| User Generated Content: An Analysis of User Behavior by Mining Political Tweets | | BIBAK | Full-Text | 3-12 | |
| Rocío Abascal-Mena; Erick López-Ornelas; J. Sergio Zepeda-Hernández | |||
| With the emergence of smartphones and social networks, a very large
proportion of communication takes place on short texts. This type of
communication, often anonymous, has allowed a new public participation in
political issues. In particular, electoral phenomena all over the world have
been greatly influenced by these networks. In the recent elections in Mexico,
Twitter became a virtual place to bring together scientists, artists,
politicians, adults, youth and students trying to persuade people about the
candidate: Andrés Manuel López Obrador (AMLO). Our research is
based on the collection of all tweets sent before, during and after the
presidential elections of July 1, 2012 in Mexico containing the hashtag #AMLO.
The aim of this study is to analyze the behavior of users on three different
times. We apply SentiWordNet 3.0 in order to know how user behavior changes
depending of the political situation and whether this is reflected on the
tweets. Keywords: user behavior; sentiment analysis; social web; Twitter; public
participation; web 2.0; user generated content | |||
| Well-Being's Predictive Value | | BIBAK | Full-Text | 13-22 | |
| Margeret Hall; Simon Caton; Christof Weinhardt | |||
| Well-being is a multifaceted concept, having intellectual origins in
philosophy, psychology, economics, political science, and other disciplines.
Its presence is correlated with a variety of institutional and business
critical indicators. To date, methods to assess well-being are performed
infrequently and superficially; resulting in highly aggregated observations. In
this paper, we present well-being as a predictive entity for the management of
a smart community. Our vision is a low latency method for the observation and
measurement of well-being within a community or institution that enables
different resolutions of data, e.g. at the level of an individual, a social or
demographic group, or an institution. Using well-being in this manner enables
realistic, faster and less expensive data collection in a smart system.
However, as the data needed for assessing well-being is highly sensitive
personal information, constituents require incentives and familiar settings to
reveal this information, which we establish with Facebook and gamification. To
evaluate the predictive value of well-being, we conducted a series of surveys
to observe different self-reported psychological aspects of participants. Our
key findings were that neuroticism and extroversion seem to have the highest
predictive value of self-reported well-being levels. This information can be
used to create expected trends of well-being for smart community management. Keywords: Smart community management; well-being; social computing; gamification;
human flourishing | |||
| You Are Not Alone Online: A Case Study of a Long Distance Romantic Relationship Online Community | | BIBAK | Full-Text | 23-32 | |
| Yurong He; Kari Kraus; Jennifer Preece | |||
| Previous research on long distance romantic relationships (LDRRs) has tended
to focus on the two people that make up the couple. With the advent of LDRR
online communities, however, there is a need to expand the analysis to include
larger social structures. Currently little is known about how and why
individuals who are in LDRRs use LDRR online communities and what effect
participating in this kind of public online space has on maintaining LDRRs. In
this paper, we introduce a popular Chinese LDRR online community, the LDRR
public page on Chinese Facebook, Renren, and report exploratory interviews
conducted with users of this community to understand their behaviors and
motivations for using it. We found that: 1) users lurk most of the time unless
their strong empathy is aroused; 2) users' four major motivations are
belonging, empathy, social support, and learning; 3) initial and continued
motivations have different patterns; 4) perceived social support is the main
benefit of participating in the LDRR public page. Keywords: Long-distance romantic relationships; Online community; Renren; Public page;
Motivation Note: Best paper award | |||
| Motivations of Facebook Users for Responding to Posts on a Community Page | | BIBAK | Full-Text | 33-39 | |
| Fei-Hui Huang | |||
| This study used an Internet-based survey to understand what motivates
Facebook users to like, share, or comment on the posts on a community page.
