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The booming multimedia technology is incurring a thriving multi-media data propagation. As multimedia data have become more essential, taking over a major potion of the content processed by many applications, it is important to leverage data mining methods to associate the low-level features extracted from multimedia data to high-level semantic concepts. In order to bridge the semantic gap, researchers...
Smarting-up email processing is a challenging task. Users file or retrieve multiple messages every day, while receiving little support from most popular email clients. Incorporating semi-automatic sorting into existing applications can help users with their daily work through more efficient organization and more effective search. Successful and seamless integration of tagging into existing email solutions...
The purpose of this paper is to illustrate the use of semantic technologies and approaches to seamlessly link things, services, and data in the proposed design of a scientific offshore wind energy research for the U.S. Department of Energy Wind and Water Technology Office of the Office of Energy Efficiency and Renewable Energy (EERE). By adapting linked community best practices, we were able to design...
This paper outlines an approach to explore methods for design and verification of cellphone-based cyber physical systems. The use of cellphones for development of such control systems has a number of benefits. Cellphones are relatively cheap, they already combine a number of sensors and communication capabilities that make them suitable candidates for relatively inexpensive embedded systems. At the...
Mobile cloud computing is a viable collaborative computing paradigm for the Internet of Things (IOT) to strengthen the synergy of mobile devices. The security of such collaborative computing needs much attention. This paper explores how to use Probabilistically Checkable Proof (PCP) on Android devices to verify if offloaded computation is correctly executed by remote devices. The paper shows that...
There has been considerable efforts in modelling the semantics of Internet of Things and their specific context. Acquiring and managing metadata related to the physical devices and their surrounding environment becomes challenging due to the dynamic nature of environment. This paper focuses on managing metadata for Internet of Things with the help of crowds. Specifically, the paper proposes a collaborative...
The scope of this paper is two-fold: firstly it proposes the application of a 1–2–3 Zones approach to Internet of Things (IoT)-related Digital Forensics (DF) investigations. Secondly, it introduces a Next-Best-Thing Triage (NBT) Model for use in conjunction with the 1–2–3 Zones approach where necessary and vice versa. These two ‘approaches’ are essential for the DF process from an IoT perspective:...
The Internet of Things (IoT) paradigm comprises a heterogenous mix of connected devices connected to the Internet. This promises a a wealth of opportunity for a large collection of distributed applications and services. However, the IoT introduces significant changes to the Internet model, largely in the form of billions to trillions of embedded devices that most likely will not be able to be managed...
IEEE/EAI CollaborateCom is an annual international forum for dissemination of original ideas and research results in collaborative computing networks, systems, and applications. The key goal of IEEE/EAI CollaborateCom is to bring together researchers from networking, systems, CSCW, virtual laboratories, and collaborative learning and education areas. IEEE/EAI CollaborateCom 2013 in Austin, Texas,...
Collaboration on digital products — for instance in science, design or production — is typically being practiced using cumbersome means like sending document drafts back and forth among collaborators. Recent advances in Web technologies allow collaborators to synchronously edit artifacts. From an engineering perspective, adding (near) real-time, multi-user collaboration to single-user applications...
Much CSCW research predominantly focuses on investigating how distributed, mediated interactions are different from collocated interactions, but rarely looks at how the use of technologies affect collocated people. We argue that the needs for studying the impact of mediating technologies among collocated people are current and large. A situation of seeing the other but not being able to see what captures...
Software that is meant to support collaboration is mostly developed “ad hoc”, placing some additional overhead to users, that are required to integrate the common work practices, realized with the traditional software applications, with the new collaborative features offered by the new application. It has been argued that this is likely to inject lack of motivation on users, jeopardizing the positive...
Multi-user collaborative virtual environments (VEs) need strategies of conflict resolution to handle simultaneous interaction with shared objects. Current strategies are first-come-first-serve (FCFS) and predefined static priority of each user. These strategies cannot provide each user with a perceived equal opportunity of interaction and often lead to perceived unfairness to abandon collaboration...
The goal of this paper is to examine the overall temporal response activities of global software learning teams and understand how these temporal activities are affected by the presence (and absence) of a team leader. Results from 24 teams enrolled in global software development courses at Universities in Turkey, Panama, and the US reveal that the presence of a team leader resulted in shorter time...
Peer-to-Peer (P2P) architectures are more and more used in recent content distribution platforms because of their valuable characteristics as scalability, performance, and negligible maintenance and distribution costs. In general, P2P applications allow users to provide preferences that are mainly related to performance, like number of connections and bandwidth limits. As user resources are the wealth...
Similarly to co-located software engineering teams, teams in which developers work geographically distributed require a variety of information about the project, organization and team members to collaborate effectively. However, in such a setting, maintaining awareness at a sufficient level to collaborate optimally is generally more difficult. Therefore research has been done on the prioritization...
The vision of ubiquitous communication is driven by increasing user mobility and the need to collaborate. Mobile collaborative applications, such as mobile audio/video conferences, collaborative writing, social networks, and mobile gaming, are already important parts of human interaction. In this paper, we present the uBeeMe platform that supports the development of cooperative applications for ubiquitous...
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