886 research outputs found

    Enhancing fan experience during live sports broadcasts through second screen applications

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    When sports fans attend live sports events, they usually engage in social experiences with friends, family members and other fans at the venue sharing the same affiliation. However, fans watching the same event through a live television broadcast end up not feeling so emotionally connected with the athletes and other fans as they would if they were watching it live, together with thousands of other fans. With this in mind, we seek to create mobile applications that deliver engaging social experiences involving remote fans watching live broadcasted sports events. Taking into account the growing use of mobile devices when watching TV broadcasts, these mobile applications explore the second screen concept, which allows users to interact with content that complements the TV broadcast. Within this context, we present a set of second screen application prototypes developed to test our concepts, the corresponding user studies and results, as well as suggestions on how to apply the prototypes’ concepts not only in different sports, but also during TV shows and electronic sports. Finally, we also present the challenges we faced and the guidelines we followed during the development and evaluation phases, which may give a considerable contribution to the development of future second screen applications for live broadcasted events

    Two-Tier Market Institutions

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    This paper models a hierarchical system for market governance. A monitoring agency detects any opportunistic behavior in each small sub- market or lower tier, using the superior information available at that level. Trade can occur across sub-markets. A small upper-level group of sub- market monitors arranges communication of the news of any cheating in one sub-market to all other sub-markets. I examine when and how such a system can overcome the diminishing returns to information acquisition and communication that have limited the scope and size of self-governing trading communities in the past. I then offer tentative suggestions for governance of globalized markets

    Principles of cooperation across systems: from human sharing to multicellularity and cancer

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    abstract: From cells to societies, several general principles arise again and again that facilitate cooperation and suppress conflict. In this study, I describe three general principles of cooperation and how they operate across systems including human sharing, cooperation in animal and insect societies and the massively large-scale cooperation that occurs in our multicellular bodies. The first principle is that of Walk Away: that cooperation is enhanced when individuals can leave uncooperative partners. The second principle is that resource sharing is often based on the need of the recipient (i.e., need-based transfers) rather than on strict account-keeping. And the last principle is that effective scaling up of cooperation requires increasingly sophisticated and costly cheater suppression mechanisms. By comparing how these principles operate across systems, we can better understand the constraints on cooperation. This can facilitate the discovery of novel ways to enhance cooperation and suppress cheating in its many forms, from social exploitation to cancer.The final version of this article, as published in Evolutionary Applications, can be viewed online at: http://onlinelibrary.wiley.com/doi/10.1111/eva.12303/abstract

    Model-driven Personalisation of Human-Computer Interaction across Ubiquitous Computing Applications

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    Personalisation is essential to Ubiquitous Computing (Ubicomp), which focuses on a human-centred paradigm aiming to provide interaction with adaptive content, services, and interfaces towards each one of its users, according to the context of the applications’ scenarios. However, the provision of that appropriated personalised interaction is a true challenge due to different reasons, such as the user interests, heterogeneous environments and devices, dynamic user behaviour and data capture. This dissertation focuses on a model-driven personalisation solution that has the main goal of facili-tating the implementation of a personalised human-computer interaction across different Ubicomp scenarios and applications. The research reported here investigates how a generic and interoperable model for personalisation can be used, shared and processed by different applications, among diverse devices, and across different scenarios, studying how it can enrich human-computer interaction. The research started by the definition of a consistent user model with the integration of context to end in a pervasive model for the definition of personalisations across different applications. Besides the model proposal, the other key contributions within the solution are the modelling frame-work, which encapsulates the model and integrates the user profiling module, and a cloud-based platform to pervasively support developers in the implementation of personalisation across different applications and scenarios. This platform provides tools to put end users in control of their data and to support developers through web services based operations implemented on top of a personalisa-tion API, which can also be used independently of the platform for testing purposes, for instance. Several Ubicomp applications prototypes were designed and used to evaluate, at different phases, both the solution as a whole and each one of its components. Some were specially created with the goal of evaluating specific research questions of this work. Others were being developed with a pur-pose other than for personalisation evaluation, but they ended up as personalised prototypes to better address their initial goals. The process of applying the personalisation model to the design of the latter should also work as a proof of concept on the developer side. On the one hand, developers have been probed with the implementation of personalised applications using the proposed solution, or a part of it, to assess how it works and can help them. The usage of our solution by developers was also important to assess how the model and the platform respond to the developers’ needs. On the other hand, some prototypes that implement our model-driven per-sonalisation solution have been selected for end user evaluation. Usually, user testing was conducted at two different stages of the development, using: (1) a non-personalised version; (2) the final per-sonalised version. This procedure allowed us to assess if personalisation improved the human-com-puter interaction. The first stage was also important to know who were the end users and gather interaction data to come up with personalisation proposals for each prototype. Globally, the results of both developers and end users tests were very positive. Finally, this dissertation proposes further work, which is already ongoing, related to the study of a methodology to the implementation and evaluation of personalised applications, supported by the development of three mobile health applications for rehabilitation

    Cheat detection and security in video games

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    Online cheaters: Profiles and motivations of internet users who falsify their data online