This study investigates the classification of post content on a community page,
the consumer-brand relationship, and motivations of users to identify how they
influence user engagement with SNSs. This study used a Web-based survey to
collect data on users' personal preferences, self-perceived relationships with
brands, and motivation for responding to different forms of content. This
empirical study explored the impact of consumer-brand relationships, post
contents, gender, and motivation on users' response behavior to posts. Keywords: User's motivation; Social networking sites; User-Web interaction; Virtual
brand communities | |||
| Quantifying Cultural Attributes for Understanding Human Behavior on the Internet | | BIBAK | Full-Text | 40-49 | |
| Santosh Kumar Kalwar; Kari Heikkinen; Jari Porras | |||
| Understanding human behavior on the Internet is a complex problem. One
important part of the problem is measuring cultural attributes and their effect
on human behavior. A clear understanding and comprehensive description of the
link between human behavior and cultural attributes is essential for
quantifying behavioral change. The objective of this paper is to introduce the
result of a survey in which (n = 152) university participants participated in
quantifying cultural attributes. The study results suggest that human behavior
on the Internet can be linked to various cultural attributes. Notably the
qualitative feedback and quantitative statistical results found following the
cultural attributes to be important: safety, privacy, self, intuition and
networking. Keywords: Internet; human behavior; Internet anxiety; cultural attributes; HCI | |||
| Assessing the Possibility of a Social e-Book by Analyzing Reader Experiences | | BIBAK | Full-Text | 50-57 | |
| Seyeon Lee; Jea In Kim; Chung-Kon Shi | |||
| A social e-book provides not only the original text but also other readers'
comments, and it enables social interactions inside the book. We posited that a
social e-book could be a useful tool for collaborative learning, and it could
provide new opportunities for classic humanities texts. The research objective
is to find the tendencies of reader generated annotations during two social
reading projects. For theoretical background, "the significance of the text -
social interaction model" was used for the analysis conducted in this study,
and we classified user generated annotations into three different types. As a
result, participants had a tendency to make more annotations about their
understanding and appreciation than regarding text interpretation. In addition,
the result shows that the social e-book can promote fine-grained interactions.
Regarding the comparison of the genres of the contents, the group of people who
read the classic and humanities genre is more active than those who read the
popular literature genre. For future study, more specific ways to improve
interest and understanding will be examined for effective collaborative reading
experiences through the social e-book. Keywords: social reading; social media; e-book; collaborative learning; CMC | |||
| Exploratory Study on Online Social Networks User from SASANG Constitution-Focused on Korean Facebook Users | | BIBAK | Full-Text | 58-66 | |
| Joung Youn Lee; Hyun Suk Kim; Eun Jung Choi; Soon Jung Choi | |||
| This research seeks to adopt and implement SASANG Constitution to categorize
usage of OSNs by a user's physiological type. An online survey (N=102) was
conducted on a Facebook page and to identify Facebook users' SASANG
Constitution, QSCC II was distributed. All results were collected through
email. From the critical literature review, three hypotheses were established,
and after a survey the following conclusions were drawn. So-Eum (SE), in
comparison to its counterpart So-Yang (SY) who possesses more emotional
stability, had less of Facebook usage time and frequency. The introverted
So-Eum (SE) with high neuroticism placed more meaning on expression of oneself
in their usage of the Facebook. The introverted So-Eum with high neuroticism
documented their personal information with higher accuracy. This research
focused on analyzing OSN usage patterns as seen through user's personality
factors. This research was the first attempt in Korea to explore SASANG
Constitution and OSN users' Constitution, thus had its innate research limits.
Yet, nonetheless, it sheds light into the untapped area of researching a design
as seen through OSN user's Constitution. Keywords: SASANG Constitutional Theory; Five Factor Model; Personality; Online Social
Networks | |||
| Readability Assessment of Policies and Procedures of Social Networking Sites | | BIBAK | Full-Text | 67-75 | |
| Gabriele Meiselwitz | |||
| Many internet users today are members of social network sites, building
personal profiles and interacting with millions of users worldwide. These
virtual environments are based on Web 2.0 technology and offer rich user
interaction, personalized use of the environment, and the option for
sophisticated user-created content. Some of these environments have developed
into large communities with complex relationships within the community, which
are covered by policies and procedures. Users accept these when they sign up
with the site, and many find that these policies and procedures can be quite
complex and difficult to read. A large number of participants in these
environments are children or teenagers, making it even more important to ensure
that all users fully understand what these policies and procedures entail. Even
adult users often have trouble understanding and applying the policies and
procedures, and in many cases users just accept the default when registering
with the site. This paper addresses the readability of such statements and
evaluates the comprehension difficulty of standard policies and procedures of
selected social network sites. It concludes with a summary and suggestions for
future research. Keywords: Readability; Comprehension Difficulty; Policies; Procedures; Social
Networking Sites | |||
| Online Idea Contests: Identifying Factors for User Retention | | BIBAK | Full-Text | 76-85 | |
| Stefan Richter; Stefan Perkmann Berger; Giordano Koch; Johann Füller | |||
| Current literature about idea contests has emphasized individuals' motives
for joining volunteer idea contests. However, explanation of why people stay or
leave in the long run is rare. We identify factors that motivate users to
participate repeatedly to sequential online idea contests. The research setting
consists of three idea contests carried out by Swarovski, Austria. We
accompanied Swarovski during the conceptualization of the idea contests,
implementation and post processing activities. We distributed a questionnaire
to participants (N= 117) to get insights about their motivation to participate,
their experiences in the contest and willingness to participate again. Results
not only highlight the importance of pre-contest expectations, but also the
importance of the experiences made in previous contests such as the user's
perceived fairness. Keywords: Multiple Idea Contests; User Retention; Motivation; Open Innovation | |||
| What Motivates People Use Social Tagging | | BIBAK | Full-Text | 86-93 | |
| Ning Sa; Xiaojun Yuan | |||
| Motivation for tagging is one of the topics in the research of social
tagging systems. Most studies on motivations have focused on tag creators
without consideration of tag consumers. In this study, we tried to address this
issue with a survey. The survey was conducted through several tagging sites
aiming to study the usage of tags on the internet, including why and how people
use tags, as well as their perspectives of the existing tagging websites. The
results revealed that most frequent tag creators use the tags very often.
