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2008 Third International Conference on Internet and Web Applications and Services最新文献

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An Architectural Framework of a Crawler for Locating Deep Web Repositories Using Learning Multi-agent Systems 基于学习多智能体系统的深度网络资源库定位爬虫的体系结构框架
Akilandeswari Jeyapal, N. Gopalan
The World Wide Web (WWW) has become one of the largest and most readily accessible repositories of human knowledge. The traditional search engines index only surface Web whose pages are easily found. The focus has now been moved to invisible Web or hidden Web, which consists of large warehouse of useful data such as images, sounds, presentations and many other types of media. To utilize such data, there is a need for specialized program to locate those sites as we do with search engines. This paper discusses about an effective design of a hidden Web crawler that can autonomously discover pages from the hidden Web by employing multi-agent Web mining system. A theoretical framework is suggested to investigate the resource discovery problem and the empirical results suggest substantial improvement in the crawling strategy and harvest rate.
万维网(WWW)已经成为最大和最容易访问的人类知识存储库之一。传统的搜索引擎只索引那些容易找到的网页的表面网页。现在的焦点已经转移到隐形网络或隐藏网络,它由大量有用的数据仓库组成,如图像、声音、演示文稿和许多其他类型的媒体。为了利用这些数据,我们需要一个专门的程序来定位这些网站,就像我们使用搜索引擎一样。本文讨论了一种基于多智能体Web挖掘系统的隐藏Web爬虫的有效设计,该爬虫能够从隐藏Web中自主发现页面。提出了一个理论框架来研究资源发现问题,实证结果表明爬行策略和收获率有了实质性的提高。
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引用次数: 22
User Profiles in Corporate Scenarios 企业场景下用户配置文件
C. Teixeira, J. S. Pinto, J. A. Martins
In an organizational/corporative environment, each user can perform different roles throughout the time. Dynamic user profiles can be used to accomplish this variation specification. A user profile is a set of information about a given user in a given context and on a specific period of time. The concept of dynamic profiling simply means that the relevant information about the user can vary in time. User profiling is usually related to web advertisement of goods and services for a user in a Web site, by means of gathering information of the user's interests and then harvesting the web over these interests. The profile discussed in this paper is service related, directly depending from the user's condition in an organization.
在组织/公司环境中,每个用户可以始终执行不同的角色。动态用户配置文件可用于完成此变体规范。用户配置文件是关于给定上下文中特定时间段内给定用户的一组信息。动态分析的概念仅仅意味着关于用户的相关信息可以随时间变化。用户分析通常与在网站上为用户进行商品和服务的网络广告有关,通过收集用户的兴趣信息,然后通过这些兴趣收集网络。本文讨论的概要文件与服务相关,直接取决于组织中的用户条件。
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引用次数: 2
Providing Decision Capabilities to Coordinators in Distributed Processes 为分布式过程中的协调器提供决策能力
Michael Von Riegen, M. Husemann, N. Ritter
Current approaches to transactional support of distributed processes in service-oriented environments are limited to scenarios where the participant initiating the process maintains a controlling position throughout the lifetime of the process. This constraint impedes support of complex processes where participants may only possess limited local views on the overall process. In this paper, we present a framework to extend WS-BusinessActivity that strengthens the role of the coordinator. We develop a set of rules for deciding on the confirmation or cancellation of participants' work and introduce protocol extensions for monitoring the progress of a process, allowing coordinators to initiate the completion of processes largely autonomously. We discuss motivating examples as well as existing approaches and evaluate our rule set against various service interaction patterns.
面向服务的环境中分布式流程的当前事务支持方法仅限于这样的场景:启动流程的参与者在整个流程的生命周期中保持控制地位。这种约束阻碍了对复杂过程的支持,在复杂过程中,参与者可能只对整个过程拥有有限的局部视图。在本文中,我们提出了一个扩展WS-BusinessActivity的框架,该框架加强了协调器的作用。我们开发了一套规则,用于决定参与者工作的确认或取消,并引入了协议扩展,用于监控流程的进度,允许协调者在很大程度上自主地启动流程的完成。我们将讨论激励示例以及现有方法,并根据各种服务交互模式评估我们的规则集。
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引用次数: 1
Super-Peer Selection in Peer-to-Peer Networks Using Network Coordinates 基于网络坐标的点对点网络中的超级点选择
P. Merz, M. Priebe, S. Wolf
Scalability constitutes a key property in Peer-to-Peer environments. One way to foster this property is the introduction of super-peers, a concept which has gained widespread acceptance in recent years. We solve the problem of selecting super- peers in a distributed, scalable, self-organized way, supported by network coordinates. To this end, we present an exact optimization model and introduce a distributed algorithm that addresses the problem in a decentralized fashion. By means of simulation using actual Internet distance measurements, we demonstrate the savings in communication cost attainable by our super-peer topology construction and maintenance scheme.
