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Virtual teams play an increasingly important role in the modern economy, and many organizations struggle to overcome the weaknesses inherent in technology-mediated work. Identity communication has been shown to greatly improve individual- and group-level outcomes in offline settings, but these benefits have not been investigated in the context of virtual teams, where mediated interaction can reduce...
In the recent years, social applications have competed to incorporate emerging technologies and innovative aspects like semantics technologies, location based services, data ephemerality to ensure user privacy, etc. Although few applications combine these aspects, our challenge is to gather them in applications for communities. Likewise due to the limited resources of mobile devices and the growing...
The ever-accelerating growth of cloud-based services (CBS) and the prevalence of multi-sided business models have distributed users' data across different data silos that hinder mobile applications development and sustainability. The present paper aims at describing an open framework that abstracts functionality from CBSs through a common Graph, RESTful API, which manages calls among various CBS APIs...
The aim of pervasive system technology is to support the user in managing and interacting with devices in the environment around him/her. By contrast social networking systems are aimed at supporting communication and interactions between people. The major objective of the SOCIETIES project is to unite these two technologies in a seamless manner to create a platform that enables the user to interact...
This paper addresses recommending presentation sessions at smart conferences to participants. We propose a venue recommendation algorithm: socially aware recommendation of venues and environments (SARVE). SARVE computes correlation and social characteristic information of conference participants. In order to model a recommendation process using distributed community detection, SARVE further integrates...
Sensor-equipped mobile devices have allowed users to participate in various social networking services while they are on the go. We focus on proximity-based mobile social networking environments where users share information obtained from different places via their mobile devices when they are in proximity. Since people are more likely to share information if they can benefit from the sharing or if...
In less than three decades, several paradigms of social computing have emerged. Among them, groupware, social software and mobile social software (MoSoSo) are the most widely known. Although all significant, it is challenging to recognize the function and unique features of each single paradigm. This situation represents an obstacle for a coherent development of social computing, a research domain...
Despite the obvious importance of pervasive computing to help the user cope with the growing number of devices and services that surround her, thus far the take-up of developments emanating from research in this area has been somewhat limited. On the other hand Social Networking Systems have developed at an extraordinary rate with widespread take-up. By bringing together these two paradigms in an...
The plethora of talks and presentations taking place at academic conferences makes it difficult, especially for young researchers to attend the right talks or discuss with participants and potential collaborators with similar interests. Participants may not have a priori knowledge that allows them to select the right talks or informal interactions with other participants. In this paper we present...
When mobile device users meet at a certain place, they may share information obtained from some other places. Since people are more likely to share information if they can benefit from the sharing or if they think the information is of interest to other people, there might exist communities where people share information more often with community members. The communities in mobile social networks...
One of the key objectives of a pervasive computing system is to provide appropriate support to enable the user to manage the increasingly complex environment surrounding her. This includes managing the ever-increasing number of devices which can be accessed wirelessly as well as the vast range of services at her disposal. The aim of the Persist project was to develop a pervasive system that would...
There is a multitude of systems in the area of mobile and pervasive social computing providing and using social context for pervasive interaction between persons. Currently, it is hard to distinguish the different approaches as there is no appropriate taxonomy available yet. In this paper we introduce the STIP taxonomy to define social context in the area of social computing and further propose to...
Based on the characteristics of using microblog in mobile learning environment, this study proposes a new approach, a location-based and knowledge-oriented microblogging system. To develop such microblogging system there are several principles and features that must be addressed. This study strives to build a foundation for the microblogging system by focusing on microblogging system framework for...
The widespread adoption of powerful mobile devices creates an unprecedented potential for innovative mobile applications that can enhance users' social interactions. The current centralized mobile system and service architectures do not allow large-scale dynamic interactions between mobile devices, as required by these applications. This paper proposes Mobius, a decentralized solution that supports...
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