However, there are users who use others' tags frequently without bothering
creating tags by their own. The results also indicate that search is the
primary motivation of creating tags as well as using tags. Besides searching,
more than half of the respondents selected other types of motivations like
"organizing" and "navigation". Keywords: social tagging; motivation; tag creator; tag consumer | |||
| Understanding Social Network Sites (SNSs) Preferences: Personality, Motivation, and Happiness Matters | | BIBAK | Full-Text | 94-103 | |
| Yuanyuan Shi; Xitong Yue; Jin He | |||
| Chinese Social Network Sites (SNSs), such as Qzone, Renren, Weibo, have
attracted millions of users, many of whom have integrated SNSs surfing into
daily practices. In this research, we aimed to understand people's preferences
for particular SNSs and some specific features of SNS, and explore the impacts
of personality and motivations on SNSs usage. In Study 1, we compared the
personalities, motivations and SNSs behaviors of Chinese major SNSs users.
Study 2 focused on the relationship between motivation and happiness on SNSs.
Finally, we drew a script on the way and reason for choosing a particular SNS
and favoring specific features of each SNS. Keywords: Social Network Site (SNS); Personality; Motivation; Subjective Well-being
(SWB) | |||
| Influence of Monetary and Non-monetary Incentives on Students' Behavior in Blended Learning Settings in Higher Education | | BIBAK | Full-Text | 104-112 | |
| Stefan Stieglitz; Annika Eschmeier; Michael Steiner | |||
| Previous research shows that blended learning has the ability to increase
the learners' motivation and learning success. However, motivational aspects in
blended learning have not been sufficiently researched yet. We therefore
investigated the influence of non-monetary and monetary incentives on learners'
behavior. We selected "likes" as a non-monetary incentive and enabled students
to rate other students' posts (similar to Facebook). In a second turn, a
monetary incentive (a tablet PC or the cash equivalent, respectively) was
raffled among the students of a top 10 "like"-ranking. Based on log-file data
and survey results, we observe that both variations ((1) only "likes" and (2)
"likes" & tablet PC prize) do not differ with respect of their influence on
the overall activity of learners during the lecture. Thus, the additional
monetary incentive did not increase activity. We conclude that monetary
incentives do not seem to be efficient. Keywords: blended learning; incentives; lecture; higher education | |||
| Eye Tracking Analysis of User Behavior in Online Social Networks | | BIBAK | Full-Text | 113-119 | |
| Wan Adilah Wan Adnan; Wan Nur Hafizhoh Hassan; Natrah Abdullah; Jamaliah Taslim | |||
| Social network has become a global phenomenon which attracts a wide range of
population from all around the world of different ages, and cultures. People
are using online social networks for several purposes like sharing information,
chatting with friends, sharing photos and commenting. However, the analysis of
users' behavior in social networks received little attention. Therefore, the
purpose of this study is to analyze user behavior in terms of users' activities
in social network sites by adopting eye tracking techniques. Four main
measurements were examined which includes the first place user looks, time
spent on areas of interest, main activities and completion time. Results from
eye tracking analysis based on the first place user looks and on the time
duration have indicated that wallpost recorded most users' attention. Results
have shown that the main activity was reading friends' status on the wall posts
area. The findings provide support for the effort to understand and to model
user behavior using eye tracking technique. Keywords: User Behavior; Eye Tracking Analysis; Social Networking; Eye Movement data;
Experimental Study | |||
| Who Are Seeking Friends? The Portrait of Stranger-Seeker in Social Network Sites | | BIBAK | Full-Text | 120-125 | |
| Xitong Yue; Yuanyuan Shi; Huajian Cai | |||
| We aim to understand the stranger seeking behaviors on Social Network Sites
(SNSs) and learn about the characteristics of these people who frequently seek
strangers (stranger-seeker). By conducting two surveys, we obtain an overall
acknowledgement of stranger seeking behavior and give a portrait of
stranger-seekers in social network sites. We find: stranger-seekers are
extroversive, narcissism, in poor family relationship, motivated to seek
belongingness, but without a larger proportion of strange friends. This finding
may contribute to personal attractiveness oriented online product design. Keywords: Social Network Site (SNS); stranger seeking; personality; relation quality | |||
