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On the Probability Distribution of Speeds derived from Positioning Data obtained by Portable Positioning Devices 便携式定位装置定位数据速度的概率分布
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536891
Kyoung Woon On, H. Song
Several possible probability distributions of speeds that can be observed in everyday life are presented in this paper. Positioning systems and devices are commonly used worldwide, for example, portable positioning devices and smartphones that have a combination of positioning mechanisms. Positioning devices can obtain the user's position and the corresponding time information, which comprises one positioning tuple. From a consecutive pair of positioning tuples, we can calculate the speed between two positions using various methods. The main problem in these systems is that the position data obtained by positioning devices have errors, and it is nearly impossible for the end-user's positioning device to identify the occurrence and number of errors. Therefore, the speed values calculated from the positioning data also have errors. Before identifying erroneous speed values from calculated speeds, one or more meaningful probability distributions of speeds are required. Statistical fitting methods are employed on the positioning data set collected by volunteers and several meaningful distributions for human movement speeds are presented and discussed. For scenarios with various ranges of speed, several good fits for the probability distributions of human movement speeds are presented.
本文提出了在日常生活中可以观测到的几种可能的速度概率分布。定位系统和设备在世界范围内普遍使用,例如,具有定位机制组合的便携式定位设备和智能手机。定位装置可以获得用户的位置和相应的时间信息,该信息包括一个定位元组。从一对连续的定位元组中,我们可以使用各种方法计算两个位置之间的速度。这些系统的主要问题是定位设备获得的位置数据存在误差,而最终用户的定位设备几乎不可能识别出误差的发生和数量。因此,由定位数据计算出的速度值也存在误差。在从计算速度中识别错误的速度值之前,需要一个或多个有意义的速度概率分布。采用统计拟合方法对志愿者采集的定位数据集进行拟合,提出并讨论了几种有意义的人体运动速度分布。对于不同速度范围的场景,给出了几种适合人类运动速度的概率分布。
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引用次数: 3
A Method for Mobile Download Conversion Rate Measurement based on Device Fingerprinting 基于设备指纹的移动下载转化率测量方法
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536885
Alexander Schuch, Clemens Holzmann, Florian Lettner
Users download mobile applications after being drawn to the application stores, including referrals from advertising campaigns on websites. To determine if a mobile application install originates from a specific campaign, mobile devices need to be uniquely identified before referral to the mobile application store and after a successful install. However, the mobile sandbox environment makes it impossible to exchange device identifiers between a mobile web browser and other mobile applications on the same device. This paper introduces an alternative approach that makes it possible to create identifiers based on measurable device characteristics. The proposed use of device fingerprinting allows to uniquely identify devices even across multiple mobile applications and regardless of the mobile operating system. The presented comparison algorithm is capable of finding two independently created identifiers that were measured on the same mobile device, which makes it possible to determine successful mobile application installs that originated from a specific website.
用户在被应用程序商店吸引后下载移动应用程序,包括从网站上的广告活动中获得的推荐。为了确定移动应用程序安装是否来自特定的活动,需要在转到移动应用程序商店之前和成功安装之后对移动设备进行唯一标识。然而,移动沙箱环境使得在同一设备上的移动web浏览器和其他移动应用程序之间交换设备标识符变得不可能。本文介绍了一种替代方法,使基于可测量的设备特性创建标识符成为可能。设备指纹识别的建议使用允许唯一地识别设备,甚至跨多个移动应用程序,而不管移动操作系统。所提出的比较算法能够找到在同一移动设备上测量的两个独立创建的标识符,这使得确定来自特定网站的成功移动应用程序安装成为可能。
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引用次数: 0
Broadband Channel Inversion and Vector Perturbation for MU-MIMO System Under Frequency Selective Fading 频率选择性衰落下MU-MIMO系统的宽带信道反转和矢量摄动
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536920
T. Taniguchi, Y. Karasawa
This paper presents single carrier multiuser multiple input multiple output (MU-MIMO) downlink transmission schemes under frequency selective channels based on extension of narrow band MU-MIMO techniques. First, broadband version of channel inversion method adopting time-domain processing is proposed. Then it is further arranged to an energy saving variation using nonlinear strategy, vector perturbation (VP) method. In those methods, transmitter is equipped with spatio-temporal filters adopting tapped delay line (TDL) structure instead of simple spatial weight, and they can avoid some problems specific in frequency-domain approaches. Through computer simulations, the effectiveness and features of those approaches are shown.
