Technologies and Systems for Web Content Adaptation

Author(s):  
Wen-Chen Hu ◽  
Naima Kaabouch ◽  
Hung-Jen Yang ◽  
Weihong Hu

The world has witnessed the blossom of mobile commerce in the past few years. Traditional Web pages are mainly designed for desktop or notebook computers. They usually do not suit the devices well because the pages, especially the large files, cannot be properly, speedily displayed on the microbrowsers due to the limitations of mobile handheld devices: (i) small screen size, (ii) narrow network bandwidth, (iii) low memory capacity, and (iv) limited computing power and resources. Therefore, loading and visualizing large documents on handheld devices become an arduous task. Various methods are created for browsing the mobile Web efficiently and effectively. This chapter investigates some of the methods: (i) page segmentation, (ii) component ranking, and (iii) other ad hoc methods. Though each method employs a different strategy, their goals are the same: conveying the meaning of Web pages by using minimum space. The major problem of the current methods is that it is not easy to find the clear-cut components in a Web page. Other related issues such as mobile handheld devices and microbrowsers will also be discussed in this chapter.

Nowadays the usage of mobile phones is widely spread in our lifestyle; we use cell phones as a camera, a radio, a music player, and even as a web browser. Since most web pages are created for desktop computers, navigating through web pages is highly fatigued. Hence, there is a great interest in computer science to adopt such pages with rich content into small screens of our mobile devices. On the other hand, every web page has got many different parts that do not have the equal importance to the end user. Consequently, the authors propose a mechanism to identify the most useful part of a web page to a user regarding his or her search query while the information loss is avoided. The challenge here comes from the fact that long web contents cannot be easily displayed in both vertical and horizontal ways.


Author(s):  
Wen-Chen Hu

Numerous server-side handheld applications are available for devices. Some popular applications include: • Instant messages, which require service providers to relay the messages, • Mobile web content, which consists of web content that can be viewed via handheld devices and can be implemented using markup languages such as HTML, WML, cHTML, and DIAL, • On-line games, which are video games playable on the Internet that allow remote players to play the games together, and • Telephony, which is the most common operation performed by smartphone users and requires the telecommunication company to provide the service. Among the various mobile applications, mobile web content is the most popular application and this chapter will be devoted to a detailed consideration of the construction of database-driven mobile web content. The term “handheld programming” is used here to refer to mobile-commerce programming for Internet-enabled mobile handheld devices, which requires various programming and markup languages and utilities. As in previous chapters, the concepts involved in handheld programming are illustrated using a case study, in this case the construction of a B2C, mobile, online video-game store. A database-driven mobile web site is often implemented using a three-tiered client-server architecture consisting, as the name suggests, of three layers: 1. User interface: This runs on a mobile handheld device (the client) and uses a standard graphical user interface (GUI). 2. Function module: This level actually processes data and may consist of one or more separate modules running on a workstation or an application server. This tier may be multi-tiered itself, in which case the overall architecture is called an n-tier architecture. 3. Database management system (DBMS): A DBMS on a host computer stores the data required by the middle tier. The three-tier design offers many advantages over traditional two-tier or single-tier designs, the chief one being that the modular structure makes it easier to modify or replace one tier without affecting the others. Figure 9.1 shows a generalized system structure of database-driven mobile web sites. Note that web and database servers are not hardware; they are the processes running on host computers that manage web pages and databases, respectively. Many approaches can be used to create a database-driven mobile web site; the following list suggests the construction steps for a typical approach: 1. system setup, 2. database design and implementation, 3. mobile web user interface construction, 4. web and host-computer connection such as CGI, and 5. database accesses and management using host languages with embedded SQL such as JDBC. These five steps are not definite, nor are they unique. Other approaches may also be used. An example of a B2C video-game store construction will be used in this chapter to demonstrate the above steps, except for Step 1, which was discussed in Chapter V.


