61 research outputs found

    Towards an On-Line Analysis of Tweets Processing

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    International audienceTweets exchanged over the Internet represent an important source of information, even if their characteristics make them dicult to analyze (a maximum of 140 characters, etc.). In this paper, we define a data warehouse model to analyze large volumes of tweets by proposing measures relevant in the context of knowledge discovery. The use of data warehouses as a tool for the storage and analysis of textual documents is not new but current measures are not well-suited to the specificities of the manipulated data. We also propose a new way for extracting the context of a concept in a hierarchy. Experiments carried out on real data underline the relevance of our proposal

    Analyse de gazouillis en ligne

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    National audienceLes tweets Ă©changĂ©s sur Internet constituent une source d'information importante mĂȘme si leurs caractĂ©ristiques les rendent difficiles Ă  analyser (140 caractĂšres au maximum, notations abrĂ©gĂ©es, . . .). Dans cet article, nous dĂ©finissons un modĂšle d'entrepĂŽt de donnĂ©es permettant de valoriser et d'analyser de gros volumes de tweets en proposant des mesures pertinentes dans un contexte de dĂ©couverte de connaissances. L'utilisation des entrepĂŽts de donnĂ©es comme outil de stockage et d'analyse de documents textuels n'est pas nouvelle mais les mesures ne sont pas adaptĂ©es aux spĂ©cificitĂ©s des donnĂ©es manipulĂ©es. Les rĂ©sultats des expĂ©rimentations sur des donnĂ©es rĂ©elles soulignent la pertinence de notre proposition. / Exchanged tweets on the Internet are an important information source, even if their characteristics make them difficult to analyze (a maximum of 140 characters, shorthand notations, ...). In this paper, we define a model of data warehouse to develop and analyze large volumes of tweets by proposing relevant measures in a knowledge discovery context. Using data warehouses in order to store and analyze textual documents is not new. Traditionally they adapt classical measures which are not really adapted to the data specificities. Furthermore we propose that, if a hierarchy is available, we can automatically detect the context. Conducted experiments on real data show the relevance of our approach

    Large-scale mobile audio environments for collaborative musical interaction.

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    ABSTRACT New application spaces and artistic forms can emerge when users are freed from constraints. In the general case of human-computer interfaces, users are often confined to a fixed location, severely limiting mobility. To overcome this constraint in the context of musical interaction, we present a system to manage large-scale collaborative mobile audio environments, driven by user movement. Multiple participants navigate through physical space while sharing overlaid virtual elements. Each user is equipped with a mobile computing device, GPS receiver, orientation sensor, microphone, headphones, or various combinations of these technologies. We investigate methods of location tracking, wireless audio streaming, and state management between mobile devices and centralized servers. The result is a system that allows mobile users, with subjective 3-D audio rendering, to share virtual scenes. The audio elements of these scenes can be organized into large-scale spatial audio interfaces, thus allowing for immersive mobile performance, locative audio installations, and many new forms of collaborative sonic activity

    How to Extract Relevant Knowledge from Tweets?

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    [Departement_IRSTEA]Territoires [TR1_IRSTEA]SYNERGIE [Axe_IRSTEA]TETIS-SISOInternational audienceTweets exchanged over the Internet are an important source of information even if their characteristics make them difficult to analyze (e.g., a maximum of 140 characters; noisy data). In this paper, we investigate two different problems. The first one is related to the extraction of representative terms from a set of tweets. More precisely we address the following question: are traditional information retrieval measures appropriate when dealing with tweets?. The second problem is related to the evolution of tweets over time for a set of users. With the development of data mining approaches, lots of very efficient methods have been defined to extract patterns hidden in the huge amount of data available. More recently new spatio-temporal data mining approaches have specifically been defined for dealing with the huge amount of moving object data that can be obtained from the improvement in positioning technology. Due to particularity of tweets, the second question we investigate is the following: are spatio-temporal mining algorithms appropriate for better understanding the behavior of communities over time? These two prob- lems are illustrated through real applications concerning both health and political tweets

    Development of a Series of Kynurenine 3-Monooxygenase Inhibitors Leading to a Clinical Candidate for the Treatment of Acute Pancreatitis

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    Recently, we reported a novel role for KMO in the pathogenesis of acute pancreatitis (AP). A number of inhibitors of kynurenine 3-monooxygenase (KMO) have previously been described as potential treatments for neurodegenerative conditions and particularly for Huntington’s disease. However, the inhibitors reported to date have insufficient aqueous solubility relative to their cellular potency to be compatible with the intravenous (iv) dosing route required in AP. We have identified and optimized a novel series of high affinity KMO inhibitors with favorable physicochemical properties. The leading example is exquisitely selective, has low clearance in two species, prevents lung and kidney damage in a rat model of acute pancreatitis, and is progressing into preclinical development

    Fast Event Ordering and Perceptive Consistency in Time Sensitive Distributed Multiplayer Games

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    Distributed games provide to users an immersive and co-present virtual environment. In time sensitive games, this is achieved if remote perceptions of events respect some physical properties as the passing of time, the spatial positions, the dimensions... and if local updates are displayed instantaneously (fast responsiveness). As shown in the literature, spatio-temporal requirements are satisfied by deadreckoning coupled with timed consistency management. In this paper, we provide a consistency model for fully distributed game systems and an optimistic consistency management that works friendly with (or without) dead reckoning schemes. Our protocol presents two benefits: it provides a consistent state as fast as the network allows and it is well suited for both discrete and continuous media