可伸缩性是对等环境中的一个关键属性。培养这种特性的一种方法是引入超级同伴,这一概念近年来得到了广泛接受。在网络坐标的支持下,以分布式、可扩展、自组织的方式解决超级节点的选择问题。为此,我们提出了一个精确的优化模型,并引入了一个分布式算法,以分散的方式解决问题。通过使用实际的互联网距离测量进行仿真,我们证明了我们的超级对等拓扑构建和维护方案可以节省通信成本。
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引用次数: 14
Data Mashups & Their Applications in Enterprises 数据混搭及其在企业中的应用
S. Makki, Jaina Sangtani
Mashups are composite applications that combine views and data from two or more data sources. Mashups have grown to be popular for dynamic social networks on the web. The objective of this paper is to display that mashups are useful in enterprise settings as well, since mashups can be used to organize information presented to the user according to relevance priority, and personalized, if necessary, according to the user's choices. Mashups in enterprises have better interpretation value and lesser navigation cost to the user than an individual application that is not a mashup. This paper discusses these benefits of mashups through an implementation with the aid of Microsoft Popfly.
mashup是组合应用程序,它将来自两个或多个数据源的视图和数据组合在一起。mashup在网络上的动态社交网络中越来越受欢迎。本文的目的是展示mashup在企业设置中也很有用,因为mashup可用于根据相关优先级组织呈现给用户的信息,并在必要时根据用户的选择进行个性化。与非mashup的单个应用程序相比,企业中的mashup具有更好的解释价值和更低的用户导航成本。本文通过Microsoft Popfly的一个实现来讨论mashup的这些好处。
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引用次数: 14
Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games 研究可用性和可玩性启发式在普及游戏评估中的适用性
Kalle Jegers
This paper investigates to what extent traditional methods for usability evaluation can reveal problems and issues in pervasive games. The questions of importance for the study could be summarized as: what kind of problems in pervasive games can usability evaluation methods reveal? Which of these problems are general/traditional usability problems, which problems can be related to general problems in computer games and most importantly: which problems are unique for the genre of pervasive games? In order to approach these questions, a pervasive game prototype called "SupaFly", have been evaluated with 58 participants and by use of three standard usability evaluation methods; qualitative questionnaires, system logs and focus group interviews. The problems identified in the evaluation are analyzed and compared to categories and heuristics of previously known usability problems and problems identified in computer games (playability problems) in order to outline the problems unique for pervasive games. Of a total number of 16 issues, six issues were at least partly not covered by traditional usability and playability. Of these six issues, three problematic issues were completely unique for pervasive games: the connection between the platforms of the game (unclear relation between game platforms), the role and meaning of player positioning (unclear role of player positioning (location)) and the level of social interaction (levels of interaction not aligned with social needs).
本文探讨了传统的可用性评估方法在多大程度上能够揭示普及游戏中的问题。本研究的重要问题可以概括为:普及型游戏的可用性评估方法揭示了哪些问题?这些问题中哪些是一般/传统的可用性问题,哪些问题与电脑游戏中的一般问题有关,最重要的是:哪些问题是普及游戏类型所独有的?为了回答这些问题,我们对一款名为“SupaFly”的游戏原型进行了评估,共有58名参与者使用了三种标准的可用性评估方法;定性调查问卷,系统日志和焦点小组访谈。分析评估中发现的问题,并将其与之前已知的可用性问题和电脑游戏中发现的问题(可玩性问题)的分类和启发式进行比较,以便概述普及游戏所特有的问题。在总共16个问题中,有6个问题至少部分没有被传统的可用性和可玩性所涵盖。在这6个问题中,有3个问题对于普及游戏来说是完全独特的:游戏平台之间的联系(游戏平台之间的关系不明确),玩家定位的角色和意义(玩家定位的角色不明确)以及社交互动水平(与社交需求不一致的互动水平)。
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引用次数: 19
A Framework for Generic Internet-Based Information Notification 通用的基于互联网的信息通知框架
N. Mohamed, J. Al-Jaroodi, I. Jawhar
This paper introduces a framework to monitor information available dynamically on the Internet through Web services, RSS feeds or dynamic HTML documents based on user defined criteria. The paper also discusses some of the open issues associated with the design and application of the framework. This framework is designed to deal with public information available on the Internet on a single or multiple Websites and from a single or multiple Web services as the information source of which the user can build his/her notification criteria. The Internet provides a huge amount of dynamic information such as news, stock information, current and expected weather status, currency exchange rates, etc. In the framework, all this public information is viewed as a set of Internet variables. These variables can be used to define the user monitoring and notification criteria. Based on the defined criteria, SMS and/or email notification messages can be generated and sent to the user notifying him/her whenever the criteria are met. A number of applications can benefit form this framework to provide real-time useful information to the user.