Author(s):  
Monica Maceli ◽  
Min Song

With the increase in Web-based databases and dynamically- generated Web pages, the concept of the “deep Web” has arisen. The deep Web refers to Web content that, while it may be freely and publicly accessible, is stored, queried, and retrieved through a database and one or more search interfaces, rendering the Web content largely hidden from conventional search and spidering techniques. These methods are adapted to a more static model of the “surface Web”, or series of static, linked Web pages. The amount of deep Web data is truly staggering; a July 2000 study claimed 550 billion documents (Bergman, 2000), while a September 2004 study estimated 450,000 deep Web databases (Chang, He, Li, Patel, & Zhang, 2004). In pursuit of a truly searchable Web, it comes as no surprise that the deep Web is an important and increasingly studied area of research in the field of Web mining. The challenges include issues such as new crawling and Web mining techniques, query translation across multiple target databases, and the integration and discovery of often quite disparate interfaces and database structures (He, Chang, & Han, 2004; He, Zhang, & Chang, 2004; Liddle, Yau, & Embley, 2002; Zhang, He, & Chang, 2004). Similarly, as the Web platform continues to evolve to support applications more complex than the simple transfer of HTML documents over HTTP, there is a strong need for the interoperability of applications and data across a variety of platforms. From the client perspective, there is the need to encapsulate these interactions out of view of the end user (Balke & Wagner, 2004). Web services provide a robust, scalable and increasingly commonplace solution to these needs. As identified in earlier research efforts, due to the inherent nature of the deep Web, dynamic and ad hoc information retrieval becomes a requirement for mining such sources (Chang, He, & Zhang, 2004; Chang, He, Li, Patel, & Zhang, 2004). The platform and program-agnostic nature of Web services, combined with the power and simplicity of HTTP transport, makes Web services an ideal technique for application to the field of deep Web mining. We have identified, and will explore, specific areas in which Web services can offer solutions in the realm of deep Web mining, particularly when serving the need for dynamic, ad-hoc information gathering.


Author(s):  
Wen-Chen Hu

As handheld computing is a fairly new computing area, there is as yet no generally accepted formal definition. For the purposes of this book, therefore, it will be defined as follows: Handheld computing is the use of handheld devices such as smart cellular phones and PDAs (Personal Digital Assistants) to perform wireless, mobile, handheld operations such as personal data management and making phone calls. As explained earlier, handheld computing can take one of two forms: server- and client- side handheld computing, which are defined as follows: • Server-side handheld computing: Here, handheld devices are used to perform wireless, mobile, handheld operations that require the support of a server. Examples of such applications include: (a) instant messages, (b) mobile web content, (c) online video games, and (d) wireless telephony. • Client-side handheld computing: This refers to the use of handheld devices to perform handheld operations that do not need the support of a server. Examples of these applications include: (a) address books, (b) standalone video games, (c) note pads, and (d) to-do-lists. The terms “computing” and “programming” are sometimes confusing and often misused. It is important to remember that “handheld programming,” defined as programming for handheld devices, is different from “handheld computing” and is made up of two kinds of programming: • Server-side handheld programming: This includes the design and development of handheld software such as CGI programs that reside on servers. • Client-side handheld programming: This refers to the design and development of handheld software such as Java ME programs that reside on the handheld devices themselves. Server-side handheld computing and programming usually involve complicated procedures and advanced programming such as TCP/IP network programming. Here we will focus on the most popular server-side handheld application, mobile web content design and development, which can be conveniently considered in terms of three themes: • WML (Wireless Markup Language), which will be discussed in Chapters VI and VII, • WMLScript, which will be explained in Chapter VIII, and • database-driven mobile web content development, which will be covered in Chapter IX. Other kinds of server-side handheld applications, such as instant messaging, are related to advanced network programming such as TCP/IP and readers may refer to other technical reports or books for more information. The rest of this chapter describes the background and discusses system setup for server-side handheld computing and programming. A case study, adaptive mobile web browsing using web mining technologies, is given at the end of this chapter.


2014 ◽  
Vol 4 (2) ◽  
pp. 35-45
Author(s):  
Margarita Jaitner

The increased adoption of social media has presented security and law enforcement authorities with significant new challenges. For example, the Swedish Security Service (SÄPO) asserts that a large proportion of radicalization takes place in open fora online. Still, approaches to contain social media-driven challenges to security, particularly in democratic societies, remain little explored. Nonetheless, this type of knowledge may become relevant in European countries in the near future: Amongst other factors, the challenging economic situation has resulted in increased public discontent leading to emergence or manifestation of groups that seek to challenge the existing policies by almost any means. Use of social media multiplies the number of vectors that need law enforcement attention. First, a high level of social media adaption allows groups to reach and attract a wider audience. Unlike previously, many groups today consist of a large but very loosely connected network. This lack of cohesion can present a challenge for authorities, to identify emerging key actors and assess threat levels. Second, a high level of mobile web penetration has allowed groups to ad-hoc organize, amend plans and redirect physical activities. Third, the tool social media is as not exclusive to potential perpetrators of unlawful action, but is as well available to law enforcement authorities. Yet, efficient utilization of social media requires a deep understanding of its nature and a well-crafted, comprehensive approach. Acknowledging the broad functionality of social media, as well as its current status in the society, this article describes a model process for security authorities and law enforcement work with social media in general and security services work in particular. The process is cyclic and largely modular. It provides a set of goals and tasks for each stage of a potential event, rather than fixed activities. This allows authorities to adapt the process to individual legal frameworks and organization setups. The approach behind the process is holistic where social media is regarded as both source and destination of information. Ultimately, the process aims at efficiently and effectively mitigating the risk of virtual and physical violence.


