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From Audio Paper to Next Generation Paper 从音频纸到下一代纸
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3133310
D. Frohlich
It has been 24 years since the publication of Wellner's (1993) digital desk, demonstrating the augmentation of paper documents with projected information. Since then there have been many related developments in computing; including the world wide web, e-book readers, maturation of the augmented reality paradigm, embedded and printed electronics, and the internet of things. In this talk I draw on some of my own design explorations of augmenting paper with sound over the years, to illustrate the value of "audiopaper" but also the way these explorations were rooted in the applications and technology of the day. I show that two key technologies have been important to the implementation of audiopaper over the years, and that the bigger opportunity is in connecting paper to the web. This culminates in a vision for two future generations of paper which communicate and interact with the digital devices around them.
Wellner的数字办公桌(1993)已经出版了24年,展示了纸质文档与投影信息的增强。从那时起,在计算方面有了许多相关的发展;包括万维网、电子书阅读器、增强现实范式的成熟、嵌入式和印刷电子产品以及物联网。在这次演讲中,我引用了我自己多年来在纸上增加声音的一些设计探索,来说明“听纸”的价值,以及这些探索根植于当时的应用和技术。我指出,多年来,有两项关键技术对实现有声纸很重要,而更大的机会是将纸张与网络连接起来。这最终导致了未来两代纸的愿景,这些纸可以与周围的数字设备进行交流和互动。
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引用次数: 1
Content Delivery Networks integrated with Software Defined Networks 与软件定义网络集成的内容交付网络
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131573
S. Kopp, Michael Prieto Hernandez, Lucas Takeshi Chigami, R. M. Silveira
The rise of Software-Defined Networking afforded a new cycle in research of Content Distribution Networks. Among this, many studies have investigated the approach of Information Centric Networking. However, as already identified, this model has several limitations regarding their application in the context with global reach, i.e., on the Internet. In order to address this problem, this paper presents an architecture that integrates the CDNs and SDNs. Thus, It is proposed the use of a network abstraction layer that provides network services to intermediate the CDN service and the network»s infrastructure. The results obtained preliminarily, demonstrated that the proposed architecture allows you to apply traffic engineering mechanisms implemented in SDN to optimize the distribution of content through the CDN. Finally, we advocate that the proposed solution allows optimizing the distribution of content using SDN on the Internet, that is, even in contexts in which the CDN is operated by a different administrative entity that operates the SDN.
软件定义网络的兴起为内容分发网络的研究提供了一个新的周期。其中,许多研究对信息中心网络的方法进行了研究。然而,如前所述,这种模式在全球范围内(即在Internet上)的应用方面存在一些限制。为了解决这一问题,本文提出了一种集成cdn和sdn的体系结构。因此,提出了使用提供网络服务的网络抽象层作为CDN服务和网络基础设施的中介。初步获得的结果表明,所提出的架构允许您应用在SDN中实现的流量工程机制来优化通过CDN的内容分发。最后,我们主张提出的解决方案允许在互联网上使用SDN优化内容分发,也就是说,即使在CDN由运营SDN的不同管理实体运营的情况下也是如此。
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引用次数: 0
Improvement of Response Time by Running Games on a Cloud Gaming System with Layer Vatcher and Movement Prediction 基于层观看和移动预测的云游戏系统上运行游戏的响应时间改进
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131591
M. T. Sadaike, José C. Gutiérrez, Rodolfo Valiente, G. Bressan
With the growing video games industry, new markets and technologies are emerging. Electronic games of the new generation are increasingly requiring more processing and powerful video cards. The solution that is gaining more prominence is Cloud Gaming, which the player performs a command, the information is sent and processed remotely on a cloud, then the images return as a video stream back to the player using the Internet. To improve the Quality of Experience (QoE), it is proposed a model that reduces the response time between the player command and the stream of the resulting game scenes through a framework called Cloud Manager. The game must be encoded in different layers so that the Cloud Manager can use layer caching techniques, in the background, and future state prediction using a prediction matrix, in the character layer, in order to reduce the network bandwidth usage, bitrate transmission and network latencies. To validate the results, an action game with god-view as point of view is used in a Cloud Gaming system called Uniquitous.
