Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753401
A. Protopsaltis, M. Mentzelopoulos, Jeffrey Ferguson, Kanchev Kaloyan
The current paper presents the Quiz Cube application and its evaluation. The Quiz Cube application is an AR mobile learning application for students and teachers to easily make and use AR UI system using fiducial marker cubes. AR as a platform is just now reaching its full potential. Since smartphones and mobile devices are now at a sufficiently large user base, it is worth looking at the potential for an extremely small form factor delivery system that is flexible, easily modified, and used by educators and students. An easily modifiable AR learning experience will present an AR Mobile platform development, interactive museums, and the chosen subject in a new style. This method can be shown to improve not only knowledge of the chosen subject through investigation, but a better understanding of development potentials for the mobile devices now ubiquitous to students. The Quiz Cube application was evaluated in three different ways and the results are presented here.
{"title":"Quiz Cube: An AR mobile learning application","authors":"A. Protopsaltis, M. Mentzelopoulos, Jeffrey Ferguson, Kanchev Kaloyan","doi":"10.1109/SMAP.2016.7753401","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753401","url":null,"abstract":"The current paper presents the Quiz Cube application and its evaluation. The Quiz Cube application is an AR mobile learning application for students and teachers to easily make and use AR UI system using fiducial marker cubes. AR as a platform is just now reaching its full potential. Since smartphones and mobile devices are now at a sufficiently large user base, it is worth looking at the potential for an extremely small form factor delivery system that is flexible, easily modified, and used by educators and students. An easily modifiable AR learning experience will present an AR Mobile platform development, interactive museums, and the chosen subject in a new style. This method can be shown to improve not only knowledge of the chosen subject through investigation, but a better understanding of development potentials for the mobile devices now ubiquitous to students. The Quiz Cube application was evaluated in three different ways and the results are presented here.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114653189","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753379
Metod Rybar, M. Bieliková
On-line questionnaires are today widely used for various tasks, from census data collection to knowledge testing in job interviews. However, there is currently no automated system that can help us decide if the answers from the questionnaires are reliable or estimate how reliable the are. Deception is a part of everyday human behavior and deception is also present when answering on-line questionnaires. People are trying to make themselves look better or are just withholding information for malicious reasons. In our paper we present a method for automatic prediction of honesty for answers in a questionnaire. We demonstrate that by using new technologies like eye-tracking, we can create an automated system which can help us estimate reliability and truthfulness of the answers from on-line questionnaires. In our paper we have proposed and evaluated several metrics that can be used for automated detection of user deception in on-line questionnaires and we have also created and tested our first automated system for deception detection, based on these metrics.
{"title":"Automated detection of user deception in on-line questionnaires with focus on eye tracking use","authors":"Metod Rybar, M. Bieliková","doi":"10.1109/SMAP.2016.7753379","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753379","url":null,"abstract":"On-line questionnaires are today widely used for various tasks, from census data collection to knowledge testing in job interviews. However, there is currently no automated system that can help us decide if the answers from the questionnaires are reliable or estimate how reliable the are. Deception is a part of everyday human behavior and deception is also present when answering on-line questionnaires. People are trying to make themselves look better or are just withholding information for malicious reasons. In our paper we present a method for automatic prediction of honesty for answers in a questionnaire. We demonstrate that by using new technologies like eye-tracking, we can create an automated system which can help us estimate reliability and truthfulness of the answers from on-line questionnaires. In our paper we have proposed and evaluated several metrics that can be used for automated detection of user deception in on-line questionnaires and we have also created and tested our first automated system for deception detection, based on these metrics.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"260 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133691092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753388
Eirini-Eleni Tsiropoulou, Athina Thanou, S. Papavassiliou
This paper introduces a holistic approach in the formulation and optimization of museum visitors' Quality of Experience (QoE). The most influential parameters on visitors QoE have been identified and quantified via performing an empirical study based on a questionnaire answered by experts in the field of arts and museums. Individual QoE functions with respect to each of the identified parameters have been formulated for different museum visitors' style, towards capturing visitors' perceived satisfaction in a formal manner and providing them a customized and personalized experience. Visitors' total QoE function is formulated considering the different weight of the parameters and optimized in order to determine the optimal conditions that maximize museum visitors' satisfaction. Detailed numerical results are provided towards illustrating the applicability of the proposed framework under different scenarios.
