With the rapid proliferation of smartphones, hundreds of millions of mobile users are attracted to Instant Messaging (IM) apps. While such apps have brought convenience to our life, it comes with the price of great energy consumption, as these apps keep sending heartbeat messages to the server periodically in order to maintain an always-online connection. These frequent and fragmented transmissions result in a considerable amount of energy waste.In this paper, we investigate the "cost and potential of heartbeats". We quantify power consumption of heartbeats of real-world IM apps through extensive measurements. The measurement results confirm that huge power consumption is induced by heartbeats. The goal of this paper is to save energy by turning the energy wastage of heartbeats into transmitting useful data. Thus, we develop eTrain, a transmission management system running on Android phones, which takes advantage of IM heartbeats (as trains) to piggyback aggregated delay-tolerant apps' data such as e-mail and Weibo (as cargoes) via an online transmission strategy, so as to minimize the cumulative tail energy without sacrificing user-specified deadlines. Compared to other existing works, eTrain can reduce more energy consumption under the same settings. Experiments conducted on smartphones show that eTrain can achieve 12%-33% energy saving in various application scenarios.
Recommender systems are becoming ubiquitous in online commerce as well as in video-on-demand (VOD) and music streaming services. A popular form of giving recommendations is to base them on a currently selected product (or items), and provide "More Like This," "Items Similar to This," or "People Who Bought This also Bought" functionality. These recommendations are based on similarity computations, also known as item-item similarity computations. Such computations are typically implemented by heuristic algorithms, which may not match the perceived item-item similarity of users. In contrast, we study in this paper a data-driven approach to similarity for movies using labels crowdsourced from a previous work. Specifically, we develop four similarity methods and investigate how user-contributed labels can be used to improve similarity computations to better match user perceptions in movie recommendations. These four methods were tested against the best known method with a user experiment (n = 114) using the MovieLens 20M dataset. Our experiment showed that all our supervised methods beat the unsupervised benchmark and the differences were both statistically and practically significant. This paper's main contributions include user evaluation of similarity methods for movies, user-contributed labels indicating movie similarities, and code for the annotation tool which can be found at http://MovieSim.org.
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