Author(s):  
Yusuf Durachman ◽  

Current advancements in cellular technologies and computing have provided the basis for the unparalleled exponential development of mobile networking and software availability and quality combined with multiple systems or network software. Using wireless technologies and mobile ad-hoc networks, such systems and technology interact and collect information. To achieve the Quality of Service (QoS) criteria, the growing concern in wireless network performance and the availability of mobile users would support a significant rise in wireless applications. Predicting the mobility of wireless users and systems performs an important role in the effective strategic decision making of wireless network bandwidth service providers. Furthermore, related to the defect-proneness, self-organization, and mobility aspect of such networks, new architecture problems occur. This paper proposes to predict and simulate the mobility of specific nodes on a mobile ad-hoc network, gradient boosting devices defined for the system will help. The proposed model not just to outperform previous mobility prediction models using simulated and real-world mobility instances, but provides better predictive accuracy by an enormous margin. The accuracy obtained helps the suggested mobility indicator in Mobile Adhoc Networks to increase the average level of performance.


2014 ◽  
Vol 602-605 ◽  
pp. 3169-3172 ◽  
Author(s):  
Yue Li ◽  
Yin Hui Liu ◽  
Zhong Bao Luo

Through the study of MANET's QoS multicast routing problem, we propose a heuristic-demand multicast routing algorithm. Algorithm combines the MANET network bandwidth estimation algorithm, redefined the select function, restrictions request packets of flooding algorithm, to ensure fair treatment delay and bandwidth. Simulation results show that the algorithm has the advantage of fewer routing overhead, high success rate.


Author(s):  
Gail Rahn Frederick ◽  
Rajesh Lal
Keyword(s):  

Author(s):  
TEJAL ARVIND SONAWALE ◽  
SHIKHA NEMA

Ad Hoc Networks face a lot of problems due to issues like mobility, power level, load of the network, bandwidth constraints, dynamic topology which lead to link breaks, node break down and increase in overhead. As nodes are changing their position consistently, routes are rapidly being disturbed, thereby generating route errors and new route discoveries. The need for mobility awareness is widely proclaimed. In our dissertation we present a scheme AOMDV-APLP that makes AOMDV aware of accessibility of neighbor nodes in the network. Nodes acquire the accessibility information of other nodes through routine routing operations and keep in their routing table. Based on this information route discovery is restricted to only “accessible” and “start” nodes. Further route with the strongest signal strength is selected from multiple routes using Link life value predicted by Link Breakage prediction technique. Simulation result shows that using accessibility and link life knowledge in route discovery process MAC overhead, routing overhead and average delay is reduced 3 times, and improve the Packet delivery ratio to a large extent than standard AOMDV which reflects effective use of network resources.


2017 ◽  
Author(s):  
Ulrich G. Schroeter

It is generally accepted in both theory and practice of arbitration that there are two basic forms of arbitration, ad hoc and institutional. This long established dichotomy has rarely been questioned, and it has mostly worked well in international arbitration practice.The present contribution investigates the traditional distinction between ad hoc and institutional arbitration in more detail by looking at "borderline cases", i.e. constellations that cannot easily be allocated to one of these two categories. Four groups of borderline cases are discussed: (1) UNCITRAL arbitrations, in particular those administered by arbitral institutions; (2) cases in which the parties have chosen institutional rules, but not the issuing institution (and vice versa), (3) the modification of institutional rules by the parties and the identification of a possible "mandatory" core of institutional rules, and (4) "mix and match" (or "hybrid") arbitrations combining one arbitral institution's rules with the case's administration by a different arbitral institution. By identifying the factors that were decisive for these borderline cases being regarded as institutional or ad hoc, the article is trying to gain insight into the core characteristics underlying each arbitration category. Drawing on these insights, it develops and explains a novel definition of "institutional arbitration".


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