随着电子游戏产业的发展,新的市场和技术也在不断涌现。新一代的电子游戏越来越需要更高的处理能力和强大的显卡。越来越突出的解决方案是云游戏,玩家执行一个命令,信息在云上被远程发送和处理,然后图像以视频流的形式通过互联网返回给玩家。为了提高体验质量(QoE),本文提出了一个模型,该模型通过一个名为Cloud Manager的框架减少了玩家命令和最终游戏场景流之间的响应时间。游戏必须在不同的层中进行编码,以便Cloud Manager可以在后台使用层缓存技术,并在角色层中使用预测矩阵进行未来状态预测,以减少网络带宽使用,比特率传输和网络延迟。为了验证结果,我们在名为uniquity的云游戏系统中使用了一款以上帝视角为视角的动作游戏。
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引用次数: 0
A Social Network Analysis of the The Lord of The Rings' Trilogy 《指环王》三部曲的社会网络分析
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131567
V. Aires, Thais G. Almeida, F. Nakamura, E. Nakamura
Social networks provide mechanisms to represent and investigate different kinds of system like biological and social. In this work, our aim is to explore the characteristics of complex networks extracted from the books and movies of The Lord Of The Rings' Trilogy. We use centrality measures (e.g., PageRank, Betweenness, Weighted Degree) to identify influential characters and the Louvain's algorithm to identify social nuclei. The results show that the communities identified reflect the story's main nuclei, and that in the different source medias the characters identified as more influential remain the same. In addition, we make a parallel between the differences and similarities of books (in Portuguese and English) and movies.
社会网络提供了表征和调查不同类型系统的机制,如生物和社会系统。在这项工作中,我们的目的是探索从《指环王》三部曲的书籍和电影中提取的复杂网络的特征。我们使用中心性度量(例如,PageRank, Betweenness, Weighted Degree)来识别有影响力的人物,并使用Louvain算法来识别社会核心。结果表明,被识别的社区反映了故事的主要核心,并且在不同的来源媒体中,被识别为更有影响力的角色保持不变。此外,我们还比较了(葡萄牙语和英语)书籍与电影的异同之处。
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引用次数: 0
Night Sleep Deprivation: Computational Analysis of Language Effects 夜间睡眠剥夺:语言效果的计算分析
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131595
Flavio Carvalho, G. Guedes
Changes in our society have been contributing to the raising number of people who will be under the effects of night sleep deprivation. This can harms health in the physical, mental and social aspects. This research work is intended to evaluate if there are differences between the affective characteristics in entries posted in two different time intervals, analyzing psycholinguistic processes and dominant emotions associated to social network users, using the LIWC in portuguese. In this preliminary study, it was possible to show a small difference in emotions expressed by users who posted between 6pm-23:59 and users who posted between 0am-5:59am.
我们社会的变化导致越来越多的人受到夜间睡眠不足的影响。这会损害身体、精神和社会方面的健康。本研究旨在评估在两个不同时间间隔发布的条目的情感特征之间是否存在差异,使用葡萄牙语的LIWC分析与社交网络用户相关的心理语言过程和主导情绪。在这个初步研究中,有可能显示在下午6点到23:59之间发布的用户和在早上0点到5:59之间发布的用户表达的情绪有微小的差异。
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引用次数: 4
A Study on the Use of Multiple Avatars in 3D Sign Language Dictionaries 三维手语词典中多头像的使用研究
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126865
Suanny Vieira, Alexandre Santos, Rostand E. O. Costa, T. Araújo, Manuella Aschoff, Vinícius Veríssimo
Numerous platforms in the field of machine translation of oralized languages to sign language are available nowadays, and accessibility has been gaining more and more space. However, it is noticed that most platforms use only a unique 3D avatar, and this character is responsible for all the reproduction of signals, with no alternative of choice for users. Such a limitation may have an impact on the acceptance of automatic translation by the deaf community, since there must be empathy of the deaf with the animated agent. Having only one available avatar makes impossible a more precise choice, which may involve personal characteristics and affinities. One of the reasons for this is the great effort, human and technological, that is necessary for the construction of a sign dictionary, which can scale proportionally with the addition of new avatars. In view of such a scenario, the present study aims to investigate mechanisms that allow multiple avatars to be offered in sign dictionaries without necessarily needing to reshape them again and manually, one by one. The initial premise is to analyze the functioning of each signal in a particular avatar, in order to predict possible problems in the reproduction of the signals after the permutation to a new one (retargeting), such as improper collisions or mesh invasions. As main contributions of the work, techniques are proposed to facilitate the identification and automatic correction of nonconformities in the movement of the signals and also some practical recommendations for the modeling of new avatars in order to minimize the occurrence of errors.
