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Detection of influential actors in social media plays an important role for increasing the quality and efficiency of work and services in many fields such as education, marketing, etc. This work aims to introduce a new approach for the characterization of influential actors in online social media, such as Twitter. We present on a model of influence of an actor that is based on the attractiveness of the actor in terms of the number of other new actors with which he or she has established relations over time. We have used this concept and measure of influence to determine optimal seeds in a simulation of influence maximization using two empirically collected social networks for the underlying graphs.
Anonymity-preserving Methods for Client-side Filtering in Position-based Collaboration Approaches
(2017)
Technologie die beflügelt
(2016)
In recent years, the number of reasonable powerful mobile devices increased. In 2011, the number of smartphones(e.g.)increased to more than 300 million units. A lot of research has already been conducted with respect of mobile devices acting as Cloud Service consumers, but
still not much effort is put on mobile devices in the role of Cloud Service providers. Therefore, this paper presents an approach that allows to utilize mobile devices like smart phones or tablets as Cloud Service providers. In order to make this a reasonable approach, some of the occurring problems are discussed and it is shown how the presented architecture is able to overcome these problems. Last
but not least, this paper
describes some performance
tests of the chosen implementa
tion for mobile Web Services.
This paper presents a web-based framework that allows the creation and deployment of mobile learning activities. We present an authoring tool that allows not-technically skilled persons to design mobile learning tasks and deploy them as a web-based mobile application. Since the presented approach is based exclusively on web-technologies, the deployed mobile application can be executed via a mobile browser and therefore is platform independent. Despite previous research efforts carried out in this domain, few of the projects have addressed this course of actions from a purely web-based perspective. Through the latest development of web technologies, mobile applications have access to internal sensors like camera, microphone and GPS and therefore allow data collection within web-applications. In order to validate whether the proposed framework can be applied in educational settings, we conducted a pilot study with experienced teachers and present the results of these efforts in this paper.
Integrating Social Networking Sites in Day-to-Day Learning Scenarios - A Facebook Based Approach
(2012)
In recent years, the number of users in social networking sites regularly increased. Especially younger people spend a tremendous time on social networking sites like Facebook, YouTube, Flickr, Google+ and many more. Since obviously this is the place on the World-Wide-Web where our students spent their spare time, we integrated social networking sites in our day-to-day learning scenarios. This is on the one hand to start working with our students where they feel comfortable, and on the other hand to allow to foster the communication among our students about the topic of the lectures.
In this paper we present an approach for People-to-People recommendations based on a Rich Context Model (RCM). We consider personal user information as contextual information used for our recommendations. The evaluation of our recommendation approach was performed on a social network of students. The obtained results do show a significant increase in performance while, at the same time, a slight increase in quality in comparison to a manual matching process. The proposed approach is flexible enough to handle different data types of contextual information and easy adaptable to other recommendation domains.
In this paper we describe a session management system for setting up various collabora- tive classroom ,scenarios. The approach ,is addressing the additional workload ,of administrating classroom networks on the teacher, which is an important aspect for teachers' willingness to im- plement technology enhanced,learning in schools. The system facilitates preparation of classroom scenarios and the adhoc installation of networked collaborative sessions. We provided a graphical interface, which is usable for administration, monitoring, and for specification of a wide variety of different classroom ,situations with group work. The resulting graphical specifications are well suited to be re-used in the more formal learning design format IMS/LD; this is achieved by a auto- matable transformation of the scenarios to LD documents. Keywords: Collaborative classroom scenarios, lightweight classroom orchestration, learning de- sign, shared workspaces.
In recent years, teachers have started to conduct pedagogical activities to promote different kinds of learning interactions supported by rich media. The deployment of such activities is rapidly increasing, as teachers and students own technological means that allow supporting them along such interactions. These activities can be carried out in traditional classroom settings while using regular computers. Additionally, they can also be conducted from anywhere at any time while using smartphones and tablets. In this paper, we describe a pedagogical activity requiring students to author and later peer- assess learning interactions
incorporated to videos in YouTube. We describe EDU.Tube, an environment that enables them to create, share and consume such rich media learning activities across a variety of devices. We then detail a plan for the implementation of an activity that took place in 3 different classes dealing with diverse materials addressing computer science related topics. Finally, we also
provide an evaluation presenting students' insights and feedbacks resulting from the experienced activity. We discuss and analyze these outcomes in order to elaborate on them as concerns that could be applied for the further deployment of the EDU.Tube environment.