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[1] Shop Together, Search Together: Collaborative E-commerce Late-Breaking Works: Interaction in Specific Domains / Gao, Yanjun / Reddy, Madhu / Jansen, Bernard J. Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.2081-2087
ACM Digital Library Link
Summary: We present research on the development of a collaborative searching system for ecommerce shopping, based on domain specific requirements of retail shopping. We describe the design rationale for the system development and inclusion of collaborative search features, including search, chat, clipboard, product suggestions, shared views, and shopping cart. Our research goal is to understand whether collaborative searching tools are useful in supporting actual collaborative shopping tasks. In addition to describing the system development, we report findings from some preliminary user study. The findings highlight that collaborative search systems for domain specific areas such as online shopping can support collaborative searching, shared views, and group communication to aid in the completion of collaborative tasks.

[2] Assisting Food Journaling with Automatic Eating Detection Late-Breaking Works: Usable, Useful, and Desirable / Ye, Xu / Chen, Guanling / Gao, Yang / Wang, Honghao / Cao, Yu Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3255-3262
ACM Digital Library Link
Summary: In this work we study the feasibility and usability of an assistive food journaling system that sends users just-in-time reminders when unique hand gestures during food consumption are detected using a smartwatch. Our study shows that participants were able to sustain food logging throughout a 2-week period with the help of our eating detection system, as the number of reminders correlate well with the number of food logs. Despite the fact that participants were required to wear the watch on their dominant hand, it was still quite usable and did not interfere with their normal activities. Participant feedback provided additional insights to inform future work to increase detection accuracy, reduce detection delay, and allow for more dietary logging features in the app.

[3] The Virtual Dressing Room: A Usability and User Experience Study Industrial and Military Applications / Holte, Michael B. / Gao, Yi / Brooks, Eva Petersson VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed Reality 2015-08-02 p.429-437
Keywords: Human-computer interaction; Usability; User experience; Virtual reality; Augmented reality; Computer graphics; Computer vision; Pose estimation; Gesture recognition; 3D imaging; 3D scanning and textile industry
Link to Digital Content at Springer
Summary: This paper presents the design and evaluation of a usability and user experience test of a virtual dressing room. First, we motivate and introduce our recent developed prototype of a virtual dressing room. Next, we present the research and test design grounded in related usability and user experience studies. We give a description of the experimental setup and the execution of the designed usability and user experience test. To this end, we report interesting results and discuss the results with respect to user-centered design and development of a virtual dressing room.

[4] Possible Strategies for Facilitating the Exchange of Tacit Knowledge in a Team of Creative Professionals Supporting Work and Collaboration / Frimodt-Møller, Søren R. / Borum, Nanna / Brooks, Eva Petersson / Gao, Yi HIMI 2015: 17th International Conference on Human Interface and the Management of Information, Symposium on Human Interface, Part II: Information and Knowledge in Context 2015-08-02 v.2 p.467-475
Keywords: Digital tools; Creative work practices; Tacit knowledge; Workplace design
Link to Digital Content at Springer
Summary: This paper discusses strategies for improving how creative professionals embrace new digital tools into their workflow, in context of the EU-funded international research project IdeaGarden, which aims at developing tools and scenarios that facilitate creative collaboration. In previous research by the authors, a preference for analog tools over digital has been detected among creative professionals. In a new series of interviews done at the same workplace, it is shown that it is possible for a designer to build up tacit knowledge of the field in which he works, for use in a digital environment. Using examples from the interviews alongside examples from the literature on tacit knowledge, we try to describe a path for further inquiry into the challenge of facilitating the designer's shift from analog to digital tools via facilitating the exchange of tacit knowledge between co-workers, especially via making amendments to the physical arrangement of the workplace.

[5] OfficeHours: A System for Student Supervisor Matching through Reinforcement Learning Poster & Demo Session / Gao, Yuan / Ilves, Kalle / Glowacka, Dorota Companion Proceedings of the 2015 International Conference on Intelligent User Interfaces 2015-03-29 v.2 p.29-32
ACM Digital Library Link
Summary: We describe OfficeHours, a recommender system that assists students in finding potential supervisors for their dissertation projects. OfficeHours is an interactive recommender system that combines reinforcement learning techniques with a novel interface that assists the student in formulating their query and allows active engagement in directing their search. Students can directly manipulate document features (keywords) extracted from scientific articles written by faculty members to indicate their interests and reinforcement learning is used to model the student's interests by allowing the system to trade off between exploration and exploitation. The goal of system is to give the student the opportunity to more effectively search for possible project supervisors in a situation where the student may have difficulties formulating their query or when very little information may be available on faculty members' websites about their research interests.

