scholarly journals A multi-agent brokerage platform for media content recommendation

2015 ◽  
Vol 25 (3) ◽  
pp. 513-527 ◽  
Author(s):  
Bruno Veloso ◽  
Benedita Malheiro ◽  
Juan Carlos Burguillo

Abstract Near real time media content personalisation is nowadays a major challenge involving media content sources, distributors and viewers. This paper describes an approach to seamless recommendation, negotiation and transaction of personalised media content. It adopts an integrated view of the problem by proposing, on the business-to-business (B2B) side, a brokerage platform to negotiate the media items on behalf of the media content distributors and sources, providing viewers, on the business-to-consumer (B2C) side, with a personalised electronic programme guide (EPG) containing the set of recommended items after negotiation. In this setup, when a viewer connects, the distributor looks up and invites sources to negotiate the contents of the viewer personal EPG. The proposed multi-agent brokerage platform is structured in four layers, modelling the registration, service agreement, partner lookup, invitation as well as item recommendation, negotiation and transaction stages of the B2B processes. The recommendation service is a rule-based switch hybrid filter, including six collaborative and two content-based filters. The rule-based system selects, at runtime, the filter(s) to apply as well as the final set of recommendations to present. The filter selection is based on the data available, ranging from the history of items watched to the ratings and/or tags assigned to the items by the viewer. Additionally, this module implements (i) a novel item stereotype to represent newly arrived items, (ii) a standard user stereotype for new users, (iii) a novel passive user tag cloud stereotype for socially passive users, and (iv) a new content-based filter named the collinearity and proximity similarity (CPS). At the end of the paper, we present off-line results and a case study describing how the recommendation service works. The proposed system provides, to our knowledge, an excellent holistic solution to the problem of recommending multimedia contents.

Lumina ◽  
2020 ◽  
Vol 14 (1) ◽  
pp. 84-96
Author(s):  
Svetlana Simakova

The goal of the present study is to demonstrate the media-aesthetic potential of infographic messages on particular cases. This can be done due to an integrated approach to the analysis of the visual content of media content. That indicates the case study method implementation as well as description and generalization. The theoretical basis of the research is represented by scientific studies of various directions. That includes the history of media and visual media culture; features of the concepts of media culture and media language, media aesthetics; infographics as a tool of media language. The empirical basis of the study is journalistic materials containing infographic content of such publications as by RIA Novosti (ria.ru), TASS (tass.ru). The examples of visual image implementation in the transmission of information — media content containing infographics — are given and analyzed. Considering media aesthetics as the formation of a sensory perception of the proposed media content, the author turns to the philosophical and aesthetic foundations of visual practices in the media and post-humanistic trends in journalism. As a result of the analysis of the theoretical and practical basis of the research, the author comes to the conclusion that today the role of the media aesthetic component of messages is most relevant. And infographics, as the connecting link of language and consciousness, is its most striking tool.


Author(s):  
Mosammat Tahnin Tariq ◽  
Aidin Massahi ◽  
Rajib Saha ◽  
Mohammed Hadi

Events such as surges in demand or lane blockages can create queue spillbacks even during off-peak periods, resulting in delays and spillbacks to upstream intersections. To address this issue, some transportation agencies have started implementing processes to change signal timings in real time based on traffic signal engineers’ observations of incident and traffic conditions at the intersections upstream and downstream of the congested locations. Decisions to change the signal timing are governed by many factors, such as queue length, conditions of the main and side streets, potential of traffic spilling back to upstream intersections, the importance of upstream cross streets, and the potential of the queue backing up to a freeway ramp. This paper investigates and assesses automating the process of updating the signal timing plans during non-recurrent conditions by capturing the history of the responses of the traffic signal engineers to non-recurrent conditions and utilizing this experience to train a machine learning model. A combination of recursive partitioning and regression decision tree (RPART) and fuzzy rule-based system (FRBS) is utilized in this study to deal with the vagueness and uncertainty of human decisions. Comparing the decisions made based on the resulting fuzzy rules from applying the methodology with previously recorded expert decisions for a project case study indicates accurate recommendations for shifts in the green phases of traffic signals. The simulation results indicate that changing the green times based on the output of the fuzzy rules decreased delays caused by lane blockages or demand surge.