目前在口头语言到手语的机器翻译领域已经有了众多的平台,可访问性也获得了越来越大的空间。然而,值得注意的是,大多数平台只使用一个唯一的3D化身,这个角色负责所有信号的复制,用户没有其他选择。这种限制可能会影响聋人社区对自动翻译的接受程度,因为聋人必须与动画代理产生共鸣。如果只有一个可用的虚拟形象,就不可能做出更精确的选择,这可能涉及到个人特征和亲和力。其中一个原因是,构建一个符号字典需要付出巨大的人力和技术努力,它可以随着新角色的添加而按比例扩展。鉴于这种情况,本研究的目的是研究允许在符号字典中提供多个头像的机制,而不必再次手动地逐一重塑它们。最初的前提是分析特定角色中每个信号的功能,以便预测在排列到新信号(重定向)后信号复制中可能出现的问题,例如不适当的碰撞或网格入侵。作为本工作的主要贡献,本文提出了有助于识别和自动校正信号运动中的不符合项的技术,并提出了一些实用的新化身建模建议,以尽量减少错误的发生。
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引用次数: 2
Transductive Event Classification through Heterogeneous Networks 基于异构网络的转导事件分类
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126893
Brucce Neves dos Santos, R. G. Rossi, R. Marcacini
Events can be defined as "something that occurs at specific place and time associated with some specific actions". In general, events extracted from news articles and social networks are used to map the information from web to the various phenomena that occur in our physical world. One of the main steps to perform this relationship is the use of machine learning algorithms for event classification, which has received great attention in the web document engineering field in recent years. Traditional machine learning algorithms are based on vector space model representations and supervised classification. However, events are composed of multiple representations such as textual data, temporal information, geographic location and other types of metadata. All these representations are poorly represented together in a vector space model. Moreover, supervised classification requires the labeling of a significant sample of events to construct a training set for learning process, thereby hampering the practical application of event classification. In this paper, we propose a method called TECHN (Transductive Event Classification through Heterogeneous Networks), which considers event metadata as different objects in an heterogeneous network. Besides, the TECHN method has the ability to automatically learn which types of network objects (event metadata) are most efficient in the classification task. In addition, our TECHN method is based on a transductive classification that considers both labeled events and a vast amount of unlabeled events. The experimental results show that TECHN method obtains promising results, especially when we consider different weights of importance for each type of event metadata and a small set of labeled events.
