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International journal of virtual communities and social networking最新文献

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Online 'Tells' with Cultural Bindings: Understanding Connectivity in the Absence of Cultural Participants 与文化绑定的在线“讲述”:理解缺乏文化参与者的连通性
Pub Date : 2016-10-01 DOI: 10.4018/IJVCSN.2016100102
D. Akoumianakis
The paper explores the explanatory value of digital traces, especially for gaining insight to ‘cultural' settings in the absence of cultural participants. We consider digital traces as the ‘matter' of online social phenomena which can be revealed through transformation, re-alignment or re-configuration of data. In this vein, the notion of ‘imbrication' is used to provide a conceptual lens for organizing inquiries in which digital traces should be re-arranged so as to act interdependently with other digital representations to provide posterior insights into designated virtual settlements. Empirical insight is sought by two case studies addressing different digital settings and different social accomplishments in the absence of ‘cultural' participants.
本文探讨了数字痕迹的解释价值,特别是在缺乏文化参与者的情况下获得对“文化”设置的洞察。我们认为数字痕迹是在线社会现象的“物质”,可以通过数据的转换、重新排列或重新配置来揭示。在这种情况下,“砖块”的概念被用来为组织调查提供一个概念性的镜头,在这些调查中,数字痕迹应该被重新安排,以便与其他数字表示相互依赖,以提供对指定虚拟定居点的后见。在缺乏“文化”参与者的情况下,通过两个案例研究解决不同的数字环境和不同的社会成就,寻求实证见解。
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引用次数: 0
Trust Management Models for Digital Identities 数字身份的信任管理模型
Pub Date : 2016-10-01 DOI: 10.4018/IJVCSN.2016100101
P. Pradhan, Vikas Kumar
Trust is an essential requirement to transact in the digital environment. Digital identity proves a user's presence, whereas the trust proves the standing and worthiness. Trust management can establish and verify the trust to give rise to new outcomes for online transactions such as increased perception towards buying and selling the goods and services, increased retention and loyalty, increased reputation and so on. This paper presents the need and significance of trust management in the digital environment, along with the various models and techniques available to manage the trust. A comparative analysis has been presented for the available models. The work has a lot of importance, considering the large scale proliferation of the digital environment as well as the electronic businesses.
信任是在数字环境中进行交易的基本要求。数字身份证明了用户的存在,而信任证明了用户的地位和价值。信任管理可以建立和验证信任,从而为在线交易带来新的结果,例如增加对购买和销售商品和服务的感知,增加保留和忠诚度,增加声誉等。本文介绍了数字环境下信任管理的必要性和意义,以及管理信任的各种模型和技术。对现有的模型进行了比较分析。考虑到数字环境和电子商务的大规模扩散,这项工作非常重要。
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引用次数: 4
Survey of Influential Nodes Identification in Online Social Networks 在线社交网络中影响节点识别研究
Pub Date : 2016-10-01 DOI: 10.4018/IJVCSN.2016100104
Dhrubasish Sarkar, D. Kole, Premananda Jana
The increasing popularity of Online Social Networks (OSNs), its complex and rapidly growing structure, its potential impact on business, politics, healthcare and society has led to a great deal of interest in the development of efficient influential nodes identification algorithms. Different kind of business organizations are trying to use the social networking sites to reach the target audience quickly and efficiently in terms of cost and time. The influential nodes can play an important role in it. In this paper the features of social network, models of social networks and different models or approaches used for identifying influential nodes in online social networks have been studied.
