159,321 research outputs found

    Interactive Search and Exploration in Online Discussion Forums Using Multimodal Embeddings

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    In this paper we present a novel interactive multimodal learning system, which facilitates search and exploration in large networks of social multimedia users. It allows the analyst to identify and select users of interest, and to find similar users in an interactive learning setting. Our approach is based on novel multimodal representations of users, words and concepts, which we simultaneously learn by deploying a general-purpose neural embedding model. We show these representations to be useful not only for categorizing users, but also for automatically generating user and community profiles. Inspired by traditional summarization approaches, we create the profiles by selecting diverse and representative content from all available modalities, i.e. the text, image and user modality. The usefulness of the approach is evaluated using artificial actors, which simulate user behavior in a relevance feedback scenario. Multiple experiments were conducted in order to evaluate the quality of our multimodal representations, to compare different embedding strategies, and to determine the importance of different modalities. We demonstrate the capabilities of the proposed approach on two different multimedia collections originating from the violent online extremism forum Stormfront and the microblogging platform Twitter, which are particularly interesting due to the high semantic level of the discussions they feature

    Game on! a report on the interactive leisure software subsector in London

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    There is a paucity of good quality data on the UK video games industry. Information such as value-added, investment on R&D, average annual expenditure on training and the value of video games in terms of exports, for example, is thin or incomplete. This is a serious problem. If we are to improve the competitiveness of the UK games development sector then we must have better quality information. Games developers will then be able to benchmark their business activities against industry averages. Overseas investors will also then be better informed about the benefits of investing in the UK leisure software sector. This Report confirms the lacunae in our knowledge that exists about the video games industry. For example, the Office of National Statistics still does not have a specific code to identify interactive leisure software businesses. Yet the Report also shines a light on the video games industry in the UK in general and in London in particular

    Water level monitoring and controlling of water treatment plants using wireless sensors in LabVIEW

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    Monitoring and controlling systems are taken as the main entity of any field which can ensure for the effective performance, hence its importance is rising exponentially in industry field. There can be many factors which can bring variations in those systems. This may cease the efficiency of the industry and destruction of industrial equipment. Therefore, monitoring, evaluation and controlling of the variables of any system is significantly important. The main objective of this research is to investigate the process of combining monitoring and controlling of the water level in the distribution tanks of water treatment plants by using wireless sensors network. The design and developed prototype of remote monitoring and controlling system of water levels in various tanks can be used in different parts of the water treatment plants. We have proposed, developed and tested hardware module based on two Arduino Mega2560 boards linked wirelessly by using two NRF transceivers. Remote Arduino is designed to monitor the water flow and the level of the distribution tank besides controlling the water level whenever is necessary. The real time sensors readings obtained are observed by specially designed LabVIEW application using graphical user interface running on a PC connected directly to the local Arduino. The application displays and analyses sensors reading on the front panel. Water level is controlled based on preset values entered by the user. The experimental result and percentage error curve endorse the reliability and feasibility of the proposed system to provide a solution for similar problems in industrial liquids treatment process applications

    DEEP: a provenance-aware executable document system

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    The concept of executable documents is attracting growing interest from both academics and publishers since it is a promising technology for the dissemination of scientific results. Provenance is a kind of metadata that provides a rich description of the derivation history of data products starting from their original sources. It has been used in many different e-Science domains and has shown great potential in enabling reproducibility of scientific results. However, while both executable documents and provenance are aimed at enhancing the dissemination of scientific results, little has been done to explore the integration of both techniques. In this paper, we introduce the design and development of DEEP, an executable document environment that generates scientific results dynamically and interactively, and also records the provenance for these results in the document. In this system, provenance is exposed to users via an interface that provides them with an alternative way of navigating the executable document. In addition, we make use of the provenance to offer a document rollback facility to users and help to manage the system's dynamic resources