| The Effect of Leaderboard Ranking on Players' Perception of Gaming Fun | | BIBAK | Full-Text | 129-136 | |
| Charles Butler | |||
| Although fun is desirable in nearly all commercial games, defining it and
actually getting it into a game can prove difficult. Developers have added
multiplayer features to their games since the beginning of the industry in an
attempt to create fun, but to what extent does this actually affect a player's
perception of a game's fun? This paper gives an overview of relevant research
relating to fun and play before attempting to tackle the key issue of the
effect of player success as measured by leaderboard rankings on the perception
of a game's fun. Keywords: fun; play; video games; computer games; game design | |||
| Using Facebook for Collaborative Academic Activities in Education | | BIBAK | Full-Text | 137-146 | |
| Habib M. Fardoun; Bassam Zafar; Antonio Paules Ciprés | |||
| In this article we will try to use the services of Facebook, in a controlled
environment, so that teachers can carry out their teaching. From the
educational point of view, Facebook provides a new starting point,
collaborative work, from plugins development tailored to the needs of teachers
in schools. And this requires to take into account the hierarchical structure
and the distribution of groups and students in the center, and, to have a
system to monitor the work of the students for assessment and grading. With the
work proposed here, we do not intend to create a social network, conceived as
"Facebook", but including a plugin that allows the use of "Facebook" like a
Learning Management System (LMS). These features would make the social network
"Facebook", offer collaborative services for members of the educational
community, and compete with other applications, like Google Apps Education.
Moreover, being a LMS in a collaborative and education environment, facilitate
the management, rating and monitoring of student activities. The justification
for this system comes from the high number of students and teachers who already
have an account on the social network, and they are already used to their
patterns of communication and interaction. This adaptation may allow greater
use of Information and Communication Technologies (ICT) and government
resources that have been allocated to the project Escuela 2.0. Keywords: Social Networks; Facebook; Educational Patterns; Educational Environments;
LMS; Collaborative Educational systems | |||
| Improvement of Students Curricula in Educational Environments by Means of Online Communities and Social Networks | | BIBAK | Full-Text | 147-155 | |
| Habib M. Fardoun; Abdulrahman H. Altalhi; Antonio Paules Ciprés | |||
| The school is part of our society, which increasingly uses more and more the
social networks. Therefore, we must continue this momentum, not only by using
them, but by also guiding the students of its proper use. Thus, most educators
working with high and middle level schools are aware of the involvement of
young people in social networks, but few of these educators are prepared to
deal with them the issue. Experts discuss the risks and benefits of such sites,
and the role of schools, to offer a comprehensive approach that addresses the
needs of online students. This paper seeks a solution to the complex world of
social networking in education, where users can belong to a social network not
as such, but as a set of objects that define a necessity. This research work
tries to redefine social networking of an online community, where objects that
work on the same stage define the team. To do this we propose a school
architecture, where objects define the curricular activities, with known
characteristics. Keywords: Educative systems; social networks; cloud computing; Web Services; systems
architecture; Students Curriculum; Educative Curricula | |||
| Metaheuristic Entry Points for Harnessing Human Computation in Mainstream Games | | BIBA | Full-Text | 156-163 | |
| Peter Jamieson; Lindsay Grace; Jack Hall; Aditya Wibowo | |||
| In this work, we describe a promising approach to harnessing human computation in mainstream video games. Our hypothesis is that one of the best approaches to seamlessly incorporating harnessing withing these games is by examining existing game mechanics and matching them to meta-heuristic algorithms. In particular, we believe that the best choices for early exploration of this problem are nature inspired meta-heuristic algorithms for combinatorial optimization problems. In this paper, we will describe the problem in more detail and describe two proof of concept games that demonstrate the viability of this approach. The first game is designed to be incorporated in Real-time Strategy games within the resource gathering aspects of these games, and the algorithm and problem that are used is related to Ant Colony Optimization and the Traveling Salesman Problem. The second game explores a racing game where the problem and algorithm are embedded in the numerical characteristics of the racer such as speed, agility, and jump power. These characteristics represent current solutions to different traveling salesman problems, and the solutions are modified through training and mating of racers; this is analogous to mutations and crossbreeding in genetic algorithms. | |||