随着在线社交网络(Online Social Networks, osn)的日益普及,其复杂且快速增长的结构,以及对商业、政治、医疗保健和社会的潜在影响,人们对开发高效的影响力节点识别算法产生了极大的兴趣。在成本和时间方面,不同类型的商业组织都在尝试使用社交网站来快速有效地接触目标受众。有影响的节点可以在其中发挥重要作用。本文研究了社交网络的特征、社交网络模型以及在线社交网络中影响节点识别的不同模型或方法。
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引用次数: 4
The Hierarchy of an Online Gaming Community: A Study of the Managerial Structure of Syndicate Gamers 网络游戏社区的层级:辛迪加玩家管理结构的研究
Pub Date : 2016-07-01 DOI: 10.4018/IJVCSN.2016070102
G. Mabry, C. Frank
Extensive research was conducted amongst a First Person Shooter FPS online video game community called Syndicate Gamers. The research focused on their effective use of an organizational structure and managerial hierarchy; implemented and executed via the Internet. The research included studying Syndicate Gamers' managerial hierarchy as well as the roles and responsibilities of those occupying positions of importance within the online gaming community. From January 2014-May 2014, the researchers utilized the participant-observer model to gather information about the staff positions of Syndicate Gamers. The results of the study showed clear delineation of roles and responsibilities within the staff structure, which allowed efficient execution of duties and tasks. In the event a staff member was unable to perform a task due to absence, the tasks and responsibilities were temporarily transferred, to an organizational superior, peer, or subordinate until the primary staff member could resume his or her responsibilities full-time.
我们在名为Syndicate Gamers的第一人称射击FPS在线电子游戏社区中进行了广泛的研究。研究的重点是他们对组织结构和管理等级的有效利用;通过互联网实施和执行。该研究包括研究Syndicate Gamers的管理层级,以及在线游戏社区中占据重要位置的人的角色和责任。2014年1月至2014年5月,研究人员利用参与者-观察者模型收集辛迪加游戏公司员工职位信息。研究结果表明工作人员结构内的作用和责任有明确的界定,从而能够有效地执行职责和任务。如果一名工作人员因缺勤而不能完成一项任务,任务和责任将暂时移交给组织的上级、同级或下属,直到该主要工作人员能够全职恢复其职责为止。
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引用次数: 0
Using Mixed Methods to Understand the Positive Correlation between Fear of Cyberbullying and Online Interaction 运用混合方法了解网络欺凌恐惧与网络互动的正相关关系
Pub Date : 2016-07-01 DOI: 10.4018/IJVCSN.2016070103
Szde Yu
This study examines the relationship between online interaction and fear of cyberbullying. A mixed method approach is adopted to explore not only the statistical correlation between them, but also the qualitative meaning behind this correlation. The quantitative analysis reveals a positive correlation between these two constructs, suggesting a higher level of fear of cyberbullying is associated with more frequent online interactions. Although seemingly fear of cyberbullying does not reduce online interaction, the qualitative analysis reveals how fear of cyberbullying might still impact online interaction.
本研究探讨网络互动与网络霸凌恐惧之间的关系。采用混合方法,不仅探究两者之间的统计相关性,而且探究这种相关性背后的定性意义。定量分析揭示了这两种结构之间的正相关关系,表明对网络欺凌的更高程度的恐惧与更频繁的在线互动有关。虽然表面上对网络欺凌的恐惧并不会减少在线互动,但定性分析揭示了对网络欺凌的恐惧如何影响在线互动。
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引用次数: 1
Social Networking Sites (SNSs): Smart Platforms for Public Service Innovation? 社交网站:公共服务创新的智能平台?
Pub Date : 2016-07-01 DOI: 10.4018/IJVCSN.2016070101
Harri Jalonen
The paper argues that social networking sites SNS can be exploited as smart platforms for fostering public service innovation. Exploring and discussing SNSs in public service innovation through the complexity lens, the paper shows that SNSs enable new opportunities and pose new threats, depending on the perspective. The paper speaks for open and democratising innovation, which accentuates that not all ideas and knowledge critical to innovation reside within an organisation, but are dispersed in the organisation's external environment.