基于窄带多用户多输入多输出技术的扩展,提出了一种频率选择信道下的单载波多用户多输入多输出下行传输方案。首先,提出了采用时域处理的宽带版信道反演方法。然后利用非线性策略矢量摄动(VP)方法将其进一步安排为一个节能变分。在这些方法中,发射机配备了采用抽头延迟线(TDL)结构的时空滤波器,而不是简单的空间权重,可以避免频域方法特有的一些问题。通过计算机仿真,验证了这些方法的有效性和特点。
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引用次数: 1
A Framework for Instantiating Native Mobile Multimedia Learning Applications on Android Platform Android平台上原生移动多媒体学习应用的实例化框架
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536932
Kiemute Oyibo, Mohamed Hamada
This paper proposes an extendable Native Mobile Multimedia Learning Application (NMMLA) Framework for instantiating mobile learning applications for various educational subjects and courses on the Android platform. The framework supports a scalable number of components, which include Learn, Evaluate, Simulate, Resources, Chat, e-Quiz etc. It is a one-page-setup and do-it-yourself library that will facilitate the development and deployment of NMMLAs. Thus, it supports four major types of multimedia learning content---images, Hypertext Markup Language (HTML), audio and video---aimed at meeting different learning preferences. Moreover, it supports active and face-toface collaborative learning, such as simulations, chatting, and application/content sharing via Bluetooth, email and on social networks. Above all, it offers key application features, such as theme, course and quiz menus; listview/tabview presentational modes; and Search and Help utilities. This work will benefit practitioners in the m-learning field by providing a content flow algorithm tree that will prevent reinventing the wheel.
本文提出了一个可扩展的原生移动多媒体学习应用程序(NMMLA)框架,用于实例化Android平台上各种教育科目和课程的移动学习应用程序。该框架支持可扩展的组件数量,包括学习,评估,模拟,资源,聊天,电子测验等。它是一个单页设置和自己动手的库,将促进nmmla的开发和部署。因此,它支持四种主要类型的多媒体学习内容——图像、超文本标记语言(HTML)、音频和视频——旨在满足不同的学习偏好。此外,它支持主动和面对面的协作学习,例如模拟,聊天,以及通过蓝牙,电子邮件和社交网络共享应用/内容。最重要的是,它提供了关键的应用功能,如主题、课程和测验菜单;Listview /tabview表示模式;搜索和帮助工具。这项工作将使移动学习领域的从业者受益,因为它提供了一个内容流算法树,可以防止重复发明轮子。
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引用次数: 6
Simulation and Evaluation of the Interference Models for RFID Reader-to-Reader Collisions RFID读写器碰撞干扰模型的仿真与评估
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536877
Linchao Zhang, R. Ferrero, F. Gandino, M. Rebaudengo
When numerous RFID readers are placed in the same area, they may interfere with each other due to the reader collision problem. In recent years, many studies have been presented to address the reader collision problem. However, there is no consonance on the interference model to use in the analysis of the protocols. The main adopted models are the single interference model, which is simple and fast, but only considers the readers within a threshold distance, and the additive interference model, which sums the interferences of all the concurrent interrogations. Recent studies have shown that the single interference model cannot detect a relevant part of the possible collisions detected by the additive one. This paper analyzes and compares the network performance of an RFID system by applying both the models. Considering two proposed scenarios, the performance of the two models are evaluated and presented.
当多个RFID读写器放置在同一区域时,由于读写器碰撞问题,它们可能会相互干扰。近年来,人们对读者碰撞问题进行了大量的研究。然而,在协议分析中使用的干扰模型没有一致意见。采用的主要模型是单一干扰模型和加性干扰模型,前者简单、快速,但只考虑阈值距离内的读者,而前者将所有并发询问的干扰相加。近年来的研究表明,单一干涉模型不能检测到加性干涉模型检测到的可能碰撞的相关部分。本文应用这两种模型对RFID系统的网络性能进行了分析和比较。考虑到两种提出的场景,对两种模型的性能进行了评估和介绍。
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引用次数: 7
Implementation of Context-Aware Item Recommendation through MapReduce Data Aggregation 通过MapReduce数据聚合实现上下文感知的项目推荐
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536859
W. Beer, Christian Derwein, S. Herramhof
As the amount of ubiquitous product and service information within our daily lives is exploding, client-centric and context-aware information filtering is one of the thriving topics within the next years. A popular approach is to combine context-awareness with traditional recommendation engines in order to evaluate the relevance of a large amount of items for a given situation and user. Within this work we propose a general software architecture as well as a prototypical implementation for a framework that combines traditional recommendation methods with a variable number of context dimensions, such as location of social context. This work shows how to use a MapReduce programming model for aggregating the necessary information for calculating fast context-aware recommendations. A use-case at the end of this work shows how to use this general framework to implement a client-centric, MapReduce-based recommendation engine for real-time recommending music events.