| Project Awareness System -- Improving Collaboration through Visibility | | BIBAK | Full-Text | 164-173 | |
| Daniel Kadenbach; Carsten Kleiner | |||
| This paper proposes and describes the Project Awareness System (PAS) which
is designed to improve the awareness of projects and project participants
within and beyond organizational borders. The aim of this system is to increase
the visibility of projects, so that users can easily find interesting ones and
contact their participants to increase communication, collaboration and reuse
of project results. The system enables an organizational unit to easily store
project information at a central place. It does not impose strict rules
regarding what data about projects can be stored. In this way strongly
heterogeneous project environments can be mapped. The system offers its users
extensive search mechanisms to find the projects they are looking for. The PAS
additionally supports federation of multiple instances. The user can browse
through the projects of multiple organizational units and organizations at one
place, while each unit stays in full control of its data. Keywords: CSCW; collaboration; project awareness; virtual communities; education | |||
| A Comparative Review of Research Literature on Microblogging Use and Risk in Organizational and Educational Settings | | BIBAK | Full-Text | 174-181 | |
| Soureh Latif Shabgahi; Nordiana Ahmad Kharman Shah; Andrew M. Cox | |||
| Although the enterprise and education are very different sectors of activity
and have diverse research traditions, this review argues that there is a
benefit to be derived from comparing research work across the two settings. A
thematic analysis of research literature collected for the two fields was
undertaken, and a generic framework of uses and risks of microblogging
produced, which is the main contribution of the paper. Two of the main aspects
of microblogging in organisations are found to be communication and awareness;
and in education the main aspect is learning. Some of the ideas about how to
use microblogging are potentially useful for the other context, particularly
the concept of awareness from the organisational literature. While the
organisational literature has a major focus on risk, this appreciation is far
less developed in the educational context, increasing such an emphasis would
increase impact on employability. Keywords: Microblogging; Enterprise microblogging; Microblogging in Higher Education;
Twitter; Yammer | |||
| Being Example: A Different Kind of Leadership, Looking for Exemplary Behaviors | | BIBAK | Full-Text | 182-190 | |
| Sebastián Romero López; Habib M. Fardoun; Abdulfattah S. Mashat | |||
| Creating applications that focus on students to make them understand the
value of society, and to be an active member of it, is important, as it is
needed to educate them correctly in academic environment, near to the formal
learning process applied till now. For this in this paper we present a platform
named "Being Example: A different kind of leadership" that encourage students
to participate and communicate with all the school students to interchange and
discuss educative problems they have. "Being example" platform is the extension
of the presented platform "Looking for Leaders", it encourages students to be
leaders, by performing good actions and promote their peers to follow them, and
not to just because of the skills they have. Keywords: Educational Systems; Social Networks; Human-Computer Interaction; Students
Behaviors; Secondary Schools; Educational System Evaluation | |||
| WEB 2.0 Technologies Supporting Students and Scholars in Higher Education | | BIBAK | Full-Text | 191-200 | |
| Paula Miranda; Pedro Isaias; Carlos Costa; Sara Pifano | |||
| As computers, notebooks and mobile phones update Facebook's statuses, search
and contribute to different themes for Wikipedia and tweet the latest news, a
generation and a unique manner of communication are born from this new
terminology and philosophy of open and flexible access, shared knowledge,
user-generated content and media richness. As many trends, Web 2.0 started by
being an exclusivity of certain type of users and then a snowball-like effect
made it one of the most popular techno-social phenomena of the 21st century.
