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The Oscars in Twitter: insights acquired through social network analysis 推特上的奥斯卡:通过社交网络分析获得的见解
Pub Date : 2021-07-16 DOI: 10.1504/ijenttm.2021.116766
Vasiliki G. Vrana, Dimitrios Kydros
Twitter offers tremendous opportunities for people to engage in discussion regarding the Oscars awards through information sharing, expressing opinions, disappointment or enthusiasm on movies, casts, and productions. Despite the huge number of tweets generated and the notable excitement about the Oscars, there is a void in the literature about the dynamic interconnections of users interacting in Twitter. In this paper, we use social network analytic techniques to record and create networks of users discussing and interacting in Twitter around the search term 'Oscars'. We subsequently present and study the users' networks gaining insights regarding their clusterability in communities and some of their discussion topics. We also study the macroscopic structure of the users' network and prove that they belong to a class of networks bearing the scale-free topology. Finally, we create new networks based on the actual content of the tweets, based on word adjacencies and we proceed with a similar investigation on these semantic networks.
推特为人们提供了大量的机会,通过信息分享、表达意见、对电影、演员和制作的失望或热情,参与有关奥斯卡奖的讨论。尽管Twitter上产生了大量的推文,奥斯卡也引起了人们的极大兴奋,但关于用户在Twitter上互动的动态联系的文献却很空白。在本文中,我们使用社交网络分析技术来记录和创建围绕搜索词“奥斯卡”在Twitter上讨论和互动的用户网络。随后,我们展示并研究了用户的网络,获得了关于他们在社区中的群集性和他们的一些讨论主题的见解。我们还研究了用户网络的宏观结构,并证明了它们属于一类具有无标度拓扑的网络。最后,我们基于tweet的实际内容,基于单词邻接关系创建新的网络,并对这些语义网络进行类似的研究。
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引用次数: 0
Online personal selling, platform engagement and e-loyalty 在线个人销售,平台参与和电子忠诚度
Pub Date : 2021-07-16 DOI: 10.1504/ijenttm.2021.116789
N. Zuo, J. Khan
This research examines the relationship between online shopping mall quality, consumer platform engagement and e-loyalty by examining the mediating role of online personal selling in the above relationship. Non-probability criterion-based purposive sampling resulted in 208 participants participating in this research. Results show a direct relationship between online retail quality and consumer platform engagement, and e-loyalty. Online personal selling plays a mediating role between platform engagement and e-loyalty. Managerially, organisations should enhance shopping platform quality in order to keep customers engaged, embed more online personal selling functions to facilitate e-loyalty.
本研究通过考察网上个人销售在上述关系中的中介作用,检验了网上购物中心质量、消费者平台参与和电子忠诚之间的关系。基于非概率准则的有目的抽样共208人参与了本研究。结果显示,在线零售质量与消费者平台参与度和电子忠诚度之间存在直接关系。在线个人销售在平台参与和电子忠诚之间起中介作用。在管理方面,机构应提高购物平台的品质,以保持顾客的参与,嵌入更多的网上个人销售功能,以促进电子忠诚。
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引用次数: 1
Community networks: a civil society perspective 社区网络:公民社会视角
Pub Date : 2021-07-16 DOI: 10.1504/ijenttm.2021.116771
Rozália Klára Bakó
A community-based approach to solving connectivity issues is on the agenda of both researchers and developers, with useful and replicable solutions. A comprehensive review of such initiatives may serve both scholars and practitioners. The Global Information Society Watch (GISW) - a yearly thematic report series on the state of the information society from a civil society perspective - has launched its 2018 edition on a timely and interesting topic: community networks (Finlay, 2018). Authored by the Association for Progressive Communications' members and experts, the report reveals global economic, social, cultural and technical issues concerning connectivity, and replicable solutions. Community networks fill the gap left by governments and large telecommunication operators, enabling affordable access for the disconnected. The 2018 GISW includes eight thematic studies and 43 country reports. We propose an overview of these reports' key issues by selecting four regionally and thematically diverse country cases: Brazil, Kenya, India, and Portugal. Despite regional differences, a common feature of community-based connectivity solutions is the participatory approach: sharing costs and risks helps underserved communities.
