| Promoting Reflective Learning: The Role of Blogs in the Classroom | | BIBA | Full-Text | 3-11 | |
| Rahayu Ahmad; Wayne G. Lutters | |||
| The enthusiasm for adopting social media technologies should be tempered by a critical, empirical understanding of how they facilitate an effective learning environment. This study analyzed blog use in two graduate-level university courses, specifically identifying reflective learning markers in 279 blog entries. This analysis was deepened with follow-up interviews of several top bloggers. The reflective bloggers were characterized as being comfortable with their audience, having a deeper thought process, enjoying the interaction, and progressing well throughout the semester. Our results suggest guidelines for effective use of blogging in the classroom to support reflective learning. | |||
| Meet Researcher in the Real World Using the ConAR: Context-Aware Researcher | | BIBAK | Full-Text | 12-19 | |
| Sung-Wook Baek; Jonghoon Seo; Tack-Don Han | |||
| In this paper, we focused on a research on a Location-Based Social Network
Service to increase social interactions among people who are engaging in
research and development. Since existing many of location-based social network
services have only provided information of regions and social relations of
users have targeted an unspecific majority of groups, they could not have
active interactions, compared to users of online communities who have
particular use purposes. ConAR what we designed to get over these weaknesses,
aims at researches to academically exchange with others and it enables them to
have social interactions with people of the same interests by helping them
select discussion topics and decide assignment places simply and on impulse. Keywords: Social Computing; Social Interaction; Location-Based Service; Context-Aware
Service; Communities; Human Computer Interaction | |||
| Gaining Insight into the Application of Second Life in a Computing Course: Students' Perspectives | | BIBAK | Full-Text | 20-29 | |
| James Braman; Alfreda Dudley; Kidd Colt; Giovanni Vincenti; Yuanqiong Wang | |||
| As educational delivery methods have changed over the years, often through
enhancement by technology, new and innovative strategies have been introduced
to enhance learning. Virtual worlds such as Second Life are being used as an
educational tool in many domains and for a variety of purposes. To gain a
further understanding of the use of virtual worlds in the classroom from a
student's perspective, the authors discuss the feedback gained from students
about their participation utilizing Second Life in a computer course. Pre and
post surveys were distributed to the class to get student's feedback. The
responses from these surveys are reported in this paper. Keywords: Virtual Worlds; Second Life; Education; Perception; Educational Tools | |||
| Third Agers and Social Networking in Higher Education | | BIBAK | Full-Text | 30-39 | |
| Christopher M. Connolly; Gabriele Meiselwitz | |||
| With an aging population and the social networking boom significant research
has been performed in three areas. The first is the challenge higher education
institutions face integrating social networking sites in class offerings.
Students are embracing this medium at an accelerated rate; however, the
benefits of social networking for students are not always clear. Secondly, this
paper will look into the trend of seniors re-entering institutions of higher
education; especially the challenges relating to Web 2.0 technologies such as
social networking sites. Although a large number of seniors are online today;
many are not comfortable using social networking [20, 14]. Finally, studies
relating to the use of social networking sites by third agers outside the
classroom will lead to a better understanding of potential challenges seniors
and instructors may experience when seniors decide to return to the higher
education roles. Keywords: Social networks; computer science education; higher education; third age | |||
| A Real-time Disaster Situation Mapping System for University Campuses | | BIBAK | Full-Text | 40-49 | |
| Kayo Iizuka; Yasuki Iizuka; Kyoko Yoshida | |||
| This paper proposes a real-time disaster situation mapping system for
campuses. University campuses have various features and issues (e.g., difficult
to determine the number of people on campus at any one time as there are many
students studying at the library or in their rooms, visitors can also use the
open spaces, building layouts are often very complicated etc.), and therefore
unique disaster prevention efforts are required. In order to address these
prevention issues, a system that facilitates disaster situation information
transmission by users will be effective. PlaceEngine is implemented for this
system to allow users to estimate the current location easily by utilizing
Wi-Fi devices. Keywords: disaster prevention; campus map; situation information gathering;
PlaceEngine; social media Note: Best Paper Award | |||
| Recent Trends in Software Support for Online Communities for Teaching and Research Projects in Higher Education | | BIBAK | Full-Text | 50-59 | |
| Daniel Kadenbach; Carsten Kleiner | |||
| This paper investigates the evolution of software project support for
teaching and research projects in higher education. It therefore analyses the
results of two surveys conducted with students of the department of computer
science of the University of Applied Sciences and Arts Hannover in February
2009 and November 2010. The surveys focused on examining the experiences and
requirements of the students. Beneath mere technical requirements the surveys
also investigate the acceptance of social software elements in project support.