本文介绍了一种基于用户定义标准,通过Web服务、RSS提要或动态HTML文档动态监控Internet上可用信息的框架。本文还讨论了与该框架的设计和应用相关的一些开放问题。该框架旨在处理Internet上单个或多个网站上可用的公共信息,以及来自单个或多个Web服务的公共信息,作为用户可以构建其通知标准的信息源。互联网提供了大量的动态信息,如新闻、股票信息、当前和预期的天气状况、货币汇率等。在这个框架中,所有这些公共信息都被视为一组互联网变量。这些变量可用于定义用户监视和通知标准。根据定义的标准,可以生成SMS和/或电子邮件通知消息,并在满足标准时发送给用户。许多应用程序可以从这个框架中受益,为用户提供实时的有用信息。
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引用次数: 6
SEARCHY: An Agent to Personalize Search Results 搜索:个性化搜索结果的代理
Ivan Marcialis, E. Vita
User's behaviour in browsing sessions is a valuable source of information useful to analyze user interests and personalize the human-computer interaction during information seeking tasks. In this paper we present a simple way to machine-learn user profile and employ it to improve Web searches. Searchy is a personal agent, embedded in the Web browser, able to sense user's tastes, to assist her/him during query formulation phase and, finally, to filter and sort the results according to the user's needs. Searchy uses the DART P2P network to store user's profiles in order to enable collaborative recommendations.
用户在浏览会话中的行为是一个有价值的信息来源,有助于分析用户的兴趣和个性化的人机交互在信息搜索任务。本文提出了一种简单的机器学习用户配置文件的方法,并将其用于改进Web搜索。Searchy是嵌入在Web浏览器中的个人代理,能够感知用户的口味,在查询制定阶段提供帮助,最后根据用户的需要对结果进行过滤和排序。Searchy使用DART P2P网络来存储用户的个人资料,以便进行协作推荐。
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引用次数: 17
A Domain Model for eParticipation 面向电子参与的领域模型
E. Kalampokis, E. Tambouris, K. Tarabanis
The introduction of information and communication technologies (ICTs) in the field of public participation led to the emergence of electronic participation (eparticipation). The area of eparticipation is currently a rapidly evolving one. Although, a few eparticipation-related frameworks have been developed they actually aimed to address specific purposes. As a result, there is no work aiming to model the whole eparticipation domain. In this paper, a first attempt to model the domain of eparticipation is presented. For this purpose, we identify and describe the most significant aspects that characterize the eparticipation domain according to the relevant literature. In addition, we define a domain model in order to formally describe these aspects and the relationships between them. This model is illustrated using a set of Unified Modeling Language (UML) package and class diagrams.
信息和通信技术(ict)在公众参与领域的引入导致了电子参与(eparticipation)的出现。电子参与目前是一个快速发展的领域。虽然已经开发了一些与参与相关的框架,但它们实际上旨在解决特定的目的。因此,没有针对整个电子参与领域建模的工作。本文首次尝试建立电子参与领域的模型。为此,我们根据相关文献识别并描述了表征电子参与领域的最重要方面。此外,我们定义了一个领域模型,以便形式化地描述这些方面以及它们之间的关系。该模型使用一组统一建模语言(UML)包和类图来说明。
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引用次数: 58
A Service and Knowledge Ecosystem for Telco3.0-Web3.0 Applications 面向Telco3.0-Web3.0应用的服务与知识生态系统
A. Manzalini, A. Stavdas
Telco - Web convergence will pave the way to unlock a new wave of innovation for future services and application scenarios: openness, broad federations of players and do-it-yourself innovative services and knowledge management will allow people to be the true center of information society. To achieve this vision, this paper proposes a "service and knowledge ecosystem" based on a plurality of autonomic components, pervasively distributed over peer-to-peer (low-cost) resources, interacting with each other (even semantically) to compose and execute services and applications.
电信与网络的融合将为开启未来服务和应用场景的新一波创新铺平道路:开放性、广泛的参与者联盟、自己动手的创新服务和知识管理将使人们成为信息社会的真正中心。为了实现这一愿景,本文提出了一个基于多个自主组件的“服务和知识生态系统”,这些组件广泛分布在点对点(低成本)资源上,彼此交互(甚至在语义上)以组合和执行服务和应用程序。
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引用次数: 6
期刊
2008 Third International Conference on Internet and Web Applications and Services
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