    Sir epidemic and predator - prey models of fractional-order

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    Recently, many deterministic mathematical models such as ordinary differential equations have been extended to fractional models, which are transformed using fractional differential equations. It was believed that these fractional models are more realistic to represent the daily life phenomena. The main focus of this report is to extend the model of a predator-prey and the SIR epidemic models to fractional model. More specifically, the fractional predator-prey model which depend on the availability of a biotic resources was discussed. On the other hand, fractional SIR epidemic model with sub-optimal immunity, nonlinear incidence and saturated recovery rate was also discussed. The fractional ordinary differential equations were defined in the sense of the Caputo derivative. Stability analysis of the equilibrium points of the models for the fractional models were analyzed. Furthermore, the Hopf bifurcation analysis of each model was investigated . The result obtained showed that the model undergo Hopf bifurcation for some values. Throughout the project, the Adams-type predictor-corrector method to obtain the numerical solutions of the fractional models was applied. All computations were done by using mathematical software, Maple 18

    Collaborative pedagogy and digital scholarship: a case study of 'Media Culture 2020'

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    This paper presents an educational case study of ‘Media Culture 2020’, an EU Erasmus Intensive Programme that utilised a range social media platforms and computer software to create open, virtual spaces where students from different countries and fields could explore and learn together. The multi-disciplinary project featured five universities from across Europe and was designed to develop new pedagogical frameworks to encourage collaborative approaches to teaching and learning in the arts. The main objective of the project was to break down classroom and campus walls by creating digital learning environments that facilitated new forms of production, transmission and representation of knowledge. Media Culture 2020 was designed to pilot a novel mode of ‘blended learning’, demonstrating a number of ways in which ‘Web 2.0’ networked technologies might be adopted by academics to encourage open and collaborative modes of practice. The project utilised a number of social media platforms (including Facebook, Twitter, Google+, Google Hangout, Google Docs and Blogger) to enhance the learning experiences of a diverse set of students from different cultural and international contexts. In doing so, Media Culture 2020 enabled participants with a diverse range skills and cultural experiences to develop new working practices that respond to the convergence of digital media and art, as well as the internationalisation of media production and business, through the use of open, interactive software

    Global-Scale Resource Survey and Performance Monitoring of Public OGC Web Map Services

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    One of the most widely-implemented service standards provided by the Open Geospatial Consortium (OGC) to the user community is the Web Map Service (WMS). WMS is widely employed globally, but there is limited knowledge of the global distribution, adoption status or the service quality of these online WMS resources. To fill this void, we investigated global WMSs resources and performed distributed performance monitoring of these services. This paper explicates a distributed monitoring framework that was used to monitor 46,296 WMSs continuously for over one year and a crawling method to discover these WMSs. We analyzed server locations, provider types, themes, the spatiotemporal coverage of map layers and the service versions for 41,703 valid WMSs. Furthermore, we appraised the stability and performance of basic operations for 1210 selected WMSs (i.e., GetCapabilities and GetMap). We discuss the major reasons for request errors and performance issues, as well as the relationship between service response times and the spatiotemporal distribution of client monitoring sites. This paper will help service providers, end users and developers of standards to grasp the status of global WMS resources, as well as to understand the adoption status of OGC standards. The conclusions drawn in this paper can benefit geospatial resource discovery, service performance evaluation and guide service performance improvements.Comment: 24 pages; 15 figure

    Reflections on Mira : interactive evaluation in information retrieval

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    Evaluation in information retrieval (IR) has focussed largely on noninteractive evaluation of text retrieval systems. This is increasingly at odds with how people use modern IR systems: in highly interactive settings to access linked, multimedia information. Furthermore, this approach ignores potential improvements through better interface design. In 1996 the Commission of the European Union Information Technologies Programme, funded a three year working group, Mira, to discuss and advance research in the area of evaluation frameworks for interactive and multimedia IR applications. Led by Keith van Rijsbergen, Steve Draper and myself from Glasgow University, this working group brought together many of the leading researchers in the evaluation domain from both the IR and human computer interaction (HCI) communities. This paper presents my personal view of the main lines of discussion that took place throughout Mira: importing and adapting evaluation techniques from HCI, evaluating at different levels as appropriate, evaluating against different types of relevance and the new challenges that drive the need for rethinking the old evaluation approaches. The paper concludes that we need to consider more varied forms of evaluation to complement engine evaluation
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