基于社区的解决连接问题的方法是研究人员和开发人员的议程,具有有用和可复制的解决方案。对这些倡议的全面审查可能对学者和实践者都有好处。《全球信息社会观察》(GISW)是一份从公民社会角度分析信息社会状况的年度专题报告系列,2018年版发布了一个及时而有趣的主题:社区网络(Finlay, 2018)。该报告由进步通信协会的成员和专家撰写,揭示了有关连接的全球经济、社会、文化和技术问题,以及可复制的解决方案。社区网络填补了政府和大型电信运营商留下的空白,使无法上网的人能够负担得起。2018年GISW包括8项专题研究和43份国别报告。我们通过选择巴西、肯尼亚、印度和葡萄牙四个区域和主题不同的国家案例,对这些报告的关键问题进行概述。尽管存在地区差异,但以社区为基础的连接解决方案的一个共同特点是参与性方法:分担成本和风险有助于服务不足的社区。
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引用次数: 0
TV personalisation: blending linear and on-demand content in the living room 电视个性化:在客厅中融合线性和点播内容
Pub Date : 2021-07-16 DOI: 10.1504/ijenttm.2021.10039651
Bernardo Cardoso, J. Abreu
Nowadays, recommendation systems are everywhere, ranging from e-commerce sites, social networks, all the way to most media streaming services. However, in most pay-TV platforms, these recommendation systems do not usually achieve a suitable level of effectiveness, even when a huge linear and on-demand content catalogue is available. This paper suggests some reasons for that issue, exemplifying some of the shortcomings found in a south European pay-TV system. Driven by the actual perceived limitations, an innovative personalisation system is proposed, and the current state of the prototype development is described. As far as the prototype is concerned, it is already possible to present some identified insights that will be validated in an ongoing field trial and subsequent user evaluation.
如今,推荐系统无处不在,从电子商务网站、社交网络,一直到大多数流媒体服务。然而,在大多数付费电视平台上,这些推荐系统通常不能达到适当的有效性水平,即使有大量的线性和点播内容目录。本文提出了造成这一问题的一些原因,并举例说明了南欧付费电视系统的一些缺陷。在实际感知局限性的驱动下,提出了一种创新的个性化系统,并描述了原型开发的现状。就原型而言,已经有可能提出一些确定的见解,这些见解将在正在进行的现场试验和随后的用户评估中得到验证。
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引用次数: 0
An exploration of chess personalities in grandmasters and class-A players using virtual humans 利用虚拟人类探索国际象棋大师和甲级棋手的个性
Pub Date : 2021-07-16 DOI: 10.1504/ijenttm.2021.10039649
Khaldoon Dhou
The topic of virtual humans is increasingly vital in entertainment. They offer an influential medium for amusement and learning. In this article, the researcher investigates virtual chess players of different personalities to explore the psychology of competition between two groups of chess players: grandmasters and class-A players. More specifically, the researcher evaluates the game lengths and different errors made by the two groups of virtual players while competing against each other. The two virtual grandmasters are represented by Anderssen and Leko, who vary in their attack and defence styles. While Anderssen is an aggressive grandmaster, who starts attacking his opponent at an early stage of the game, Leko is known for being a solid defensive player. The class-A players in this study vary in their preferences to knights and bishops. The study reveals many interesting findings of the errors made by different virtual chess players. These findings have their grounds in social sciences and can be beneficial to social scientists and computing researchers.
