9,757 research outputs found

    Disparity between the Programmatic Views and the User Perceptions of Mobile Apps

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    User perception in any mobile-app ecosystem, is represented as user ratings of apps. Unfortunately, the user ratings are often biased and do not reflect the actual usability of an app. To address the challenges associated with selection and ranking of apps, we need to use a comprehensive and holistic view about the behavior of an app. In this paper, we present and evaluate Trust based Rating and Ranking (TRR) approach. It relies solely on an apps' internal view that uses programmatic artifacts. We compute a trust tuple (Belief, Disbelief, Uncertainty - B, D, U) for each app based on the internal view and use it to rank the order apps offering similar functionality. Apps used for empirically evaluating the TRR approach are collected from the Google Play Store. Our experiments compare the TRR ranking with the user review-based ranking present in the Google Play Store. Although, there are disparities between the two rankings, a slightly deeper investigation indicates an underlying similarity between the two alternatives

    The Enigma of Digitized Property A Tribute to John Perry Barlow

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    Compressive Sensing has attracted a lot of attention over the last decade within the areas of applied mathematics, computer science and electrical engineering because of it suggesting that we can sample a signal under the limit that traditional sampling theory provides. By then using dierent recovery algorithms we are able to, theoretically, recover the complete original signal even though we have taken very few samples to begin with. It has been proven that these recovery algorithms work best on signals that are highly compressible, meaning that the signals can have a sparse representation where the majority of the signal elements are close to zero. In this thesis we implement some of these recovery algorithms and investigate how these perform practically on a real video signal consisting of 300 sequential image frames. The video signal will be under sampled, using compressive sensing, and then recovered using two types of strategies, - One where no time correlation between successive frames is assumed, using the classical greedy algorithm Orthogonal Matching Pursuit (OMP) and a more robust, modied OMP called Predictive Orthogonal Matching Pursuit (PrOMP). - One newly developed algorithm, Dynamic Iterative Pursuit (DIP), which assumes and utilizes time correlation between successive frames. We then performance evaluate and compare these two strategies using the Peak Signal to Noise Ratio (PSNR) as a metric. We also provide visual results. Based on investigation of the data in the video signal, using a simple model for the time correlation and transition probabilities between dierent signal coecients in time, the DIP algorithm showed good recovery performance. The main results showed that DIP performed better and better over time and outperformed the PrOMP up to a maximum of 6 dB gain at half of the original sampling rate but performed slightly below the PrOMP in a smaller part of the video sequence where the correlation in time between successive frames in the original video sequence suddenly became weaker.Compressive sensing har blivit mer och mer uppmarksammat under det senaste decenniet inom forskningsomraden sasom tillampad matematik, datavetenskap och elektroteknik. En stor anledning till detta ar att dess teori innebar att det blir mojligt att sampla en signal under gransen som traditionell samplingsteori innebar. Genom att sen anvanda olika aterskapningsalgoritmer ar det anda teoretiskt mojligt att aterskapa den ursprungliga signalen. Det har visats sig att dessaaterskapningsalgoritmer funkar bast pa signaler som ar mycket kompressiva, vilket innebar att dessa signaler kan representeras glest i nagon doman dar merparten av signalens koecienter ar nara 0 i varde. I denna uppsats implementeras vissa av dessaaterskapningsalgoritmer och vi undersoker sedan hur dessa presterar i praktiken pa en riktig videosignal bestaende av 300 sekventiella bilder. Videosignalen kommer att undersamplas med compressive sensing och sen aterskapas genom att anvanda 2 typer av strategier, - En dar ingen tidskorrelation mellan successiva bilder i videosignalen antas genom att anvanda klassiska algoritmer sasom Orthogonal Matching Pursuit (OMP) och en mer robust, modierad OMP : Predictive Orthogonal Matching Pursuit (PrOMP). - En nyligen utvecklad algoritm, Dynamic Iterative Pursuit (DIP), som antar och nyttjar en tidskorrelation mellan successiva bilder i videosignalen. Vi utvarderar och jamfor prestandan i dessa tva olika typer av strategier genom att anvanda Peak Signal to Noise Ratio (PSNR) som jamforelseparameter. Vi ger ocksa visuella resultat fran videosekvensen. Baserat pa undersokning av data i videosignalen visade det sig, genom att anvanda enkla modeller, bade for tidskorrelationen och sannolikhetsfunktioner for vilka koecienter som ar aktiva vid varje tidpunkt, att DIP algoritmen visade battre prestanda an de tva andra tidsoberoende algoritmerna under visa tidsekvenser. Framforallt de sekvenser dar videosignalen inneholl starkare korrelation i tid. Som mest presterade DIP upp till 6 dB battre an OMP och PrOMP

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ
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