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1.
Many people enter queries to Google or Yahoo! in order to search useful information from the Web. Queries given to search
engines can be regarded as the resources for detecting people’s information needs. It is often reported that many people perform
search intensively after worldwide disasters or accidents. This paper describes a method for detecting such breaking news
from search queries that are available online. In our method, real time search queries are obtained and filtered with news
words extracted from a news site. Experimental results show that our method has abilities of detecting breaking news from
more than 25 million search queries for six months.
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2.
One problem encountered while monitoring gigabit networks, is the need to filter only those packets that are interesting for
a given task while ignoring the others. Popular packet filtering technologies enable users to specify complex filters but
do not usually allow multiple filters to be specified. This paper describes the design and implementation of a new dynamic
packet filtering solution that allows users to specify several IP filters simultaneously with almost no packet loss even on
highly-loaded gigabit links. The advantage is that modern traffic monitoring applications such as P2P, IPTV, and VoIP, monitoring
and lawful interception can dynamically set packet filters to efficiently discard packets into the operating system kernel
according to traffic, calls, and users being monitored.
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3.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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4.
The genetic programming bibliography aims to be the most complete reference of papers on genetic programming. In addition
to locating publications, it contains coauthor and coeditor relationships which have not previously been studied. These reveal
some similarities and differences between our field and collaborative social networks in other scientific fields.
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5.
Understanding user mobility and its effect on access points (APs) is important in designing location-aware systems and wireless
networks. Although various studies of wireless networks have provided useful insights, it is hard to apply them to other situations.
Here we present a general methodology for extracting mobility information from wireless network traces, and for classifying
mobile users and APs. We used the Fourier transform to reveal important periods and chose the two strongest periods to serve
as parameters to a classification system based on Bayes’ theory. Analysis of 1-month traces shows that while a daily pattern
is common among both users and APs, a weekly pattern is common only for APs. Analysis of 1-year traces revealed that both
user mobility and AP popularity depend on the academic calendar. By plotting the classes of APs on our campus map, we discovered
that their periodic behavior depends on their proximity to other APs.
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6.
Friend-to-Friend networks are a form of Peer-to-Peer networks that provide anonymity of the users who share data. Turtle is
an example of such a network, where a peer only connects to real life friends. In this paper we propose an extension of Turtle
for connecting to other nodes based on their reputation. Furthermore, we use trust management to dynamically adjust this reputation
based on the honest or malicious behaviour of all connected peers. Using these techniques, a node is able to create links
to other nodes and identify possible misbehaving friends. Finally, we present simulation results of a reputation based Turtle
Friend-to-Friend network.
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7.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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8.
Ubiquitous e-service is one of the most recent links in the chain of evolution that has characterized the different eras of
the internetworking environment. In order to leap the trust barrier for the users to embrace these ubiquitous e-services,
we present a collaborative iTrust e-service for exploring proximal collective wisdom in the ad-hoc ubiquitous environment.
By highlighting the homophily of e-service participants, these isolated individuals can be treated as a group with proximity.
Proximity thus enables ad-hoc e-service participants to contribute their strength for ubiquitous collective wisdom. Simulation
outcomes for trust decision quality enhancement show significant improvement over traditional designs. The iTrust e-service
makes it possible for users to collaborate with the nearby user groups for establishing a reliable and trustworthy interaction
environment. It also facilitates and empowers the potential benefits of various ubiquitous e-service applications.
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9.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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10.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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11.
This paper proposes an appearance generative mixture model based on key frames for meanshift tracking. Meanshift tracking
algorithm tracks an object by maximizing the similarity between the histogram in tracking window and a static histogram acquired
at the beginning of tracking. The tracking therefore could fail if the appearance of the object varies substantially. In this
paper, we assume the key appearances of the object can be acquired before tracking and the manifold of the object appearance
can be approximated by piece-wise linear combination of these key appearances in histogram space. The generative process is
described by a Bayesian graphical model. An Online EM algorithm is proposed to estimate the model parameters from the observed
histogram in the tracking window and to update the appearance histogram. We applied this approach to track human head motion
and to infer the head pose simultaneously in videos. Experiments verify that our online histogram generative model constrained
by key appearance histograms alleviates the drifting problem often encountered in tracking with online updating, that the
enhanced meanshift algorithm is capable of tracking object of varying appearances more robustly and accurately, and that our
tracking algorithm can infer additional information such as the object poses.