2020 ◽  
pp. 307-320
Author(s):  
Emma González-Lesser ◽  
Matthew W. Hughey

Stuart Hall’s influence on studies of the media continue to have ripple effects through a variety of disciplines. The history of media studies ranges from the “hypodermic needle” model assuming direct effects on consumers to choice in shaping one’s own media consumption to the use of media as education and more. Because of the preponderance of media in various facets of our lives, studies of the media have long been interdisciplinary. This conclusion considers how a range of disciplines have examined issues such as racial bias in media, media advocates who attempt to persuade decision-makers in the media world, and how identity and positionality shape various media effects. The relevance of tackling such issues are particularly salient in today’s climate of “fake news” and rampant distrust of media gatekeeping and media content.


2018 ◽  
Vol 5 (4) ◽  
pp. 473
Author(s):  
Ari Kusumaningsih ◽  
Cucun Very Angkoso ◽  
Novian Anggraeny

<p class="Abstrak">Perkembangan peradaban suatu bangsa dapat dilihat melalui museum yang dimilikinya. Dalam hal upaya untuk mencerdaskan masyarakat, museum diwajibkan selalu kreatif dalam menarik minat pengunjung, sehingga tujuan pendirian museum tetap terlaksana. Antusias masyarakat dalam menjelajahi museum saat ini semakin menurun, sehingga museum perlu melakukan inovasi agar tetap mampu menarik minat masyarakat untuk berkunjung. Pada penelitian ini berhasil dibuat aplikasi <em>Virtual Reality</em> Museum Sunan Drajat berbasis Android dalam memudahkan seseorang untuk belajar sejarah yang mampu membawa pengguna ke dalam dunia maya dengan merasakan sensasi nyata mengunjungi museum, dengan menerapkan metode <em>Rule-Based System</em> sebagai desain skenario sistem dalam penjelajahan museum. Diharapkan setelah menggunakan aplikasi ini, museum dapat menarik perhatian masyarakat sehingga kembali tertarik untuk mempelajari sejarah bangsanya. Dari hasil pengujian aplikasi diketahui bahwa 95.8% responden sangat setuju bahwa aplikasi ini dapat dijadikan sebagai pembelajaran sejarah. Berdasarkan hasil uji keefektifan aplikasi rata-rata nilai <em>Report Score</em> yang diperoleh pada menu <em>evaluation</em> yaitu 92% yang berarti aplikasi <em>Virtual Reality</em> Museum Sunan Drajat sangat efektif digunakan sebagai pembelajaran sejarah.</p><p class="Abstrak"> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"> Historical journey of the nation's civilization can be seen through their museum. In terms of efforts to educate the public, the museum is always required to be creative in attracting visitors so that the purpose of establishment of the museum is still carried out. The enthusiasm of people in exploring the museum is now declining so that the museum need to innovate in order to remain able to attract the public interest to visit. In this research, the application of Virtual Reality Museum Sunan Drajat based on Android in facilitating someone to learn history that can bring users into the virtual world by feeling the real sensation of visiting the museum, by applying Rule-Based System method as a system scenario design in museum exploration. It is hoped that after using this application, it can attract the public's attention so that it is interested to learn about the history of the nation. From the results of application testing known that 95.8% of respondents strongly agree that this application can be used as a learning history. Based on the results of test effectiveness of the average application score Report Score obtained on the evaluation menu is 92% which means the application Virtual Reality Museum Sunan Drajat very effectively used as a learning history.</p>


Crisis ◽  
2001 ◽  
Vol 22 (4) ◽  
pp. 163-169 ◽  
Author(s):  
R. Warwick Blood ◽  
Jane Pirkis

Summary: The body of evidence suggests that there is a causal association between nonfictional media reporting of suicide (in newspapers, on television, and in books) and actual suicide, and that there may be one between fictional media portrayal (in film and television, in music, and in plays) and actual suicide. This finding has been explained by social learning theory. The majority of studies upon which this finding is based fall into the media “effects tradition,” which has been criticized for its positivist-like approach that fails to take into account of media content or the capacity of audiences to make meaning out of messages. A cultural studies approach that relies on discourse and frame analyses to explore meanings, and that qualitatively examines the multiple meanings that audiences give to media messages, could complement the effects tradition. Together, these approaches have the potential to clarify the notion of what constitutes responsible reporting of suicide, and to broaden the framework for evaluating media performance.


