11 research outputs found
Influence Analysis towards Big Social Data
Large scale social data from online social networks, instant messaging applications, and wearable devices have seen an exponential growth in a number of users and activities recently. The rapid proliferation of social data provides rich information and infinite possibilities for us to understand and analyze the complex inherent mechanism which governs the evolution of the new technology age. Influence, as a natural product of information diffusion (or propagation), which represents the change in an individualâs thoughts, attitudes, and behaviors resulting from interaction with others, is one of the fundamental processes in social worlds. Therefore, influence analysis occupies a very prominent place in social related data analysis, theory, model, and algorithms. In this dissertation, we study the influence analysis under the scenario of big social data. Firstly, we investigate the uncertainty of influence relationship among the social network. A novel sampling scheme is proposed which enables the development of an efficient algorithm to measure uncertainty. Considering the practicality of neighborhood relationship in real social data, a framework is introduced to transform the uncertain networks into deterministic weight networks where the weight on edges can be measured as Jaccard-like index. Secondly, focusing on the dynamic of social data, a practical framework is proposed by only probing partial communities to explore the real changes of a social network data. Our probing framework minimizes the possible difference between the observed topology and the actual network through several representative communities. We also propose an algorithm that takes full advantage of our divide-and-conquer strategy which reduces the computational overhead. Thirdly, if let the number of users who are influenced be the depth of propagation and the area covered by influenced users be the breadth, most of the research results are only focused on the influence depth instead of the influence breadth. Timeliness, acceptance ratio, and breadth are three important factors that significantly affect the result of influence maximization in reality, but they are neglected by researchers in most of time. To fill the gap, a novel algorithm that incorporates time delay for timeliness, opportunistic selection for acceptance ratio, and broad diffusion for influence breadth has been investigated. In our model, the breadth of influence is measured by the number of covered communities, and the tradeoff between depth and breadth of influence could be balanced by a specific parameter. Furthermore, the problem of privacy preserved influence maximization in both physical location network and online social network was addressed. We merge both the sensed location information collected from cyber-physical world and relationship information gathered from online social network into a unified framework with a comprehensive model. Then we propose the resolution for influence maximization problem with an efficient algorithm. At the same time, a privacy-preserving mechanism are proposed to protect the cyber physical location and link information from the application aspect. Last but not least, to address the challenge of large-scale data, we take the lead in designing an efficient influence maximization framework based on two new models which incorporate the dynamism of networks with consideration of time constraint during the influence spreading process in practice. All proposed problems and models of influence analysis have been empirically studied and verified by different, large-scale, real-world social data in this dissertation
Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends
In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues
Sequential Tasks Shifting for Participation in Demand Response Programs
In this paper, the proposed methodology minimizes the electricity cost of a laundry room by means of load shifting. The laundry room is equipped with washing machines, dryers, and irons. Additionally, the optimization model handles demand response signals, respecting user preferences while providing the required demand reduction. The sequence of devices operation is also modeled, ensuring correct operation cycles of different types of devices which are not allowed to overlap or have sequence rules. The implemented demand response program specifies a power consumption limit in each period and offers discounts for energy prices as incentives. In addition, users can define the required number of operations for each device in specific periods, and the preferences regarding the operation of consecutive days. In the case study, results have been obtained regarding six scenarios that have been defined to survey about effects of different energy tariffs, power limitations, and incentives, in a laundry room equipped with three washing machines, two dryers, and one iron. A sensitivity analysis of the power consumption limit is presented. The results show that the proposed methodology is able to accommodate the implemented scenario, respecting user preferences and demand response program, minimizing energy costs. The final electricity price has been calculated for all scenarios to discuss the more effective schedule in each scenario.This work has received funding from Portugal 2020 under SPEAR project (NORTE-01-0247-FEDER-040224), in the scope of ITEA 3 SPEAR Project 16001 and from FEDER Funds through COMPETE program and from National Funds through (FCT) under the project UIDB/00760/2020, and CEECIND/02887/2017.info:eu-repo/semantics/publishedVersio
Energy-Efficient GPU Clusters Scheduling for Deep Learning
Training deep neural networks (DNNs) is a major workload in datacenters
today, resulting in a tremendously fast growth of energy consumption. It is
important to reduce the energy consumption while completing the DL training
jobs early in data centers. In this paper, we propose PowerFlow, a GPU clusters
scheduler that reduces the average Job Completion Time (JCT) under an energy
budget. We first present performance models for DL training jobs to predict the
throughput and energy consumption performance with different configurations.