Since containing a core of equal questions the answers to the two surveys allow
to deduce trends. These trends towards more sophisticated supportive software
tools and environments are further investigated not only to allow a better
support for projects, but also to make projects more visible and valuable,
preserving their achievements and making them accessible for others. Keywords: software support; projects in higher education; online collaboration; social
software | |||
| Assessments in Large- and Small-Scale Wiki Collaborative Learning Environments: Recommendations for Educators and Wiki Designers | | BIBAK | Full-Text | 60-68 | |
| Portia Pusey; Gabriele Meiselwitz | |||
| This paper discusses assessment practice when wikis are used as learning
environments in higher education. Wikis are simple online information systems
which often serve user communities. In higher education, wikis have been used
in a supporting function to traditional courses; however, there is little
research on wikis taking on a larger role as learning environments and even
less research on assessment practice for these learning environments. This
paper reports on the assessment techniques for large- and small-scale learning
environments. It explores the barriers to assessment described in the studies.
The paper concludes with a proposal of five improvements to the wiki engine
which could facilitate assessment when wikis are used as learning environments
in higher education. Keywords: Wiki; Wiki Learning; Wiki Learning Environment; Assessment | |||
| Teacher Agents: The Current State, Future Trends, and Many Roles of Intelligent Agents in Education | | BIBAK | Full-Text | 69-78 | |
| Kevin Reed; Gabriele Meiselwitz | |||
| Since their development in the 1980's, Intelligent Tutoring Systems (ITS)
have experienced a widespread success in such varying areas of education as
military training, personal tutoring, and vocational instruction[9], [12],
[19], [36]. ITSs are not without limitations, however, and have often proven to
be costly and inflexible. Combining these systems with Intelligent Agents (IA),
first proposed in the 1990s, is intended to address some of the shortcomings of
ITSs; notably the cost of building new learning objects. While IA provide a
mechanism for generating dynamic content tailored to a specific learner, a lack
of standardization in IA ontologies and a narrow focus on pedagogy provides
rich veins for research. In this paper we broadly survey the development of IAs
in education with an eye towards further exploration of their possibilities. Keywords: Intelligent agents; education; chatbot; tutoring systems | |||
| Interpreting User-Generated Content: What Makes a Blog Believeable? | | BIBA | Full-Text | 81-89 | |
| Rahayu Ahmad; Wayne G. Lutters | |||
| Blogs have democratized participation for everyone who wants to publish on the Internet. This trend, however, is problematic for readers trying to determine trustworthy and believeable sources. This blog diary study, allowed us to understand what aspects influenced believability and ultimately utility through capturing routine blog-surfing behaviors. We found that literary appeal constituted by authentic and personalized stories positively influence the believability of blogs. Blogs that stimulated readers' desire for novel and rare information also enhance their believability. Other factors that significantly correlated with believability included aesthetics, matching information needs and user expectations. | |||
| Extracting Events from Wikipedia as RDF Triples Linked to Widespread Semantic Web Datasets | | BIBAK | Full-Text | 90-99 | |
| Carlo Aliprandi; Francesco Ronzano; Andrea Marchetti; Maurizio Tesconi; Salvatore Minutoli | |||
| Many attempts have been made to extract structured data from Web resources,
exposing them as RDF triples and interlinking them with other RDF datasets: in
this way it is possible to create clouds of highly integrated Semantic Web data
collections. In this paper we describe an approach to enhance the extraction of
semantic contents from unstructured textual documents, in particular
considering Wikipedia articles and focusing on event mining. Starting from the
deep parsing of a set of English Wikipedia articles, we produce a semantic
annotation compliant with the Knowledge Annotation Format (KAF). We extract
events from the KAF semantic annotation and then we structure each event as a
set of RDF triples linked to both DBpedia and WordNet. We point out examples of
automatically mined events, providing some general evaluation of how our
approach may discover new events and link them to existing contents. Keywords: Knowledge Representation; Knowledge Extraction; Semantic Web; Natural
Language Processing; Semantics | |||
| Collaborative Sensemaking during Admin Permission Granting in Wikipedia | | BIBAK | Full-Text | 100-109 | |
| Katie Derthick; Patrick Tsao; Travis Kriplean; Alan Borning; Mark Zachry; David W. McDonald | |||
| A self-governed, open contributor system such as Wikipedia depends upon
those who are invested in the system to participate as administrators.
