949 resultados para User Generated Content
Resumo:
This paper discusses the possibility of receiver’s participation in the production of television content mediated by online social networks. Buoyed by media convergence, this research demonstrates how the receiver has been working in online digital media such as TV can take advantage of the specific interaction between the medias to promote the creation of collaborative content, in which the user of social network may interfere the result of the product developed, becoming a new mediatic protagonist. Tool not so used for the production of television that slowly begins to enter the virtual reality, the forging of this new compose process would not only entertain the receiver, but also enrich the language and content television constantly criticized. This study shows the influence of the television medium in which is discussed online, the attitude still shy of the user in content production, and discusses the potential of social networks as a channel of communication between producers and receivers. This work is structured from the definition of social network, in addition to conducting the study what kind of interaction between TV and online social networks is practiced today. Finally, debate whether the potential interaction between TV and social networks is used to its fullest.
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The exponential growth of the Internet, coupled with the increasing popularity of dynamically generated content on the World Wide Web, has created the need for more and faster Web servers capable of serving the over 100 million Internet users. Server clustering has emerged as a promising technique to build scalable Web servers. In this article we examine the seminal work, early products, and a sample of contemporary commercial offerings in the field of transparent Web server clustering. We broadly classify transparent server clustering into three categories.
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La tesi propone un approccio semiotico ai videogiochi e indaga le relazioni tra videogioco, memoria e senso, a partire dall’analisi di un ampio corpus di videogiochi, trasversale rispetto ai generi. Il lavoro intende mostrare la proficuità di un incontro tra semiotica e videogiochi sotto un duplice punto di vista: da un lato i videogiochi, in quanto oggetti “nuovi”, rappresentano un buon banco di prova per la teoria e la metodologia semiotica; dall’altro lato la semiotica permette di comprendere meglio i videogiochi, ricostruendo i meccanismi semiotici che contribuiscono a generare gli effetti di senso tipici di questa forma testuale (es. immersività, interattività, flusso…). Il lavoro si propone quindi il duplice obiettivo di individuare le peculiarità del videogioco in quanto oggetto di analisi semiotica (cap. 1) e i meccanismi che in diversi generi videoludici portano alla creazione di effetti di senso peculiari e alla costruzione di una nuova memoria (capp. 3, 4, 5). Il primo capitolo è dedicato a una riflessione teorica e metodologica che intende preparare il campo per l’analisi, provando a “testare” modelli, concetti e strumenti più o meno assestati con lo scopo di riconoscere lo statuto semiotico dei videogiochi e di individuare il modo migliore per analizzarli semioticamente. Inoltre nel cap. 1 si affrontano, ancora in un’ottica generale, le dinamiche tra memoria del gioco e memoria del giocatore e l’importanza dei processi di apprendimento per l’interpretazione videoludica. Gli ultimi tre capitoli sono invece dedicati ai risultati delle analisi, condotte su un corpus ampio di videogiochi, affiancato da un corpus “di controllo” costituito da video di partite concrete, immagini user-generated, interfacce fisiche di gioco e “discorsi su” i videogiochi inseriti nel corpus principale. Il terzo capitolo individua i meccanismi semiotici che contribuiscono a costruire, de-costruire e ricostruire l’identità del giocatore nel corso della partita. Il quarto capitolo affronta la relazione tra tempo del gioco e tempo del giocatore, concentrandosi sulle modalità di configurazione del tempo in atto nei diversi generi videoludici. L’ultimo capitolo è dedicato all’approfondimento di un aspetto particolare della testualità videoludica: la capacità dei videogiochi di generare esperienze embodied, cioè esperienze ‘incarnate’ e ‘situate’.
Resumo:
Interactive TV technology has been addressed in many previous works, but there is sparse research on the topic of interactive content broadcasting and how to support the production process. In this article, the interactive broadcasting process is broadly defined to include studio technology and digital TV applications at consumer set-top boxes. In particular, augmented reality studio technology employs smart-projectors as light sources and blends real scenes with interactive computer graphics that are controlled at end-user terminals. Moreover, TV producer-friendly multimedia authoring tools empower the development of novel TV formats. Finally, the support for user-contributed content raises the potential to revolutionize the hierarchical TV production process, by introducing the viewer as part of content delivery chain.