本文认为,社交网站SNS可以作为促进公共服务创新的智能平台。本文通过复杂性视角对公共服务创新中的社交媒体进行了探索和讨论,结果表明,社交媒体带来了新的机遇,也带来了新的威胁,这取决于不同的视角。这篇论文主张开放和民主化的创新,强调并非所有对创新至关重要的想法和知识都存在于组织内部,而是分散在组织的外部环境中。
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引用次数: 3
Towards Data Portability between Online Social Networks, a Conceptual Model of the Portable User Profile 面向在线社交网络之间的数据可移植性——可移植性用户档案的概念模型
Pub Date : 2016-07-01 DOI: 10.4018/IJVCSN.2016070104
Sarah Bouraga, Ivan Jureta, Stéphane Faulkner
The last decade has seen an increasing number of Online Social Network OSN users. As they grew more and more popular over the years, OSNs become also more and more profitable. Indeed, users share a considerable amount of personal information on these sites, both intentionally and unintentionally. And thanks to this enormous user base, social networks are able to generate recommendations; attract numerous advertisers; and sell the data to companies. This situation has sparked a lot of interest in the research community. Researchers have studied, among other topics, the issues of trust and privacy. Indeed, users grow more uncomfortable with the idea that they do not have full control over their own data. This paper addresses the notion of portable profile. The authors will discuss the advantages and drawbacks of a portable profile, from the perspective of the user and of the online social network. Secondly, the authors will propose a conceptual model for the data in this unified profile.
在过去的十年中,在线社交网络OSN用户的数量不断增加。随着这些年来它们越来越受欢迎,osn也变得越来越有利可图。事实上,用户在这些网站上有意无意地分享了大量的个人信息。由于庞大的用户基础,社交网络能够产生推荐;吸引众多广告主;然后把数据卖给公司。这种情况在研究界引起了很大的兴趣。研究人员研究了信任和隐私等问题。事实上,用户对于他们不能完全控制自己的数据的想法越来越不舒服。本文提出了便携式剖面的概念。作者将从用户和在线社交网络的角度讨论便携式个人资料的优点和缺点。其次,作者将为这个统一剖面中的数据提出一个概念模型。
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引用次数: 1
Perceptions of Social Media Impact on Social Behavior of Students: A Comparison between Students and Faculty 社会媒体对学生社会行为影响的认知:学生与教师的比较
Pub Date : 2016-04-01 DOI: 10.4018/IJVCSN.2016040101
K. Hashim, L. Al-Sharqi, I. Kutbi
Social media has become pervasive, impacting the social fabric and culture of our society. This study investigates differences and similarities between students' and faculty's perceptions of social media impact on social behavior of students. Data were collected using a specially designed survey. The sample size was 2605 students and 507 faculty of different genders and ages. Research outcome indicates that students and faculty are familiar with and are immersed in social media use. The findings support the advantages of social media use on students' social behavior and do not indicate any obvious disadvantages. The findings of the study include identification of dominant group perceptions pertaining to advantages and disadvantages of social media use on social behavior of students. Common concerns of the two groups pertaining to students include physical inactivity, social introversion, exposure to bullying and domination attitudes; and mental dullness. These findings can help discern possible issues relating to use of social media affecting social behavior.
社交媒体已经无处不在,影响着我们社会的社会结构和文化。本研究探讨学生与教师对社交媒体对学生社会行为影响的认知差异与相似之处。数据是通过特别设计的调查收集的。样本量为2605名学生和507名不同性别和年龄的教师。研究结果表明,学生和教师熟悉并沉浸在社交媒体的使用中。研究结果支持了社交媒体使用对学生社交行为的好处,并没有指出任何明显的缺点。该研究的发现包括确定主导群体对社交媒体使用对学生社会行为的利弊的看法。这两类人对学生的共同担忧包括缺乏体育活动、社会内向、遭受欺凌和支配态度;精神迟钝。这些发现可以帮助识别与使用社交媒体影响社会行为有关的可能问题。
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引用次数: 6
An Extensible Game Engine to Develop Animated Facial Avatars in 3D Virtual Environment 一个可扩展的游戏引擎,在三维虚拟环境中开发动画面部化身
Pub Date : 2016-04-01 DOI: 10.4018/IJVCSN.2016040102
A. Zarrad
Avatar facial expression and animation in 3D Collaborative Virtual Environment (CVE) systems are reconstructed through a complex manipulation of all details that compose it like muscles, bones and wrinkles in 3D space. The need for a fast and easy reconstruction approach has emerged out in the recent years due to its application in various domains; 3D disaster management and military training etc. These details simulation must be as realistic as possible to convey different emotions according to the constantly changing situations in CVE during the runtime. For example, in 3D disaster management, it is important to use dynamic avatar emotions; firefighters should be frightened when dealing with a fire disaster and smiling when treating injures and evacuating habitants. However, the solution of facial animation remains a challenge that restricts the rapid and ease development of facial animation systems. In this work, the author presents extensible game engine architecture to easily produce real-time facial animations using a script atomic action without having to deal with control structures and 3D programing language. The proposed architecture defines various controllers, object behaviors, tactical and graphics rendering, and collision effects to quickly design 3D virtual environment. Firstly, the author gives the concept of atomic expression, and the method to build a parametrized script file according to the atomic expression. Then the author shows the validity of the generated expressions based on the MPEG-4 facial animation framework. Finally, the feasibility of the proposed architecture is tested via a firefighter scenario. The author's approach has the advantages over previous techniques of fitting directly an easy and faster technology with a high degree of programming independence. The author also minimizes the interaction with the game engine during the runtime by injecting dynamically the XML file into the game engine without stopping or restarting the engine.