Based on the performance models, PowerFlow dynamically allocates GPUs and
adjusts the GPU-level or job-level configurations of DL training jobs.
PowerFlow applies network packing and buddy allocation to job placement, thus
avoiding extra energy consumed by cluster fragmentations. Evaluation results
show that under the same energy consumption, PowerFlow improves the average JCT
by 1.57 - 3.39 x at most, compared to competitive baselines
A survey on deep learning in image polarity detection: Balancing generalization performances and computational costs
Deep convolutional neural networks (CNNs) provide an effective tool to extract complex information from images. In the area of image polarity detection, CNNs are customarily utilized in combination with transfer learning techniques to tackle a major problem: the unavailability of large sets of labeled data. Thus, polarity predictors in general exploit a pre-trained CNN as the feature extractor that in turn feeds a classification unit. While the latter unit is trained from scratch, the pre-trained CNN is subject to fine-tuning. As a result, the specific CNN architecture employed as the feature extractor strongly affects the overall performance of the model. This paper analyses state-of-the-art literature on image polarity detection and identifies the most reliable CNN architectures. Moreover, the paper provides an experimental protocol that should allow assessing the role played by the baseline architecture in the polarity detection task. Performance is evaluated in terms of both generalization abilities and computational complexity. The latter attribute becomes critical as polarity predictors, in the era of social networks, might need to be updated within hours or even minutes. In this regard, the paper gives practical hints on the advantages and disadvantages of the examined architectures both in terms of generalization and computational cost
Optimizing the frequency capping: a robust and reliable methodology to define the number of ads to Maximize ROAS
The goal of digital marketing is to connect advertisers with users that are interested in their products. This means serving ads to users, and it could lead to a user receiving hundreds of impressions of the same ad. Consequently, advertisers can define a maximum threshold to the number of impressions a user can receive, referred to as Frequency Cap. However, low frequency caps mean many users are not engaging with the advertiser. By contrast, with high frequency caps, users may receive many ads leading to annoyance and wasting budget. We build a robust and reliable methodology to define the number of ads that should be delivered to different users to maximize the ROAS and reduce the possibility that users get annoyed with the ads" brand. The methodology uses a novel technique to find the optimal frequency capping based on the number of non-clicked impressions rather than the traditional number of received impressions. This methodology is validated using simulations and large-scale datasets obtained from real ad campaigns data. To sum up, our work proves that it is feasible to address the frequency capping optimization as a business problem, and we provide a framework that can be used to configure efficient frequency capping values.The research leading to these results received funding from the European Unionâs Horizon 2020 innovation action programme under the grant agreement No 871370 (PIMCITY project); the Ministerio de EconomĂa, Industria y Competitividad, Spain, and the European Social Fund(EU), under the RamĂłn y Cajal programme (Grant RyC-2015-17732); the Ministerio de Ciencia e InnovaciĂłn under the project ACHILLES (Grant PID2019-104207RB-I00); the Community of Madrid synergic project EMPATIA-CM (Grant Y2018/TCS-5046); and the FundaciĂłn BBVA under the project AERIS
Learning Interpretable Features of Graphs and Time Series Data
Graphs and time series are two of the most ubiquitous representations of data of modern time. Representation learning of real-world graphs and time-series data is a key component for the downstream supervised and unsupervised machine learning tasks such as classification, clustering, and visualization. Because of the inherent high dimensionality, representation learning, i.e., low dimensional vector-based embedding of graphs and time-series data is very challenging. Learning interpretable features incorporates transparency of the feature roles, and facilitates downstream analytics tasks in addition to maximizing the performance of the downstream machine learning models. In this thesis, we leveraged tensor (multidimensional array) decomposition for generating interpretable and low dimensional feature space of graphs and time-series data found from three domains: social networks, neuroscience, and heliophysics. We present the theoretical models and empirical results on node embedding of social networks, biomarker embedding on fMRI-based brain networks, and prediction and visualization of multivariate time-series-based flaring and non-flaring solar events
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The interpretation of copyright protection in video game streaming in Europe
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonVideo games play an important role in the economic and cultural landscape in Europe and have been the basis for user-generated content of all kinds. Online video gaming in particular has become very popular worldwide. One of the reasons for the ever-increasing popularity of the online video game is that it is available for live game streaming. âLetâs Playâ (LP) videos, is a term originated by the gaming community to refer to videos of someone playing a video game, with their audio commentary of the gameplay, which is edited to entertain the audience. LP videos are âepisodic accounts of a playerâs journeyâ, are very entertaining in nature, and can be broadcasted as pre-recorded videos on video-sharing platforms as well as live streamed.