虚拟人的话题在娱乐中越来越重要。它们为娱乐和学习提供了一种有影响力的媒介。在这篇文章中,研究者调查了不同性格的虚拟棋手,探讨了两组棋手:特级大师和a级棋手之间的竞争心理。更具体地说,研究人员评估了两组虚拟玩家在相互竞争时的游戏长度和不同的错误。两位虚拟大师由安徒生和莱科代表,他们的进攻和防守风格各不相同。安徒生是一名咄咄逼人的象棋大师,他在比赛的早期阶段就开始攻击对手,而莱科则是一名坚实的防守球员。在这项研究中,a级球员对骑士和主教的偏好各不相同。这项研究揭示了不同虚拟棋手所犯错误的许多有趣发现。这些发现在社会科学中有其依据,对社会科学家和计算机研究人员有益。
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引用次数: 4
Technologies to feed your mind: implementing edutainment laboratories 满足你思维的技术:实现寓教于乐的实验室
Pub Date : 2021-07-16 DOI: 10.1504/ijenttm.2021.116768
L. Gabriele, F. Bertacchini
The purpose of this paper is to present edutainment environments devoted to educational robotics, evolutionary robotics and chaos theory, with the aim to provide ideas that can be easily reproduced in different contexts. The adopted approaches, the research settings, the technical and technological organisation, the tools used and the activities here described, synthesise the results of different research work carried out by the Laboratory of Psychology and Cognitive Sciences of the University of Calabria. Edutainment labs are part of the constructivist framework that joins education and entertainment to create rich learning environment through hands-on activities and using technologies. The design of these edutainment environments is critical because it is necessary to combine contents, tools and skills to be acquired, considering motivational components such as, novelty, curiosity, play, competition, teamwork, joyful activities. We observed how students simply learn and experiment practically advanced scientific concepts of contemporary science.
本文的目的是展示教育机器人、进化机器人和混沌理论的教育娱乐环境,目的是提供可以在不同环境中轻松复制的想法。采用的方法、研究环境、技术和技术组织、使用的工具和这里描述的活动,综合了卡拉布里亚大学心理学和认知科学实验室开展的不同研究工作的结果。寓教于乐的实验室是建构主义框架的一部分,它结合了教育和娱乐,通过实践活动和使用技术来创造丰富的学习环境。这些寓教于乐的环境的设计是至关重要的,因为有必要将内容、工具和技能结合起来,考虑到激励因素,如新颖性、好奇心、游戏、竞争、团队合作和快乐活动。我们观察学生如何简单地学习和实践当代科学的先进科学概念。
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引用次数: 0
The impact of incentive mechanism and knowledge sharing motivation on the satisfaction of fanpage's members on Facebook in Vietnam 激励机制和知识分享动机对越南Facebook粉丝页成员满意度的影响
Pub Date : 2020-03-05 DOI: 10.1504/ijenttm.2020.10027238
Quoc Trung Pham, Ngoc Kien Phuc Tran
Social networking is more and more utilised by many companies in marketing, knowledge management, entertainment, and collaboration. However, how to take advantage of social medias to support marketing activities, attracting more customers and encouraging knowledge sharing is still a difficult question. In addition, the research on knowledge sharing through social networking sites in Vietnam is fairly limited. In this study, the relationship between incentive mechanism, knowledge sharing motivation and the satisfaction of fanpage members on Facebook will be evaluated. Data were collected through a survey in Vietnam. The research model is tested through quantitative analysis on SPSS/AMOS software. The results show that Knowledge sharing motivation and Incentive mechanism have positive impacts on the Satisfaction of fanpage members, while the Incentive mechanism also has a positive impact on Knowledge sharing motivation. Based on this result, suitable Incentive mechanism should be suggested for increasing both members' satisfaction and knowledge sharing motivation.
社交网络越来越多地被许多公司用于市场营销、知识管理、娱乐和协作。然而,如何利用社交媒体来支持营销活动,吸引更多的客户,鼓励知识共享仍然是一个难题。此外,越南通过社交网站进行知识共享的研究相当有限。本研究将评估Facebook粉丝页成员的激励机制、知识共享动机与满意度之间的关系。数据是通过在越南的一项调查收集的。采用SPSS/AMOS软件进行定量分析,对研究模型进行检验。结果表明,知识共享动机和激励机制对粉丝满意度有正向影响,激励机制对知识共享动机也有正向影响。在此基础上,提出合适的激励机制,既能提高成员的满意度,又能提高知识共享的积极性。
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引用次数: 1
The effectiveness of using LEGO® robotics kits as cognitive and social rehabilitative toys 使用乐高®机器人套件作为认知和社会康复玩具的有效性
Pub Date : 2020-02-28 DOI: 10.1504/ijenttm.2020.10027250
B. Caci
The present article offers a theoretical contribution to the understanding of the effectiveness of using robotics as cognitive and social rehabilitative toys. Starting from the theoretical foundations of educational robotics in the framework of constructionism, it provides methodological indications related to game activities with robotics behaviour construction kits, such as LEGO® Ev3. Moreover, it discusses empirical studies that evaluated the effectiveness of the use of robotics behaviour construction kits in the field of intellectual disabilities. Practical implications of the present study might be useful for educators, school psychologists, or rehabilitative therapists in the field of special educational needs.
