User Traces

Collect the traces of user behaviour in multimedia applications.

This trace collected mobility traces of 84,208 avatars spanning 22 regions over two months in Second Life, a popular networked virtual environment. Authors: Wei Tsang Ooi, Mehul Motani, Huiguang Liang, Ming Feng Neo, and Ian Tay from National University of Singapore.

This data set contains camera-phone images of products, CDs, books, outdoor landmarks, business cards, text documents, museum paintings and video clips. The data set has several key characteristics lacking in existing data sets: rigid objects, widely varying lighting conditions, perspective distortion, foreground and background clutter, realistic ground-truth reference data, and query data collected from heterogeneous low and high-end camera phones. We hope that the data set will help push research forward in the field of mobile visual search. Authors:Vijay Chandrasekhar, David Chen, Sam Tsai, Ngai-Man Cheung, Huizhong Chen, Gabriel Takacs, Bernd Girod from Stanford UniversityRelated publication: The Stanford Mobile Visual Search Data Set

The trace was collected from World of Warcraft. This is a three-year long trace include many information of avatar in each ten-minute interval. World of Warcraft is the fourth game set developed by Blizzard Entertainment Incorporation, and it is currently the most popular MMORPG in the world (September 2010). According to MMOData.net, the game's 12 million subscribers accounted for 62% of the MMOG market in Dec 2008. Because of its popularity, it has become a field for academia researchers to study psychology, social interaction, and game play behavior. Authors: Yeng-Ting Lee, Kuan-Ta Chen, Yun-Maw Cheng, and Chin-Laung LeiRelated publication: World of Warcraft Avatar History Dataset

These datasets contain measurements of CBR RTP traffic, sent from a campus machine to receivers connected to the Internet via ADSL and Cable links. Dataset-A contains only end-to-end measurements, while Dataset-B also includes some end-to-middle measurements obtained using TTL-limited probes, and packet-pair measurements from which the path capacities can be estimated. Dataset-A was collected between June and October 2009, while Dataset-B was collected between April and September 2010.Authors: Martin Ellis, Colin Perkins, and Dimitrios Pezaros from University of GlasgowRelated publication: End-to-End and Network-Internal Measurements of Real-Time Traffic to Residential Users

Improvement in human computer interaction requires effective and rapid development of multimedia systems that can understand and interact with humans. These systems need resources to train and learn how to interpret human emotions. Currently, there is a relative small number of existing resources such as annotated corpora that can be used for affect and multimodal content detection.Authors: Ricardo A. Calix and Gerald M. Knapp from Louisiana State UniversityRelated publication: Affect corpus 2.0: an extension of a corpus for actor level emotion magnitude detection

Although network traces of virtual worlds are valuable to ISPs, virtual world software developers, and research communities, they do not exist in the public domain. In this project, we implement a complete testbed to efficiently collect and analyze network traces from a popular virtual world: Second Life. We use the testbed to gather traces from 100 regions with diverse characteristics. The network traces represent more than 60 hours of virtual world traffic, and we create trace files in a well-structured and concise format. Authors: Yichuan Wang, Cheng-Hsin Hsu, Jatinder Pal Singh and Xin Liu;Related publication: Network traces of virtual worlds: measurements and applications