230 research outputs found

    DOBBS: Towards a Comprehensive Dataset to Study the Browsing Behavior of Online Users

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    The investigation of the browsing behavior of users provides useful information to optimize web site design, web browser design, search engines offerings, and online advertisement. This has been a topic of active research since the Web started and a large body of work exists. However, new online services as well as advances in Web and mobile technologies clearly changed the meaning behind "browsing the Web" and require a fresh look at the problem and research, specifically in respect to whether the used models are still appropriate. Platforms such as YouTube, Netflix or last.fm have started to replace the traditional media channels (cinema, television, radio) and media distribution formats (CD, DVD, Blu-ray). Social networks (e.g., Facebook) and platforms for browser games attracted whole new, particularly less tech-savvy audiences. Furthermore, advances in mobile technologies and devices made browsing "on-the-move" the norm and changed the user behavior as in the mobile case browsing is often being influenced by the user's location and context in the physical world. Commonly used datasets, such as web server access logs or search engines transaction logs, are inherently not capable of capturing the browsing behavior of users in all these facets. DOBBS (DERI Online Behavior Study) is an effort to create such a dataset in a non-intrusive, completely anonymous and privacy-preserving way. To this end, DOBBS provides a browser add-on that users can install, which keeps track of their browsing behavior (e.g., how much time they spent on the Web, how long they stay on a website, how often they visit a website, how they use their browser, etc.). In this paper, we outline the motivation behind DOBBS, describe the add-on and captured data in detail, and present some first results to highlight the strengths of DOBBS

    Virtual Location-Based Services: Merging the Physical and Virtual World

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    Location-based services gained much popularity through providing users with helpful information with respect to their current location. The search and recommendation of nearby locations or places, and the navigation to a specific location are some of the most prominent location-based services. As a recent trend, virtual location-based services consider webpages or sites associated with a location as 'virtual locations' that online users can visit in spite of not being physically present at the location. The presence of links between virtual locations and the corresponding physical locations (e.g., geo-location information of a restaurant linked to its website), allows for novel types of services and applications which constitute virtual location-based services (VLBS). The quality and potential benefits of such services largely depends on the existence of websites referring to physical locations. In this paper, we investigate the usefulness of linking virtual and physical locations. For this, we analyze the presence and distribution of virtual locations, i.e., websites referring to places, for two Irish cities. Using simulated tracks based on a user movement model, we investigate how mobile users move through the Web as virtual space. Our results show that virtual locations are omnipresent in urban areas, and that the situation that a user is close to even several such locations at any time is rather the normal case instead of the exception

    The essence of P2P: A reference architecture for overlay networks

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    The success of the P2P idea has created a huge diversity of approaches, among which overlay networks, for example, Gnutella, Kazaa, Chord, Pastry, Tapestry, P-Grid, or DKS, have received specific attention from both developers and researchers. A wide variety of algorithms, data structures, and architectures have been proposed. The terminologies and abstractions used, however, have become quite inconsistent since the P2P paradigm has attracted people from many different communities, e.g., networking, databases, distributed systems, graph theory, complexity theory, biology, etc. In this paper we propose a reference model for overlay networks which is capable of modeling different approaches in this domain in a generic manner. It is intended to allow researchers and users to assess the properties of concrete systems, to establish a common vocabulary for scientific discussion, to facilitate the qualitative comparison of the systems, and to serve as the basis for defining a standardized API to make overlay networks interoperable

    An Architecture for Information Commerce Systems

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    The increasing use of the Internet in business and commerce has created a number of new business opportunities and the need for supporting models and platforms. One of these opportunities is information commerce (i-commerce), a special case of ecommerce focused on the purchase and sale of information as a commodity. In this paper we present an architecture for i-commerce systems using OPELIX (Open Personalized Electronic Information Commerce System) [11] as an example. OPELIX provides an open information commerce platform that enables enterprises to produce, sell, deliver, and manage information products and related services over the Internet. We focus on the notion of information marketplace, a virtual location that enables i-commerce, describe the business and domain model for an information marketplace, and discuss the role of intermediaries in this environment. The domain model is used as the basis for the software architecture of the OPELIX system. We discuss the characteristics of the OPELIX architecture and compare our approach to related work in the field