Processes for selecting which system contributors will be allowed to assume
administrative roles in such communities have developed in the last few years
as these systems mature. However, little is yet known about such processes,
which are becoming increasingly important for the health and maintenance of
contributor systems that are becoming increasingly important in the knowledge
economy. This paper reports the results of an exploratory study of how members
of the Wikipedia community engage in collaborative sensemaking when deciding
which members to advance to admin status. Keywords: contributor systems; system administration; collaboration tools; sensemaking | |||
| Mining Social Relationships in Micro-blogging Systems | | BIBAK | Full-Text | 110-119 | |
| Qin Gao; Qu Qu; Xuhui Zhang | |||
| The widespread popularity and vigorous growth of micro-blogging systems
provides a fertile source for analyzing social networks and phenomenon.
Currently, few data mining tools can deal with unique characteristics of
microblogging systems. In this study, we propose an integrate approach for
mining user relationships in micro-blogging systems. The approach starts from
macroscopic analysis of social networks by grouping users with the method of
maximal strongly connected components (MSCC). Following that, a measure of
condensation level of groups are calculated to find out the most influential
group, and all groups can be ranked according to this measure; then a new
algorithm is presented to evaluate the influence of a specific user within a
group. The integrated approach is capable to analyze large amount data sets. It
is useful for exploring directions of information diffusion and evaluating the
scope and the strength of individual user's influence in micro-blogging
systems. Keywords: Social data mining; micro-blogging systems; information diffusion analysis;
graph mining | |||
| Tweet Me Home: Exploring Information Use on Twitter in Crisis Situations | | BIBAK | Full-Text | 120-129 | |
| Nirupama Dharmavaram Sreenivasan; Chei Sian Lee; Dion Hoe-Lian Goh | |||
| Microblogs have received considerable attention in crisis communication due
to its real-time nature. Despite this, research has not adequately addressed
how users make use of information amongst the vast amount of real-time content
available in a crisis. Hence, this study aims to understand information use in
crisis situations by employing microblogs. Taylor's [4] information use
environment (IUE) model provides theoretical background for this study.
According to this model, there are eight classes of information use. We focus
on the IUE surrounding the 2010 Icelandic volcano eruption. Our study uses
Twitter to analyze users' postings related to this volcano. The types of
postings were ascertained using content analysis. Our findings suggest
enlightenment to be the largest category of information use. Other categories
such as status messages, problem understanding and factual data were also
reported. Further, humour not previously identified by Taylor [4] emerged as a
substantial class of information use. Keywords: Microblogs; Twitter; real-time communication; information use; crisis
communication | |||
| Impact of Blog Design Features on Blogging Satisfaction: An Impression Management Perspective | | BIBAK | Full-Text | 130-139 | |
| Wee-Kek Tan; Hock-Hai Teo | |||
| Trends observed among bloggers worldwide suggest that self-presentation is a
main motivation to blog and a greater majority of bloggers do so with the aid
of third party hosting services and tools. Thus, providing tools that are
designed to meet the usability requirement of bloggers with respect to
self-presentation may increase blogging satisfaction. Grounded on the theory of
impression management, we propose that a blogger actively engages in impression
management with content, functional and aesthetic blog design features. This
can lead the blogger to obtain a perceived confirmation from the readers of his
or her identity, i.e., perceived identity verification. Perceived identity
verification may heighten blogging satisfaction since it helps the blogger to
achieve the goal of self-presentation. Results obtained from an online survey,
which was preceded by a focus group discussion, provide support for our
conjecture. Theoretical and practical implications are also discussed. Keywords: Blog; blog design features; satisfaction; self-presentation; theory of
impression management | |||
| An Exploratory Study of Navigating Wikipedia Semantically: Model and Application | | BIBAK | Full-Text | 140-149 | |
| I.-Chin Wu; Yi-Sheng Lin; Che-Hung Liu | |||
| Due to the popularity of link-based applications like Wikipedia, one of the
most important issues in online research is how to alleviate information
overload on the World Wide Web (WWW) and facilitate effective
information-seeking. To address the problem, we propose a semantically-based
navigation application that is based on the theories and techniques of link
mining, semantic relatedness analysis and text summarization. Our goal is to
develop an application that assists users in efficiently finding the related
subtopics for a seed query and then quickly checking the content of articles.