事件可以定义为“在特定地点和时间发生的与某些特定行为相关的事情”。一般来说,从新闻文章和社交网络中提取的事件被用来将网络信息映射到我们现实世界中发生的各种现象。实现这种关系的主要步骤之一是使用机器学习算法进行事件分类,这在近年来的web文档工程领域受到了很大的关注。传统的机器学习算法是基于向量空间模型表示和监督分类。但是,事件由多种表示形式组成,例如文本数据、时间信息、地理位置和其他类型的元数据。所有这些表示在向量空间模型中都不能很好地表示在一起。此外,监督分类需要对事件的显著样本进行标记,以构建训练集进行学习过程,从而阻碍了事件分类的实际应用。在本文中,我们提出了一种称为TECHN (Transductive Event Classification through Heterogeneous Networks)的方法,该方法将事件元数据视为异构网络中的不同对象。此外,TECHN方法具有自动学习哪种类型的网络对象(事件元数据)在分类任务中最有效的能力。此外,我们的TECHN方法基于一种转导分类,该分类既考虑了标记事件,也考虑了大量未标记事件。实验结果表明,TECHN方法获得了令人满意的结果,特别是当我们考虑不同类型的事件元数据和一小组标记事件的不同重要权重时。
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引用次数: 2
Using Mobile Cloud Computing for Developing Context-Aware Multimedia Applications: A Case Study of the CAOS Framework 使用移动云计算开发上下文感知多媒体应用:CAOS框架的案例研究
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131635
Fernando A. M. Trinta, P. Rego, Francisco A. A. Gomes, L. Rocha, J. Souza
Mobile cloud computing (MCC) and context-aware computing (CAC) are research topics in growing evidence. The former seeks to leverage cloud computing features to improve the performance of mobile applications and reduce the energy consumption of mobile devices, while the latter seeks effective ways to build applications that react to changes in its context environment. This short-course aims at presenting main concepts, solutions, and technologies related to the integration of MCC and context-aware applications. We will present different motivational scenarios, examples of applications, as well as a practical guide to the development of a context-aware multimedia Android application using the framework CAOS. In addition, we will highlight research challenges and opportunities that come with such integration.
移动云计算(MCC)和上下文感知计算(CAC)是越来越多的研究课题。前者寻求利用云计算特性来提高移动应用程序的性能并降低移动设备的能耗,而后者寻求有效的方法来构建能够对其上下文环境的变化做出反应的应用程序。这门短期课程旨在介绍与MCC和上下文感知应用程序集成相关的主要概念、解决方案和技术。我们将展示不同的动机场景,应用程序示例,以及使用CAOS框架开发上下文感知多媒体Android应用程序的实用指南。此外,我们将强调这种整合带来的研究挑战和机遇。
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引用次数: 1
Towards Recency Ranking in Community Question Answering: A Case Study of Stack Overflow 面向社区问答的近期排序:以堆栈溢出为例
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3126892
Leandro Amancio, C. Dorneles
In Community Question Answering, recency ranking refers to put the freshness answers with high quality in top positions of a ranking. Freshness is not related to how recent is the answer creation date, but to how up-to-date is the answer content. This is extremely important because the users need to get best answers quickly to solve their questions and, usually, they expect up-to-date solutions. In this paper, we propose a new approach to provide recency ranking in these environments and present a set of experiments that show the effectiveness of our proposal.
在社区问答中,最近排名是指将质量较高的新鲜答案放在排名的首位。新鲜度与答案创建日期有多近无关,而与答案内容的最新程度有关。这一点非常重要,因为用户需要快速获得最佳答案来解决他们的问题,而且他们通常希望得到最新的解决方案。在本文中,我们提出了一种在这些环境中提供最近排序的新方法,并提出了一组实验来证明我们的建议的有效性。
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引用次数: 0
Gestural Interaction for Accessibility of Web Videos: A Case Study Analysis with Blind and Visually Impaired Users 手势交互对网络视频的可访问性:盲人和视障用户的案例研究分析
Pub Date : 2017-10-17 DOI: 10.1145/3126858.3131588
Marcio Maestrelo Funes, Renata Pontin de Mattos Fortes, R. Goularte
This article describes a gestural interaction case study conducted with 36 blind and visually impaired users. Task-based user evaluations were undertaken on three phases to answer the question: Can gesture interactions improve the experience of blind or visually impaired users for Web videos accessibility? After the study case analysis, 97% of the users would use a gestural interface and 92% preferred gesture interaction compared to the usual interaction. To obtain the conclusions, the variables were analyzed by comparisons of percentages and chi-square test.
本文描述了对36名盲人和视障用户进行的手势交互案例研究。基于任务的用户评估分三个阶段进行,以回答以下问题:手势交互是否可以改善盲人或视障用户的网络视频访问体验?经过研究案例分析,97%的用户会使用手势界面,92%的用户更喜欢手势交互。为了得出结论,对变量进行了百分比比较和卡方检验。
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引用次数: 2
期刊
Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web
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