2,117 research outputs found

    Fairness in Network-Friendly Recommendations

    Full text link
    As mobile traffic is dominated by content services (e.g., video), which typically use recommendation systems, the paradigm of network-friendly recommendations (NFR) has been proposed recently to boost the network performance by promoting content that can be efficiently delivered (e.g., cached at the edge). NFR increase the network performance, however, at the cost of being unfair towards certain contents when compared to the standard recommendations. This unfairness is a side effect of NFR that has not been studied in literature. Nevertheless, retaining fairness among contents is a key operational requirement for content providers. This paper is the first to study the fairness in NFR, and design fair-NFR. Specifically, we use a set of metrics that capture different notions of fairness, and study the unfairness created by existing NFR schemes. Our analysis reveals that NFR can be significantly unfair. We identify an inherent trade-off between the network gains achieved by NFR and the resulting unfairness, and derive bounds for this trade-off. We show that existing NFR schemes frequently operate far from the bounds, i.e., there is room for improvement. To this end, we formulate the design of Fair-NFR (i.e., NFR with fairness guarantees compared to the baseline recommendations) as a linear optimization problem. Our results show that the Fair-NFR can achieve high network gains (similar to non-fair-NFR) with little unfairness.Comment: IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks (WoWMoM), 202

    Social Machinery and Intelligence

    Get PDF
    Social machines are systems formed by technical and human elements interacting in a structured manner. The use of digital platforms as mediators allows large numbers of human participants to join such mechanisms, creating systems where interconnected digital and human components operate as a single machine capable of highly sophisticated behaviour. Under certain conditions, such systems can be described as autonomous and goal-driven agents. Many examples of modern Artificial Intelligence (AI) can be regarded as instances of this class of mechanisms. We argue that this type of autonomous social machines has provided a new paradigm for the design of intelligent systems marking a new phase in the field of AI. The consequences of this observation range from methodological, philosophical to ethical. On the one side, it emphasises the role of Human-Computer Interaction in the design of intelligent systems, while on the other side it draws attention to both the risks for a human being and those for a society relying on mechanisms that are not necessarily controllable. The difficulty by companies in regulating the spread of misinformation, as well as those by authorities to protect task-workers managed by a software infrastructure, could be just some of the effects of this technological paradigm

    Assessment of Honey Bee Production System in Horro District of Horro Guduru Wollega Zone of Oromiya Regional State

    Get PDF
    This study was conducted in Horro district of Horro Guduru Wollega Zone of Oromiya Regional state. In the study area 3.3% of respondents participating in honey production before 20 years ago, which increase to 23.3% now a day.  Among those 81.7% of the respondents were starting honey production by traditional which modified to intermediate recently. Hives were constructed from locally available material. After construction is completed, hives are bound with straw to protect from sun heat, cold and rain. The two ends of the hives were closed with plank; one of the planks is provided with fixed and the other is flight entrance. Then internal surfaces of the hives are plastered with fresh cow dung and leave to dry for 1-2 days. The removable, an entrance hole is opening through which beekeepers can remove combs during harvesting. Finally, the hive is fumigated (smoked) for 20-25 minutes with dry cow dung and split wood of Juniperus or Olea species. In this study, accurately determining honey yields proved is difficult exercise, as most of beekeepers were unable to quantify correctly in any weighing scale. Nevertheless, by estimation, per hive per harvesting was ranging from 0.4+0.6kg up to 2.6+0.6kg of crude honey for Rifenti Cabir which is very low and 1.6+0.68kg up to 24.0+0.68kg of crude honey which is high for Doyo Bariso kebeles of the study area. Honeybee disease in the study area was not as much observable. However hamagot, spiders, ants, birds, and monkeys with the percent of 97.6, 61.7, 51.7, 48.3 and 38.3 were major predators in the study area respectively. Hamagots and spiders significantly affect the hive. Keywords: diseases, forage, hive, honey

