scholarly journals Mobile-to-Mobile Video Recommendation

Author(s):  
Padmanabha Venkatagiri Seshadri ◽  
Mun Choon Chan ◽  
Wei Tsang Ooi
2019 ◽  
Vol 9 (18) ◽  
pp. 3858
Author(s):  
Jiafeng Li ◽  
Chenhao Li ◽  
Jihong Liu ◽  
Jing Zhang ◽  
Li Zhuo ◽  
...  

With the explosive growth of mobile videos, helping users quickly and effectively find mobile videos of interest and further provide personalized recommendation services are the developing trends of mobile video applications. Mobile videos are characterized by their wide variety, single content, and short duration, and thus traditional personalized video recommendation methods cannot produce effective recommendation performance. Therefore, a personalized mobile video recommendation method is proposed based on user preference modeling by deep features and social tags. The main contribution of our work is three-fold: (1) deep features of mobile videos are extracted by an improved exponential linear units-3D convolutional neural network (ELU-3DCNN) for representing video content; (2) user preference is modeled by combining user preference for deep features with user preference for social tags that are respectively modeled by maximum likelihood estimation and exponential moving average method; (3) a personalized mobile video recommendation system based on user preference modeling is built after detecting key frames with a differential evolution optimization algorithm. Experiments on YouTube-8M dataset have shown that our method outperforms state-of-the-art methods in terms of both precision and recall of personalized mobile video recommendation.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2012 ◽  
Vol 2 (2) ◽  
pp. 134-136
Author(s):  
Ch. Divya Ch. Divya ◽  
◽  
Dr. P. Govardhan Dr. P. Govardhan

Transfers ◽  
2019 ◽  
Vol 9 (3) ◽  
pp. 99-108
Author(s):  
Jooyoung Kim ◽  
Taehee Kim ◽  
Jinhyoung Lee ◽  
Inseop Shin

This think piece approaches urban travel from a mobility humanities perspective, using the example of Seoul, South Korea, a leading metropolis in Asia. The article demonstrates three modes of interpreting urban travel in Seoul: (1) representation by means of mobile video technologies embodying a paradoxical relationship of powers; (2) literary imagination confining a possible mobile community in a restricted region; and (3) philosophical speculation presenting “crossing the Han River” as a spiritual and emotional reproduction of the connection between, and consequential rupture of, heterogeneous territories. The article pays particular attention to the represented, imagined, and speculated dimensions of urban travel, which is understood as a physically practiced and cognitively elaborated production, rather than a predefined movement per se.


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