Electronic supplementary material The online version of this article (doi:) contains supplementary material, which is available to authorized users.
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12.
In this article we present an engineering approach for the integration of social group dynamics in the behavior modeling of
multiagent systems. To this end, a toolbox was created that brings together several theories from the social sciences, each
focusing on different aspects of group dynamics. Due to its modular approach, the toolbox can either be used as a central
control component of an application or it can be employed temporarily to rapidly test the feasibility of the incorporated
theories for a given application domain. This is exemplified by applying the toolbox to different applications.
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13.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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14.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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15.
Research on hybrid bionic systems (HBSs) is still in its infancy but promising results have already been achieved in laboratories.
Experiments on humans and animals show that artificial devices can be controlled by neural signals. These results suggest
that HBS technologies can be employed to restore sensorimotor functionalities in disabled and elderly people. At the same
time, HBS research raises ethical concerns related to possible exogenous and endogenous limitations to human autonomy and
freedom. The analysis of these concerns requires reflecting on the availability of scientific models accounting for key aspects
of sensorimotor coordination and plastic adaptation mechanisms in the brain.
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16.
This paper presents an analysis of the topology of transportation networks within different systems of cities. Urban entities
and their components are complex systems by their nature; there is no central force that affects their spatial structure.
Thus, we study transportation networks within different countries as complex networks. Based on the above, we consider cities
as nodes, while direct air and railways routes represent the links. We present characteristics of these networks including
their degree and clustering coefficient. Transportation networks can be used as an indicator of economic activity between
cities. Cities with strong economic relationship are characterized by high volume of connectivity. Our findings suggest that
the topology of the analyzed transportation networks can be used to classify the countries they belong to based on their economic
development.
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17.
Social network communities are involving millions of users, representing one of the main reasons why people log on the Internet
from their home computers. Part of this success is certainly due to the possibility for end users to reverse the traditional
publisher/consumer model, achieving control over service consumption, and gaining the opportunity to produce multimedia contents
instantaneously available worldwide. Social network communities are not destined to be confined in traditional wired networks.
Indeed, mobile users could greatly benefit from applications that combine social networks and location-based multimedia services.
It is hence of particular interest to consider the next frontier in wireless networking, i.e., vehicular networks, and imagine
how community-based services could be provided in this highly variable context, enabling the sprouting of communities on the
road. To this aim, we address here one of the specific challenges in this scenario, i.e., the fast delivery of service triggering
messages generated by a user to a certain area where another user can provide the requested multimedia service (e.g., live
video streaming, traffic updates, friends finder, status messages of social network applications). We discuss the state-of-art
for this technical challenge and compare it against our solution, which is able to dynamically adapt to different transmission
conditions as those featuring a vehicular network. In essence, the main innovation of our contribution amounts to a transmission
range estimator that enables vehicles to know their current transmission range, independently from changes in the vehicular
network topology, and use it to maximize the efficiency in transmitting service-triggering messages.
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18.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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19.
The article draws on a decade of work in the UK by the UK Work Organisation Network (UKWON), and recommends a systematic approach.
Taking cases in the National Health Service, the focus is on employee involvement, partnership and the development of social
capital. High and low road approaches are compared, in an evaluation of the Improving Working Lives programme.
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20.
This paper explores the design issues of situated play within a museum through the study of a museum guide prototype that
integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to
situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss
the implications including degrees of balance in the experience design of play in interaction; the challenge in developing
a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces
(TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through
an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination
and interpretation that links the audio content to the artifacts.
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