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This paper analyzes revisitations in online games focusing on two types of revisitations: game revisitations and area revisitations. A player revisits a game and areas therein with purposes. For game revisitations, we conduct a large-scale analysis using Shen Zhou Online access log collected for nearly 6 years consisting of 50,000 characters and have succeeded in using in the information on game revisitations, together with the login time and login frequency information, for predicting thedoi:10.1016/j.entcom.2011.01.003 fatcat:p7wok5vq5jcvtlpeuqlzbc3rim
more »... rs who will be absent from the game. For area revisitations, we conduct yet another large-scale analysis using World of Warcraft access log collected for 2 years consisting of more than 60,000 characters and have discovered four main groups of area revisitation patterns. We also discuss in the paper how our findings can be utilized to support both game developers and players. Ó
In this paper, we propose a two-stage ranking approach for recommending linear TV programs. The proposed approach first leverages user viewing patterns regarding time and TV channels to identify potential candidates for recommendation and then further leverages user preferences to rank these candidates given textual information about programs. To evaluate the method, we conduct empirical studies on a real-world TV dataset, the results of which demonstrate the superior performance of our modelarXiv:2009.08957v1 fatcat:luhjau64efg6tkiqzrmcukwgne
more »... terms of both recommendation accuracy and time efficiency.
[TODO] Add abstract here.doi:10.5281/zenodo.1416877 fatcat:ihl5czjiyfferlk3quogalqauu
Lecture Notes in Computer Science
This paper analyzes area revisitation patterns in World of Warcraft (WoW). Online-game players roam a number of in-game areas while playing the game and revisit some of them with different personal reasons. To clarify this issue, we conduct a large-scale analysis using WoW access log collected for two years consisting of more than sixty thousand characters and have discovered four main groups of area revisitation patterns. We describe also in the paper how our findings can be utilized to support both game developers and players.doi:10.1007/978-3-642-04052-8_2 fatcat:zmvbvvshuzaflf2flafz6q3wcm
The demand for effective VoIP and online gaming traffic management methods continues to increase for purposes such as QoS provisioning, usage accounting, and blocking VoIP calls or game connections. However, identifying such flows has become a significant administrative burden because many of the applications use proprietary signaling and transport protocols. The question of how to identify proprietary VoIP traffic has yet to be solved. In this paper, we propose using a deviation-baseddoi:10.1109/ares.2008.153 dblp:conf/IEEEares/ChenL08 fatcat:2wxv75iv65flvf2f2kdvtv2viy
more »... r to identify VoIP and gaming traffic, given that such real-time interactive services normally send out constant-packet-rate (CPR) traffic with a fixed interval, in order to maintain real-timeliness and interactivity. Our contribution is two-fold: 1) We show that scale-free variability measures are more appropriate than scaledependent ones for quantifying the network variability injected into CPR traffic. 2) Our proposed classifier is particularly lightweight in that it only requires a few inter-packet times to make a decision. The evaluation results show that by only analyzing 10 successive inter-packet times, we can distinguish between CPR and non-CPR traffic with approximately 90% accuracy.
Online gaming has now become an extremely competitive business. As there are so many game titles released every month, gamers have become more difficult to please and fickle in their allegiances. Therefore, it would be beneficial if we could forecast how addictive a game is before publishing it on the market. With the capability of game addictiveness forecasting, developers will be able to continuously adjust the game design and publishers will be able to assess the potential market value of adoi:10.1109/netgames.2012.6404029 dblp:conf/netgames/LouCHL12 fatcat:7wshtjfp7nfqdprsafy7z4m6fm
more »... ame in its early development stages. In this paper, we propose to forecast a game's addictiveness based on players' emotional responses when they are first exploring the game. Based on the account activity traces of 11 commercial games, we develop a forecasting model that predicts a game's addictiveness index according to electromyographic measures of players' two facial muscles. We hope that with our methodology, the game industry could optimize the odds of successful investments and target more accurately the provision of a better entertaining experience.
