Content Management Systems (CMS) provide to its users the ability to publish on the Web with no need to have experience in developing web pages, this way CMS also participates in the expansion of reducing quality of content placed on the web similarly to Web 2.0 tools. The mechanism of validating content indicates a high level of quality content control while putting users as main players according to Web 2.0 standards, from this prospects we develop Validated Content Management System VCMS as a new Web 2.0 tool that supports content validation mechanism. The VCMS system requires collaboration between users when content is being static validated. Real-time synchronization between users during collaboration on the same project can make this process easier and brings more rapidity to content publication while maintaining the mechanisms that allows quality control in our system. In this article we present the technic of implementing real time interaction between users during collaboration on the same content. We focus on promoting the What You See Is What You Get (WYSIWYG) editor to support Real-time collaboration between multiple content generators. . The approach presented in this paper can be integrated to any collaborative Content Management System and also can be used in all collaborative applications that generate Web content such as blogs or wikis offering to these tools the feature of collaborating on the same content between multiple users in real-time.
In the last decade, the web has known a major evolution with the appearance of web 2.0 and its applications. One of those popular tools is the Online Video Social Networks (OVSN). Video content is becoming a predominant part of the daily life of users on the Web. Henceforth the study and modeling this kind of platforms, emerge as necessity. In this paper, we study the interaction of user community with videos shared and viewed in online video social networks. The concept of freedom giving to users in these platforms allows them to express their opinion toward those videos. Based on the analysis of the mechanisms of interaction in OVSN, we developed a personal opinion model for online users in this case. To deal with this problem we constructed a Petri Net model and we use it to derive a payoff function, these bring us to the Game theory field. Although our model is inspired from earlier studies, at the heart of our whole approach is abstracting the complex mechanism of interactions by the solution concept of Nash equilibrium, which allowed us to deal with richer problem instances. We conclude this paper by outlining several interesting lines of future work.