We establish a topic network by analyzing the internal links of Wikipedia and
applying the Normalized Google Distance algorithm in order to quantify the
strength of the semantic relationships between articles via key terms. To help
users explore and read topic-related articles, we propose a SNA-based
summarization approach to summarize articles. To visualize the topic network
more efficiently, we develop a semantically-based WikiMap to help users
navigate Wikipedia effectively. Keywords: Navigation; Normalized Google Distance; Semantically-based; SNA-based
summary; Wikipedia | |||
| Productivity Improvement by Using Social-Annotations about Design Intent in CAD Modelling Process | | BIBAK | Full-Text | 153-161 | |
| Gerardo Alducin-Quintero; Manuel Contero; Jorge Martín-Gutiérrez; David A. Guerra-Zubiaga; Michael D. Johnson | |||
| This paper focuses on the New Product Development Process (NPDP) area to
contribute to increasing the productivity of CAD users by means of an improved
design intent communication using a social-annotation technique. Design teams
operate in a similar way to an online social network, and CAD models are not
just only a 3D geometry representation, as they reflect the result of an
specific modeling strategy, that usually constrains the future capability for
modification and reuse of the existing 3D model. Considering this context, this
work tries to assess the impact of annotations in the engineering change
process in order to determine its influence in the user performance during this
process. Preliminary experimental results obtained from several experiments
with Spanish CAD students indicate that it is possible to reduce the time
needed to perform engineering changes in existing models into a 10-20% range,
if those CAD models provide annotations explaining the original design intent. Keywords: New Product Development Process; CAD; Social-Annotations; Design Intent;
Engineering Change Process | |||
| Handshake: A Case Study for Exploring Business Networking for the Enterprise, Inside and Out | | BIBAK | Full-Text | 162-171 | |
| Laurie E. Damianos; Donna L. Cuomo; Stan Drozdetski | |||
| MITRE has developed and launched Handshake, a social networking platform for
business networking use. We took a unique approach in providing a single
MITRE-hosted platform for connecting, collaborating, and networking with
internal employees and external partners. The business networking prototype
also serves as a research platform for building and deploying other social
capabilities and exploring the value of social media for the enterprise. Since
its initial release, Handshake has grown to support over 4300 users (1000 are
external participants) and 450 groups. Feedback from our early adopters has
been very positive, with compelling stories on how they are able to engage our
sponsors, mission users, and other partners in ways not possible with previous
tools. We discuss the initial results of our study here and provide examples of
how Handshake is able to meet our corporate objective of bringing the larger
community to bear on problems of national importance. Keywords: social networking; business networking; social software; social computing;
web 2.0; social media; collaboration; collaborative environments; collaborative
computing; computer-supported cooperative work; evaluation; business value;
web-based interaction; group and organization interfaces; Elgg | |||
| "Your Team Cohesion is Low": A Systematic Study of the Effects of Social Network Feedback on Mediated Activity | | BIBAK | Full-Text | 172-181 | |
| Luciano Gamberini; Francesco Martino; Anna Spagnolli; Roberto Baù; Michela Ferron | |||
| Collaborative mediated environments compete to provide visitors with social
feedback, whose actual effects on visitors' behavior is poorly known. This
study considers feedback based on Social Network Analysis (SNA) and assesses
whether this feedback is able to affect user activity in an online
collaborative game. The results show that SNA feedback is able to modify group
activity beyond a mere novelty effect, especially on the dimensions of the
behavior covered by the feedback itself. The results also point to the possible
role of task type in accounting for the feedback effect on behavior. Keywords: Social Network Analysis; Social Feedback; Computer Mediated Communication;
Online Collaborative Games | |||
| E-Business Solutions in the Cable TV Industry | | BIBAK | Full-Text | 182-187 | |
| Viorica Harrison; June Wei | |||
| This paper aims at developing implementable e-business solutions for the
cable TV industry to accelerate the information technology and information
system adoptions; and thereby, increase value for the operations in the
industry. Specifically, an electronic value chain is developed to show how to
improve value by using information technology and information system. Then, a
set of implementable solution items are developed based on this electronic
value chain model. Finally, recommendations are provided on how to implement
these solution items. Keywords: Value chain; cable TV industry; electronic business | |||
| Measuring the Success of On-line Communities in an Enterprise Networking Tool | | BIBAK | Full-Text | 188-196 | |
| Lester J. Holtzblatt; Laurie E. Damianos | |||
| We look at self-forming communities on one company's externally-facing
business networking tool to better understand factors contributing to the
success of a community. We propose that there is no single measure of success
of a community; success of different kinds of communities depends on a variety
of factors, including the perspective of the stakeholders and the type of