在3D协同虚拟环境(CVE)系统中,化身的面部表情和动画是通过对3D空间中的肌肉、骨骼和皱纹等组成它的所有细节的复杂操纵来重建的。近年来,由于其在各个领域的应用,需要一种快速简便的重建方法;三维灾害管理、军事训练等。这些细节模拟必须尽可能逼真,以根据CVE在运行时不断变化的情况传达不同的情绪。例如,在3D灾难管理中,使用动态角色情绪是很重要的;消防员在处理火灾时应该感到害怕,在治疗伤员和疏散居民时应该微笑。然而,人脸动画的解决一直是制约人脸动画系统快速、便捷发展的一大难题。在这项工作中,作者提出了可扩展的游戏引擎架构,可以使用脚本原子动作轻松生成实时面部动画,而无需处理控制结构和3D编程语言。该架构定义了各种控制器、对象行为、战术和图形渲染以及碰撞效果,以快速设计3D虚拟环境。首先给出了原子表达式的概念,并给出了根据原子表达式构造参数化脚本文件的方法。在此基础上,对基于MPEG-4人脸动画框架生成的表情的有效性进行了验证。最后,通过消防员场景测试了所提出体系结构的可行性。与以前的技术相比,作者的方法具有直接拟合具有高度编程独立性的简单和更快的技术的优点。作者还通过在不停止或重新启动引擎的情况下将XML文件动态注入游戏引擎中,从而在运行时将与游戏引擎的交互最小化。
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引用次数: 4
Evaluating the Business Impacts of Social Media Use with System Dynamics and Agent-Based Modeling: A Literature Review 用系统动力学和基于主体的建模评估社交媒体使用的商业影响:文献综述
Pub Date : 2016-04-01 DOI: 10.4018/IJVCSN.2016040104
Olli Pirttila, H. Kärkkäinen, J. Jussila
Social media has been widely adopted as a useful business tool, especially in the domain of business to consumer marketing. However, the deployment of social media tools to business processes is hindered by the lack of concrete indicators of the effects its use has on the business process. Computer based modeling has been widely used to simulate and predict business effects in other streams of study, but relatively little in the evaluation of social media impacts. This paper argues that System Dynamics and Agent-Based Modeling have been and should be utilized in measuring social media and its impacts in business context in general, as well as in the context of business ecosystems. The authors review the current state of the use of these simulation methods in the evaluation of social media business impacts by conducting a systematic literature review.
社交媒体作为一种有用的商业工具已被广泛采用,尤其是在企业对消费者营销领域。然而,将社交媒体工具部署到业务流程中受到阻碍,因为缺乏具体的指标来衡量其使用对业务流程的影响。在其他研究领域,基于计算机的建模已被广泛用于模拟和预测商业影响,但在评估社交媒体影响方面相对较少。本文认为,系统动力学和基于主体的建模已经并且应该被用于衡量社交媒体及其在商业环境中的影响,以及在商业生态系统的背景下。作者通过进行系统的文献综述,回顾了在评估社交媒体业务影响时使用这些模拟方法的现状。
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引用次数: 4
期刊
International journal of virtual communities and social networking
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