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Giacomo Fiumara

Publications and source records attributed to Giacomo Fiumara.

30 records · Page 2Linked to original sources

Mixing local and global information for community detection in large networks

The problem of clustering large complex networks plays a key role in several scientific fields ranging from Biology to Sociology and Computer Science. Many approaches to clustering complex networks are based on the idea of maximizing a network modularity function. Some of these approaches can be classified as global because they exploit knowledge about the whole network topology to find clusters. Other approaches, instead, can be interpreted as local because they require only a partial knowledge of the network topology, e.g., the neighbors of a vertex. Global approaches are able to achieve high values of modularity but they do not scale well on large networks and, therefore, they cannot be applied to analyze on-line social networks like Facebook or YouTube. In contrast, local approaches are fast and scale up to large, real-life networks, at the cost of poorer results than those achieved by local methods. In this article we propose a glocal method to maximizing modularity, i.e., our method uses information at the global level, yet its scalability on large networks is comparable to that of local methods. The proposed method is called COmplex Network CLUster DEtection (or, shortly, CONCLUDE.) It works in two stages: in the first stage it uses an information-propagation model, based on random and non-backtracking walks of finite length, to compute the importance of each edge in keeping the network connected (called edge centrality.) Then, edge centrality is used to map network vertices onto points of an Euclidean space and to compute distances between all pairs of connected vertices. In the second stage, CONCLUDE uses the distances computed in the first stage to partition the network into clusters. CONCLUDE is computationally efficient since in the average case its cost is roughly linear in the number of edges of the network.

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Forensic Analysis of Phone Call Networks

In the context of preventing and fighting crime, the analysis of mobile phone traffic, among actors of a criminal network, is helpful in order to reconstruct illegal activities on the base of the relationships connecting those specific individuals. Thus, forensic analysts and investigators require new advanced tools and techniques which allow them to manage these data in a meaningful and efficient way. In this paper we present LogAnalysis, a tool we developed to provide visual data representation and filtering, statistical analysis features and the possibility of a temporal analysis of mobile phone activities. Its adoption may help in unveiling the structure of a criminal network and the roles and dynamics of communications among its components. By using LogAnalysis, forensic investigators could deeply understand hierarchies within criminal organizations, for example discovering central members that provide connections among different sub-groups, etc. Moreover, by analyzing the temporal evolution of the contacts among individuals, or by focusing on specific time windows they could acquire additional insights on the data they are analyzing. Finally, we put into evidence how the adoption of LogAnalysis may be crucial to solve real cases, providing as example a number of case studies inspired by real forensic investigations led by one of the authors.

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Enhancing community detection using a network weighting strategy

A community within a network is a group of vertices densely connected to each other but less connected to the vertices outside. The problem of detecting communities in large networks plays a key role in a wide range of research areas, e.g. Computer Science, Biology and Sociology. Most of the existing algorithms to find communities count on the topological features of the network and often do not scale well on large, real-life instances. In this article we propose a strategy to enhance existing community detection algorithms by adding a pre-processing step in which edges are weighted according to their centrality w.r.t. the network topology. In our approach, the centrality of an edge reflects its contribute to making arbitrary graph tranversals, i.e., spreading messages over the network, as short as possible. Our strategy is able to effectively complements information about network topology and it can be used as an additional tool to enhance community detection. The computation of edge centralities is carried out by performing multiple random walks of bounded length on the network. Our method makes the computation of edge centralities feasible also on large-scale networks. It has been tested in conjunction with three state-of-the-art community detection algorithms, namely the Louvain method, COPRA and OSLOM. Experimental results show that our method raises the accuracy of existing algorithms both on synthetic and real-life datasets.

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A Novel Measure of Edge Centrality in Social Networks

The problem of assigning centrality values to nodes and edges in graphs has been widely investigated during last years. Recently, a novel measure of node centrality has been proposed, called k-path centrality index, which is based on the propagation of messages inside a network along paths consisting of at most k edges. On the other hand, the importance of computing the centrality of edges has been put into evidence since 1970's by Anthonisse and, subsequently by Girvan and Newman. In this work we propose the generalization of the concept of k-path centrality by defining the k-path edge centrality, a measure of centrality introduced to compute the importance of edges. We provide an efficient algorithm, running in O(k m), being m the number of edges in the graph. Thus, our technique is feasible for large scale network analysis. Finally, the performance of our algorithm is analyzed, discussing the results obtained against large online social network datasets.

