Utilization of Real Time Behavior and Geographical Attraction for Location Recommendation

2022 ◽  
Vol 8 (1) ◽  
pp. 1-30
Author(s):  
Xinyu Ren ◽  
Seyyed Mohammadreza Rahimi ◽  
Xin Wang

Personalized location recommendation is an increasingly active topic in recent years, which recommends appropriate locations to users based on their temporal and geospatial visiting patterns. Current location recommendation methods usually estimate the users’ visiting preference probabilities from the historical check-ins in batch. However, in practice, when users’ behaviors are updated in real-time, it is often cost-inhibitive to re-estimate and updates users’ visiting preference using the same batch methods due to the number of check-ins. Moreover, an important nature of users’ movement patterns is that users are more attracted to an area where have dense locations with same categories for conducting specific behaviors. In this paper, we propose a location recommendation method called GeoRTGA by utilizing the real time user behaviors and geographical attractions to tackle the problems. GeoRTGA contains two sub-models: real time behavior recommendation model and attraction-based spatial model. The real time behavior recommendation model aims to recommend real-time possible behaviors which users prefer to visit, and the attraction-based spatial model is built to discover the category-based spatial and individualized spatial patterns based on the geographical information of locations and corresponding location categories and check-in numbers. Experiments are conducted on four public real-world check-in datasets, which show that the proposed GeoRTGA outperforms the five existing location recommendation methods.

Author(s):  
Ritesh Srivastava ◽  
M.P.S. Bhatia

Twitter behaves as a social sensor of the world. The tweets provided by the Twitter Firehose reveal the properties of big data (i.e. volume, variety, and velocity). With millions of users on Twitter, the Twitter's virtual communities are now replicating the real-world communities. Consequently, the discussions of real world events are also very often on Twitter. This work has performed the real-time analysis of the tweets related to a targeted event (e.g. election) to identify those potential sub-events that occurred in the real world, discussed over Twitter and cause the significant change in the aggregated sentiment score of the targeted event with time. Such type of analysis can enrich the real-time decision-making ability of the event bearer. The proposed approach utilizes a three-step process: (1) Real-time sentiment analysis of tweets (2) Application of Bayesian Change Points Detection to determine the sentiment change points (3) Major sub-events detection that have influenced the sentiment of targeted event. This work has experimented on Twitter data of Delhi Election 2015.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Y. Yongling

Geographical information system (GIS) is one kind of information system that handles spatial data. It is difficult to give one definitive definition about GIS (Heywood, Cornelius, & Carver, 2002; Maguire, Goodchild, & Rhind, 2001). This variety of definitions can be explained by the fact that any definition of GIS will depend on who is giving it, and their background and viewpoint (Pinkles, 2002). The complete definition of GIS is selected here as: “a set of tools for collecting, storing, retrieving at will, transforming, and displaying spatial data from the real world for a particular set of purposes”(Burrough, 1986, p. 6). As an important part of e-government, is that it has functions of cartography, manages spatial data and spatial analysis.


1996 ◽  
Vol 28 (4es) ◽  
pp. 187 ◽  
Author(s):  
Lui Sha
Keyword(s):  

2004 ◽  
Vol 41 (02) ◽  
pp. 299-312 ◽  
Author(s):  
Juri Hinz

The purpose of this paper is to analyse the real-time trading of electricity. We address a model for an auction-like trading which captures key features of real-world electricity markets. Our main result establishes that, under certain conditions, the expected total payment for electricity is independent of the particular auction type. This result is analogous to the revenue-equivalence theorem known for classical auctions and could contribute to an improved understanding of different electricity market designs and their comparison.


2012 ◽  
Author(s):  
Derek Gobel ◽  
Jan Briers ◽  
Frank de Boer ◽  
Ron Cramer ◽  
Kok-Lam Lai ◽  
...  

2010 ◽  
Vol 19 (2) ◽  
pp. 151-171 ◽  
Author(s):  
Emily Troscianko

We read in a linear fashion, page by page, and we seem also to experience the world around us thus, moment by moment. But research on visual perception shows that perceptual experience is not pictorially representational: it does not consist in a linear, cumulative, totalizing process of building up a stream of internal picture-like representations. Current enactive, or sensorimotor, theories describe vision and imagination as operating through interactive potentiality. Kafka’s texts, which evoke perception as non-pictorial, provide scope for investigating the close links between vision and imagination in the context of the reading of fiction. Kafka taps into the fundamental perceptual processes by which we experience external and imagined worlds, by evoking fictional worlds through the characters’ perceptual enaction of them. The temporality of Kafka’s narratives draws us in by making concessions to how we habitually create ‘proper’, linear narratives out of experience, as reflected in traditional Realist narratives. However, Kafka also unsettles these processes of narrativization, showing their inadequacies and superfluities. Kafka’s works engage the reader’s imagination so powerfully because they correspond to the truth of perceptual experience, rather than merely to the fictions we conventionally make of it. Yet these texts also unsettle because we are unused to thinking of the real world as being just how these truly realistic, Kafkaesque worlds are: inadmissible of a complete, linear narrative, because always emerging when looked for, just in time.


2012 ◽  
Vol 226-228 ◽  
pp. 1203-1208
Author(s):  
Ming Zhao ◽  
Jun Liao

Shanghai Expo Puxi Entertainment Hall is reconstructed based on existing workshop building. To meet new function requirements of the hall, a structural column is removed and replaced with a jacking beam. A structural safety monitoring system is proposed and applied to evaluate the real-time structural state and ensure the structural safety. Vibrating wire sensors and FBG sensors are installed to monitor the stress of member of the space truss structure; ForesightTM series DSTS (Distributed Strain and Temperature Sensors) is installed to monitor the stress of the jacking beam. Results show that the structural safety monitoring system works stably. The safety monitoring system reflects the real-time behavior of the structure and controls the structural reconstruction safety effectively.


Author(s):  
T. L. Kalabegishvili ◽  
A. N. Rcheulishvili ◽  
N. Y. Tsibakhashvili ◽  
I. G. Murusidze ◽  
S. M. Kerkenjia ◽  
...  

Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker ◽  
Sven Bilen ◽  
Janis Terpenny ◽  
Chimay Anumba

Immersive virtual reality systems have the potential to transform the manner in which designers create prototypes and collaborate in teams. Using technologies such as the Oculus Rift or the HTC Vive, a designer can attain a sense of “presence” and “immersion” typically not experienced by traditional CAD-based platforms. However, one of the fundamental challenges of creating a high quality immersive virtual reality experience is actually creating the immersive virtual reality environment itself. Typically, designers spend a considerable amount of time manually designing virtual models that replicate physical, real world artifacts. While there exists the ability to import standard 3D models into these immersive virtual reality environments, these models are typically generic in nature and do not represent the designer’s intent. To mitigate these challenges, the authors of this work propose the real time translation of physical objects into an immersive virtual reality environment using readily available RGB-D sensing systems and standard networking connections. The emergence of commercial, off-the shelf RGB-D sensing systems such as the Microsoft Kinect, have enabled the rapid 3D reconstruction of physical environments. The authors present a methodology that employs 3D mesh reconstruction algorithms and real time rendering techniques to capture physical objects in the real world and represent their 3D reconstruction in an immersive virtual realilty environment with which the user can then interact. A case study involving a commodity RGB-D sensor and multiple computers connected through standard TCP internet connections is presented to demonstrate the viability of the proposed methodology.


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