community established. Keywords: communities; social software; social computing; web 2.0; social media;
collaboration; collaborative environments; group and organization interfaces;
asynchronous interaction; collaborative computing; computer-supported
cooperative work; evaluation/methodology; web-based interaction | |||
| Business-to-Business Solutions for the Cosmetic Industry | | BIBAK | Full-Text | 197-202 | |
| Manami Koblentz; June Wei | |||
| This paper develops e-cosmetic business-to-business solutions based on
strategic value chain management analysis. Specifically, it first investigates
the e-business adoption in the major activities involved in the cosmetic
business based on strategic value chain analysis. Then, it decomposes these
activities into a set of implementable business-to-business solutions. Finally,
the implementation patterns of these solutions for the top ten companies are
analyzed. The results will be helpful in accelerating e-business adoption in
the cosmetic business. Keywords: strategic value chain; electronic business | |||
| Online Crowdsourcing in the Public Sector: How to Design Open Government Platforms | | BIBAK | Full-Text | 203-212 | |
| Giordano Koch; Johann Füller; Sabine Brunswicker | |||
| The trend towards "open innovation" has revitalized firm's interest in
tapping into external innovation sources. Firms purposively open their business
models to connect internal and external ideas, and to co-create value with
partners and users. Internet-based crowdsourcing and co-creation platforms have
changed the way how firms implement open innovation. They allow new
participatory problem solving and value-creation processes. However, the
current discussion on open innovation has hardly touched upon the public
sector. This paper investigates if crowdsourcing platforms can be applied in
the governmental context, and under which conditions. Results show that
crowdsourcing may generate strong interest among citizens and may serve as
source of new high quality input. However, our findings also indicate that
design principles derived from open innovation projects in the corporate world
may not be directly applied in the governmental context; they need to be
adjusted and complemented. Keywords: open innovation; crowdsourcing; virtual co-creation platform; design
principles; public management; open government | |||
| An M-Pill Framework in the Electronic Healthcare | | BIBAK | Full-Text | 213-218 | |
| Nien-Chieh Lee; Hi Tran; Albert Yin; June Wei | |||
| This paper aims at developing a mobile pills framework in the electronic
healthcare by using mobile information technologies. Specifically, an
electronic based framework is developed to show how to mobile information
technology and information system can be adopted in mobile pills. Then, a set
of usability solution items are developed based on this framework. A prototype
was created to show the real implementation of an m-pill system with these
important features. The findings from this paper will be helpful to managers
when making decisions on m-pills development. Keywords: m-pills; electronic healthcare | |||
| Online Design Discussion Sites: Emerging Resource for Creative Design | | BIBAK | Full-Text | 219-228 | |
| Moushumi Sharmin; Brian P. Bailey | |||
| Online design discussion sites are a popular networking platform drawing
thousands of designers from all around the globe. These sites show promise as
emerging design resource by enabling designers to learn about design techniques
and tools, share ideas and to seek (receive) critique to help refine their
ideas, and to learn from other designers' experience. In this paper, we report
results of a study that aims to understand designers' experience and activities
in online design discussion site and how they relate to design. We have
analyzed member profiles (N=12164), posts submitted by one-time posters
(N=2854), and post-contents (N=1004) for a month and conducted follow-up
interviews (N=5) to investigate what roles such sites play in supporting
design. Our findings reveal that while designers find such sites extremely
promising, ineffective representation of ongoing activities, lack of visibility
of contribution, and difficulty in finding needed information hinder (even
discourage) participation. We propose actionable implications that can lead
into better site design. Keywords: Creative Design; Design Community; Online Design Discussion Site; Design
Critique | |||
| Social Computing for Home Energy Efficiency: Technological and Stakeholder Ecosystems | | BIBA | Full-Text | 229-238 | |
| Marc Torrent-Moreno; Rafael Giménez; Regina Enrich; José Javier García; María Pérez | |||
| Many initiatives exist with the goal of providing the required tools to improve energy efficiency of households. Encouraged by public administrations, supported by the private industry, and demanded by an environmentally-aware society, several systems are gaining attention, mainly, energy consumption sensors, smart meters, and energy management platforms. The latter pretend to increase their impact and engagement with emerging social networks focused on energy efficiency matters and applying knowledge engineering disciplines. This paper describes the current home energy efficiency ecosystem, outlines some missing pieces and advances required to achieve its potential outcome, and surveys the existing social media platforms. | |||
| Conversational Lives: Visualizing Interpersonal Online Social Interactions | | BIBAK | Full-Text | 241-250 | |
| Heng Chen; Aisling Kelliher | |||
| The dynamic and distributed nature of interactions on popular social network
platforms creates challenges in personally understanding the collective meaning
