196 research outputs found

    Performance optimization of interactive, personal content distribution

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    Towards the design of a platform for abuse detection in OSNs using multimedial data analysis

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    Online social networks (OSNs) are becoming increasingly popular every day. The vast amount of data created by users and their actions yields interesting opportunities, both socially and economically. Unfortunately, these online communities are prone to abuse and inappropriate behaviour such as cyber bullying. For victims, this kind of behaviour can lead to depression and other severe problems. However, due to the huge amount of users and data it is impossible to manually check all content posted on the social network. We propose a pluggable architecture with reusable components, able to quickly detect harmful content. The platform uses text-, image-, audio- and video-based analysis modules to detect inappropriate content or high risk behaviour. Domain services aggregate this data and flag user profiles if necessary. Social network moderators need only check the validity of the flagged profiles. This paper reports upon key requirements of the platform, the architectural components and important challenges

    Modeling and predicting the popularity of online news based on temporal and content-related features

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    As the market of globally available online news is large and still growing, there is a strong competition between online publishers in order to reach the largest possible audience. Therefore an intelligent online publishing strategy is of the highest importance to publishers. A prerequisite for being able to optimize any online strategy, is to have trustworthy predictions of how popular new online content may become. This paper presents a novel methodology to model and predict the popularity of online news. We first introduce a new strategy and mathematical model to capture view patterns of online news. After a thorough analysis of such view patterns, we show that well-chosen base functions lead to suitable models, and show how the influence of day versus night on the total view patterns can be taken into account to further increase the accuracy, without leading to more complex models. Second, we turn to the prediction of future popularity, given recently published content. By means of a new real-world dataset, we show that the combination of features related to content, meta-data, and the temporal behavior leads to significantly improved predictions, compared to existing approaches which only consider features based on the historical popularity of the considered articles. Whereas traditionally linear regression is used for the application under study, we show that the more expressive gradient tree boosting method proves beneficial for predicting news popularity

    Design and evaluation of a DASH-compliant second screen video player for live events in mobile scenarios

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    The huge diffusion of mobile devices is rapidly changing the way multimedia content is consumed. Mobile devices are often used as a second screen, providing complementary information on the content shown on the primary screen, as different camera angles in case of a sport event. The introduction of multiple camera angles poses many challenges with respect to guaranteeing a high Quality of Experience to the end user, especially when the live aspect, different devices and highly variable network conditions typical of mobile environments come into play. Due to the ability of HTTP Adaptive Streaming (HAS) protocols to dynamically adapt to bandwidth fluctuations, they are especially suited for the delivery of multimedia content in mobile environments. In HAS, each video is temporally segmented and stored in different quality levels. Rate adaptation heuristics, deployed at the video player, allow the most appropriate quality level to be dynamically requested, based on the current network conditions. Recently, a standardized solution has been proposed by the MPEG consortium, called Dynamic Adaptive Streaming over HTTP (DASH). We present in this paper a DASH-compliant iOS video player designed to support research on rate adaptation heuristics for live second screen scenarios in mobile environments. The video player allows to monitor the battery consumption and CPU usage of the mobile device and to provide this information to the heuristic. Live and Video-on-Demand streaming scenarios and real-time multi-video switching are supported as well. Quantitative results based on real 3G traces are reported on how the developed prototype has been used to benchmark two existing heuristics and to analyse the main aspects affecting battery lifetime in mobile video streaming

    Performance characterization of game recommendation algorithms on online social network sites

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    Since years, online social networks have evolved from profile and communication websites to online portals where people interact with each other, share and consume multimedia-enriched data and play different types of games. Due to the immense popularity of these online games and their huge revenue potential, the number of these games increases every day, resulting in a current offering of thousands of online social games. In this paper, the applicability of neighborhood-based collaborative filtering (CF) algorithms for the recommendation of online social games is evaluated. This evaluation is based on a large dataset of an online social gaming platform containing game ratings (explicit data) and online gaming behavior (implicit data) of millions of active users. Several similarity metrics were implemented and evaluated on the explicit data, implicit data and a combination thereof. It is shown that the neighborhood-based CF algorithms greatly outperform the content-based algorithm, currently often used on online social gaming websites. The results also show that a combined approach, i.e., taking into account both implicit and explicit data at the same time, yields overall good results on all evaluation metrics for all scenarios, while only slightly performing worse compared to the strengths of the explicit or implicit only approaches. The best performing algorithms have been implemented in a live setup of the online game platform
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