{"title":"Modelling museum visitors' Quality of Experience","authors":"Eirini-Eleni Tsiropoulou, Athina Thanou, S. Papavassiliou","doi":"10.1109/SMAP.2016.7753388","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753388","url":null,"abstract":"This paper introduces a holistic approach in the formulation and optimization of museum visitors' Quality of Experience (QoE). The most influential parameters on visitors QoE have been identified and quantified via performing an empirical study based on a questionnaire answered by experts in the field of arts and museums. Individual QoE functions with respect to each of the identified parameters have been formulated for different museum visitors' style, towards capturing visitors' perceived satisfaction in a formal manner and providing them a customized and personalized experience. Visitors' total QoE function is formulated considering the different weight of the parameters and optimized in order to determine the optimal conditions that maximize museum visitors' satisfaction. Detailed numerical results are provided towards illustrating the applicability of the proposed framework under different scenarios.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"515 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123074111","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753396
George Kalmpourtzis, Lazaros Vrysis, A. Veglis
As technology infiltrates every aspect of students' daily lives, game design acquires a bigger and more influential impact on shaping students' personalities and development of learning competencies. Considering the continuously increasing research on the use of educational games in classrooms, the researcher identifies another great interest in the constructivistic perspective of game design for young children. Designing games requires a multidisciplinary approach, where various competencies are applied. The aim of this paper is to investigate the impact of organizing, implementing and facilitating learning environments that aim at increasing young students' game design competencies. In order to achieve this, the researchers proposed a teaching approach based on re-designing existing game concepts. Through a pilot of study where a particular game concept was introduced, the researchers observed, recorded and analyzed students' reactions, work process and strategies in order to provide empirical evidence that will help the academic community to have a better understanding of this area.
{"title":"Teaching game design to students of the early childhood through Forest Maths","authors":"George Kalmpourtzis, Lazaros Vrysis, A. Veglis","doi":"10.1109/SMAP.2016.7753396","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753396","url":null,"abstract":"As technology infiltrates every aspect of students' daily lives, game design acquires a bigger and more influential impact on shaping students' personalities and development of learning competencies. Considering the continuously increasing research on the use of educational games in classrooms, the researcher identifies another great interest in the constructivistic perspective of game design for young children. Designing games requires a multidisciplinary approach, where various competencies are applied. The aim of this paper is to investigate the impact of organizing, implementing and facilitating learning environments that aim at increasing young students' game design competencies. In order to achieve this, the researchers proposed a teaching approach based on re-designing existing game concepts. Through a pilot of study where a particular game concept was introduced, the researchers observed, recorded and analyzed students' reactions, work process and strategies in order to provide empirical evidence that will help the academic community to have a better understanding of this area.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123372126","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753378
Tomas Matlovic, Péter Gáspár, Róbert Móro, Jakub Simko, M. Bieliková
The study of emotions in human-computer interaction has increased in the recent years. With successful classification of emotions, we could get instant feedback from users, gain better understanding of the human behavior while using the information technologies and thus make the systems and user interfaces more emphatic and intelligent. In our work, we focused on two approaches, namely emotions detection using facial expressions recognition and electroencephalography (EEG). Firstly, we analyzed existing tools that employ facial expressions recognition for emotion detection and compared them in a case study in order to acquire the notion of the state-of-the-art. Secondly, we proposed a method of emotion detection using EEG that employs existing machine learning approaches. We evaluated it on a standard dataset as well as with an experiment, in which participants watched emotion-evoking music videos. We used Emotiv Epoc to capture participants' brain activity. We achieved 53% accuracy in classifying a correct emotion, which is better compared to 19% accuracy of the existing facial expression based tool Noldus FaceReader.
{"title":"Emotions detection using facial expressions recognition and EEG","authors":"Tomas Matlovic, Péter Gáspár, Róbert Móro, Jakub Simko, M. Bieliková","doi":"10.1109/SMAP.2016.7753378","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753378","url":null,"abstract":"The study of emotions in human-computer interaction has increased in the recent years. With successful classification of emotions, we could get instant feedback from users, gain better understanding of the human behavior while using the information technologies and thus make the systems and user interfaces more emphatic and intelligent. In our work, we focused on two approaches, namely emotions detection using facial expressions recognition and electroencephalography (EEG). Firstly, we analyzed existing tools that employ facial expressions recognition for emotion detection and compared them in a case study in order to acquire the notion of the state-of-the-art. Secondly, we proposed a method of emotion detection using EEG that employs existing machine learning approaches. We evaluated it on a standard dataset as well as with an experiment, in which participants watched emotion-evoking music videos. We used Emotiv Epoc to capture participants' brain activity. We achieved 53% accuracy in classifying a correct emotion, which is better compared to 19% accuracy of the existing facial expression based tool Noldus FaceReader.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132710093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Today, there is a growing need within citizens, journalists and many public bodies to explore and search for valuable information and knowledge in budget data, that are widely published by governments and municipalities across Europe. A significant element of these fiscal datasets are code lists, which serve not only for the coding and the simplicity of representation of budget concepts, but can also act as linking entities between budget datasets of different countries, bodies, years and structure, in order to facilitate their comparison. To this end, we made an extensive survey of code lists that refer or are related to fiscal or other concepts that are included in budget datasets, recording totally 239 international and national classifications. We selected some of these classifications to represent them semantically with SKOS and then we examined their linking possibilities. While manual and automated methods are insufficient for linking large code lists, tools using semi-automated methods, like Alignment seem to be more suitable for this specific task.