[6] Exploring Principles-of-Art Features For Image Emotion Recognition Multimedia Art and Entertainment / Zhao, Sicheng / Gao, Yue / Jiang, Xiaolei / Yao, Hongxun / Chua, Tat-Seng / Sun, Xiaoshuai Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.47-56
ACM Digital Library Link
Summary: Emotions can be evoked in humans by images. Most previous works on image emotion analysis mainly used the elements-of-art-based low-level visual features. However, these features are vulnerable and not invariant to the different arrangements of elements. In this paper, we investigate the concept of principles-of-art and its influence on image emotions. Principles-of-art-based emotion features (PAEF) are extracted to classify and score image emotions for understanding the relationship between artistic principles and emotions. PAEF are the unified combination of representation features derived from different principles, including balance, emphasis, harmony, variety, gradation, and movement. Experiments on the International Affective Picture System (IAPS), a set of artistic photography and a set of peer rated abstract paintings, demonstrate the superiority of PAEF for affective image classification and regression (with about 5% improvement on classification accuracy and 0.2 decrease in mean squared error), as compared to the state-of-the-art approaches. We then utilize PAEF to analyze the emotions of master paintings, with promising results.

[7] Perception-Guided Multimodal Feature Fusion for Photo Aesthetics Assessment Multimedia HCI and QoE / Zhang, Luming / Gao, Yue / Zhang, Chao / Zhang, Hanwang / Tian, Qi / Zimmermann, Roger Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.237-246
ACM Digital Library Link
Summary: Photo aesthetic quality evaluation is a challenging task in multimedia and computer vision fields. Conventional approaches suffer from the following three drawbacks: 1) the deemphasized role of semantic content that is many times more important than low-level visual features in photo aesthetics; 2) the difficulty to optimally fuse low-level and high-level visual cues in photo aesthetics evaluation; and 3) the absence of a sequential viewing path in the existing models, as humans perceive visually salient regions sequentially when viewing a photo.
    To solve these problems, we propose a new aesthetic descriptor that mimics humans sequentially perceiving visually/semantically salient regions in a photo. In particular, a weakly supervised learning paradigm is developed to project the local aesthetic descriptors (graphlets in this work) into a low-dimensional semantic space. Thereafter, each graphlet can be described by multiple types of visual features, both at low-level and in high-level. Since humans usually perceive only a few salient regions in a photo, a sparsity-constrained graphlet ranking algorithm is proposed that seamlessly integrates both the low-level and the high-level visual cues. Top-ranked graphlets are those visually/semantically prominent graphlets in a photo. They are sequentially linked into a path that simulates the process of humans actively viewing. Finally, we learn a probabilistic aesthetic measure based on such actively viewing paths (AVPs) from the training photos that are marked as aesthetically pleasing by multiple users. Experimental results show that: 1) the AVPs are 87.65% consistent with real human gaze shifting paths, as verified by the eye-tracking data; and 2) our photo aesthetic measure outperforms many of its competitors.

[8] Decreasing sedentary behaviours in pre-adolescents using casual exergames at school Research paper presentations / Gao, Yue / Gerling, Kathrin M. / Mandryk, Regan L. / Stanley, Kevin G. Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.97-106
ACM Digital Library Link
Summary: There are risks to too much sedentary behaviour, regardless of a person's level of physical activity, particularly for children. As exercise habits instilled during childhood are strong predictors of healthy lifestyles later in life, it is important that schools break up long sedentary periods with short periods of physical activity. Casual exergames are an appealing option for schools who wish to engage adolescents, and have been shown to provide exertion levels at recommended values, even when played for only 10 minutes. In this paper we describe a preliminary survey with teachers of a local school that informed the deployment of a casual exergame with a group of pre-adolescent students from the same school. We show that students preferred the game to traditional exercise, that the game was able to generate appropriate levels of exertion in pre-adolescents, and that students have a sophisticated understanding of the role of exercise in their lives. Overall, we establish the feasibility of casual exergames for combating sedentary behavior in preteen classrooms.