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Current advanced cloud infrastructure management solutions allow scheduling actions for dynamically changing the number of running virtual machines (VMs). This approach, however, does not guarantee that the scheduled number of VMs will properly handle the actual user generated workload, especially if the user utilization patterns will change. We propose using a dynamically generated scaling model for the VMs containing the services of the distributed applications, which is able to react to the variations in the number of application users. We answer the following question: How to dynamically decide how many services of each type are needed in order to handle a larger workload within the same time constraints? We describe a mechanism for dynamically composing the SLAs for controlling the scaling of distributed services by combining data analysis mechanisms with application benchmarking using multiple VM configurations. Based on processing of multiple application benchmarks generated data sets we discover a set of service monitoring metrics able to predict critical Service Level Agreement (SLA) parameters. By combining this set of predictor metrics with a heuristic for selecting the appropriate scaling-out paths for the services of distributed applications, we show how SLA scaling rules can be inferred and then used for controlling the runtime scale-in and scale-out of distributed services. We validate our architecture and models by performing scaling experiments with a distributed application representative for the enterprise class of information systems. We show how dynamically generated SLAs can be successfully used for controlling the management of distributed services scaling.
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The private-collective innovation model proposes incentives for individuals and firms to privately invest resources to create public goods innovations. Such innovations are characterized by non-rivalry and non-exclusivity in consumption. Examples include open source software, user-generated media products, drug formulas, and sport equipment designs. There is still limited empirical research on private-collective innovation. We present a case study to (1) provide empirical evidence of a case of private-collective innovation, showing specific benefits, and (2) to extend the private-collective innovation model by analyzing the hidden costs for the company involved. We examine the development of the Nokia Internet Tablet, which builds on both proprietary and open source software development, and that involves both Nokia developers and volunteers who are not employed by the company. Seven benefits for Nokia are identified, as are five hidden costs: difficulty to differentiate, guarding business secrets, reducing community entry barriers, giving up control, and organizational inertia. We examine the actions taken by the management to mitigate these costs throughout the development period.
Resumo:
Nowadays video and web conferencing systems have become effective tools for communication and collaboration inside organizations. However, although these systems have evolved and now provide very nice features (e.g. sharing multimedia and documents), they are still too focused on the moment the meeting takes place. The existing systems provide very few facilities to organize the meeting and they do not take advantage of the possibilities the generated content offers once the meeting is finished. In this paper, we analyze the life cycle of a web conference and how existing systems monitor these conferences. Finally we present our solution, based on our know-how in videoconference management and our experience with these existing systems.
Resumo:
El presente trabajo se enmarca en el ámbito de la eficiencia energética y contempla la gestión del consumo eléctrico en hogares. Concretamente, para este proyecto fin de grado se propone el desarrollo de un sistema informático que permita el análisis y monitorización del consumo eléctrico y optimización en la contratación del suministro eléctrico en el hogar. El sistema desarrollado permite la monitorización del consumo eléctrico, expresado en kilovatios-hora (kWh), y la monitorización del coste real de dicho consumo, expresado en euros, en función del tipo de tarifa que se tenga contratada en la modalidad del PVPC1 (Precio Voluntario para el Pequeño Consumidor). También se ha desarrollado una interfaz web a través de la cual el usuario tiene acceso a la información y datos del sistema. En dicha web se muestran gráficas de consumo, potencia, voltaje, corriente y coste de la energía por días. Además, se ha dotado al sistema de un generador de alertas que notifica al usuario, vía web y vía correo electrónico, cuando el consumo sobrepasa los límites fijados por él mismo. El usuario, por tanto, podrá definir los valores de alerta de sobreconsumo y visualizar tanto un histórico de las alertas generadas en el pasado como las alertas activas en ese momento. Las alertas se muestran en la gráfica correspondiente dentro de la aplicación web. Por último, se dispone de la opción de exportar las gráficas que son visualizadas en la aplicación web en formato PNG, JPEG, PDF y SVG, además de la posibilidad de imprimirla.---ABSTRACT---This project belongs to the Energy Efficiency field and is aimed at home energy management. Specifically, for this thesis the development of a computer system that allows monitoring and analysis of energy consumption and contracted power optimization is proposed. The developed system allows energy consumption management within households (expressed in kilowatts per hour, kWh) and real cost monitoring (in euros) according to the contract tariff. A web interface has been developed in order to provide the user with power consumption information and control energy tools. In this web application, electric consumption, power, voltage, current and energy cost by day are shown. Besides, an alert generation system has been implemented so that the user can define maximum power consumption values and be informed through email or web when these values are exceeded. The user will be able to check older power alerts as well as the currently active ones. These alerts are shown in a specific graph within the web application. Finally, the user generated graphs can be exported from the web using PNG, JPEG, PDF or SVG image formats as well as be printed from the web.