随着我们日常生活中无处不在的产品和服务信息的数量呈爆炸式增长,以客户为中心和上下文感知的信息过滤将是未来几年蓬勃发展的主题之一。一种流行的方法是将上下文感知与传统的推荐引擎结合起来,以评估给定情况和用户的大量项目的相关性。在这项工作中,我们提出了一个通用的软件架构以及一个框架的原型实现,该框架将传统推荐方法与可变数量的上下文维度(如社会上下文的位置)相结合。这项工作展示了如何使用MapReduce编程模型来聚合必要的信息,以计算快速的上下文感知推荐。本文最后的一个用例展示了如何使用这个通用框架来实现一个以客户端为中心、基于mapreduce的实时推荐音乐事件的推荐引擎。
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引用次数: 2
Interoperability and Semantics - a reoccurring Issue? 互操作性和语义——一个反复出现的问题?
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536854
E. Neuhold
Interoperability is a qualitative property of computing infrastructures that denotes the ability of the sending and receiving systems to exchange and properly interpret information objects across system boundaries. Since this property is not given by default, the interoperability problem and the representation of semantics have been an active research topic for approximately four decades. Early database models such as the Relational Model used schemas to express semantics and implicitly aimed at achieving interoperability by providing programming independence of data storage and access. After a number of intermediate steps such as Object Oriented Data Bases and Semi - Structured Data such as hypertext and XML document models, the notions of semantics and interoperability became what they have been over the last ten years in the context of the World Wide Web and more recently the concept of Open Linked Data. With this talk we investigate semantics and interoperability research from the point of view of information systems. It should give an overview of existing old and new interoperability techniques and point out future research directions, especially for concepts found in Open Linked Data and the Semantic WEB.
互操作性是计算基础设施的一种定性属性,它表示发送和接收系统跨系统边界交换和正确解释信息对象的能力。由于这个属性不是默认的,互操作性问题和语义表示已经成为一个活跃的研究主题大约四十年了。早期的数据库模型(如关系模型)使用模式来表达语义,并隐式地旨在通过提供数据存储和访问的编程独立性来实现互操作性。在经历了诸如面向对象数据库和半结构化数据(如超文本和XML文档模型)等一系列中间步骤之后,语义和互操作性的概念在过去十年中在万维网和最近的开放关联数据的背景下形成了。通过这次演讲,我们从信息系统的角度研究语义和互操作性研究。它应该概述现有的新旧互操作性技术,并指出未来的研究方向,特别是在开放关联数据和语义WEB中发现的概念。
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引用次数: 0
Ameliorating Music Recommendation: Integrating Music Content, Music Context, and User Context for Improved Music Retrieval and Recommendation 改进音乐推荐:整合音乐内容、音乐上下文和用户上下文以改进音乐检索和推荐
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536856
M. Schedl
Successful music recommendation systems need to incorporate information on at least three levels: the music content, the music context, and the user context. The former refers to features derived from the audio signal; the second refers to aspects of the music or artist not encoded in the audio, nevertheless important to human music perception; the third refers to contextual aspects of the user which change dynamically. In this paper, we briefly review the well-researched categories of music content and music context features, before focusing on user-centric models, which have been neglected for a long time in music retrieval and recommendation approaches. In particular, we address the following tasks: (i) geospatial music recommendation from microblog data, (ii) user-aware music playlist generation on smart phones, and (iii) matching places of interest and music. The approaches presented for task (i) rely on large-scale data inferred from microblogs, motivated by the fact that social media represent an unprecedented source of information about every topic of our daily lives. Information about music items and artists is thus found in abundance in user-generated data. The questions of how to infer information relevant to music recommendation from microblogs and what to learn from them are discussed. So are different ways of incorporating this kind of information into state-of-the-art music recommendation algorithms. The presented approaches targeted at tasks (ii) and (iii) model the user in a more comprehensive way than just using information about her location and music listening habits. We report results of a user study aiming at investigating the relationship between music listening activity and a large set of contextual user features. Based on these, an intelligent mobile music player that automatically adapts the current playlist to the user context is presented. Eventually, we discuss different methods to solve task (iii), i.e., to determine music that suits a given place of interest, for instance, a major monument. In particular, we look into knowledge-based and tag-based methods to match music and places.