[9] Research on the Continuous Descent Approach (CDA) Operational Error of Pilot Base on Cloud Model and Uncertainty Theory Anthropometry, Design and Ergonomics / Gao, Yang / Hou, Yanchen DHM 2014: 4th International Conference on Digital Human Modeling. Applications in Health, Safety, Ergonomics and Risk Management 2014-06-22 p.91-100
Keywords: Continuous Descent Approach; Cloud model; required time of arrival; operational error; uncertainty theory
Link to Digital Content at Springer
Summary: Through the Cloud model and uncertainty theory research on Continuous Descent Approach (CDA) procedures is a simple and rapid method. This paper analyzed aircraft's required time of arrival (RTA) in CDA process with the Cloud model, meanwhile the six operational errors of pilot were defined. From uncertainty theory, the probability distribution of the CDA operational error of pilot will be faintly determined. Although data for CDA operating experience are sparse in China, further research will continue.

[10] Application of Bayesian Networks in Consumer Service Industry and Healthcare Advances in Healthcare / Zhang, Le / Gao, Yuan / Bidassie, Balmatee / Duffy, Vincent G. DHM 2014: 4th International Conference on Digital Human Modeling. Applications in Health, Safety, Ergonomics and Risk Management 2014-06-22 p.484-495
Keywords: Bayesian Networks; BayesiaLab; Traffic Volume; Mental Health
Link to Digital Content at Springer
Summary: Bayesian networks are powerful in data mining and analyzing causal relationships of an uncertain-reasoning problem. The implementation of Bayesian networks in industry and healthcare diagnosis can facilitate the process of locating causations in complex issues. This study conducted two case studies by BayesiaLab in consumer service and healthcare domain. Case Study One used unsupervised learning and supervised learning on the individual data set of county road traffic volume in Indiana State and concluded that road type has the most significant impact on daily vehicle miles traveled. In Case Study Two, only supervised learning was used to observe the aggregated data of adverse mental health effect on civilians, deployed veterans and nondeployed veterans of different genders. Both types of veterans showed higher probability to have adverse mental health compared to civilians. In conclusion, Bayesian networks provided valid results to support prior research. Further research is needed to investigate the differences between using individual data and aggregated data, and to apply Bayesian networks in meta-analysis.

[11] The Assistive Device Design for Macular Hole Surgery Postoperative Face-Down Positioning Health and Well-Being / Gao, Yi-Yang / Tsai, Cheng-I / Hsu, Ssu-Erh / Wang, Ming-Hsu HCI International 2014: 16th International Conference on HCI: Posters' Extended Abstracts, Part II 2014-06-22 v.5 p.401-406
Keywords: pneumatic retinopexy; universal design; rehabilitation tables
Link to Digital Content at Springer
Summary: Doctors more often choose to apply pneumatic retinopexy therapy to retinal detachment patients. Successful rate of pneumatic retinopexy depends on can comply with requirement of supine posture. This study is focusing on design and application of how the successful rate of surgery of pneumatic retinopexy can be improved and on the user' s experience of this aid design. This study did confirm that a recovery table helped reduce burden of necks and shoulders.

[12] The Performance of Self in the Context of Shopping in a Virtual Dressing Room System Mobile and Ubiquitous Commerce / Gao, Yi / Brooks, Eva Petersson / Brooks, Anthony Lewis HCIB 2014: 1st International Conference on HCI in Business 2014-06-22 p.307-315
Keywords: Virtual dressing room; mirroring; self-perception; self-recognition; shared experience; hedonic shopping experience
Link to Digital Content at Springer
Summary: This paper investigates the performance of self in a virtual dressing room based on a camera-based system reflecting a full body mirrored image of the self. The study was based on a qualitative research approach and a user-centered design methodology. 22 participants participated in design sessions, semi-structured interviews and a questionnaire investigation. The results showed that the system facilitated self-recognition, self-perception, and shared experience, which afforded an enriched experience of the performing self.