    Uncomputation in the Qrisp high-level Quantum Programming Framework

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    Uncomputation is an essential part of reversible computing and plays a vital role in quantum computing. Using this technique, memory resources can be safely deallocated without performing a nonreversible deletion process. For the case of quantum computing, several algorithms depend on this as they require disentangled states in the course of their execution. Thus, uncomputation is not only about resource management, but is also required from an algorithmic point of view. However, synthesizing uncomputation circuits is tedious and can be automated. In this paper, we describe the interface for automated generation of uncomputation circuits in our Qrisp framework. Our algorithm for synthesizing uncomputation circuits in Qrisp is based on an improved version of "Unqomp", a solution presented by Paradis et. al. Our paper also presents some improvements to the original algorithm, in order to make it suitable for the needs of a high-level programming framework. Qrisp itself is a fully compilable, high-level programming language/framework for gate-based quantum computers, which abstracts from many of the underlying hardware details. Qrisp's goal is to support a high-level programming paradigm as known from classical software development

    PicShark: mitigating metadata scarcity through large-scale P2P collaboration

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    With the commoditization of digital devices, personal information and media sharing is becoming a key application on the pervasive Web. In such a context, data annotation rather than data production is the main bottleneck. Metadata scarcity represents a major obstacle preventing efficient information processing in large and heterogeneous communities. However, social communities also open the door to new possibilities for addressing local metadata scarcity by taking advantage of global collections of resources. We propose to tackle the lack of metadata in large-scale distributed systems through a collaborative process leveraging on both content and metadata. We develop a community-based and self-organizing system called PicShark in which information entropy—in terms of missing metadata—is gradually alleviated through decentralized instance and schema matching. Our approach focuses on semi-structured metadata and confines computationally expensive operations to the edge of the network, while keeping distributed operations as simple as possible to ensure scalability. PicShark builds on structured Peer-to-Peer networks for distributed look-up operations, but extends the application of self-organization principles to the propagation of metadata and the creation of schema mappings. We demonstrate the practical applicability of our method in an image sharing scenario and provide experimental evidences illustrating the validity of our approac

    Adding structure to Gnutella to improve search performance in a real-world deployment

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    Gnutella is still one of the most popular P2P systems with millions of users. The advantages of Gnutella are its low maintenance overhead, its excellent robustness properties, and its query processing flexibility. Recent improvements, such as the introduction of ultrapeers and augmented node degrees also significantly reduced its excessive network bandwidth usage which was one of Gnutella's major drawbacks. Despite these improvements, Gnutella is still inefficient for rare queries in terms of low success rates and massive message propagation overhead. In this paper we augment the unstructured Gnutella network with a structured overlay network of ultrapeers based on the Kademlia DHT to address the problem of rare queries in Gnutella. We present the required query, maintenance, and ultrapeer election algorithms which use both overlays at their optimal efficiency, describe the protocols and architecture of our hybrid system, and present our implementation on the basis of the LimeWire Gnutella client and the Azureus Kademlia implementation. To demonstrate the advantages and efficiency of our hybrid approach we provide experimental results from large-scale experiments with hybrid ultrapeers running on PlanetLab which were connected to the live LimeWire Gnutella and Azureus Kademlia networks, with approximately 4 million (LimeWire) and 800 thousand (Azureus) connected users during the experiments

    Provenance Management over Linked Data Streams

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    Provenance describes how results are produced starting from data sources, curation, recovery, intermediate processing, to the final results. Provenance has been applied to solve many problems and in particular to understand how errors are propagated in large-scale environments such as Internet of Things, Smart Cities. In fact, in such environments operations on data are often performed by multiple uncoordinated parties, each potentially introducing or propagating errors. These errors cause uncertainty of the overall data analytics process that is further amplified when many data sources are combined and errors get propagated across multiple parties. The ability to properly identify how such errors influence the results is crucial to assess the quality of the results. This problem becomes even more challenging in the case of Linked Data Streams, where data is dynamic and often incomplete. In this paper, we introduce methods to compute provenance over Linked Data Streams. More specifically, we propose provenance management techniques to compute provenance of continuous queries executed over complete Linked Data streams. Unlike traditional provenance management techniques, which are applied on static data, we focus strictly on the dynamicity and heterogeneity of Linked Data streams. Specifically, in this paper we describe: i) means to deliver a dynamic provenance trace of the results to the user, ii) a system capable to execute queries over dynamic Linked Data and compute provenance of these queries, and iii) an empirical evaluation of our approach using real-world datasets
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