79,927 research outputs found
Semi-autonomous, context-aware, agent using behaviour modelling and reputation systems to authorize data operation in the Internet of Things
In this paper we address the issue of gathering the "informed consent" of an
end user in the Internet of Things. We start by evaluating the legal importance
and some of the problems linked with this notion of informed consent in the
specific context of the Internet of Things. From this assessment we propose an
approach based on a semi-autonomous, rule based agent that centralize all
authorization decisions on the personal data of a user and that is able to take
decision on his behalf. We complete this initial agent by integrating
context-awareness, behavior modeling and community based reputation system in
the algorithm of the agent. The resulting system is a "smart" application, the
"privacy butler" that can handle data operations on behalf of the end-user
while keeping the user in control. We finally discuss some of the potential
problems and improvements of the system.Comment: This work is currently supported by the BUTLER Project co-financed
under the 7th framework program of the European Commission. published in
Internet of Things (WF-IoT), 2014 IEEE World Forum, 6-8 March 2014, Seoul,
P411-416, DOI: 10.1109/WF-IoT.2014.6803201, INSPEC: 1425565
Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game
Social media has become a major communication channel for communities
centered around video games. Consequently, social media offers a rich data
source to study online communities and the discussions evolving around games.
Towards this end, we explore a large-scale dataset consisting of over 1 million
tweets related to the online multiplayer shooter Destiny and spanning a time
period of about 14 months using unsupervised clustering and topic modelling.
Furthermore, we correlate Twitter activity of over 3,000 players with their
playtime. Our results contribute to the understanding of online player
communities by identifying distinct player groups with respect to their Twitter
characteristics, describing subgroups within the Destiny community, and
uncovering broad topics of community interest.Comment: Accepted at IEEE Conference on Games 201
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Determining citizensâ opinions about stories in the news media: analysing Google, Facebook and Twitter
We describe a method whereby a governmental policy maker can discover citizensâ reaction to news stories. This is particularly relevant in the political world, where governmentsâ policy statements are reported by the news media and discussed by citizens. The work here addresses two main questions: whereabouts are citizens discussing a news story, and what are they saying? Our strategy to answer the first question is to find news articles pertaining to the policy statements, then perform internet searches for references to the news articlesâ headlines and URLs. We have created a software tool that schedules repeating Google searches for the news articles and collects the results in a database, enabling the user to aggregate and analyse them to produce ranked tables of sites that reference the news articles. Using data mining techniques we can analyse data so that resultant ranking reflects an overall aggregate score, taking into account multiple datasets, and this shows the most relevant places on the internet where the story is discussed. To answer the second question, we introduce the WeGov toolbox as a tool for analysing citizensâ comments and behaviour pertaining to news stories. We first use the tool for identifying social network discussions, using different strategies for Facebook and Twitter. We apply different analysis components to analyse the data to distil the essence of the social network usersâ comments, to determine influential users and identify important comments
Statistical analysis of emotions and opinions at Digg website
We performed statistical analysis on data from the Digg.com website, which
enables its users to express their opinion on news stories by taking part in
forum-like discussions as well as directly evaluate previous posts and stories
by assigning so called "diggs". Owing to fact that the content of each post has
been annotated with its emotional value, apart from the strictly structural
properties, the study also includes an analysis of the average emotional
response of the posts commenting the main story. While analysing correlations
at the story level, an interesting relationship between the number of diggs and
the number of comments received by a story was found. The correlation between
the two quantities is high for data where small threads dominate and
consistently decreases for longer threads. However, while the correlation of
the number of diggs and the average emotional response tends to grow for longer
threads, correlations between numbers of comments and the average emotional
response are almost zero. We also show that the initial set of comments given
to a story has a substantial impact on the further "life" of the discussion:
high negative average emotions in the first 10 comments lead to longer threads
while the opposite situation results in shorter discussions. We also suggest
presence of two different mechanisms governing the evolution of the discussion
and, consequently, its length.Comment: 26 pages, 16 figures, 6 table
Personalisation and recommender systems in digital libraries
Widespread use of the Internet has resulted in digital libraries that are increasingly used by diverse communities of users for diverse purposes and in which sharing and collaboration have become important social elements. As such libraries become commonplace, as their contents and services become more varied, and as their patrons become more experienced with computer technology, users will expect more sophisticated services from these libraries. A simple search function, normally an integral part of any digital library, increasingly leads to user frustration as user needs become more complex and as the volume of managed information increases. Proactive digital libraries, where the library evolves from being passive and untailored, are seen as offering great potential for addressing and overcoming these issues and include techniques such as personalisation and recommender systems. In this paper, following on from the DELOS/NSF Working Group on Personalisation and Recommender Systems for Digital Libraries, which met and reported during 2003, we present some background material on the scope of personalisation and recommender systems in digital libraries. We then outline the working groupâs vision for the evolution of digital libraries and the role that personalisation and recommender systems will play, and we present a series of research challenges and specific recommendations and research priorities for the field
Discovering the Impact of Knowledge in Recommender Systems: A Comparative Study
Recommender systems engage user profiles and appropriate filtering techniques
to assist users in finding more relevant information over the large volume of
information. User profiles play an important role in the success of
recommendation process since they model and represent the actual user needs.
However, a comprehensive literature review of recommender systems has
demonstrated no concrete study on the role and impact of knowledge in user
profiling and filtering approache. In this paper, we review the most prominent
recommender systems in the literature and examine the impression of knowledge
extracted from different sources. We then come up with this finding that
semantic information from the user context has substantial impact on the
performance of knowledge based recommender systems. Finally, some new clues for
improvement the knowledge-based profiles have been proposed.Comment: 14 pages, 3 tables; International Journal of Computer Science &
Engineering Survey (IJCSES) Vol.2, No.3, August 201
Visual communication in urban planning and urban design
This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design
Assessing the impact of user interaction with thesaural knowledge structures: a quantitative analysis framework
Thesauri have been important information and knowledge organisation tools for more than three decades. The recent emergence and phenomenal growth of the World Wide Web has created new opportunities to introduce thesauri as information search and retrieval aids to end user communities. While the number of web-based and hypertextual thesauri continues to grow, few investigations have yet been carried out to evaluate how end-users, for whom all these efforts are ostensibly made, interact with and make use of thesauri for query building and expansion. The present paper reports a pilot study carried out to determine the extent to which a thesaurus-enhanced search interface to a web-based database aided end-users in their selection of search terms. The study also investigated the ways in which users interacted with the thesaurus structure, terms, and interface. Thesaurus-based searching and browsing behaviours adopted by users while interacting with the thesaurus-enhanced search interface were also examined
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