Resumo:
El reciente crecimiento masivo de medios on-line y el incremento de los contenidos generados por los usuarios (por ejemplo, weblogs, Twitter, Facebook) plantea retos en el acceso e interpretación de datos multilingües de manera eficiente, rápida y asequible. El objetivo del proyecto TredMiner es desarrollar métodos innovadores, portables, de código abierto y que funcionen en tiempo real para generación de resúmenes y minería cross-lingüe de medios sociales a gran escala. Los resultados se están validando en tres casos de uso: soporte a la decisión en el dominio financiero (con analistas, empresarios, reguladores y economistas), monitorización y análisis político (con periodistas, economistas y políticos) y monitorización de medios sociales sobre salud con el fin de detectar información sobre efectos adversos a medicamentos.
Resumo:
This chapter investigates the conflicting demands faced by web designers in the development of social e-atmospherics that aim to encourage e-value creation, thus strengthening and prolonging market planning strategies. While recent studies have shown that significant shifts are occurring concerning the importance of users’ generated content by way of social e-communication tools (e.g. blogs), these trends are also creating expectations that social and cultural cues ought to become a greater part of e-atmospherics and e-business strategies. Yet, there is growing evidence that organizations are resisting such efforts, fearing that they will lose control of their e-marketing strategy. This chapter contributes to the theory and literature on online cross-cultural understanding and the impact website designers (meso-level) can have on improving the sustainability of e-business planning, departing from recent studies that focus mainly on firms’ e-business plans (macro-level) or final consumers (micro-level). A second contribution is made with respect to online behavior regarding the advancement of technologies that facilitate the development and shaping of new social e-atmospherics that affect users’ behavior and long term e-business strategies through the avoidance of traditional, formal decision making processes and marketing strategy mechanisms implemented by firms. These issues have been highlighted in the literature on the co-production and co-creation of value, which few organizations have thus far integrated in their strategic and pragmatic e-business plans. Drawing upon fifteen online interviews with web designers in the USA, as key non-institutional actors at the meso-level who are developing what future websites will be like, this chapter analyzes ways in which identifying points of resistance and conflicting demands can lead to engagement with the debate over the online co-creation of value and more sustainable future e-business planning. A number of points of resistance to the inclusion of more e-social atmospherics are identified, and the implications for web designers’ roles and web design planning are discussed along with the limitations of the study and potential future research for e-business studies.
Resumo:
Online Social Network (OSN) services provided by Internet companies bring people together to chat, share the information, and enjoy the information. Meanwhile, huge amounts of data are generated by those services (they can be regarded as the social media ) every day, every hour, even every minute, and every second. Currently, researchers are interested in analyzing the OSN data, extracting interesting patterns from it, and applying those patterns to real-world applications. However, due to the large-scale property of the OSN data, it is difficult to effectively analyze it. This dissertation focuses on applying data mining and information retrieval techniques to mine two key components in the social media data — users and user-generated contents. Specifically, it aims at addressing three problems related to the social media users and contents: (1) how does one organize the users and the contents? (2) how does one summarize the textual contents so that users do not have to go over every post to capture the general idea? (3) how does one identify the influential users in the social media to benefit other applications, e.g., Marketing Campaign? The contribution of this dissertation is briefly summarized as follows. (1) It provides a comprehensive and versatile data mining framework to analyze the users and user-generated contents from the social media. (2) It designs a hierarchical co-clustering algorithm to organize the users and contents. (3) It proposes multi-document summarization methods to extract core information from the social network contents. (4) It introduces three important dimensions of social influence, and a dynamic influence model for identifying influential users.
