17,070 research outputs found

    Third Party Tracking in the Mobile Ecosystem

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    Third party tracking allows companies to identify users and track their behaviour across multiple digital services. This paper presents an empirical study of the prevalence of third-party trackers on 959,000 apps from the US and UK Google Play stores. We find that most apps contain third party tracking, and the distribution of trackers is long-tailed with several highly dominant trackers accounting for a large portion of the coverage. The extent of tracking also differs between categories of apps; in particular, news apps and apps targeted at children appear to be amongst the worst in terms of the number of third party trackers associated with them. Third party tracking is also revealed to be a highly trans-national phenomenon, with many trackers operating in jurisdictions outside the EU. Based on these findings, we draw out some significant legal compliance challenges facing the tracking industry.Comment: Corrected missing company info (Linkedin owned by Microsoft). Figures for Microsoft and Linkedin re-calculated and added to Table

    An integrated ranking algorithm for efficient information computing in social networks

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    Social networks have ensured the expanding disproportion between the face of WWW stored traditionally in search engine repositories and the actual ever changing face of Web. Exponential growth of web users and the ease with which they can upload contents on web highlights the need of content controls on material published on the web. As definition of search is changing, socially-enhanced interactive search methodologies are the need of the hour. Ranking is pivotal for efficient web search as the search performance mainly depends upon the ranking results. In this paper new integrated ranking model based on fused rank of web object based on popularity factor earned over only valid interlinks from multiple social forums is proposed. This model identifies relationships between web objects in separate social networks based on the object inheritance graph. Experimental study indicates the effectiveness of proposed Fusion based ranking algorithm in terms of better search results.Comment: 14 pages, International Journal on Web Service Computing (IJWSC), Vol.3, No.1, March 201

    Developing a Video Game Metadata Schema for the Seattle Interactive Media Museum

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    As interest in video games increases, so does the need for intelligent access to them. However, traditional organizational systems and standards fall short. In order to fill this gap, we are collaborating with the Seattle Interactive Media Museum to develop a formal metadata schema for video games. In the paper, we describe how the schema was established from a user-centered design approach and introduce the core elements from our schema. We also discuss the challenges we encountered as we were conducting a domain analysis and cataloging real-world examples of video games. Inconsistent, vague, and subjective sources of information for title, genre, release date, feature, region, language, developer and publisher information confirm the importance of developing a standardized description model for video games

    Evaluating advanced search interfaces using established information-seeking model

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    When users have poorly defined or complex goals search interfaces offering only keyword searching facilities provide inadequate support to help them reach their information-seeking objectives. The emergence of interfaces with more advanced capabilities such as faceted browsing and result clustering can go some way to some way toward addressing such problems. The evaluation of these interfaces, however, is challenging since they generally offer diverse and versatile search environments that introduce overwhelming amounts of independent variables to user studies; choosing the interface object as the only independent variable in a study would reveal very little about why one design out-performs another. Nonetheless if we could effectively compare these interfaces we would have a way to determine which was best for a given scenario and begin to learn why. In this article we present a formative framework for the evaluation of advanced search interfaces through the quantification of the strengths and weaknesses of the interfaces in supporting user tactics and varying user conditions. This framework combines established models of users, user needs, and user behaviours to achieve this. The framework is applied to evaluate three search interfaces and demonstrates the potential value of this approach to interactive IR evaluation

    Crowdsourcing Linked Data on listening experiences through reuse and enhancement of library data

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    Research has approached the practice of musical reception in a multitude of ways, such as the analysis of professional critique, sales figures and psychological processes activated by the act of listening. Studies in the Humanities, on the other hand, have been hindered by the lack of structured evidence of actual experiences of listening as reported by the listeners themselves, a concern that was voiced since the early Web era. It was however assumed that such evidence existed, albeit in pure textual form, but could not be leveraged until it was digitised and aggregated. The Listening Experience Database (LED) responds to this research need by providing a centralised hub for evidence of listening in the literature. Not only does LED support search and reuse across nearly 10,000 records, but it also provides machine-readable structured data of the knowledge around the contexts of listening. To take advantage of the mass of formal knowledge that already exists on the Web concerning these contexts, the entire framework adopts Linked Data principles and technologies. This also allows LED to directly reuse open data from the British Library for the source documentation that is already published. Reused data are re-published as open data with enhancements obtained by expanding over the model of the original data, such as the partitioning of published books and collections into individual stand-alone documents. The database was populated through crowdsourcing and seamlessly incorporates data reuse from the very early data entry phases. As the sources of the evidence often contain vague, fragmentary of uncertain information, facilities were put in place to generate structured data out of such fuzziness. Alongside elaborating on these functionalities, this article provides insights into the most recent features of the latest instalment of the dataset and portal, such as the interlinking with the MusicBrainz database, the relaxation of geographical input constraints through text mining, and the plotting of key locations in an interactive geographical browser

    Retrieval Models for Genre Classification

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    Genre provides a characterization of a document with respect to its form or functional trait. Genre is orthogonal to topic, rendering genre information a powerful filter technology for information seekers in digital libraries. However, an efficient means for genre classification is an open and controversially discussed issue. This paper gives an overview and presents new results related to automatic genre classification of text documents. We present a comprehensive survey which contrasts the genre retrieval models that have been developed for Web and non-Web corpora. With the concept of genre-specific core vocabularies the paper provides an original contribution related to computational aspects and classification performance of genre retrieval models: we show how such vocabularies are acquired automatically and introduce new concentration measures that quantify the vocabulary distribution in a sensible way. Based on these findings we construct lightweight genre retrieval models and evaluate their discriminative power and computational efficiency. The presented concepts go beyond the existing utilization of vocabulary-centered, genre-revealing features and open new possibilities for the construction of genre classifiers that operate in real-time
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