For current Web 2.0 services, manual examination of user uploaded content is normally required to ensure its legitimacy and appropriateness, which is a substantial burden to service providers. To reduce labor costs and the delays caused by content censoring, social moderation has been proposed as a front-line mechanism, whereby user moderators are encouraged to examine content before system moderation is required. Given the immerse amount of new content added to the Web each day, there is adoi:10.1109/ccnc.2009.4784911 dblp:conf/ccnc/LouCL10 fatcat:ennwytx42reltazgon3u5vga7m
more »... for automation schemes to facilitate rear system moderation. This kind of mechanism is expected to automatically summarize reports from user moderators and ban misbehaving users or remove inappropriate content whenever possible. However, the accuracy of such schemes may be reduced by collusion attacks, where some work together to mislead the automatic summarization in order to obtain shared benefits. In this paper, we propose a collusion-resistant automation scheme for social moderation systems. Because some user moderators may collude and dishonestly claim that a user misbehaves, our scheme detects whether an accusation from a user moderator is fair or malicious based on the structure of mutual accusations of all users in the system. Through simulations we show that collusion attacks are likely to succeed if an intuitive countbased automation scheme is used. The proposed scheme, which is based on the community structure of the user accusation graph, achieves a decent performance in most scenarios.
Quantum Hall effect (QHE), the ground to construct modern conceptual electronic systems with emerging physics, is often much influenced by the interplay between the host two-dimensional electron gases and the substrate, sometimes predicted to exhibit exotic topological states. Yet the understanding of the underlying physics and the controllable engineering of this paradigm of interaction remain challenging. Here we demonstrate the observation of an unusual QHE, which differs markedly from thearXiv:2110.02899v1 fatcat:3dvks3eizjhcznjepsc4gmz67e
more »... own picture, in graphene samples in contact with an anti-ferromagnetic insulator CrOCl equipped with dual gates. Owing to the peculiar interfacial coupling, Landau levels in monolayer graphene remain intact at negative filling fractions, but largely deviated for the positive gate-doping range. The latter QHE phase even presents in the limit of zero magnetic field, with the consequential Landau quantization following a parabolic relation between the displacement field D and the magnetic field B. This characteristic prevails up to 100 K in a sufficiently wide doping range from 0 to 10^13 cm^-2. Our findings thus open up new routes for manipulating the quantum electronic states, which may find applications in such as quantum metrology.
We investigate the enhanced second-harmonic generation ͑SHG͒ in nonlinear metal gratings with simultaneously extraordinary optical transmissions ͑EOTs͒ for the fundamental and the second-harmonic wavelengths, i.e., dual EOTs. We show that the strongly temporal and spatial dispersions at Wood's anomalies, the asymmetry in the grating structure and the intrinsic dispersion of the media are of great importance in achieving dual-EOT SHG. Metal gratings with dual EOTs are present and the maximumdoi:10.1063/1.3327215 fatcat:7coh642m7feibgrntcfcpxnyeq
more »... ncement on SHG is around 20. Weak points of dual-EOT SHG, potential improvement and future applications are discussed.
The information diffusion on social networks has been studied for decades. To simplify the diffusion on social networks, most models consider the propagated information or media as single values. Representing media as single values however would not suitable for certain concernful situations such as the voter preference toward the candidates in an election. In such case, the representation would better be lists instead of single values so people can try to alter others' preference throughdoi:10.1137/1.9781611972832.67 dblp:conf/sdm/HungKLLTW13 fatcat:xtdtdumit5a2jnh6xyfyocrgaq
more »... inference. This paper studies the diffusion of preference on social networks, which is a novel problem to solve in this direction. First, we propose a preference propagation model that can handle the diffusion of vector-type information instead of only binary or numerical values. Furthermore, we theoretically prove the convergence of diffusion with the proposed model, and that a consensus among strongly connected nodes can eventually be reached with certain conditions. We further extract relevant information from a publicly available bibliography datasets to evaluate the proposed models, while such data can further serve as a benchmark for evaluating future models of the same purpose. Lastly, we exploit the extracted data to demonstrate the usefulness of our model and compare it with other well-known diffusion strategies such as independent cascade, linear threshold, and diffusion rank. We find that our model consistently outperforms other models.
Modern Massively Multiplayer Online Role-Playing Games (MMORPGs) provide lifelike virtual environments in which players can conduct a variety of activities including combat, trade, and chat with other players. While the game world and the available actions therein are inspired by their offline counterparts, the games' popularity and dedicated fan base are testaments to the allure of novel social interactions granted to people by allowing them an alternative life as a new character and persona.doi:10.1145/2488388.2488460 dblp:conf/www/LouPCPLC13 fatcat:axaywvtiv5fhjhanh3c5wdj6wi
more »... n this paper we investigate the phenomenon of "gender swapping," which refers to players choosing avatars of genders opposite to their natural ones. We report the behavioral patterns observed in players of Fairyland Online, a globally serviced MMORPG, during social interactions when playing as in-game avatars of their own real gender or genderswapped. We also discuss the effect of gender role and self-image in virtual social situations and the potential of our study for improving MMORPG quality and detecting online identity frauds.