and impact of this disparate activity over time. We propose the development of
the Social Reflector application, a dynamic visualization interface for
exploring individual social network activity over time. We discuss the design,
implementation and evaluation of three visual strategies for representing key
facets of social communication interactions -- conversation potential, activity
rhythms, and interpersonal communications. Findings and results from a
preliminary user study with Facebook users are presented and promising future
research directions introduced. Keywords: Social Network Visualization; Reflective Interfaces | |||
| CICRO: An Interactive Visual Interface for Crowd Communication Online | | BIBAK | Full-Text | 251-260 | |
| Masao Ohira; Hitoshi Masaki; Ken-ichi Matsumoto | |||
| As a means for online communication has become sophisticated and diverse
(e.g. twitter, SNSs, YouTube, and etc.), a large indefinite number of users
actively communicate each other in online communities. Thorough such the
communications, they sometimes form the "crowd mind" which is temporally shared
values and beliefs among mass users and can affect our society either
positively or negatively. In this paper we present a concept of the online
crowd and introduce CICRO, an interactive visual interface for the crowd
communication. As a result of our experiment, we found that CICRO encouraged
1.7 times more active discussions among users than that of BBS since it
provides users with an easy way to understand the existence of a variety of
others' opinions and/or impressions in the discussions. Keywords: Crowd communication; Visual Interface; Online community | |||
| Features to Support Persistent Chat Conversation | | BIBAK | Full-Text | 261-266 | |
| Mohsen Rahimifar; Siti Salwah Salim | |||
| Chat conversation persistency is one of interesting aspects of chat tools
which make them even more useful as a communication medium. However,
persistency alone is not useful unless there are features that support
persistent conversations in order to increase the usability of a persistent
environment. Moreover, these features simplify the processes of conversing and
information retrieval for chat participants. This paper uncovers how different
persistent chat tools have tried to overcome such difficulties by employing
design factors and strategies. Design factors are concerned with the particular
functionality of a feature and they are generally concepts that the chat tool
should support. Design strategies concentrate more on the rules and
restrictions applied to the users and the features available in the tools. A
set of design factors and strategies for persistent chat conversation is
presented and discussed in relation to the features that support persistent
chat conversation. Keywords: Persistent chat conversation; features; design factors; design strategies | |||
| Design and Evaluation of an Online Social Support Application for Family Caregivers | | BIBAK | Full-Text | 267-276 | |
| Matthieu Tixier; Myriam Lewkowicz | |||
| A lot of people who live with a loss of autonomy related to ageing or
disease benefit from the daily support of some of their relatives in order to
perform their day-to-day duties (waking up in the morning, shopping, cooking).
Family caregivers are strongly committed to the support relationship with their
ailing relative. The assistance they provide takes up a large part of their
time and energy. Offering them places for social support appears as a relevant
solution. Besides, more and more people are turning towards the Internet to
find support when they experience difficult situations. Our research deals with
the complex issue of providing online social support to family caregivers
through an interdisciplinary research project which aims at getting a better
understanding of peer-to-peer social support practices. The healthcare network
RéGéMA is our first partner in the requirements analysis, test
and deployment of our application, Aloa-aidants.fr. Keywords: Family Caregivers; Social Support; Healthcare Network; Support Group;
Interdisciplinary Design | |||
| An Investigation into the Social Network between Three Generations in a Household: Bridging the Interrogational Gaps between the Senior and the Youth | | BIBA | Full-Text | 277-286 | |
| Tsai-Hsuan Tsai; Yi-Lun Ho; Kevin C. Tseng | |||
| The traditional pattern of living arrangements makes the family a strong source of financial and emotional support for its members, and it connects grandparents and grandchildren in a unique bond. Unfortunately, it is reported that the number of older people living alone is rising in most countries. Although a lot of effort has been put into slowing down the social and emotional isolation experienced by the elderly, little has been done to investigate the social interaction between generations. In order to bridge intergenerational gaps between three generations of a family, this research work begins with an interview-based study to give insight into individual perspectives among those aged parents living alone and to identify their specific needs in generational connections and interactions. | |||
| Preschoolers as Video Gamers | | BIBAK | Full-Text | 287-296 | |
| Alexander E. Voiskounsky | |||
| The results of a qualitative study of preschool-aged (five and six year old)
gamers are presented. Videogames salespeople, parents, caregivers and teachers
were surveyed; participating children (N=91) were observed; their behavioral
patterns were registered. Adults express either concern or neutral attitudes
towards playing video games; few of them are aware of positive and negative
aspects, while the others pay little or no attention to the gaming practice.