本文提供了一个理论贡献的有效性的理解使用机器人作为认知和社会康复玩具。从建构主义框架下教育机器人的理论基础出发,它提供了与机器人行为构建工具包(如LEGO®Ev3)相关的游戏活动的方法论指示。此外,它还讨论了评估在智障领域使用机器人行为构建工具包的有效性的实证研究。本研究的实际意义可能对特殊教育需要领域的教育工作者、学校心理学家或康复治疗师有所帮助。
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引用次数: 0
Edutainment and practice in video-based learning: enriching educational videos with interactive activities and games 视频学习的寓教于乐与实践:用互动活动和游戏丰富教育视频
Pub Date : 2020-02-28 DOI: 10.1504/ijenttm.2020.10027244
A. Kleftodimos, Georgios Evangelidis, G. Lappas
Video-based learning has a long history but the transfer of educational videos to the web has given a powerful potential to this form of learning. Today, there is an abundance of independent educators, trainers, and educational organisations that use online video for educational content delivery. In most cases however, the videos that exist in educational platforms do not contain any aspects of interactivity and educational entertainment (edutainment). These are mostly non-interactive videos and in cases where there is interactivity this is mainly restricted to in-video quizzes and user annotations. The aim of this paper is to present solutions on how to develop interactive video-based learning environments using open source and freeware tools. In these solutions educational videos are enriched with knowledge testing activities, games, and hands-on practice exercises for learning software applications. The developed video-based learning environments were used and evaluated in classroom settings and some findings are reported in the paper.
基于视频的学习有着悠久的历史,但将教育视频转移到网络上,为这种学习形式提供了强大的潜力。今天,有大量的独立教育家、培训师和教育组织使用在线视频来发布教育内容。然而,在大多数情况下,教育平台上存在的视频不包含任何交互性和教育娱乐(edutainment)的方面。这些视频大多是非交互式的,在有互动性的情况下,这主要局限于视频中的测验和用户注释。本文的目的是介绍如何使用开源和免费软件工具开发基于视频的交互式学习环境的解决方案。在这些解决方案中,教育视频丰富了知识测试活动,游戏和学习软件应用程序的实践练习。本文对开发的基于视频的学习环境在课堂环境中进行了使用和评估,并报告了一些研究结果。
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引用次数: 2
Designing interconnected haptic interfaces and actuators for teleoperations in mobile ad hoc networks 为移动自组织网络中的远程操作设计互联触觉接口和执行器
Pub Date : 2020-02-28 DOI: 10.1504/ijenttm.2020.10027232
G. Kokkonis, Elias Gounopoulos, D. Tsiamitros, D. Stimoniaris, G. Fragulis
The growing acceptance of wireless ad hoc networks in war situations, emergency situations, research applications, and conference rooms has resulted in the massive growth of these networks. Interconnecting haptic interfaces in virtual environments is rather a demanding task. This paper presents the topology of the mobile ad hoc networks. Moreover, it outlines the thresholds, the limitations, and the techniques for using haptic interfaces for teleoperations in a mobile ad hoc network. Routing algorithms and congestion control techniques for using haptic interfaces in mobile ad hoc networks are analysed. Simulations are taken place in order to test whether an ad hoc network can support the interconnection of haptic interfaces. Resulting this, we could say that on-demand protocols, such as DSDV, are suitable for networks with a large number of nodes and frequent modifications of network topology.
在战争情况、紧急情况、研究应用和会议室中越来越多地接受无线自组织网络,导致了这些网络的大规模增长。在虚拟环境中连接触觉界面是一项相当艰巨的任务。本文给出了移动自组织网络的拓扑结构。此外,它还概述了在移动自组织网络中使用触觉接口进行远程操作的阈值、限制和技术。分析了在移动自组织网络中使用触觉接口的路由算法和拥塞控制技术。为了测试一个自组织网络是否能够支持触觉接口的互连,进行了仿真。因此,我们可以说,DSDV等按需协议适用于节点数量多、网络拓扑结构修改频繁的网络。
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引用次数: 4
期刊
International Journal of Entertainment Technology and Management
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