Word of mouth, user recommendation and the technology itself turned an
innovation into a routine. Soon it was disseminated through the different
sectors of society, reaching business, health and also education. This paper
will examine the benefits that both students and scholars experience in using
Web 2.0 in the higher education context. Keywords: Web 2.0 technologies; higher education; teachers; students | |||
| Empirical Study of Routine Structure in University Campus | | BIBAK | Full-Text | 201-209 | |
| Kingkarn Sookhanaphibarn; Ekachai Kanyanucharat | |||
| This paper presents the use of wireless usage data as a research tool for
analyzing the routine structure of people. The patterns of wireless usage can
infer the routine of student life in campus. In our experiments, we discover
the student routine structure from the volume and time of the wireless usage.
Without following an individual trace for any particular person, we use the
volume and time of the whole accesses for particular time and location in a
university campus. The analysis is based on the large wireless LANs, one-year
log data of the city campus of Bangkok University (August 2011 - July 2012),
and the experiment is focused on the wireless access points provided in
important places of student activity such as canteens, classrooms, libraries.
The resulting outputs are the location preference vectors and a new calendar
based on student routine structure. The results can support the computational
and comparative analysis of space through the lens of service management and
enhance user-driven facilitates of the university campus. Keywords: Eigen-decomposition; Eigenplaces; Eigenbehaviors; Eigenvectors; Principal
component analysis (PCA); Behavior research; Wireless networks; Segmentation;
Classification | |||
| Communication and Avatar Representation during Role-Playing in Second Life Virtual World | | BIBA | Full-Text | 210-215 | |
| S. Tugba Tokel; Esra Cevizci | |||
| This study investigated the use of verbal and nonverbal communication tools avatar representation in Second Life virtual world. Students' responses to a questionnaire and interviews were analyzed. Results showed that students found that discourse tools, such as private message and call, very useful to increase their communication with peers and get feedback from the instructor. Moreover, majority of the participants found the use of peers' gestures. Furthermore, results suggest that different avatars reflect peers' inner personalities increased students' communication with peers. | |||
| A High-School Homeschooling Education Model Based on Cloud Computing | | BIBAK | Full-Text | 216-221 | |
| Jordan Valdespino; William Zuhlke; June Wei | |||
| This paper aims at developing a conceptual model for homeschooling education
at a high-school level by using cloud computing technologies. Specifically, a
data flow model was developed to show how cloud computing can be adopted in
home-schooling education. Then, a set of usability solution items were derived
based on breaking down each flow in the data flow model. The findings from this
paper will be helpful to system developers and education system decision makers
when making decisions on homeschooling systems development. Keywords: homeschooling; cloud computing; education | |||
| Adult Learners and Their Use of Social Networking Sites | | BIBAK | Full-Text | 222-229 | |
| Yuanqiong (Kathy) Wang; Jessica Arfaa | |||
| The goal of this study was to explore the benefits associated with
incorporating social networking functionalities within an adult's learning
experience. Which social networking sites do they use most frequently? What are
the intended purposes of their use? What kind of experience do adult learners
have when utilizing social networking services? Why or why not are adult
learners using the services provided by the social networking sites? This paper
reports a survey conducted among adult learners to identify the answers for the
above questions. We believe that the findings from this survey will contribute
to understanding future learning design expectations and arrangements. Keywords: Social Networking; Adult Learner; Education | |||
| The Influence of Social Networking Sites on Participation in the 2012 Presidential Election | | BIBAK | Full-Text | 233-239 | |
| Rachel F. Adler; William D. Adler | |||
| Social networking sites are gaining in popularity, and candidates for
president have been getting more involved in these online platforms. In order
to examine whether a presidential candidate's presence on social networking
sites influences people's political participation, we conducted a survey asking
users a series of questions related to their social networking involvement,
political involvement, and political involvement on social networking sites,
specifically with regard to the 2012 presidential election. Our results
indicate that despite being politically minded, these users do not use Facebook
for political reasons and a candidate's online presence does not influence
their decision on how to vote. Keywords: Social Networking Sites; Elections; Facebook | |||
| Teaching about the Impacts of Social Networks: An End of Life Perspective | | BIBAK | Full-Text | 240-249 | |
| James Braman; Giovanni Vincenti; Alfreda Dudley; Yuanqiong Wang; Karen Rodgers; Ursula Thomas | |||
| As the use of various social networking technologies increase, so does the
importance of understanding the long term implications for users in the context
of end of life. Users post many digital artifacts online for many reasons, such
as for storage, construction of their digital identity, communication, etc.
