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Of machines and men
Published in Mireille Hildebrandt, Antoinette Rouvroy, Law, Human Agency and Autonomic Computing, 2011
The fourth is connected directly with cloud computing. Cloud computing is a shorthand for defining a vast, always-on, accessible, broadband-enabled next-generation Internet. This new dimension must be looked at in connection with the changes of the online identity produced by the social Web. ‘Blogging became a mainstream activity, and with it came a different mind set. With a few exceptions, bloggers found the need to stand behind their words. They needed to tie their online musing to their real lives. Authenticity and transparency – not imagination and anonymity – became the cardinal rules of the blogsphere’ (Lasica 2009: 16). This conclusion could be criticised, but it is true that with the rise of You Tube, of the video-sharing sites, of the social networking sites such as MySpace and Facebook the situation has changed, and Facebook became the first Web service requiring validated identities, even if it is not difficult to create false identities, becoming the largest platform of the cloud computing era. It implies that the personal data posted in Facebook need a fresh approach, because the traditional protection provided by the principle of the consent could not work, due to the fact that the posting is voluntary. Taking into account this novelty, it has been suggested to make reference to the purpose specification principle, so that the personal data made public for a merely social interaction with other people cannot be accessed and treated for different finalities (marketing, control).
Network-Based Interaction
Published in Julie A. Jacko, The Human–Computer Interaction Handbook, 2012
We have considered network aspects of continuous media at length. The fact that the existing Internet TCP/IP protocols do not enable guaranteed quality-of-service will put severe limits on its ability to act as an infrastructure for services such as video-on-demand or video sharing between homes. The update to TCP/IP which has been under development for several years, IPv6, will allow prioritized traffic; it falls short of real guaranteed QoS (IPng 2001).
Scheduling multimedia services in cloud computing environment
Published in Enterprise Information Systems, 2018
Yunchang Liu, Chunlin Li, Youlong Luo, Yanling Shao, Jing Zhang
To meet the requirements of users, many of multimedia service providers (MSPs) provision various multimedia services such as, WebTV, VoD, mobile instant message, voice and video services delivered over Internet (Tan and Su 2011). Multimedia services demand power computational capacity and large storage space to process rich multimedia content. Recently, cloud computing has broad prospect to provide desired resources and provisioning quality of service (QoS) for multimedia services due to its features of on-demand supply and cost advantage (Tan and Su 2011; Zhu et al. 2011). Many of multimedia services in cloud computing environment spring up, such as video surveillance (Ren and Van Der Schaar 2013), cloud-based healthcare (Shini, Thomas, and Chithraranjan 2012), real-time access of medical images and video (An et al. 2014; Yang et al. 2015), cloud based photo and video sharing and so on.
When contextual information meets recommender systems: extended SVD++ models
Published in International Journal of Computers and Applications, 2022
Maryam Jallouli, Sonia Lajmi, Ikram Amous
In recent years, social media have attracted a great deal of interest to the users visiting social networks, like Facebook, blog like WordPress, micro-blogging, like Twitter, photo sharing, like Flickr and video Sharing, like YouTube. These social media sites offer the users the possibility to create and publish content, to make online friends with whom they exchange feelings, and precise their environmental information, such as location, season, and so on. All these pieces of information are called contextual information.
Influence of Perceived Interactivity on Continuous Use Intentions on the Danmaku Video Sharing Platform: Belongingness Perspective
Published in International Journal of Human–Computer Interaction, 2022
As we can see in Table 1, the relationships between satisfaction and continuance intention have been examined in a large number of studies (S. C. Chen et al., 2009; Chang & Zhu, 2012; Hsiao et al., 2016; Mouakket, 2015; Oghuma et al., 2016; Roca et al., 2006). Many researchers applied the ECM, which insists that intention to continue information system (IS) use is predicted by satisfaction, and they examined the effect of continuance intention on IS usage. For example, continuance intention was predicted by satisfaction and perceived usefulness in a replication study of an information system continuance model with regard to the mobile banking context (Vedadi & Warkentin, 2016). Except for satisfaction, perceived bridging of social capital has a remarkable influence on users’ satisfaction and continuance intention, but perceived bonding of social capital has no influence (Chang & Zhu, 2012; Wang & Li, 2019). Wang and Li (2019) incorporated Bagozzi’s self-regulation theory, examining enablers and inhibitors of continuance intention from the perspective of the bullet curtain (another name for danmaku). In using the danmaku commenting function on a danmaku video sharing platform, on one hand, users’ social network fatigue (induced by information overload) will discourage continuance intention for danmaku/bullet curtain functionality; on the other hand, synchronicity between the comments and the video content has a positive impact on the satisfaction that eventually leads to continued use (Wang & Li, 2019). This new user-generated content (UGC) for real-time commenting on a danmaku video sharing platform further encourages user interaction, and adds entertainment value (Kraut & Resnick, 2011). Consequently, it is necessary to consider the characteristics of the danmaku context when considering what factors influence the intention to continue using the platform. In the current study, we define continuance intention as the subjective probability that the user will continue using the danmaku video sharing platform (Bhattacherjee, 2001b; Chiu et al., 2007).