    Incentive-driven QoS in peer-to-peer overlays

    Get PDF
    A well known problem in peer-to-peer overlays is that no single entity has control over the software, hardware and configuration of peers. Thus, each peer can selfishly adapt its behaviour to maximise its benefit from the overlay. This thesis is concerned with the modelling and design of incentive mechanisms for QoS-overlays: resource allocation protocols that provide strategic peers with participation incentives, while at the same time optimising the performance of the peer-to-peer distribution overlay. The contributions of this thesis are as follows. First, we present PledgeRoute, a novel contribution accounting system that can be used, along with a set of reciprocity policies, as an incentive mechanism to encourage peers to contribute resources even when users are not actively consuming overlay services. This mechanism uses a decentralised credit network, is resilient to sybil attacks, and allows peers to achieve time and space deferred contribution reciprocity. Then, we present a novel, QoS-aware resource allocation model based on Vickrey auctions that uses PledgeRoute as a substrate. It acts as an incentive mechanism by providing efficient overlay construction, while at the same time allocating increasing service quality to those peers that contribute more to the network. The model is then applied to lagsensitive chunk swarming, and some of its properties are explored for different peer delay distributions. When considering QoS overlays deployed over the best-effort Internet, the quality received by a client cannot be adjudicated completely to either its serving peer or the intervening network between them. By drawing parallels between this situation and well-known hidden action situations in microeconomics, we propose a novel scheme to ensure adherence to advertised QoS levels. We then apply it to delay-sensitive chunk distribution overlays and present the optimal contract payments required, along with a method for QoS contract enforcement through reciprocative strategies. We also present a probabilistic model for application-layer delay as a function of the prevailing network conditions. Finally, we address the incentives of managed overlays, and the prediction of their behaviour. We propose two novel models of multihoming managed overlay incentives in which overlays can freely allocate their traffic flows between different ISPs. One is obtained by optimising an overlay utility function with desired properties, while the other is designed for data-driven least-squares fitting of the cross elasticity of demand. This last model is then used to solve for ISP profit maximisation

    Acquiring the Tools of Grand Strategy: The US Navy\u27s LCS as a Case Study

    Get PDF
    Grand strategy is about how states allocate resources and employ these resources to achieve desired political conditions. In examining the match between desired ends and available ways and means, an often-overlooked subject is how the specific tools of grand strategy are forged. One of these tools is the Littoral Combat Ship (LCS), a Major Defense Acquisition Program (MDAP) that started in 2000. LCS remains a controversial and often unpopular program with many stakeholders to this day. This study examines how the means of grand strategy, in this case a new ship class, are acquired. It also looks at how these means are employed (ways) to achieve the desired outcomes (ends) and the feedback loop between means, ways, and ends. The initial portion of the study examines how the U.S. Department of Defense and Department of the Navy formally acquire systems or “systems of systems.” The second portion of the study examines the design, construction, and fielding of the LCS class or the attainment of Initial Operational Capability (IOC). The final portion analyzes the design, construction, and introduction of the LCS into the fleet in terms of the three models used by Graham Allison and Philip Zelikow in Essence of Decision; the Rational Actor Model (RAM), Organizational Behavior, and Governmental Politics – Models I, II, and III respectively. The hypothesis is that individual personalities may have more influence than any of these models account for and that instances of individual impact may offer more nuanced insights into these models of state behavior. This study reveals that the process of evolutionary acquisition and spiral development caused increased risk in the time-line for achieving Final Operational Capacity (FOC) of LCS. It also provides insight into the reaction and adaption of a large organization to changes in its environment. This study does not however reveal strong evidence to support the hypothesis of individual personalities significantly influencing decision making or action taking compared to organizations in Models I-III. The details of individual participation and internal deliberations are obscured by security and proprietary rules which privileges models I and II in the analysis

    Design Thinking as Heterogeneous Engineering: Emerging Design Methods in Meme Warfare

    Get PDF
    The shift of production of material artefacts to digital and online making has been greatly disruptive to material culture. Design has typically concerned itself with studying material cultures in order to develop a better understanding of the ways people go about shaping the world around them. This thesis contributes to this space by looking at an emerging form of artefact generation in digital and online making, namely, visual communication design in online information warfare. Developing understanding of participation in this space reveals possible trajectory of working with material culture as it increasingly becomes digital and online. Marshall McLuhan wrote in 1970 that “World War 3 is a guerrilla information war with no division between military and civilian participation” (p. 66), anticipating ubiquitous symmetrical capacity of users as both producers and consumers of information through communication technology. This space has emerged as our digital and online environment, and prominent in this environment are images with characteristics of visual communication design. It appears that the trajectory of visual communication design from the late 19t h century is moving toward ubiquitous making and exchanging of visual communication, as anyone with a smartphone can make an internet meme with worldwide reach and influence

    Living analytics methods for the social web

    Get PDF
    [no abstract
    • 

    corecore