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    The digital environment, which includes the Internet and social networks, is propitious for digital marketing. However, the collection, filtering and analysis of the enormous, constant flow of information on social networks is a major challenge for both academics and practitioners. The aim of this research is to assist the process of filtering the personal information provided by users when registering online, and to determine which user profiles lie the most, and why. This entailed conducting three different studies. Study 1 estimates the percentage of Spanish users by stated sex and generation who lie the most when registering their personal data by analysing a database of 5,534,702 participants in online sweepstakes and quizzes using a combination of error detection algorithms, and a test of differences in proportions to measure the profiles of the most fraudulent users. Estimates show that some user profiles are more inclined to make mistakes and others to forge data intentionally, the latter being the majority. The groups that are most likely to supply incorrect data are older men and younger women. Study 2 explores the main motivations for intentionally providing false information, and finds that the most common reasons are related to amusement, such as playing pranks, and lack of faith in the company's data privacy and security measures. These results will enable academics and companies to improve mechanisms to filter out cheaters and avoid including them in their databases

    Selected Papers from the First International Symposium on Future ICT (Future-ICT 2019) in Conjunction with 4th International Symposium on Mobile Internet Security (MobiSec 2019)

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    The International Symposium on Future ICT (Future-ICT 2019) in conjunction with the 4th International Symposium on Mobile Internet Security (MobiSec 2019) was held on 17–19 October 2019 in Taichung, Taiwan. The symposium provided academic and industry professionals an opportunity to discuss the latest issues and progress in advancing smart applications based on future ICT and its relative security. The symposium aimed to publish high-quality papers strictly related to the various theories and practical applications concerning advanced smart applications, future ICT, and related communications and networks. It was expected that the symposium and its publications would be a trigger for further related research and technology improvements in this field

    Referee-based architectures for massively multiplayer online games

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    Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance of the virtual world. Current commercial MMOG use a Client/Server (C/S) architecture in which the server simulates and validates the game, and notifies players about the current game state. While C/S is very popular, it has several limitations: (i) C/S has poor scalability as the server is a bandwidth and processing bottleneck; (ii) all updates must be routed through the server, reducing responsiveness; (iii) players with lower client-to-server delay than their opponents have an unfair advantage as they can respond to game events faster; and (iv) the server is a single point of failure.The Mirrored Server (MS) architecture uses multiple mirrored servers connected via a private network. MS achieves better scalability, responsiveness, fairness, and reliability than C/S; however, as updates are still routed through the mirrored servers the problems are not eliminated. P2P network game architectures allow players to exchange updates directly, maximising scalability, responsiveness, and fairness, while removing the single point of failure. However, P2P games are vulnerable to cheating. Several P2P architectures have been proposed to detect and/or prevent game cheating. Nevertheless, they only address a subset of cheating methods. Further, these solutions require costly distributed validation algorithms that increase game delay and bandwidth, and prevent players with high latency from participating.In this thesis we propose a new cheat classification that reflects the levels in which the cheats occur: game, application, protocol, or infrastructure. We also propose three network game architectures: the Referee Anti-Cheat Scheme (RACS), the Mirrored Referee Anti-Cheat Scheme (MRACS), and the Distributed Referee Anti-Cheat Scheme (DRACS); which maximise game scalability, responsiveness, and fairness, while maintaining cheat detection/prevention equal to that in C/S. Each proposed architecture utilises one or more trusted referees to validate the game simulation - similar to the server in C/S - while allowing players to exchange updates directly - similar to peers in P2P.RACS is a hybrid C/S and P2P architecture that improves C/S by using a referee in the server. RACS allows honest players to exchange updates directly between each other, with a copy sent to the referee for validation. By allowing P2P communication RACS has better responsiveness and fairness than C/S. Further, as the referee is not required to forward updates it has better bandwidth and processing scalability. The RACS protocol could be applied to any existing C/S game. Compared to P2P protocols RACS has lower delay, and allows players with high delay to participate. Like in many P2P architectures, RACS divides time into rounds. We have proposed two efficient solutions to find the optimal round length such that the total system delay is minimised.MRACS combines the RACS and MS architectures. A referee is used at each mirror to validate player updates, while allowing players to exchange updates directly. By using multiple mirrored referees the bandwidth required by each referee, and the player-to mirror delays, are reduced; improving the scalability, responsiveness and fairness of RACS, while removing its single point of failure. Direct communication MRACS improves MS in terms of its responsiveness, fairness, and scalability. To maximise responsiveness, we have defined and solved the Client-to-Mirror Assignment (CMA) problem to assign clients to mirrors such that the total delay is minimised, and no mirror is overloaded. We have proposed two sets of efficient solutions: the optimal J-SA/L-SA and the faster heuristic J-Greedy/L-Greedy to solve CMA.DRACS uses referees distributed to player hosts to minimise the publisher / developer infrastructure, and maximise responsiveness and/or fairness. To prevent colluding players cheating DRACS requires every update to be validated by multiple unaffiliated referees, providing cheat detection / prevention equal to that in C/S. We have formally defined the Referee Selection Problem (RSP) to select a set of referees from the untrusted peers such that responsiveness and/or fairness are maximised, while ensuring the probability of the majority of referees colluding is below a pre-defined threshold. We have proposed two efficient algorithms, SRS-1 and SRS-2, to solve the problem.We have evaluated the performances of RACS, MRACS, and DRACS analytically and using simulations. We have shown analytically that RACS, MRACS and DRACS have cheat detection/prevention equivalent to that in C/S. Our analysis shows that RACS has better scalability and responsiveness than C/S; and that MRACS has better scalability and responsiveness than C/S, RACS, and MS. As there is currently no publicly available traces from MMOG we have constructed artificial and realistic inputs. We have used these inputs on all simulations in this thesis to show the benefits of our proposed architectures and algorithms
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