Abstracts & Sessions
||Session 1: Knowledge and Content Management
Chair : Leendert Wienhofen (SINTEF/Norway)
K. Kirchner, L. Razmerita, T. Nabeth:
Abstract. Web 2.0 has reinvented the concept of Knowledge Management towards a vision aiming at facilitating interaction, cooperation and knowledge exchange of individuals, groups and communities. This article tries to answer two questions: Can Web 2.0 tools be applied for managing knowledge at the individual and collective level? and How effective are Web 2.0 tools for supporting Personal Knowledge Management? After introducing the concept of Personal Knowledge Management (PKM), Collective Management (CKM) and Web 2.0 phenomenon, this paper surveys different Web 2.0 tools and compare their role for supporting CKM and PKM. The conclusion of this study appears to confirm that the individual and collective dimension are not conflicting, but on the contrary represent two different facets of complex knowledge management process. Furthermore this study indicates a number of pitfalls such as: the level of complexity and fragmentation of these tools makes the optimal usage difficult, or/and the privacy risks that originates from the difficulty to separate the 'personal sphere' from the 'collective sphere'.
M.-A. Sanmateu, M. Trier, A. Rederer, A. Lienicke:
Abstract. User Generated Content (UGC) is one of the bases of Web2.0, its quality control a critical issue. This paper describes the work done at TLABS to specify and develop an innovative adaptable Quality Management System for User Generated Content leveraging ranking, priorization and content exclusion of UGC. The Content Quality Assurance -Server (CQAS) is an innovative modular combination of multimedia mining aiming to serve different types of content platforms, especially those based on user generated content (i.e. online communities). One of the pillar technologies used in our system is Social Network Analysis (SNA). SNA methods to calculate KPI'S between social connections and evaluated and rated content objects have been proved to provide a more complete and valued insight for content compliance, community controlling, and identification of valuable users and contents inside a community. SNA metrics propose qualitative user centered analysis of the community life cycle versus traditional volume-based measures, enabling efficient community gardening and community marketing with new innovative content management use cases. Our combination of SNA methods with traditional content mining technologies proposes enhanced identification of relevant users and content, focused intervention (incentivation), social media relevance engines, multimedia content analysis overcoming the reality of immature technologies for i.e. UGC-video. Next steps will enhance our UGCQA platform for major communities support, and extend the concept for other content management areas.
H. Send, D. Michelis:
Abstract. User generated content is a valuable resource voluntarily provided by a growing number of users. As online and classical businesses increasingly harness this resource the need for strategic handling of the users arises. In this paper, we seek for a model that allows applying prior research insights on user behaviour to user generated content. Therefore, we develop a strategic segmentation of users who contribute content. Using a biaxial model brought forward by Kozinets for the segmentation of consumers and an ordinal scale model by Li and Bernoff, we propose a model to grasp both the degree of social involvement and the intensity of content contribution by users.
|09:00||10:30||Session 2: Cooperative Information Systems|
Chair : Thomas Böhme (TU Ilmenau/Germany)
Z. K. Dobes, K.-H. Lüke, A. Rederer:
Abstract. At Deutsche Telekom Laboratories we are investigating methods for personalizing group communication. We will show how a presence enabler designed to within an IMS-based service middleware can help to realize communication scenarios involving groups of friends. The enabler is designed to make possible a variety of convergent community services that reflect various service driven requirements. Our design adheres closely to the IMS standards related to functionality such as identity, group management, presence and, "Click-to" style communication. Social communication scenarios that have motivated our research include among others the "Saturday Night Swarming Scenario". In such scenarios young people are engaged in overlapped communication in order to reach social consensus about where to end up at on Saturday night. The development of methods for improving group communication is being driven by the obvious lack of effective tools for coordinating efforts on the group level. We examine an approach which integrates presence-based features within group communication scenarios for achieving group decisions within social networks.
L. Wienhofen, I. Svagård:
Abstract. The EU project NEXES introduces IT support for integrated healthcare, and attempts to prove through clinical trials how new technology can help improve healthcare. The web-based approach used in the Norwegian clinical trial on wellbeing for chronically ill patients can be seen as a very small health care community for the patients. After introducing the NEXES project, the technical platform used for the wellbeing case, and the collaboration notation in BPMN, a specific case is described in detail and related to how the collaboration between the patient and health care stakeholders can be seen as a small group. Finally reflections are given on how the clinical trial could be extended by adding a 'competition' element using online communities in order to motivate the patients to do their rehabilitation exercises, and which technology standard could be used for this approach.