[13] Nuwa: enhancing the pregnancy experience for expectant parents Student design competition / Gao, Yuan / Li, Xinying / Lin, Yu-Hsuan / Liu, Xin / Pang, Lin Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.257-262
ACM Digital Library Link
Summary: Pregnancy is a complicated and special process with many bodily changes, discomforts, and possibilities of complications. Partners of expectant mothers share a close relationship and often play an important role during pregnancy. To support a better pregnancy experience, we present Nuwa, a system that enhances self-awareness of health condition and also facilitates the communication between expectant mothers and their partners. The system is based on expectant mothers' health conditions. It provides a way for expectant parents to track and understand the maternal health, and encourages the partners to provide better support. Our study results support our design ideas and argue for the feasibility and expandability of Nuwa in helping expectant parents to have better experiences during pregnancy.

[14] Pact: leveraging social networks for goal achievement Works-in-progress / Porges, Zach / Calace, Nicole / Calhoun, Tré / Gao, Yundi (Lily) / Lin, Brian / Miao, Yulan (Lannie) / Noguchi, Toshihiro / Shulman, Ben / Wiener, Naomi / Cosley, Dan Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.2125-2130
ACM Digital Library Link
Summary: Millions of individuals have goals but struggle to achieve them. Research shows that writing down goals, sharing them with friends, and receiving feedback can increase the likelihood that these goals are achieved. However, there is limited research on technologies that support groups of friends working together toward goals. We are designing Pact, a social application in which groups of friends can collaborate toward goal achievement. We have made novel design decisions involving persuasion and motivation due to our focus on previously established strong social ties. Pact allows individuals to set personally achievable goals, yet encourages both collaboration and competition by allowing friends to compare measurable progress and hold each other accountable.

[15] A topic based document relevance ranking model WWW 2014 posters / Gao, Yang / Xu, Yue / Li, Yuefeng Companion Proceedings of the 2014 International Conference on the World Wide Web 2014-04-07 v.2 p.271-272
ACM Digital Library Link
Summary: Topic modelling has been widely used in the fields of information retrieval, text mining, machine learning, etc. In this paper, we propose a novel model, Pattern Enhanced Topic Model (PETM), which makes improvements to topic modelling by semantically representing topics with discriminative patterns, and also makes innovative contributions to information filtering by utilising the proposed PETM to determine document relevance based on topics distribution and maximum matched patterns proposed in this paper. Extensive experiments are conducted to evaluate the effectiveness of PETM by using the TREC data collection Reuters Corpus Volume 1. The results show that the proposed model significantly outperforms both state-of-the-art term-based models and pattern-based models.

[16] Attribute-augmented semantic hierarchy: towards bridging semantic gap and intention gap in image retrieval Best paper session / Zhang, Hanwang / Zha, Zheng-Jun / Yang, Yang / Yan, Shuicheng / Gao, Yue / Chua, Tat-Seng Proceedings of the 2013 ACM International Conference on Multimedia 2013-10-21 p.33-42
ACM Digital Library Link
Summary: This paper presents a novel Attribute-augmented Semantic Hierarchy (A2 SH) and demonstrates its effectiveness in bridging both the semantic and intention gaps in Content-based Image Retrieval (CBIR). A2 SH organizes the semantic concepts into multiple semantic levels and augments each concept with a set of related attributes, which describe the multiple facets of the concept and act as the intermediate bridge connecting the concept and low-level visual content. A hierarchical semantic similarity function is learnt to characterize the semantic similarities among images for retrieval. To better capture user search intent, a hybrid feedback mechanism is developed, which collects hybrid feedbacks on attributes and images. These feedbacks are then used to refine the search results based on A2 SH. We develop a content-based image retrieval system based on the proposed A2 SH. We conduct extensive experiments on a large-scale data set of over one million Web images. Experimental results show that the proposed A2 SH can characterize the semantic affinities among images accurately and can shape user search intent precisely and quickly, leading to more accurate search results as compared to state-of-the-art CBIR solutions.

[17] Stereotime: a wireless 2D and 3D switchable video communication system Demos / Yang, You / Liu, Qiong / Gao, Yue / Xiong, Binbin / Yu, Li / Luan, Huanbo / Ji, Rongrong / Tian, Qi Proceedings of the 2013 ACM International Conference on Multimedia 2013-10-21 p.473-474
ACM Digital Library Link
Summary: Mobile 3D video communication, especially with 2D and 3D compatible, is a new paradigm for both video communication and 3D video processing. Current techniques face challenges in mobile devices when bundled constraints such as computation resource and compatibility should be considered. In this work, we present a wireless 2D and 3D switchable video communication to handle the previous challenges, and name it as Stereotime. The methods of Zig-Zag fast object segmentation, depth cues detection and merging, and texture-adaptive view generation are used for 3D scene reconstruction. We show the functionalities and compatibilities on 3D mobile devices in WiFi network environment.