成功的音乐推荐系统需要包含至少三个层次的信息:音乐内容、音乐上下文和用户上下文。前者是指从音频信号中衍生出来的特征;第二个是指音乐或艺术家未编码在音频中的方面,但对人类音乐感知很重要;第三个是指动态变化的用户上下文方面。在本文中,我们简要回顾了研究得很好的音乐内容和音乐上下文特征的类别,然后关注以用户为中心的模型,这在音乐检索和推荐方法中被忽视了很长时间。特别是,我们解决了以下任务:(i)从微博数据中推荐地理空间音乐,(ii)在智能手机上生成用户感知的音乐播放列表,以及(iii)匹配兴趣地点和音乐。为任务(i)提出的方法依赖于从微博中推断出的大规模数据,其动机是社交媒体代表了我们日常生活中每个话题的前所未有的信息来源。因此,在用户生成的数据中可以找到大量关于音乐项目和艺术家的信息。讨论了如何从微博中推断出与音乐推荐相关的信息以及从中学习到什么。将这类信息整合到最先进的音乐推荐算法中的不同方法也是如此。针对任务(ii)和(iii)提出的方法以一种更全面的方式对用户进行建模,而不仅仅是使用有关她的位置和音乐听习惯的信息。我们报告了一项用户研究的结果,该研究旨在调查音乐聆听活动与大量上下文用户特征之间的关系。在此基础上,提出了一种智能移动音乐播放器,可以根据用户上下文自动调整当前播放列表。最后,我们讨论了解决任务(iii)的不同方法,即确定适合特定兴趣地点的音乐,例如,一个主要的纪念碑。特别是,我们研究了基于知识和基于标签的方法来匹配音乐和地点。
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引用次数: 29
Hacking the Gestures of Past for Future Interactions 破解过去的手势以实现未来的互动
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536908
Atilim Sahin
This study is an extraction of a wider study which had been executed as a master thesis project that has started during my studies in Malmö University Interaction Design department and continued in Istanbul Technical University Industrial Product Design Department. The study proposes a new "vocabulary" of gestural commands for mobile devices, based on established bodily practices and daily rituals. The research approach is grounded in a theoretical framework of phenomenology, and entails collaborative improvisation workshops akin to bodystorming. The combination of these methods is named as "hacking the physical actions" and the significance of this approach is highlighted, especially as a constituting source for the similar researches in this field. The resulting ideas for gestural commands are then synthesized and applied to fundamental tasks of handling mobile phones and explained with a supplementary video [10].
本研究是我在Malmö大学交互设计系学习期间作为硕士论文项目进行的一项更广泛研究的摘录,该研究在伊斯坦布尔技术大学工业产品设计系继续进行。这项研究提出了一种新的移动设备手势指令“词汇表”,基于既定的身体练习和日常仪式。研究方法以现象学的理论框架为基础,需要类似于身体风暴的协作即兴工作坊。这些方法的结合被称为“物理行为黑客”,并强调了这种方法的意义,特别是作为该领域类似研究的构成来源。然后,合成手势命令的想法,并将其应用于处理手机的基本任务,并通过补充视频进行解释[10]。
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引用次数: 0
Moving Beyond Weak Identifiers for Proxemic Interaction 超越弱标识符实现邻近交互
Pub Date : 2013-12-02 DOI: 10.1145/2536853.2536910
Henrik Sørensen, J. Kjeldskov
Identification of people and their position is essential in the design of proxemic interactions. The smartphone often plays an important role in positioning systems, due to its mobility, computational power and sensory capabilities. Studies however show that perceived proximity to our phone is significantly closer than what is actually the case. This makes the smartphone a weak identifier for applications that need to track persons. With a focus on feasible interaction design, we present a concept and prototype of a platform, which seek to support proxemic interaction beyond weak identifiers. The concept is a lightweight, low-cost, platform, offering a high update-rate that in particular focuses on support for the identity, location and distance dimensions of proxemic interaction. An evaluation of the platform validates its potential use for proxemic interactions but also reveals challenges and limitations that need to be addressed.
在近距离互动的设计中,识别人及其位置是必不可少的。由于其移动性、计算能力和感知能力,智能手机通常在定位系统中扮演重要角色。然而,研究表明,我们对手机的感知距离比实际情况要近得多。这使得智能手机成为需要跟踪人员的应用程序的弱标识符。关注可行的交互设计,我们提出了一个平台的概念和原型,它寻求支持弱标识符之外的邻近交互。这个概念是一个轻量级、低成本的平台,提供高更新率,特别关注对身份、位置和邻近交互的距离维度的支持。对该平台的评估验证了其在近距离交互中的潜在用途,但也揭示了需要解决的挑战和限制。
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引用次数: 3
期刊
Advances in Mobile Multimedia
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