The observation shows that children are in varying degrees dependent on the
adults' support. Preschoolers play educational and entertaining video games:
they are interested in both achievements and cognition, react in an animistic
manner towards computers and characters in the games. Their problems in
comprehending the rules and instructions often result in failures. Gender
specifics and age differences are also discussed. Keywords: video games; preschool-aged players; qualitative study; psychology | |||
| GAZO GAZO KUN: Photo-Sharing System Using an Anthropomorphic Photo Frame for Communication Support | | BIBAK | Full-Text | 297-305 | |
| Takashi Yoshino; Tomoya Matsuo | |||
| Many photo-sharing websites do not actively promote communication among
users of the website. We believe that a website that promotes viewing and
commenting on shared photographs will better support communication and
relationships between people who do not know each other. Therefore, we have
developed a photo-sharing system, named GAZO GAZO KUN. This system has an
anthropomorphic photo function (a photo agent), which actively supports
communication among users. Our experiments compare GAZO GAZO KUN and a
photo-sharing website in Japan, similar to Flickr. We found that the effect of
promoting viewing and commenting on photographs in GAZO GAZO KUN is higher than
that of the photo-sharing website. Keywords: Communication support; photo sharing; agent | |||
| Is Your Social Networking Privacy Reliant on Intuitive Interfaces? | | BIBAK | Full-Text | 309-318 | |
| Deborah S. Carstens; Veronica Giguere | |||
| A study was conducted to assess the level of awareness that users have with
regard to the privacy account settings within Facebook, a popular social
networking site. A questionnaire was developed and disseminated. The
questionnaire findings are discussed and recommendations for improvement to the
interface in terms of creating more awareness of privacy settings were
identified. The conclusion section discusses improvements to enhance users'
awareness of their privacy settings. Future research was identified in pursuit
of increasing intuitive interfaces related to privacy settings. Keywords: Usability; Social Networks; Privacy; Intuitive Interface | |||
| A Study on Social Network Services Visualization Based on User Needs | | BIBAK | Full-Text | 319-325 | |
| Young Suk Han; Jong Kyu Choi; Yong Gu Ji | |||
| In this research, we aim to improve Bridging Social Capital through
visualization based on the needs and cultural features of Korean SNS users.
According to previous researches, functions such as Expert Search, Connection,
and Communication influence on forming Korean SNS users' Bridging Social
Capital. Thus, in this research, by conducting the FGI (Focus Group Interview),
users' needs and opinions were collected. Then, we developed visualization
system through FGI results and observed usage in laboratory setting. The usage
observation revealed that our visualization system contributes in the
improvement of Bridging Social Capital. These results show that Bridging Social
Capital could be improved through visualization based on user needs and reveal
that features have to be considered in Korean SNS. Thus we expect that this
study has academic and practical significance. Keywords: Social Network Services; Visualization; Social capital; Cultural features | |||
| A Virtual World Prototype for Interacting with a Music Collection | | BIBAK | Full-Text | 326-335 | |
| Jukka Holm; Arto Lehtiniemi | |||
| This paper studies the idea of using virtual worlds as an interface to
access music collections or music recommendation services. In the evaluated 3D
prototype, the user moves around a city and interacts with various characters,
the looks of which reflect the musical style that they are recommending. In a
user study with 41 participants, it was learned that the concept did not fit
well to most users' music consumption habits, and using the prototype for only
browsing music was considered to be too tedious and boring. The application
should contain more activity and interactive elements, and there should be a
clear goal to strive for. To develop the concept further, a better solution
would be to modify an existing game or virtual world application by adding
music recommendation capabilities. Keywords: Music; visualization; character; avatar; virtual world; playlist; music
recommendation; musical genre; user experience; AttrakDiff; Demola | |||
| A Supervised Machine Learning Link Prediction Approach for Tag Recommendation | | BIBAK | Full-Text | 336-344 | |
| Manisha Pujari; Rushed Kanawati | |||
| One of the primary goals of tag recommendation approaches is to deal with
the problem of ambiguity of tags in a folksonomy by helping users to select the
most appropriate tag to annotate a resource. We propose in this work, an
original approach for tag recommendation applying a link prediction using
supervised machine learning. Given a user (target user) and a resource (target
resource) the proposed algorithm computes a list of tags best suited for
recommending target user to annotate the target resource. It first searches for
users similar to the target user. Then a link prediction approach is applied on
a temporal sequence of bipartite graphs coding the history of tagging of
retrieved similar users. This results in obtaining one or more lists of tags
for the target resource or similar resources. These lists are then merged using