{"title":"The code lists case: Identifying and linking the key parts of fiscal datasets","authors":"Panagiotis-Marios Filippidis, Sotirios Karampatakis, Kleanthis Koupidis, Lazaros Ioannidis, Charalampos Bratsas","doi":"10.1109/SMAP.2016.7753404","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753404","url":null,"abstract":"Today, there is a growing need within citizens, journalists and many public bodies to explore and search for valuable information and knowledge in budget data, that are widely published by governments and municipalities across Europe. A significant element of these fiscal datasets are code lists, which serve not only for the coding and the simplicity of representation of budget concepts, but can also act as linking entities between budget datasets of different countries, bodies, years and structure, in order to facilitate their comparison. To this end, we made an extensive survey of code lists that refer or are related to fiscal or other concepts that are included in budget datasets, recording totally 239 international and national classifications. We selected some of these classifications to represent them semantically with SKOS and then we examined their linking possibilities. While manual and automated methods are insufficient for linking large code lists, tools using semi-automated methods, like Alignment seem to be more suitable for this specific task.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132947079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753390
Stavroula Bampatzia, Angeliki Antoniou, George Lepouras, C. Vassilakis, Manolis Wallace
CrossCult H2020 is a European project, the aim of which is the reflection of history in a cultural setting. In this paper, we describe how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. The paper presents the case study of one of the project pilots, to show how history reflection can be enhanced with the use of social networks.
{"title":"Using social media to stimulate history reflection in cultural heritage","authors":"Stavroula Bampatzia, Angeliki Antoniou, George Lepouras, C. Vassilakis, Manolis Wallace","doi":"10.1109/SMAP.2016.7753390","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753390","url":null,"abstract":"CrossCult H2020 is a European project, the aim of which is the reflection of history in a cultural setting. In this paper, we describe how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. The paper presents the case study of one of the project pilots, to show how history reflection can be enhanced with the use of social networks.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127126103","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753381
B. Gâteau, Y. Naudet, J. Rykowski
In this paper we propose a new approach to complex comfort management based on ontologies, being the main result of undergoing GOLIATH project. The approach comprises an application of Internet-of-Things (IoT) devices, an abstraction layer (SITE), a smart IoT middleware and a Multi-Agent System (MAS). Those elements allow a user to ask the system in a simple and natural way to control one or more comfort elements (including temperature, humidity, luminosity, noise, ventilation and air quality). Shared knowledge fed by the IoT and its semantic environment (SITE) will be used by smart layers (Knowledge base and MAS) to reason and propose an action on one or more IoT devices in turn managed by SITE. The implementation is based on underlying ontologies of comfort and actions and real-world objects connected with IoT devices, as well as a dedicated Context-Aware System to deal with dynamic situation, time/place of an interaction, evolving requirements, etc.