Resumo:
Shadows and illumination play an important role when generating a realistic scene in computer graphics. Most of the Augmented Reality (AR) systems track markers placed in a real scene and retrieve their position and orientation to serve as a frame of reference for added computer generated content, thereby producing an augmented scene. Realistic depiction of augmented content with coherent visual cues is a desired goal in many AR applications. However, rendering an augmented scene with realistic illumination is a complex task. Many existent approaches rely on a non automated pre-processing phase to retrieve illumination parameters from the scene. Other techniques rely on specific markers that contain light probes to perform environment lighting estimation. This study aims at designing a method to create AR applications with coherent illumination and shadows, using a textured cuboid marker, that does not require a training phase to provide lighting information. Such marker may be easily found in common environments: most of product packaging satisfies such characteristics. Thus, we propose a way to estimate a directional light configuration using multiple texture tracking to render AR scenes in a realistic fashion. We also propose a novel feature descriptor that is used to perform multiple texture tracking. Our descriptor is an extension of the binary descriptor, named discrete descriptor, and outperforms current state-of-the-art methods in speed, while maintaining their accuracy.
Resumo:
Online Social Network (OSN) services provided by Internet companies bring people together to chat, share the information, and enjoy the information. Meanwhile, huge amounts of data are generated by those services (they can be regarded as the social media ) every day, every hour, even every minute, and every second. Currently, researchers are interested in analyzing the OSN data, extracting interesting patterns from it, and applying those patterns to real-world applications. However, due to the large-scale property of the OSN data, it is difficult to effectively analyze it. This dissertation focuses on applying data mining and information retrieval techniques to mine two key components in the social media data — users and user-generated contents. Specifically, it aims at addressing three problems related to the social media users and contents: (1) how does one organize the users and the contents? (2) how does one summarize the textual contents so that users do not have to go over every post to capture the general idea? (3) how does one identify the influential users in the social media to benefit other applications, e.g., Marketing Campaign? The contribution of this dissertation is briefly summarized as follows. (1) It provides a comprehensive and versatile data mining framework to analyze the users and user-generated contents from the social media. (2) It designs a hierarchical co-clustering algorithm to organize the users and contents. (3) It proposes multi-document summarization methods to extract core information from the social network contents. (4) It introduces three important dimensions of social influence, and a dynamic influence model for identifying influential users.
Resumo:
Salman, M. et al. (2016). Integrating Scientific Publication into an Applied Gaming Ecosystem. GSTF Journal on Computing (JoC), Volume 5 (Issue 1), pp. 45-51.
Resumo:
Modern automobiles are no longer just mechanical tools. The electronics and computing services they are shipping with are making them not less than a computer. They are massive kinetic devices with sophisticated computing power. Most of the modern vehicles are made with the added connectivity in mind which may be vulnerable to outside attack. Researchers have shown that it is possible to infiltrate into a vehicle’s internal system remotely and control the physical entities such as steering and brakes. It is quite possible to experience such attacks on a moving vehicle and unable to use the controls. These massive connected computers can be life threatening as they are related to everyday lifestyle. First part of this research studied the attack surfaces in the automotive cybersecurity domain. It also illustrated the attack methods and capabilities of the damages. Online survey has been deployed as data collection tool to learn about the consumers’ usage of such vulnerable automotive services. The second part of the research portrayed the consumers’ privacy in automotive world. It has been found that almost hundred percent of modern vehicles has the capabilities to send vehicle diagnostic data as well as user generated data to their manufacturers, and almost thirty five percent automotive companies are collecting them already. Internet privacy has been studies before in many related domain but no privacy scale were matched for automotive consumers. It created the research gap and motivation for this thesis. A study has been performed to use well established consumers privacy scale – IUIPC to match with the automotive consumers’ privacy situation. Hypotheses were developed based on the IUIPC model for internet consumers’ privacy and they were studied by the finding from the data collection methods. Based on the key findings of the research, all the hypotheses were accepted and hence it is found that automotive consumers’ privacy did follow the IUIPC model under certain conditions. It is also found that a majority of automotive consumers use the services and devices that are vulnerable and prone to cyber-attacks. It is also established that there is a market for automotive cybersecurity services and consumers are willing to pay certain fees to avail that.