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Exponential growth of media consumption in online social networks demands effective recommendation to improve the quality of experience especially for on-the-go mobile users. By means of large-scale trace-driven measurements over mobile Twitter traces from users, we reveal the significance of affective features in shaping users’ social media behaviors. Existing recommender systems however, rarely...
Exponential growth of media generated in online social networks demands effective recommendation to improve the efficiency of media access especially for mobile users. In particular, content, objective quality or general popularity are less decisive for the prediction of user-click behavior than friendship-conditioned patterns. Existing recommender systems however, rarely consider user behavior in...
This project focuses on creating a participatory mixed reality space, situated in social contexts within urban smart cities. This study explores audiences' social interactions and experiences with tactile engagements from their smart devices and a form of interactive media façade. The association between NodeJS, Websocket.io-to-OSC and TouchDesigner designs integrated with the developed computer projection...
Mobile technologies can be used to enhance learning experiences of students in different ways, supporting the CILP, the creative and innovative learning process. In this study was analyzed how the combination of the flipped classroom approach and mobile devices used as educational tools in higher education could support innovative learning in a university in Turkey. The results of the study revealed...
The current emergency services are mostly using old-fashioned generic voice-based technologies. Hence, proliferating smart and powerful end-user devices, which are quasi-permanently connected to the Internet is still weakly considered. Given that fact, we design and develop YouSOS, a framework extending the usability of conventional SOS services. YouSOS is built in a way that centralizes rescue operations'...
In this contribution we explore the challenges and opportunities of innovative mobile historical experiences in the domain of commemorative culture. We present two prototypes conceptualized and implemented for a mobile experience in this field, one as an experiment to apply gamification concepts in this domain, the other one in the utilization of AR technologies. We present first findings on critical...
In this paper, we present the research in-progress, which aims to design a mobile application that can support social learning experiences in a game-like environment. Our research was mainly motivated by the fundamental dilemma in children and new media that the penetration of digital media in children's life poses both opportunities and risks. Adopting the key ideas of serious games, we have been...
Natural disasters can have a devastating effect on critical infrastructures, especially in case of cascading effects among multiple infrastructures such as the electric power grid, the communication network, and the road network. While there exist detailed models for individual types of infrastructures such as electric power grids, these do not encompass the various interconnections and interdependencies...
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...
Overweight and obesity have become a severe medical and financial societal challenge. Besides an unbalanced caloric intake and expenditure, individual behaviors and lifestyle choices shaped by the social environment, are driving, if not significantly impacting on the global obesity epidemic. This research in progress paper is focused on social comparison theory and presents the design of the mobile...
As online social networks have grown in popularity, teenage users have become increasingly exposed to the threats of cyberbullying. The primary goal of this research paper is to investigate cyberbullying behaviors in Vine, a mobile based video-sharing online social network, and design novel approaches to automatically detect instances of cyberbullying over Vine media sessions. We first collect a set...
The centre-periphery problem is acknowledged in the many international and historical cases of cultural plunder and consequent retention (Elgin marbles etc.). However, the centre-periphery problem is not limited to highly published examples, but continue to be a fundamental challenge to all centralized museums and their relationships to the original contexts of both their stored and displayed artifacts...
The huge amount of heterogeneous content available nowadays on the Web pushes towards approaches and tools to allow people, even non-technical ones, to retrieve, combine and manipulate such content, in order to satisfy their knowledge needs. In this paper we illustrate how composition technologies enable teacher and students to create, use and share interactive workspaces that can enhance their learning...
This paper explores approaches for the effective integration of several focal areas of advanced analytics on currently achievable big data platforms to enable timely, and maximally effective, geofence-triggered interventions (push marketing) that leverages viral or exponential returns. The viral or exponential growth behavior of modern social media-based interactions has garnered much attention in...
Nowadays, university students are facing a large number of highly diverse media, including conventional books as well as online-based mobile applications — all used to support learning. Especially the internet with its connected social media services or e-learning possibilities induced significant changes in society and in the landscape of higher education during the last years and still do so. The...
smartphones are available anytime and anywhere, enabling applications to determine the user location. In a previous work, we demonstrate how we ca use this information for inferring the age, gender, and social class based on the places visited by the user. In this work, we investigate the hypothesis that it is possible to deliver relevant advertisements based on statistical data, associated with basic...
This position paper illustrates applications of a context-based face recognition system for smart web tasking. Context-based face recognition can provide a personalized service based on recognition face and derived context information. Using selected smart applications, we show how context-based face recognition system could help deliver personalized services.
A great research challenge in multimedia systems is the user-centric design and adaptation of interfaces to multimedia systems. User-centric does involve methods of HCI (Human-Centric Interface) research, but should also better incorporate the interest of the users, the usage context and the technical properties of the system. This work focuses on multimedia systems in the domain of emergent interactive...
Emerging context frameworks enable Websites to interact with the Internet of Things directly from the browser; however, Websites must be specifically designed to utilize such context framework support. As such, the majority of “legacy” Websites remains context-unaware. This paper presents Ambient Amp, an open framework for dynamically augmenting legacy Websites with context-awareness, without requiring...
Mobile video editing systems need efficient streaming transmission and interactive operations. Rather than using a specialized protocol and stream format, the video editing system makes use of a generic mechanism based on chunks in the cloud computing environment. Chunks are in fixed-size and contains a mixture of scalar data and references to other chunks. Chunks allow programmers to expose large,...
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