Often these posts and uploads inadvertently build the digital legacy of the
user. In this paper, we discuss the impacts of social networking and the
construction of an online identity from an end of life perspective. The authors
discuss the importance of education as an essential element for preparation and
understanding of this topic. A survey of college social network users is also
reported along with a discussion on their feedback. Keywords: Social Networking; End of Life; Death; Education; Thanatechnology | |||
| The Effects of Navigation Support and Group Structure on Collaborative Online Shopping | | BIBAK | Full-Text | 250-259 | |
| Yihong Cheng; Yanzhen Yue; Zhenhui (Jack) Jiang; Hyung Jin Kim | |||
| As a new paradigm of e-commerce, collaborative online shopping fulfills
online consumers' needs to shop with close ones in a social and collaborative
environment. While previous e-commerce research and practice mainly focus on
consumers' individual shopping behavior, a recent trend is for consumers to buy
things together online. This study proposes two new types of navigation support
and investigates how different types of navigation support influence consumers'
collaborative online shopping experience. Specifically, their impacts on
consumers' coordination performance and perceived usefulness are assessed by
comparing two types of extant navigation support in a lab experiment.
Meanwhile, the moderating role of the group structure of collaborative
consumers is also assessed. Keywords: Collaborative Online Shopping; Navigation Support; Group Structure; Ease of
Uncoupling Resolution; Perceived Usefulness | |||
| Building and Sustaining a Lifelong Adult Learning Network | | BIBAK | Full-Text | 260-268 | |
| Ken Eustace | |||
| What happens when a group of co-learners engage in a continuous lifelong
learning community in the context of rapid changes in both the use of ICT in
learning and the curriculum?
This paper describes a longitudinal study from 1995 to 2010 into the design and use of Information and Communications Technology (ICT) in an adult e-learning community operating at Paideia University -- one of the world's first 'virtual' universities, based in The Netherlands. Working in partnership with Charles Sturt University in Australia, the Paideia study began at a time when all universities were seeking to understand the virtual university model and to discover which path to follow as learning and teaching online was about to change the adult learning landscape. The underlying theoretical framework of social constructivism, was supported at Paideia by its original 'virtual university' curriculum model for dialogue and peer learning techniques. The participants in this study shared a unique desire to seek alternative ways to learn beyond what was offered by conventional practice and universities. Keywords: action research; alternative adult e-learning; comparative education;
complementary education; curriculum modeling; ethnography; human-computer
interaction (HCI); information and communication technology (ICT);
interdisciplinary interaction; multi-user object-oriented domain (MOO); massive
open online course (MOOC); online community; peer learning; RITA model; social
constructivism; transnational education; Web 4.0 | |||
| City 2.0 and Tourism Development | | BIBAK | Full-Text | 269-277 | |
| Karim Fraoua; Christian Bourret | |||
| Carefully cities have to evolve in order to help tourist during their
travel. The huge use of web 2.0, must force the cities to be more and more
implied in this area. The role of referenced website and those of community
manager will be greater in the future and contributes to the attractiveness of
the territories. Nowadays, the social web is obviously essential strategy in
information retrieval or gathering during holidays preparation and will be more
and more important to help travellers during the travel. Keywords: tourist; visitor; marketing; website; city; attractiveness | |||
| Looking Back at Facebook Content and the Positive Impact Upon Wellbeing: Exploring Reminiscing as a Tool for Self Soothing | | BIBAK | Full-Text | 278-286 | |
| Alice Good; Arunasalam Sambhantham; Vahid Panjganj | |||
| The premise of this paper is to explore the potential of reminiscing in
facilitating self soothing. The research presented looks at people's activities
on Facebook and whether these particular activities impact upon their perceived
sense of wellbeing, furthermore, whether specific Facebook activities enable a
self-soothing effect when feeling low in mood. A survey was distributed amongst
Facebook users. The results from the study appear to indicate that in
comparison to other Facebook activities, looking back upon photos and wall
posts in particular, could have a positive impact upon wellbeing. Additionally,
the results indicate that people who have mental health problems, experience a
more positive impact upon their wellbeing when looking at photos and wall
posts, than those who did not have a history of mental health issues. The
results from the research presented here contribute towards the viability of
developing a mobile application to facilitate positive reminiscing. Keywords: Wellbeing; Facebook; Reminiscing; Social Networking | |||
| User-Centered Investigation of Social Commerce Design | | BIBAK | Full-Text | 287-295 | |
| Zhao Huang; Morad Benyoucef | |||
| Evidence from relevant studies indicates that social commerce can benefit
from a user-centered design. This study explores users' perception and
preferences of social features implemented on current social commerce websites,