2018 ◽  
Vol 2018 (1) ◽  
pp. 83-96
Author(s):  
Ramon Reichert

The history of the human face is the history of its social coding and the media- conditions of its appearance. The best way to explain the »selfie«-practices of today’s digital culture is to understand such practices as both participative and commercialized cultural techniques that allow their users to fashion their selves in ways they consider relevant for their identities as individuals. Whereas they may put their image of themselves front stage with their selfies, such images for being socially shared have to match determinate role-expectations, body-norms and ideals of beauty. Against this backdrop, collectively shared repertoires of images of normalized subjectivity have developed and leave their mark on the culture of digital communication. In the critical and reflexive discourses that surround the exigencies of auto-medial self-thematization we find reactions that are critical of self-representation as such, and we find strategies of de-subjectification with reflexive awareness of their media conditions. Both strands of critical reactions however remain ambivalent as reactions of protest. The final part of the present article focuses on inter-discourses, in particular discourses that construe the phenomenon of selfies thoroughly as an expression of juvenile narcissism. The author shows how this commonly accepted reading which has precedents in the history of pictorial art reproduces resentment against women and tends to stylize adolescent persons into a homogenous »generation« lost in self-love


Author(s):  
Olga Lomakina ◽  
Oksana Shkuran

The article analyzes methods of explication of the traditional and widely used stable biblical expression «forbidden fruit». The study is based on a diachronic section – from the interpretation of the biblical text to the communicative intention of dialogue participants in the media space illustrating nuclear and peripheral meanings. The analysis includes biblical texts that realize the archetypal meaning of the biblical expression «forbidden fruit» in which it is called the tree of knowledge of good and evil. The secularized interest in the kind of tree, on which forbidden fruits grew, is motivated by a realistic presentation of a sad history of the first people’s fall in the Book of Genesis. Scientific hypotheses have their origins since the Middle Ages, when artists recreated the author’s story of eating the forbidden fruit. For religion, the variety of the fruit is not of fundamental importance, however, visualization in the works of art has become an incentive for the further use of the biblical expression with a new semantic segment. Modern media texts actively represent the transformation of the biblical expression«forbidden fruit» for different purposes: in advertising texts for pragmatic one, in informative, educational, ideological texts for cognitive one, in entertaining textsfor communicative one, lowering the spiritual and semantic value register of the modern language. Therefore, the process of desemantization and profanization of the biblical expression results in the destruction of national stereotypes in Russian people’s worldview.


2010 ◽  
Author(s):  
Ser-Huang Poon ◽  
Yu-Wang Chen ◽  
Jian-Bo Yang ◽  
Dong-Ling Xu ◽  
Dongxu Zhang ◽  
...  

Author(s):  
Chris Forster

Modernist literature is inextricable from the history of obscenity. The trials of such figures as James Joyce, D. H. Lawrence, and Radclyffe Hall loom large in accounts of twentieth-century literature. Filthy Material: Modernism and the Media of Obscenity reveals the ways that debates about obscenity and literature were shaped by changes in the history of media. The emergence of film, photography, and new printing technologies shaped how “literary value” was understood, altering how obscenity was defined and which texts were considered obscene. Filthy Material rereads the history of modernist obscenity to discover the role played by technological media in debates about obscenity. The shift from the intense censorship of the early twentieth century to the effective “end of obscenity” for literature at the middle of the century was not simply a product of cultural liberalization but also of a changing media ecology. Filthy Material brings together media theory and archival research to offer a fresh account of modernist obscenity with novel readings of works of modernist literature. It sheds new light on figures at the center of modernism’s obscenity trials (such as Joyce and Lawrence), demonstrates the relevance of the discourse of obscenity to understanding figures not typically associated with obscenity debates (such as T. S. Eliot and Wyndham Lewis), and introduces new figures to our account of modernism (such as Norah James and Jack Kahane). It reveals how modernist obscenity reflected a contest over the literary in the face of new media technologies.


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