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OCSC Tables of Contents: 07091113

OCSC 2011: 4th International Conference on Online Communities and Social Computing

Fullname:OCSC 2011: 4th International Conference on Online Communities and Social Computing
Note:Volume 18 of HCI International 2011
Editors:A. Ant Ozok; Panayiotis Zaphiris
Location:Orlando, Florida
Dates:2011-Jul-09 to 2011-Jul-14
Series:Lecture Notes in Computer Science 6778
Standard No:ISBN: 978-3-642-21795-1 (print), 978-3-642-21796-8 (online); hcibib: OCSC11
Links:Online Proceedings | Publisher Book Page
  1. On-Line Communities and Intelligent Agents in Education and Research
  2. Blogs, Wikis and Twitters
  3. Social Computing in Business and the Enterprise
  4. Social Computing in Everyday Life
  5. Information Management in Social Computing

On-Line Communities and Intelligent Agents in Education and Research

Promoting Reflective Learning: The Role of Blogs in the Classroom BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Blogs, Wikis and Twitters

Interpreting User-Generated Content: What Makes a Blog Believeable? BIBAFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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

Social Computing in Business and the Enterprise

Productivity Improvement by Using Social-Annotations about Design Intent in CAD Modelling Process BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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.

Social Computing in Everyday Life

Conversational Lives: Visualizing Interpersonal Online Social Interactions BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAFull-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 BIBAKFull-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 BIBAKFull-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

Information Management in Social Computing

Is Your Social Networking Privacy Reliant on Intuitive Interfaces? BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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 BIBAKFull-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