[18] Browse with a social web directory Short papers 1 -- social media IR / Huang, Hao / Gao, Yunjun / Chen, Lu / Li, Rui / Chiew, Kevin / He, Qinming Proceedings of the 2013 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2013-07-28 p.865-868
ACM Digital Library Link
Summary: Browse with either web directories or social bookmarks is an important complementation to search by keywords in web information retrieval. To improve users' browse experiences and facilitate the web directory construction, in this paper, we propose a novel browse system called Social Web Directory (SWD for short) by integrating web directories and social bookmarks. In SWD, (1) web pages are automatically categorized to a hierarchical structure to be retrieved efficiently, and (2) the popular web pages, hottest tags, and expert users in each category are ranked to help users find information more conveniently. Extensive experimental results demonstrate the effectiveness of our SWD system.

[19] Mapping queries to questions: towards understanding users' information needs Short papers 2 -- queries and query analysis / Gao, Yunjun / Chen, Lu / Li, Rui / Chen, Gang Proceedings of the 2013 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2013-07-28 p.977-980
ACM Digital Library Link
Summary: In this paper, for the first time, we study the problem of mapping keyword queries to questions on community-based question answering (CQA) sites. Mapping general web queries to questions enables search engines not only to discover explicit and specific information needs (questions) behind keywords queries, but also to find high quality information (answers) for answering keyword queries. In order to map queries to questions, we propose a ranking algorithm containing three steps: Candidate Question Selection, Candidate Question Ranking, and Candidate Question Grouping. Preliminary experimental results using 60 queries from search logs of a commercial engine show that the presented approach can efficiently find the questions which capture user's information needs explicitly.

[20] Commodity query by snapping Short papers 2 -- queries and query analysis / Huang, Hao / Gao, Yunjun / Chiew, Kevin / He, Qinming / Chen, Lu Proceedings of the 2013 Annual International ACM SIGIR Conference on Research and Development in Information Retrieval 2013-07-28 p.985-988
ACM Digital Library Link
Summary: Commodity information such as prices and public reviews is always the concern of consumers. Helping them conveniently acquire these information as an instant reference is often of practical significance for their purchase activities. Nowadays, Web 2.0, linked data clouds, and the pervasiveness of smart hand held devices have created opportunities for this demand, i.e., users could just snap a photo of any commodity that is of interest at anytime and anywhere, and retrieve the relevant information via their Internet-linked mobile devices. Nonetheless, compared with the traditional keyword-based information retrieval, extracting the hidden information related to the commodities in photos is a much more complicated and challenging task, involving techniques such as pattern recognition, knowledge base construction, semantic comprehension, and statistic deduction. In this paper, we propose a framework to address this issue by leveraging on various techniques, and evaluate the effectiveness and efficiency of this framework with experiments on a prototype.

[21] Semi-supervised Remote Sensing Image Segmentation Using Dynamic Region Merging Computational Vision in HCI / He, Ning / Lu, Ke / Wang, Yixue / Gao, Yue HCI International 2013: 15th International Conference on HCI, Part V: Towards Intelligent and Implicit Interaction 2013-07-21 v.5 p.153-162
Keywords: Semi-supervised; Remote Sensing Image; Image segmentation; Dynamic region merging
Link to Digital Content at Springer
Summary: This paper introduces a remote sensing image segmentation approach by using semi-supervised and dynamic region merging. In remote sensing images, the spatial relationship among pixels has been shown to be sparsely represented by a linear combination of a few training samples from a structured dictionary. The sparse vector is recovered by solving a sparsity-constrained optimization problem, and it can directly determine the class label of the test sample. Through a graph-based technique, unlabeled samples are actively selected based on the entropy of the corresponding class label. With an initially segmented image based semi-supervised, in which the many regions to be merged for a meaningful segmentation. By taking the region merging as a labeling problem, image segmentation is performed by iteratively merging the regions according to a statistical test. Experiments on two datasets are used to evaluate the performance of the proposed method. Comparisons with the state-of-the-art methods demonstrate that the proposed method can effectively investigate the spatial relationship among pixels and achieve better remote sensing image segmentation results.

