6 research outputs found

    Behaviour-based identification of student communities in virtual worlds

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    VirtualWorlds (VW) have gained popularity in the last years in domains like training or education mainly due to their highly immersive and interactive 3D characteristics. In these platforms, the user (represented by an avatar) can move and interact in an artificial world with a high degree of freedom. They can talk, chat, build and design objects, program and compile their own developed programs, or move (flying, teleporting, walking or running) to different parts of the world. Although these environments provide an interesting working place for students and educators, VW platforms (such as OpenCobalt or OpenSim amongst others) rarely provide mechanisms to facilitate the automatic (or semi-automatic) behaviour analysis of users interactions. Using a VW platform called VirtUAM, the information extracted from different experiments are used to analyse and define students communities based on their behaviour. To define the individual student behaviour, different characteristics are extracted from the system, such as the avatar position (in form of GPS coordinates) and the set of actions (interactions) performed by students within the VW. Later this information is used to automatically detect behavioural patterns. This paper shows how this information can be used to group students in different communities based on their behaviour. Experimental results show how community identification can be successfully perform using K-Means algorithm and Normalized Compression Distance. Resulting communities contains users working in near places or with similar behaviours inside the virtual world.This work has been funded by the Spanish Ministry of Science and Innovation under the project ABANT (TIN2010-19872/TSI)

    Organizing XML data in a wireless broadcast system by exploiting structural similarities

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    Wireless data broadcast is an efficient way of delivering data of common interest to a large population of mobile devices within a proximate area, such as smart cities, battle fields, etc. In this work, we focus ourselves on studying the data placement problem of periodic XML data broadcast in mobile and wireless environments. This is an important issue, particularly when XML becomes prevalent in today’s ubiquitous and mobile computing devices and applications. Taking advantage of the structured characteristics of XML data, effective broadcast programs can be generated based on the XML data on the server only. An XML data broadcast system is developed and a theoretical analysis on the XML data placement on a wireless channel is also presented, which forms the basis of the novel data placement algorithm in this work. The proposed algorithm is validated through a set of experiments. The results show that the proposed algorithm can effectively place XML data on air and significantly improve the overall access efficiency

    Modeling User-Affected Software Properties for Open Source Software Supply Chains

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    Background: Open Source Software development community relies heavily on users of the software and contributors outside of the core developers to produce top-quality software and provide long-term support. However, the relationship between a software and its contributors in terms of exactly how they are related through dependencies and how the users of a software affect many of its properties are not very well understood. Aim: My research covers a number of aspects related to answering the overarching question of modeling the software properties affected by users and the supply chain structure of software ecosystems, viz. 1) Understanding how software usage affect its perceived quality; 2) Estimating the effects of indirect usage (e.g. dependent packages) on software popularity; 3) Investigating the patch submission and issue creation patterns of external contributors; 4) Examining how the patch acceptance probability is related to the contributors\u27 characteristics. 5) A related topic, the identification of bots that commit code, aimed at improving the accuracy of these and other similar studies was also investigated. Methodology: Most of the Research Questions are addressed by studying the NPM ecosystem, with data from various sources like the World of Code, GHTorrent, and the GiHub API. Different supervised and unsupervised machine learning models, including Regression, Random Forest, Bayesian Networks, and clustering, were used to answer appropriate questions. Results: 1) Software usage affects its perceived quality even after accounting for code complexity measures. 2) The number of dependents and dependencies of a software were observed to be able to predict the change in its popularity with good accuracy. 3) Users interact (contribute issues or patches) primarily with their direct dependencies, and rarely with transitive dependencies. 4) A user\u27s earlier interaction with the repository to which they are contributing a patch, and their familiarity with related topics were important predictors impacting the chance of a pull request getting accepted. 5) Developed BIMAN, a systematic methodology for identifying bots. Conclusion: Different aspects of how users and their characteristics affect different software properties were analyzed, which should lead to a better understanding of the complex interaction between software developers and users/ contributors
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