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Generalized Louvain Method for Community Detection in Large Networks

In this paper we present a novel strategy to discover the community structure of (possibly, large) networks. This approach is based on the well-know concept of network modularity optimization. To do so, our algorithm exploits a novel measure of edge centrality, based on the k-paths. This technique allows to efficiently compute a edge ranking in large networks in near linear time. Once the centrality ranking is calculated, the algorithm computes the pairwise proximity between nodes of the network. Finally, it discovers the community structure adopting a strategy inspired by the well-known state-of-the-art Louvain method (henceforth, LM), efficiently maximizing the network modularity. The experiments we carried out show that our algorithm outperforms other techniques and slightly improves results of the original LM, providing reliable results. Another advantage is that its adoption is naturally extended even to unweighted networks, differently with respect to the LM.

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Topological Features of Online Social Networks

The importance of modeling and analyzing Social Networks is a consequence of the success of Online Social Networks during last years. Several models of networks have been proposed, reflecting the different characteristics of Social Networks. Some of them fit better to model specific phenomena, such as the growth and the evolution of the Social Networks; others are more appropriate to capture the topological characteristics of the networks. Because these networks show unique and different properties and features, in this work we describe and exploit several models in order to capture the structure of popular Online Social Networks, such as Arxiv, Facebook, Wikipedia and YouTube. Our experimentation aims at verifying the structural characteristics of these networks, in order to understand what model better depicts their structure, and to analyze the inner community structure, to illustrate how members of these Online Social Networks interact and group together into smaller communities.

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Improving Recommendation Quality by Merging Collaborative Filtering and Social Relationships

Matrix Factorization techniques have been successfully applied to raise the quality of suggestions generated by Collaborative Filtering Systems (CFSs). Traditional CFSs based on Matrix Factorization operate on the ratings provided by users and have been recently extended to incorporate demographic aspects such as age and gender. In this paper we propose to merge CFS based on Matrix Factorization and information regarding social friendships in order to provide users with more accurate suggestions and rankings on items of their interest. The proposed approach has been evaluated on a real-life online social network; the experimental results show an improvement against existing CFSs. A detailed comparison with related literature is also present.

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A Framework for Designing 3D Virtual Environments

The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.

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Analyzing the Facebook Friendship Graph

Online Social Networks (OSN) during last years acquired a huge and increasing popularity as one of the most important emerging Web phenomena, deeply modifying the behavior of users and contributing to build a solid substrate of connections and relationships among people using the Web. In this preliminary work paper, our purpose is to analyze Facebook, considering a significant sample of data reflecting relationships among subscribed users. Our goal is to extract, from this platform, relevant information about the distribution of these relations and exploit tools and algorithms provided by the Social Network Analysis (SNA) to discover and, possibly, understand underlying similarities between the developing of OSN and real-life social networks.

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Rendering of 3D Dynamic Virtual Environments

In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art components such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physical and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which reproduces a dynamic 3D environment, including some particular effects: the alternation of day and night infuencing the lighting of the scene, the rendering of terrain, water and vegetation, the reproduction of sounds and atmospheric agents.

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Crawling Facebook for Social Network Analysis Purposes

We describe our work in the collection and analysis of massive data describing the connections between participants to online social networks. Alternative approaches to social network data collection are defined and evaluated in practice, against the popular Facebook Web site. Thanks to our ad-hoc, privacy-compliant crawlers, two large samples, comprising millions of connections, have been collected; the data is anonymous and organized as an undirected graph. We describe a set of tools that we developed to analyze specific properties of such social-network graphs, i.e., among others, degree distribution, centrality measures, scaling laws and distribution of friendship.

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Living City, a Collaborative Browser-based Massively Multiplayer Online Game

This work presents the design and implementation of our Browser-based Massively Multiplayer Online Game, Living City, a simulation game fully developed at the University of Messina. Living City is a persistent and real-time digital world, running in the Web browser environment and accessible from users without any client-side installation. Today Massively Multiplayer Online Games attract the attention of Computer Scientists both for their architectural peculiarity and the close interconnection with the social network phenomenon. We will cover these two aspects paying particular attention to some aspects of the project: game balancing (e.g. algorithms behind time and money balancing); business logic (e.g., handling concurrency, cheating avoidance and availability) and, finally, social and psychological aspects involved in the collaboration of players, analyzing their activities and interconnections.

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