[22] Designing Ludic Engagement in an Interactive Virtual Dressing Room System -- A Comparative Study Emotional and Persuasion Design / Gao, Yi / Brooks, Eva Petersson DUXU 2013: 2nd International Conference on Design, User Experience, and Usability, Part III: User Experience in Novel Technological Environments 2013-07-21 v.3 p.504-512
Keywords: Ludic activities; motivation; goal oriented; ludic engagement; virtual dressing room
Link to Digital Content at Springer
Summary: The phenomenon of creating virtual dressing room (VDR) environments has currently been widely recognized. Most of the existing VDR systems are of a goal-oriented, rather than open-ended, nature. This study is comparative and investigated two VDR solutions: LazyLazy and a new VDR user interface (UI). The systems were tested by 426 participants. The study applies a qualitative approach including video observations, questionnaires and interviews. The comparison targeted an investigation of the users' experience and behaviour when interacting with the two VDR systems. The results showed that ludic activities can be enhanced without interfering with goal-oriented desires of the user.

[23] What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay? / Gao, Yuan / Bianchi-Berthouze, Nadia / Meng, Hongying ACM Transactions on Computer-Human Interaction 2012-12 v.19 n.4 p.31
ACM Digital Library Link
Summary: The increasing number of people playing games on touch-screen mobile phones raises the question of whether touch behaviors reflect players' emotional states. This prospect would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behavior show the existence of discriminative affective profiles. In this article, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analyzed. Machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. Accuracy reached between 69% and 77% for the four emotional states, and higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence. We conclude by discussing the factors relevant to the generalization of the results to applications other than games.

[24] The acute cognitive benefits of casual exergame play Movement-based gameplay / Gao, Yue / Mandryk, Regan Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1863-1872
ACM Digital Library Link
Summary: Acute cognitive benefits, such as temporary improvements in concentration, can result from as few as ten minutes of exercise; however, most people do not take exercise breaks throughout the day. To motivate people to receive the cognitive benefits of exercising in short bursts multiple times per day, we designed an engaging casual exergame. To determine whether there are cognitive benefits after playing our game, we conducted two studies to compare playing ten minutes of our casual exergame to a sedentary version of the game or exercise on a treadmill. We found acute cognitive benefits of the casual exergame over the sedentary version (but not treadmill exercise), demonstrated by significantly improved performance on two cognitive tests that require focus and concentration. Significant improvements were also found in participants' affective states after playing the casual exergame. Finally, our casual exergame produces similar exertion levels to treadmill exercise, but is perceived as more fun.

[25] Periodic transfers in mobile applications: network-wide origin, impact, and optimization Mobile Web Performance / Qian, Feng / Wang, Zhaoguang / Gao, Yudong / Huang, Junxian / Gerber, Alexandre / Mao, Zhuoqing / Sen, Subhabrata / Spatscheck, Oliver Proceedings of the 2012 International Conference on the World Wide Web 2012-04-16 v.1 p.51-60
ACM Digital Library Link
Summary: Cellular networks employ a specific radio resource management policy distinguishing them from wired and Wi-Fi networks. A lack of awareness of this important mechanism potentially leads to resource-inefficient mobile applications. We perform the first network-wide, large-scale investigation of a particular type of application traffic pattern called periodic transfers where a handset periodically exchanges some data with a remote server every t seconds. Using packet traces containing 1.5 billion packets collected from a commercial cellular carrier, we found that periodic transfers are very prevalent in today's smartphone traffic. However, they are extremely resource-inefficient for both the network and end-user devices even though they predominantly generate very little traffic. This somewhat counter-intuitive behavior is a direct consequence of the adverse interaction between such periodic transfer patterns and the cellular network radio resource management policy. For example, for popular smartphone applications such as Facebook, periodic transfers account for only 1.7% of the overall traffic volume but contribute to 30% of the total handset radio energy consumption. We found periodic transfers are generated for various reasons such as keep-alive, polling, and user behavior measurements. We further investigate the potential of various traffic shaping and resource control algorithms. Depending on their traffic patterns, applications exhibit disparate responses to optimization strategies. Jointly using several strategies with moderate aggressiveness can eliminate almost all energy impact of periodic transfers for popular applications such as Facebook and Pandora.
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