R. Zender, E. Dressler, U. Lucke and D. Tavangarian:
Abstract. This article describes the use of a service-oriented architecture to bridge the gap between different eLearning types and tools. The basic concept is a bi-directional distribution of web services provided by different eLearning environments. This is exemplarily verified by a combination of lectures that are held in a modern media supported lecture room with tools of the computer-aided face-to-face learning paradigm and within a virtual learning environment (Second Life). The new service-based approach allows a flexible and systematic coupling of virtual and face-to-face teaching and learning to a cross-technology learning community.
|14:00||15:30||Session 3: Communities on the Move|
Chair : Harald Sack (Hasso Plattner Institut Potsdam/Germany)
K. Ng, W. Tang:
Abstract. In this paper, the development of a personal mobile Geographic Information System is described. The system is configured in a client-server architecture, involving mobile clients and a servicing server. With the use of Global Positioning System, the locations of a group of mobile clients are identified and these pieces of information are sent to server for additional services. For demonstration, the system is used as a real-time location tracking system. It not only provides the tracking of the users, but also serves as a monitoring system for issuing emergency call, whenever an abnormal scenerio is identified. The design also illustrates how the mobile and Internet technologies can be used to enhance this kind of applications.
V. Schau, C. Erfurth, R. Pasold, W. Rossak:
Abstract. Over the past years, a new kind of understanding and using Internet services has emerged. People successfully form online communities and contribute actively. Facebook is one example for such an online social network (OSN) which has attracted millions of Internet users within a very short time period. In this paper we follow the idea to expand the virtual world spanned by OSNs into the user's real world. Therefore, we utilize the mobile agent paradigm as a connector to strengthen the community integration of users. This is realized exemplarily with Facebook and presented in this paper.
K.-H. Lüke, H. Mügge, M. Eisemann, A. Telschow:
Abstract. Our society is characterised by individuality, comfort and mobility. It has been shown in many scientific studies that the mobile phone plays an important role in our living and working environment. While navigation systems in cars offer a high level of individuality, comfort and a high degree of integration with the car electronics, there are no comparable solutions and services available in public transport. In this paper, it is described that integrated solutions in public transport can improve the user needs in terms of flexibility and convenience. Although there are several individual mobile applications for rail information and ticketing available, an integrated and profile-based solution is hard to find on the market. We propose an integrative architecture that covers mobile trip planning, intelligent mobile ticketing and community solutions during the trip. This shows that our findings can enhance flexibility and comfort in public transport.
|16:00||17:00||Session 4: Web Portals and Usability|
Chair : Volkmar Schau (Friedrich Schiller University Jena/Germany)
F. Bakalov, B. König-Ries, A. Nauerz, M. Welsch:
Abstract. Web portals pioneered as one of the earliest adopters of the personalization techniques to help users dealing with the problem of information overload. Nowadays they are extensively used as a single-point access to the vast amount of various resources available on the Web and in the enterprise intranets. A number of researchers have been investigating the possibilities to enable portals to deliver the content in a highly-personalized manner in order to provide users with a quick and efficient access to the subset of resources relevant to their information needs. However, in order to achieve such a personalization effect, the portal needs accurate and up-to-date information about users, especially the information about their interests. In this paper, we describe a hybrid approach to identifying user interests in Web portals. In our approach, the portal is enabled to "learn" the user interests from the content of visited pages. In addition, it is empowered to provide users with an open access interface to their user models to let them explicitly specify their interests and, in case of incorrectly identified interests, outvote the portal.
Abstract. The Web 2.0 can be regarded as an evolutionary process of medial differentiation. Infinite online communities are emerging and disappearing. It seems that a race has started in searching for innovative web-interfaces. Already many helpful technological principles and features are executed by web experts. Although they give helpful orientation for designing innovative and interactive web-interfaces, they lack dealing with self-organising systems such as online communities. Therefore, I promote an extended notion of the web-interface. Such perspective includes reconsidering the constitutive characteristic of online communities: the autopoiesis. This is an essential concept of social system theory, which is new in context of designing innovative web-interfaces. Consequently, the goal of this paper is not a technological solution, but which will give a new perspective with implications for technology. One essential consequence is that a designer or programmer cannot be more than a perturbator and experimentator intending to learn more about the social system. Therefore, I propose to generate knowledge for an innovative and human centred Web 2.0 interface with focus on qualitative and participatory research. This approach allows generating most appropriate design interventions with the users of an online community themselves.
