human: Given a node-centered hypergraph: <hypergraph>, where nodes represent papers and hyperedges represent sets of papers co-cited by a source paper.

Details of the hypergraph:
Center node: "gendered conversation in a social game streaming platform"
  Abstract: Online social media and games are increasingly replacing offline social activities. Social media is now an indispensable mode of communication; online gaming is not only a genuine social activity but also a popular spectator sport. With support for anonymity and larger audiences, online interaction shrinks social and geographical barriers. Despite such benefits, social disparities such as gender inequality persist in online social media. In particular, online gaming communities have been criticized for persistent gender disparities and objectification. As gaming evolves into a social platform, persistence of gender disparity is a pressing question. Yet, there are few large-scale, systematic studies of gender inequality and objectification in social gaming platforms. Here we analyze more than one billion chat messages from Twitch, a social game-streaming platform, to study how the gender of streamers is associated with the nature of conversation. Using a combination of computational text analysis methods, we show that gendered conversation and objectification is prevalent in chats. Female streamers receive significantly more objectifying comments while male streamers receive more game-related comments. This difference is more pronounced for popular streamers. There also exists a large number of users who post only on female or male streams. Employing a neural vector-space embedding (paragraph vector) method, we analyze gendered chat messages and create prediction models that (i) identify the gender of streamers based on messages posted in the channel and (ii) identify the gender a viewer prefers to watch based on their chat messages. Our findings suggest that disparities in social game-streaming platforms is a nuanced phenomenon that involves the gender of streamers as well as those who produce gendered and game-related conversation.

Connected through hyperedge HE-1 (induced by source paper "frameaxis characterizing framing bias and intensity with word embedding"):
  with members:
    - "the geometry of culture analyzing the meanings of class through word embeddings"
    - "semaxis a lightweight framework to characterize domain specific word semantics beyond sentiment"
    - "framing and agenda setting in russian news a computational analysis of intricate political strategies"
    - "distributed representations of words and phrases and their compositionality"
    - "measuring the happiness of large scale written expression songs blogs and presidents"

Connected through hyperedge HE-2 (induced by source paper "e sports talent scouting based on multimodal twitch stream data"):
  with members:
    - "twitch plays pokemon machine learns twitch unsupervised context aware anomaly detection for identifying trolls in streaming data"
    - "learning a text video embedding from incomplete and heterogeneous data"
    - "in defense of the triplet loss for person re identification"
    - "video highlight prediction using audience chat reactions"
    - "flownet 2 0 evolution of optical flow estimation with deep networks"
    - "soundnet learning sound representations from unlabeled video"
    - "from pixels to sentiment fine tuning cnns for visual sentiment prediction"
    - "deep residual learning for image recognition"

Connected through hyperedge HE-3 (induced by source paper "tweeting your destiny profiling users in the twitter landscape around an online game"):
  with members:
    - "measuring gamergate a tale of hate sexism and bullying"

Connected through hyperedge HE-4 (induced by source paper "white man and highly followed gender and race inequalities in twitter"):
  with members:
    - "quantifying search bias investigating sources of bias for political searches in social media"
    - "demographics of news sharing in the u s twittersphere"
    - "linguistic diversities of demographic groups in twitter"
    - "who makes trends understanding demographic biases in crowdsourced recommendations"
    - "from migration corridors to clusters the value of google data for migration studies"
    - "women through the glass ceiling gender asymmetries in wikipedia"
    - "greysanatomy vs yankees demographics and hashtag use on twitter"
    - "inferring gender from names on the web a comparative evaluation of gender detection methods"

Question: Please tell me which class the center node belongs to. The 40 classes are: cs.NA(Numerical Analysis), cs.MM(Multimedia), cs.LO(Logic in Computer Science), cs.CY(Computers and Society), cs.CR(Cryptography and Security), cs.DC(Distributed, Parallel, and Cluster Computing), cs.HC(Human-Computer Interaction), cs.CE(Computational Engineering, Finance, and Science), cs.NI(Networking and Internet Architecture), cs.CC(Computational Complexity), cs.AI(Artificial Intelligence), cs.MA(Multiagent Systems), cs.GL(General Literature), cs.NE(Neural and Evolutionary Computing), cs.SC(Symbolic Computation), cs.AR(Hardware Architecture), cs.CV(Computer Vision and Pattern Recognition), cs.GR(Graphics), cs.ET(Emerging Technologies), cs.SY(Systems and Control), cs.CG(Computational Geometry), cs.OH(Other Computer Science), cs.PL(Programming Languages), cs.SE(Software Engineering), cs.LG(Machine Learning), cs.SD(Sound), cs.SI(Social and Information Networks), cs.RO(Robotics), cs.IT(Information Theory), cs.PF(Performance), cs.CL(Computation and Language), cs.IR(Information Retrieval), cs.MS(Mathematical Software), cs.FL(Formal Languages and Automata Theory), cs.DS(Data Structures and Algorithms), cs.OS(Operating Systems), cs.GT(Computer Science and Game Theory), cs.DB(Databases), cs.DL(Digital Libraries), cs.DM(Discrete Mathematics). Directly output the class name.

gpt: cs.SI(Social and Information Networks)