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This paper presents a new hands-free prototype TempoSpring for exploring complex social networks. Based on the Microsoft Kinect, our system lets the user rotate, zoom and filter the graph, and aggregate nodes to highlight structural properties. TempoSpring provides complementary visual restitutions (monoscopy, passive and active stereoscopy) to a user standing in front of the wall/screen on which...
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...
With the fast development in mobile technologies and ever-increasing use of smart phones in everyday activity, researchers and developers are paying attention to exploit the advantages of mobile systems to support online teams. One important advantage would-be to implement the A3 paradigm: Anytime, Anywhere, Awareness, that is notifying users about ongoing activity in their online workspace. However,...
In this paper, we provide the idea of analyzing the performance of algorithms generating personal recommendation by using competing algorithms for one and the same recommendation request based on same situation and information in a unified framework. The analysis of the recently proposed collaborative filter PAF (Popularity Among Friends) for finding user similarity based on past ratings and evaluation...
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...
Mobile social applications are becoming increasingly popular with a growing number of users turning to mobile devices for socializing, information sharing, retrieval or related activities, and/or gaming. The increased interest in the domain has resulted in numerous application prototypes being reported in the recent years that combine elements of socializing, gaming, and information related activities,...
We describe a framework to exploit social network connections for targeted campaigns delivery in order to support local retailers in enhancing customer communication. In order to demonstrate its feasibility we implemented a client application enabling end users to find relevant coupons and offers and retrieve them after completing specific tasks. By integrating this application into a server infrastructure...
This article describes the integration within an on-line learning environment - LIFE (Learning in an Interacting Framework to Experience) - of two tools that have been designed to allow "quasi-real-time" and "in situ" monitoring of complex educational "experiences/processes", thanks to the analysis of the traces left by the learners. The two tools allow to monitor and...
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