Viral marketing is the modern version of the old “word-of-mouth” advertising, where companies choose a restricted number of persons, considered “influential,” recommending them products or services that will be in turn iteratively suggested. In this article, we propose cognitive models and algorithms for marketing applications through online social networks, considered as a graph database, and define the concept of influence graph leveraging particular user behavioral patterns, by querying the initial heterogeneous graph network. We also model the diffusion across the network, without any preliminary information, as a combinatorial multiarmed bandit problem, for the selection of most influential users. We have used the YELP social network as a case study for our approach, showing how it is possible to generate an influence graph considering several kinds of relevant paths (mainly considering reviews to the same firms) by which a user can influence other ones. Several experiments have been carried out and discussed, putting into evidence the effectiveness and efficacy of the proposed methods for influence maximization with respect to other approaches of state of the art.
Improving quality of life in geriatric patients is related to constant physical activity and fall prevention. In this paper, we propose a wearable system that takes advantage of sensors embedded in a smart device to collect data for movement identification (running, walking, falling and daily activities) of an elderly user in real-time. To provide high efficiency in fall detection, the sensor’s readings are analysed using a neural network. If a fall is detected, an alert is sent though a smartphone connected via Bluetooth. We conducted an experimental session using an Arduino Nano 33 BLE Sense board in inside and outside environments. The results of the experiment have shown that the system is extremely portable and provides high success rates in fall detection in terms of accuracy and loss.
Online Social Networks (OSNs) have found widespread applications in every area of our life. A large number of people have signed up to OSN for different purposes, including to meet old friends, to choose a given company, to identify expert users about a given topic, producing a large number of social connections. These aspects have led to the birth of a new generation of OSNs, called Multimedia Social Networks (MSNs), in which user-generated content plays a key role to enable interactions among users. In this work, we propose a novel expert-finding technique exploiting a hypergraph-based data model for MSNs. In particular, some user-ranking measures, obtained considering only particular useful hyperpaths, have been profitably used to evaluate the related expertness degree with respect to a given social topic. Several experiments on Last.FM have been performed to evaluate the proposed approach’s effectiveness, encouraging future work in this direction for supporting several applications such as multimedia recommendation, influence analysis, and so on.