153,889 research outputs found

    The Social Medium Selection Game

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    We consider in this paper competition of content creators in routing their content through various media. The routing decisions may correspond to the selection of a social network (e.g. twitter versus facebook or linkedin) or of a group within a given social network. The utility for a player to send its content to some medium is given as the difference between the dissemination utility at this medium and some transmission cost. We model this game as a congestion game and compute the pure potential of the game. In contrast to the continuous case, we show that there may be various equilibria. We show that the potential is M-concave which allows us to characterize the equilibria and to propose an algorithm for computing it. We then give a learning mechanism which allow us to give an efficient algorithm to determine an equilibrium. We finally determine the asymptotic form of the equilibrium and discuss the implications on the social medium selection problem

    Synote: development of a Web-based tool for synchronized annotations

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    This paper discusses the development of a Web-based media annotation application named Synote, which addresses the important issue that while the whole of a multimedia resource on the Web can be easily bookmarked, searched, linked to and tagged, it is still difficult to search or associate notes or other resources with a certain part of a resource. Synote supports the creation of synchronized notes, bookmarks, tags, links, images and text captions. It is a freely available application that enables any user to make annotations in and search annotations to any fragment of a continuous multimedia resource in the most used browsers and operating systems. In the implementation, Synote categorized different media resources and synchronized them via time line. The presentation of synchronized resources makes full use of Web 2.0 AJAX technology to enrich interoperability for the user experience. Positive evaluation results about the performance, efficiency and effectiveness of Synote were returned when using it with students and teachers for a number of undergraduate courses

    Transition to High-Speed Networks — SuperJANET Experience

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    For the time being, trials to establish the Information Superhighway are booming. In Britain, JANET has provided wide-area computer communication, and has recently been upgraded to SuperJANET, increasing the throughput by a factor of five to 10 Mb/s, with some sites having PDH access at n × 34 Mb/s. In this paper, the technological changes seen from a user perspective are addressed. A multimedia communication-based distance learning project on SuperJANET is introduced and the network performance measurements for this project are presented. These measurements suggest the employment of reservation protocol and packet scheduling. We also provide a mechanism for on-the-fly playback of continuous media

    Video Game Navigation: A Classification System for Navigational Acts

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    Navigation in video games has been a vastly neglected topic in game studies. In this paper a classification system for navigational acts has been developed through theoretical work as well as the analysis of multiple games. The result is an exclusive five-step classification system. Moreover, the development showed that navigational acts are highly dependent on the environment in which they occur. The system is a first step towards a deeper understanding of how the player navigates the gameworld, instead of what she navigates
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