1,721,014 research outputs found
FROM WIDE- TO SHORT-RANGE COMMUNICATIONS: USING HUMAN INTERACTIONS TO DESIGN NEW MOBILE SYSTEMS AND SERVICES
The widespread diffusion of mobile devices has radically changed the way people interact with each other and with object of their daily life. In particular, modern mobile devices are equipped with multiple radio interfaces allowing users to interact at different spatial granularities according to the various radio technology they use. The research community is progressively moving to heterogeneous network solutions which include many different wireless technologies seamlessly integrated to address a wide variety of use cases and requirements. In 5th- Generation (5G) of mobile network we can find multiple network typology such as device-to-device (D2D), vehicular networks, machine-to-machine(M2M), and more, which are integrated in the existing mobile-broadband technology such as LTE and its future evolutions. In this complex and rich scenario, many issues and challenges are still open from a technological, architectural, and mobile services and applications points of view. In this work we provide network solutions, mobile services, and applications consistent with the 5G mobile network vision by using users interactions as a common starting point. We focus on three different spatial granularities, long, medium/short, and micro mediated by cellular network, Wi-Fi, and NFC radio technologies, respectively. We deal with various kinds of issues and challenges according to the distinct spatial granularity we consider. We start with an user centric approach based on the analysis of the characteristics and the peculiarities of each kind of interaction. Following this path, we provide contributions to support the design of new network architectures, and the development of novel mobile services and applications
Opportunistic mobile games using public transportation systems : a deployability study
With the growing availability of personal communication devices, we are witnessing a tremendous increase in the demand for mobile services based on location and context. Mobile gaming as a service is, of course, no exception. Unfortunately, differently from other services, location- and context-based gaming strictly requires near-field communication to interact with nearby players to create teams and arenas. Since currently adopted technologies suffer from scalability (Bluetooth) or energy (WiFi) constraints, opportunistic networks (ONs) have already been addressed as a viable solution to involve a considerable number of players on a wider area. Nevertheless, it is not yet clear how player experience will be affected by the increased delay and probabilistic message forwarding introduced by an ON. In this paper, we address the aforementioned problems by studying, by means of simulations, the feasibility to deploy a contact-based game on top of the ON provided by the public transportation systems (PTSs) of three cities: Milan (Italy), Edmonton (AB, Canada), and Chicago (IL, USA). Furthermore, to provide playability and scalability considerations, we also study an opportunistic collaborative version of a famous standalone game. The focus on this specific game is functional to foster the use of the PTS itself. The contribution of this paper is twofold. Firstly, we provide simulation results hinting that deployment on a PTS is feasible when targeting users commuting inside the city. Secondly, we provide a number of considerations and guidelines for game designers to actually deliver a compelling and intriguing experience
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Calling and texting: social interactions in a multidimensional telecom graph
The growing awareness that human communications and social interactions are assuming a stratified structure, due to the availability of multiple techno-communication channels, including online social networks, mobile phone calls, short messages (SMS) and e-mails, has recently led to the study of multidimensional networks. In this context we perform the first study of the multiplex mobile social network, gathered from the records of both call and text message activities of millions of users of a large mobile phone operator over a period of 12 weeks. While social networks constructed from mobile phone datasets have drawn great attention in recent years, so far studies have dealt with text message and call data, separately, providing a very partial view of people sociality expressed on phone. Here we analyze how the call and the text message dimensions overlap showing how many information about links and nodes could be lost only accounting for a single layer and how users adopt different media channels to interact with their neighborhood
Studio di alcuni tipi genetici di suino 'da salumificio' allevati con un piano alimentare 'medio'. II. Rilievi alla sezionatura della carcassa.
Clever Pac-man
In this paper we show how combining fuzzy sets and reinforcement learning a winning agent can be created for the popular Pac-man game. Key elements are the classification of the state into a few fuzzy classes that makes the problem manageable. Pac-man policy is defined in terms of fuzzy actions that are
defuzzified to produce the actual Pac-man move. A few heuristics allow making the Pac-man strategy very similar to the Human one. Ghosts agents, on their side, are endowed also with fuzzy behavior inspired by original design strategy.
Performance of this Pac-man is shown to be superior to those of other AI-based Pac-man described in the literature
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Proximity-aware offloading of person-to-person communications in LTE networks
This paper presents a simple policy to immediately reduce the overall core network's interpersonal voice/data traffic of nearly 15% on average in highly populated urban areas. This remarkable result can be achieved without resorting to complementary radio technologies, but by adding a few basic functionalities that simply rely on enabling the mobile operator to be aware of the fact that people are interacting by mobile phone in proximity. As a first contribution of this paper we give empirical evidence of the role played by these short-range social interactions through an extensive analysis of the large anonymized datasets of Call Detail Records (CDR) of two different mobile operators. Then, we describe a NFV/SDN-based approach that a mobile operator should adopt to detect whether a voice/text activity is directed to a nearby person, to negotiate with adjacent cells the establishment of the communication channel and to divert the traffic over it to offload the core network
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