve the prediction. 368 data points were utilized, and in each data point the amount of favorite, share, save and play are combined to make the prediction. The prediction that is made by using random forest is much more realistic than that made by using sklearn because some of the statistics in the sklearn graph reach negative, which is not realistic in the real situation. According to the experimental results, it can be found that the play rate has a positive relationship with the amount of favorite which is the most important factor in play rate. The amount of share is the secondary factor, and the least effective factor is the amount of collecting.","PeriodicalId":124469,"journal":{"name":"2023 Asia-Europe Conference on Electronics, Data Processing and Informatics (ACEDPI)","volume":"213 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2023 Asia-Europe Conference on Electronics, Data Processing and Informatics (ACEDPI)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ACEDPI58926.2023.00060","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Nowadays, there are video platforms emerging and data virtualization and prediction on those platforms draw little attention. Related research on it is beneficial for both content creators and advertisers as it helps decision-making. In this study, a video platform in China called Bilibili was selected. This paper acquired the dataset from a number of top-rated video uploaders in their field from a data share website and preprocess them to combine them for each month. For each frame of the data, the number of likes, shares, comments, archives, and bullet charts was used to predict the number of views. In the analysis, this study mainly used random forest and sklearn to achieve the prediction. 368 data points were utilized, and in each data point the amount of favorite, share, save and play are combined to make the prediction. The prediction that is made by using random forest is much more realistic than that made by using sklearn because some of the statistics in the sklearn graph reach negative, which is not realistic in the real situation. According to the experimental results, it can be found that the play rate has a positive relationship with the amount of favorite which is the most important factor in play rate. The amount of share is the secondary factor, and the least effective factor is the amount of collecting.
基于视频平台的数据分析与预测
目前,视频平台不断涌现,但这些平台上的数据虚拟化和数据预测却很少受到关注。相关研究对内容创作者和广告商都是有益的,因为它有助于决策。在这个研究中,我们选择了一个中国的视频平台Bilibili。本文从一个数据共享网站上获取了该领域内一些排名靠前的视频上传者的数据集,并对其进行预处理,将每个月的数据进行合并。对于每一帧数据,使用点赞、分享、评论、存档和项目符号图的数量来预测视图的数量。在分析中,本研究主要使用随机森林和sklearn来实现预测。使用了368个数据点,在每个数据点中,将收藏、分享、保存和播放的数量结合起来进行预测。使用随机森林做出的预测比使用sklearn做出的预测更现实,因为sklearn图中的一些统计数据达到了负值,这在实际情况下是不现实的。根据实验结果可以发现,游戏率与最重要的因素——最喜欢的数量呈正相关。份额的多少是次要因素,最不有效的因素是收集量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信