|09:00||10:30||Session 5: Graph Theory, Routing and Layering
Chair : Herwig Unger (Fernuniversität Hagen/Germany)
T. Böhme, J. Schreyer:
Abstract. We investigate some well known graph theoretic problems from a game theoretic point of view. To coloring and matching problems we associate binary payoff games where the players are the vertices of the graph. Solutions to the graph problems correspond to action profiles of the game, where all players get payoff 1. We show, that there exist rules for the choice of action in the repeated play of these games that converge to the solution of the graph problems. Although the convergence is slow, this shows that the problems can be solved with almost no information on the underlying graph.
C. Liu, W. Cai:
Abstract. Massively Multiplayer Online Games (MMOGs) gradually become one of the most popular internet applications. People around the world can communicate and play together in virtual environments. Traditional client-server architecture is widely used in MMOGs' deployment, but its scalability and maintenance are limited mostly by servers. Peer-to-Peer (P2P) architecture attempts to make use of computer resources (e.g., CPU cycles and memory) from the computers in the network and is considered to be a candidate infrastructure for MMOGs. In this paper, we investigate some related work and propose an algorithm to split overlay network for P2P-based MMOGs. We show the benefit of splitting the overlay network in reducing lookup latency of game objects through experiments and analytical analysis.
L.-O. Lertsuwanakul, H. Unger:
Abstract. This paper introduces an adaptive routing approach based on buffer status and distance in a mesh overlay network: Thermal Field is used for considering buffer stage and distance is applied to select routing policy. The path selection process considers buffer usage by temperature based on probability in order to avoid message loss by overloaded peers or delay because of big queues, otherwise routing by the shortest way. In addition, the probability of Thermal Field consideration relies on leftover distance to the target. The experiment results substantiated our approach using the adaptive probability of routing mechanism works effectively.
||Session 6: Semantic Web Technologies
Chair : Christian Erfurth (Friedrich Schiller University Jena/Germany)
G. Eichler, A. Lommatzsch, T. Strecker, D. Ploch, C. Strecker, R. Wetzker:
Abstract. In this paper we introduce a version of the Spree expert finding framework tailored for enterprises. Whereas expert finding services have been very successful on the Web, enterprise level solutions are still scarce. This comes as a surprise, as the process of finding the right person (to ask) among colleagues requires a considerable percentage of most employees' time yielding a high potential for optimization. The core of Spree is an expert finding algorithm that automatically maps questions to the most qualified experts using a domain-specific topic taxonomy as intermediate. Apart from the framework itself, we describe the challenges and design decisions that have to be taken into consideration when implementing expert finding solutions in enterprises. These include the selection of an appropriate domain taxonomy, the motivation of employees to share their knowledge and privacy related concerns.
W. Sriurai, P. Meesad, C. Haruechaiyasak:
Abstract. Wikipedia is currently the largest encyclopedia publicly available on the Web. In addition to keyword search and subject browsing, users may quickly access articles by following hyperlinks embedded within each article. The main drawback of this method is that some links to related articles could be missing from the current article. Also, a related article could not be inserted as a hyperlink if there is no term describing it within the current article. In this paper, we propose an approach for recommending related articles based on the Latent Dirichlet Allocation (LDA) algorithm. By applying the LDA on the anchor texts from each article, a set of diverse topics could be generated. An article can be represented as a probability distribution over this topic set. Two articles with similar topic distributions are considered conceptually related. We performed an experiment on the Wikipedia Selection for Schools which is a collection of 4,625 selected articles from the Wikipedia. Based on some initial evaluation, our proposed method could generate a set of recommended articles which are more relevant than the linked articles given on the test article.
H. Sack, B. Baumann, A. Groß, C. Meinel:
Abstract. Audiovisual data have gained an enormous and ever-growing popularity in the world wide web. Also a growing number of educational content such as, e.g. lecture recordings or audiovisual learning material can be found recently. But, pinpoint and exhaustive retrieval of audiovisual e-learning content in the web is rather difficult as well as automated metadata interchange and integration. We demonstrate a use-case of metadata integration for audiovisual learning resources by complementing (X)HTML web pages of a video lecture portal with semantic RDFa annotations giving way to automated access and universal retrievability.