Citation: Xu P, Wang J, Yang Z-w, Lou X-l, Chen C (2013) Regulatory Roles of the PI3K/Akt Signaling Pathway in Rats with Severe Acute Pancreatitis. PLoS ONE 8(11): e81767. ...doi:10.1371/journal.pone.0081767 pmid:24312352 pmcid:PMC3842964 fatcat:dllnif4gw5efxcndualplfbtcq
Peer-to-peer relaying is commonly used in realtime applications to cope with NAT and firewall restrictions and provide better quality network paths. As relaying is not natively supported by the Internet, it is usually implemented at the application layer. Also, in a modern operating system, the processor is shared, so the receive-process-forward process for each relay packet may take a considerable amount of time if the host is busy handling some other tasks. Thus, if we happen to select adoi:10.1109/dsn.2008.4630111 dblp:conf/dsn/ChenL08 fatcat:iejofbtesfhi7oivmyfpdnsndi
more »... d relay node, the relaying may introduce significant delays to the packet transmission time and even degrade the application performance. In this work, based on an extensive set of Internet traces, we pursue an understanding of the processing delays incurred at relay nodes and their impact on the application performance. Our contribution is three-fold: 1) we propose a methodology for measuring the processing delays at any relay node on the Internet; 2) we characterize the workload patterns of a variety of Internet relay nodes; and 3) we show that, serious VoIP quality degradation may occur due to relay processing, thus we have to monitor the processing delays of a relay node continuously to prevent the application performance from being degraded. Index Terms-E-Model, Internet Measurement, Peer-to-Peer Systems, QoS, VoIP I. INTRODUCTION Voice communication over IP is becoming one of the most profitable Internet businesses. It has been shown that VoIP users are willing to pay for value-added services, such as intercommunication with a PSTN phone (dialing to a PSTN phone and vice versa), voice mails, and call forwarding. Although one of the major players, Skype , was not the first company to provide VoIP service, but it did pioneer the delivery of such services to an unprecedented wide range of end-users. From a technical point of view, we believe that three factors are responsible for Skype's popularity: the user-friendly interface, the high quality audio codecs, and the sophisticated peer-to-peer network infrastructure. Skype is well-known, or perhaps notorious, for its capability to "steal" computation and communication resources from a computer with a Skype instance running. This is because Skype employs a technique called peer-to-peer relaying, where the network communications between two call parties can be made through a third intermediate node, commonly called a relay node. Peer-to-peer relaying brings the following advantages to VoIP applications: 1) the voice quality can often be
Issues about opinion diffusion have been studied for decades. It has so far no empirical approach to model the interflow and formation of crowd's opinion in elections due to two reasons. First, unlike the spread of information or flu, individuals have their intrinsic attitudes to election candidates in advance. Second, opinions are generally simply assumed as single values in most diffusion models. However, in this case, an opinion should represent preference toward multiple candidates.doi:10.1155/2014/180590 pmid:24995351 pmcid:PMC4068049 fatcat:45ztsfszurbhxgh5seoci7wwbi
more »... ly done models thus may not intuitively interpret such scenario. This work is to design a diffusion model which is capable of managing the aforementioned scenario. To demonstrate the usefulness of our model, we simulate the diffusion on the network built based on a publicly available bibliography dataset. We compare the proposed model with other well-known models such as independent cascade. It turns out that our model consistently outperforms other models. We additionally investigate electoral issues with our model simulator.
Up to date, more than 15 billion US dollars have been invested in microfinance that benefited more than 160 million people in developing countries. The Kiva organization is one of the successful examples that use a decentralized matching process to match lenders and borrowers. Interested lenders from around the world can look for cases among thousands of applicants they found promising to lend the money to. But how can loan borrowers and lenders be successfully matched up in a microfinancedoi:10.1145/2639968.2640064 dblp:conf/socialcom/LeeLCCLCC14 fatcat:cs3jgzqrlbh6pa37hkwz2rnkiq
more »... orm like Kiva? We argue that a sophisticate recommender not only pairs up loan lenders and borrowers in accordance to their preferences, but should also help to diversify the distribution of donations to reduce the inequality of loans is highly demanded, as altruism, like any resource, can be congestible. In this paper, we propose a fairness-aware recommendation system based on one-class collaborative-filtering techniques for charity and micro-loan platform such as Kiva.org. Our experiments on real dataset indicates that the proposed method can largely improve the loan distribution fairness while retaining the accuracy of recommendations.
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