{"title":"Ontology-based smart IoT engine for personal comfort management","authors":"B. Gâteau, Y. Naudet, J. Rykowski","doi":"10.1109/SMAP.2016.7753381","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753381","url":null,"abstract":"In this paper we propose a new approach to complex comfort management based on ontologies, being the main result of undergoing GOLIATH project. The approach comprises an application of Internet-of-Things (IoT) devices, an abstraction layer (SITE), a smart IoT middleware and a Multi-Agent System (MAS). Those elements allow a user to ask the system in a simple and natural way to control one or more comfort elements (including temperature, humidity, luminosity, noise, ventilation and air quality). Shared knowledge fed by the IoT and its semantic environment (SITE) will be used by smart layers (Knowledge base and MAS) to reason and propose an action on one or more IoT devices in turn managed by SITE. The implementation is based on underlying ontologies of comfort and actions and real-world objects connected with IoT devices, as well as a dedicated Context-Aware System to deal with dynamic situation, time/place of an interaction, evolving requirements, etc.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114308568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753405
Kleanthis Koupidis, Charalampos Bratsas, Sotirios Karampatakis, A. Martzopoulou, Ioannis Antoniou
Data Mining and Knowledge discovery in Databases (KDD) is the process that includes data selection, pre-processing, transformation, data mining, evaluation and interpretation of the solutions from the observed results in order to discover useful knowledge from a collection of data. Semantic web and Open Linked Data can provide a higher level quality in Data Mining tasks using additional and linked information from various sources. There are many data models and different approaches that have been proposed in this area combining different aspects of Open Linked Data and Data Mining processes. OpenBudgets.eu meets this concept by modelling Open Budget data from Municipalities of Europe. This paper presents KDD process using the data model of OpenBudgets.eu in order to extract new knowledge from the budget and transaction data of Municipalities of Athens and Thessaloniki. We explored through descriptive statistics the budget phase amounts of the administrative units in Athens and Thessaloniki since 2011 and we observed that both Municipalities tried to reduce their expenditures in these years. The distributions of the expenditure amounts of services and the other descriptive measures and visualizations are provided in order to understand the structure of the expenditures of these Municipalities. Finally using cluster analysis, we built a model that categorizes what expenditure amounts an administrative unit in Athens and Thessaloniki will execute.
{"title":"Fiscal Knowledge discovery in Municipalities of Athens and Thessaloniki via Linked Open Data","authors":"Kleanthis Koupidis, Charalampos Bratsas, Sotirios Karampatakis, A. Martzopoulou, Ioannis Antoniou","doi":"10.1109/SMAP.2016.7753405","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753405","url":null,"abstract":"Data Mining and Knowledge discovery in Databases (KDD) is the process that includes data selection, pre-processing, transformation, data mining, evaluation and interpretation of the solutions from the observed results in order to discover useful knowledge from a collection of data. Semantic web and Open Linked Data can provide a higher level quality in Data Mining tasks using additional and linked information from various sources. There are many data models and different approaches that have been proposed in this area combining different aspects of Open Linked Data and Data Mining processes. OpenBudgets.eu meets this concept by modelling Open Budget data from Municipalities of Europe. This paper presents KDD process using the data model of OpenBudgets.eu in order to extract new knowledge from the budget and transaction data of Municipalities of Athens and Thessaloniki. We explored through descriptive statistics the budget phase amounts of the administrative units in Athens and Thessaloniki since 2011 and we observed that both Municipalities tried to reduce their expenditures in these years. The distributions of the expenditure amounts of services and the other descriptive measures and visualizations are provided in order to understand the structure of the expenditures of these Municipalities. Finally using cluster analysis, we built a model that categorizes what expenditure amounts an administrative unit in Athens and Thessaloniki will execute.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124265425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/SMAP.2016.7753380
M. Koziri, Panos K. Papadopoulos, Nikos Tziritas, Antonios N. Dadaliaris, Thanasis Loukopoulos, G. Stamoulis
The ever increasing number of video uploads in social media platforms, together with the incorporation of live video broadcasts and a growing demand for higher video resolution, will likely pose the most significant performance challenge for social media providers in the years to come. The current state of the art in most social media platforms, involves videos in H.264/AVC format. However, recent advances in video encoding such as the HEVC standard offer better compression ratios compared to H.264/AVC at the expense of higher computational demands. As HEVC is gradually replacing the old standard, the possibility of reducing bandwidth consumption and server load by using the more efficient compression scheme can't be overlooked. In this paper we propose a framework to tackle the challenges of adopting HEVC as well as high resolution videos in social media platforms.
{"title":"A framework for scheduling the encoding of multiple smart user videos","authors":"M. Koziri, Panos K. Papadopoulos, Nikos Tziritas, Antonios N. Dadaliaris, Thanasis Loukopoulos, G. Stamoulis","doi":"10.1109/SMAP.2016.7753380","DOIUrl":"https://doi.org/10.1109/SMAP.2016.7753380","url":null,"abstract":"The ever increasing number of video uploads in social media platforms, together with the incorporation of live video broadcasts and a growing demand for higher video resolution, will likely pose the most significant performance challenge for social media providers in the years to come. The current state of the art in most social media platforms, involves videos in H.264/AVC format. However, recent advances in video encoding such as the HEVC standard offer better compression ratios compared to H.264/AVC at the expense of higher computational demands. As HEVC is gradually replacing the old standard, the possibility of reducing bandwidth consumption and server load by using the more efficient compression scheme can't be overlooked. In this paper we propose a framework to tackle the challenges of adopting HEVC as well as high resolution videos in social media platforms.","PeriodicalId":247696,"journal":{"name":"2016 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125490974","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}