a list aggregation method to get a single list of tags for recommendation. The
first prototype of this approach is described in this article. Preliminary
results of applying the proposed approach to real dataset extracted from the
bibliographical folksonomy CiteULike show the validity of the approach. Keywords: Tag recommendation; folksonomy; Folksonomy; Tag recommender; Tag Prediction;
Social Network Analysis; Supervised Machine Learning | |||
| Beyond the Social Search: Personalizing the Semantic Search in Social Networks | | BIBAK | Full-Text | 345-354 | |
| Júlio Cesar dos Reis; Rodrigo Bonacin; Maria Cecília Calani Baranauskas | |||
| Nowadays search mechanisms are decisive to people successfully access
relevant and valuable information. In the current Web environment, people
connected to each other through Social Network Services (SNSs) bring new
challenges for search approaches. Recent literature in the SNS field shows
expressive evolution but the approaches for searching still utilize mechanisms
that just consider the syntactical processing of the information. Based on
socio-cultural aspects of a SNS, we propose a novel approach that enables to
provide personalized semantic search. This approach makes use of ontologies to
represent the shared meanings, and consequently to present better organized,
ranked and adapted search results for each SNS user. The paper presents the way
the proposed mechanism was implemented and points out examples that illustrate
the possibilities raised by the approach. Keywords: Semantic Search; Web ontology; Search Personalization; Organizational
Semiotics | |||
| Factors Influencing Online Social Interactions | | BIBAK | Full-Text | 355-362 | |
| Ravi Shankar | |||
| Popular discourse provides glimpses of the relationship between social
motives and user experience. In this paper, factors influencing social
interactions with seven popular social networking sites are studied in the
Indian context. Relatively a novel method of focused unstructured interview
technique with adaptation from triadic sorting is used to unearth the
motivation and behavior of the user. It indicates subtle connections and
motivations and started revealing some of the interesting dimensions -- self
orientation, social presence, mode of relationship and participation, temporal
and socio-cultural context. This study successfully gathers information and
proposes an approach to organize the user motivation into a dimensional scale
for online social Interactions. Keywords: Social user experience; Social interaction; Social networks; Triadic sorting | |||
| Effects of a Synchronized Scoring Interface on Musical Quality | | BIBAK | Full-Text | 363-372 | |
| Yuji Takai; Masao Ohira; Ken-ichi Matsumoto | |||
| Collaborative music composition among casual users has the potential of
creating advanced music that cannot be composed by a single user since the
users can complement a shortage of musical knowledge each other. Although some
studies have proposed music composition interfaces which synchronously
visualize the composition data in real time, their effects on the quality of
music are not still clear. As a result of our experiment, we found that the EMD
value (0 is the best score) in using the interface Marble we proposed was lower
than that of asynchronous music composition systems and Marble has increased
the total number of utterances among users. Keywords: Synchronized Scoring Interface; EMD; music quality; Computer-Supported
Cooperative Work | |||
| Measurement of Tagging Behavior Differences | | BIBAK | Full-Text | 373-377 | |
| Li-Chen Tsai; Sheue-Ling Hwang; Kuo-Hao Tang | |||
| This paper presents the result of a practical study comparing how domain
expertise readers tag documents with different descriptions. We conducted an
experiment comparing tagging behavior of experts and novices groups and
intended to discover which group would generate more reliable and more
representative sets of tags when they were asked to provide tags for document
bookmarks in a Mozilla Firefox browser. In this analysis, we defined two
measures, similarity and relevance, to describe the differences between the two
groups. Result from this experiment showed that tags chosen by experts yielded
better similarity and relevance in both analyses. Tags chosen by the expert
group had higher commonality in pairwise similarity analysis; further, the
relevance analysis showed that tags chosen by experts reflected better
understanding of the content. Tagging behavior has become highly popular on the
web; implications on the design of future social information system are
discussed. Keywords: keyword-based tagging behavior; expert; novice; similarity; relevance | |||
| Community Search: A Collaborative Searching Web Application with a User Ranking System | | BIBAK | Full-Text | 378-386 | |
| Papon Yongpisanpop; Masao Ohira; Ken-ichi Matsumoto | |||
| People are using search engine in daily life. But most of the tools that we
have today treat information-seeking tasks as a transient activity. In this
research paper we introduce a web application system that provides
collaborative function and experts finding system. We develop a system that
will help user to organize search result and to do the collaboration with
others. With the new iterative algorithm, users will also gain more percentage
of needed result and the system will be able to suggest the experts related to
the search keyword. Keywords: Search Engine; web mining; web search interface; collaborative search | |||