There are three types of LP videos: reviews, playthrough videos with commentary, and playthrough videos without commentary. The first category constitutes reviews of video games. In the second category a viewer can watch the entire or part of the video game being played, while the gamer gives his/her commentary on their experience. In the third category, viewers can watch videos of the entire game being played, with no commentary of the gamer.
There is a debate about whether streaming video games online constitutes an act of communication to the public and as such, an online copyright infringement. Article 3 of the Directive 2001/29/EC provides that Member States shall provide authors with the exclusive right to authorise or prohibit any communication to the public of their works, by wire or wireless means, including the making available to the public of their works in such a way that members of the public may access them from a place and at a time individually chosen by them. Given that gamers communicate to the public whole or part of a video game, without the authorisation of the rightholder, it constitutes an unauthorised act of communication to the public. However, economic and strategy reasons have led video game developers to tolerate streaming activity, leaving streamers and platforms that host streaming videos at an uncertain stage regarding the lawfulness of their activities. While review LP videos fall under the exceptions and limitations to the communication to the public right, for the purposes of criticism or review, playthrough videos with and without commentary do not.
The thesis interprets the communication to the public right in video game streaming, explores whether hosting service providers (platforms) can effectively take down infringing content as well as whether Internet Service Providers (ISPs) can effectively block access to infringing content. With the deployment of doctrinal and comparative analysis, the thesis brings to the surface the limitations of current online copyright enforcement methods and proposes ways to overcome those obstacles. In an effort to strike a fair balance between the rightholdersâ rights, the right to conduct a business, and the freedom of expression, the thesis contributes that for LP videos and live streams to continue to exist, without the risk that they will be taken down after a request made by the rightholders, licence agreement is an alternative and feasible solution. In light of the DSM Directive 2019/790, streaming platforms, such as YouTube and Twitch.tv, perform an act of communication to the public or an act of making available to the public when give the public access to copyright-protected works or other protected subject matter uploaded by its users. Platforms shall be liable for unauthorised act of communication to the public, unless they obtain authorisation from the rightholder, by concluding a licence agreement, or they demonstrate that they have made their best efforts to obtain authorisation. The DSM Directive requires a licence agreement between rightholders and service providers (platforms). It is proposed that the licence agreement, which would allow the streaming of video game content, should be restricted to certain types of video games. Meanwhile, the thesis explores the potential of blockchain technology for the facilitation of the licence agreement. The potential of blockchain technology to process huge amounts of data, to issue digital certificates and the track of the use of non-licensable works would benefit the rightholders, intermediaries, and users
Recent Developments on Mobile Ad-Hoc Networks and Vehicular Ad-Hoc Networks
This book presents collective works published in the recent Special Issue (SI) entitled "Recent Developments on Mobile Ad-Hoc Networks and Vehicular Ad-Hoc Networksâ. These works expose the readership to the latest solutions and techniques for MANETs and VANETs. They cover interesting topics such as power-aware optimization solutions for MANETs, data dissemination in VANETs, adaptive multi-hop broadcast schemes for VANETs, multi-metric routing protocols for VANETs, and incentive mechanisms to encourage the distribution of information in VANETs. The book demonstrates pioneering work in these fields, investigates novel solutions and methods, and discusses future trends in these field