    Une architecture pour le jeu musical virtuel réparti avec jMax et RTP

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    International audienceWith the growth of multimedia streaming on Internet such as conferencing and IP telephony, we expect to provide a tool making remote musicians play together in real-time and across the Internet. However, the latency and jitter introduced by the network prevent instantaneous listening of the complete song.If we want to ensure an identical feed back for each musician, each of them will hear itself with a constant delay, causing a change on the instrumental practice. However, introducing a delay on the local music is not always necessary. Indeed, the musicians sometimes do refer only on the conductor. Considering the network, we can thus introduce another kind of synchronization which completely hides the latency : the conductor synchronisation. Therefore, we propose an architecture which allows to apply a simple musical synchronization with the help of the RTP protocol. In addition, it is based on the different kind of interactions among musicians

    La Cohérence dans les Applications Multimédia Interactives et Distribuées : du concert réparti sur Internet aux jeux multijoueurs en réseau

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    The design of Distributed Interactive Multimedia Applications (DIMA) on Internet opens new perspectives to work and to have fun in a collaborative way. In these applications, the feeling of co-presence between users is obtained with a digitizing of their actions and a network. However, network transmission delays introduce temporal ambiguities on the user interface. This problem is well-known under the name of consistency, but it is generally treated from an order point of view, instead of physical time one. Thus, we provide formal descriptions to study consistency models. It includes temporal (instantaneity, simultaneity and Δ\Delta legality) and scheduling properties and allows to take into account psycho-perceptive constraints. From these formal definitions, we propose some consistency models and consistency protocols. We implement one of them in nJam, our Networked Musical Performance system (NMP). Our results allow to build a distributed metronome shared between remote musicians, in spite of high latencies on the network. Thanks to public demonstrations and user experiments, we show the practical effectiveness of nJam. Moreover, we show that our results can improve performance of distributed games. Currently, in the DIMA domain, our results are the only ones that take into account network latencies while providing the Perceptive Consistency in a fully distributed way.Les Applications MultimĂ©dia Interactives et DistribuĂ©es (AMID) sur Internet ouvrent des perspectives nouvelles de travail et de loisir entre utilisateurs du rĂ©seau Internet. Dans ces applications, le sentiment de co-prĂ©sence est obtenu par la numĂ©risation et l'envoi sur le rĂ©seau de certaines de leurs actions. Cependant, le dĂ©lai de transmission de ces actions introduit des ambiguĂŻtĂ©s temporelles au niveau de l'interface. Ce problĂšme est connu sous le nom de cohĂ©rence, mais il est gĂ©nĂ©ralement traitĂ© du point de vue de l'ordre dans lequel les actions sont prises en compte, et non du point de vue du temps physique. Afin de prendre en compte les contraintes psycho-perceptives liĂ©es Ă  l'utilisation du systĂšme, nous proposons un formalisme pour l'Ă©tude et l'analyse de modĂšles de cohĂ©rence qui permet de spĂ©cifier les propriĂ©tĂ©s temporelles et les propriĂ©tĂ©s d'ordonnancement. Les propriĂ©tĂ©s dĂ©veloppĂ©es dans ce formalisme sont l'instantanĂ©itĂ©, la simultanĂ©itĂ©, la Δ\Delta lĂ©galitĂ© et les conflits d'ordonnancement. Nous avons expĂ©rimentĂ© un de nos protocoles de cohĂ©rence dans nJam, notre prototype de Performance Musicale Interactive et DistribuĂ©e (PMID). Pour ce type d'applications, nos rĂ©sultats permettent de construire un mĂ©tronome rĂ©parti partagĂ© entre musiciens distants et cela malgrĂ© des latences importantes sur le rĂ©seau. A l'aide d'expĂ©rimentations publiques et de tests effectuĂ©s avec des utilisateurs, nous montrons l'efficacitĂ© de nJam. De plus, nous montrons que nos rĂ©sultats se transposent dans le domaine des jeux vidĂ©o distribuĂ©s et qu'ils peuvent amĂ©liorer les performances des mĂ©canismes de cohĂ©rence existants dans ce domaine. Actuellement, dans le domaine des AMID, notre solution distribuĂ©e est la seule qui prend en compte les latences rĂ©seau tout en fournissant les propriĂ©tĂ©s dĂ©finies par la CohĂ©rence Perceptive

    Le ModÚle de Cohérence Perceptive pour les Applications Multimédia Interactive et Distribuées

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    International audienceLes Applications MultimĂ©dia Interactives et DistribuĂ©es (AMID) permettent la collaboration en temps rĂ©el entre plusieurs utilisateurs, Ă  travers un systĂšme qui met en relation un groupe d'individus. La rĂ©alitĂ© mixte, la rĂ©alitĂ© virtuelle, les jeux vidĂ©o, les performances musicales en rĂ©seau, le thĂ©Ăątre virtuel, les groupware interactifs sont des exemples d'AMID oĂč les ambiguĂŻtĂ©s temporelles liĂ©es Ă  l'Ă©change de messages provoquent des incohĂ©rences entre les Ă©tats des rĂ©pliques.Pour de telles applications, nous proposons un modĂšle de cohĂ©rence orientĂ© utilisateur, dont les critĂšres sont basĂ©s sur la perception du temps physique, lorsque des personnes sont proches. Ensuite, grĂące Ă  'utilisation de spĂ©cifications basĂ©es sur des horloges physiques locales, nous montrons que notre modĂšle est libre de conflits d'ordonnancement des opĂ©rations

    Un algorithme d'auto synchronisation distribuée de flux audio dans le concert virtuel réparti

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    http://rainbow.essi.fr/events/cfse3/papier/Sa-1.zipInternational audienc
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