focusing on two major categories of social commerce platforms. Results point to
a number of important social features, such as the "Comment" button, allowing
users to provide feedback, and encouraging users to respond to comments made by
others. We also present and discuss the differences in user preferences of
social features between the two social commerce platform categories. By
considering the user perspective, this study aims to help business
organizations develop successful social commerce systems. Keywords: Social commerce; Social media; Social design; User-centered design; User
preferences | |||
| Effects of Sharing Farmers' Information Using Content Management System | | BIBA | Full-Text | 296-303 | |
| Tomoko Kashima; Shimpei Matsumoto; Tatsuo Matsutomi | |||
| In recent years, new business models for agricultural markets have appeared. Under this perspective, we develop a new information system for urban markets to facilitate the transactions. Both sides, consumers and farmers, require certain information from markets about agricultural products. For example, consumers may make requests about the exact information of agricultural products or their safety, while farmers may want to make requests about the information on how to boast their produce. Under the considerations of such requirements at the markets, which may be conflicting, we propose a new information system to assist in the negotiation between parties. | |||
| Untangling the Web of e-Health: Multiple Sclerosis Patients' Perceptions of Online Health Information, Information Literacy, and the Impact on Treatment Decision Making | | BIBAK | Full-Text | 304-312 | |
| Anna L. Langhorne; Patrick Thomas; Laura Kolaczkowski | |||
| Social media have changed how patients, caregivers and physicians produce,
manage and use information when making medical treatment decisions. Because
Multiple Sclerosis (MS) patients rely on online information to self-educate
about treatment options, it is important to determine whether online
decision-making tools are reliable and useful given patients' knowledge of
their disease and varying information literacy skills. Therefore, this study
investigates the online search practices, perceptions, and usability of
web-based information among MS patients. Perceptions of MS patients are
measured by a questionnaire administered to a convenience sample of MS
patients. Their online search practices are evaluated to determine the kind of
information sought and used. Second, online search behaviors and needs are
examined for trends related to MS disease type, stage and severity. Third, the
relationship between online search behaviors and perceived impact on
patient-neurologist communication is examined. Recommendations are offered for
improved patient-neurologist communication and the development of inclusive
treatment decision-making tools. Keywords: Information seeking; decision making; information usability; information
literacy; web navigation; Web 2.0; Multiple Sclerosis; patient communication | |||
| Supporting Social Deliberative Skills Online: The Effects of Reflective Scaffolding Tools | | BIBAK | Full-Text | 313-322 | |
| Tom Murray; Lynn Stephens; Beverly Park Woolf; Leah Wing; Xiaoxi Xu; Natasha Shrikant | |||
| We investigate supporting higher quality deliberations in online contexts by
supporting what we call "social deliberative skills," including
perspective-taking, meta-dialog, and reflecting on one's biases. We report on
an experiment with college students engaged in online dialogues about
controversial topics, using discussion forum software with "reflective tools"
designed to support social deliberative skills. We find that these have a
significant effect as measured by rubrics designed to asses dialogue quaility
and social deliberative behaviors. Keywords: E-participation and e-democracy; Empathic online communities; Communication
and deliberation skills; scaffolding | |||
| A LivingLab Approach to Involve Elderly in the Design of Smart TV Applications Offering Communication Services | | BIBAK | Full-Text | 325-334 | |
| Malek Alaoui; Myriam Lewkowicz | |||
| Aging is a new step of life with a lot of changes that could be related with
physical, cognitive and social frailties. Rather than addressing autonomy and
dependency issues for which a variety of assistive technologies has been
designed, our aim is to define how ICTs could alleviate elderly loneliness, in
order to cope with their social frailty. We make the hypothesis that TV is a
good medium for this purpose and we design Smart TV applications dedicated to
foster the social interaction among elderly. We adopt a living lab approach,
which assure us of an early engagement of the end-users. Keywords: Elderly; Online communities; Design; Living lab; Smart TV | |||
| The Role of the Community in a Technical Support Community: A Case Study | | BIBAK | Full-Text | 335-344 | |
| Donald M. Allen; Thomas Schneider | |||
| Resource tagging has become an integral and important feature in enabling
community users to easily access relevant content in a timely manner. Various
methods have been proposed and implemented to optimize the identification of
and access to tags used to characterize resources across different types of
social web-based communities. While these user-focused tagging methods have
shown promise in their limited application, they do not transfer well to
internal business applications where the cost, time, tagged content, and user
resources needed to implement them is prohibitive. This paper provides a case
study of the process, tools, and methods used to engage users in the
development and management of a tag taxonomy (folksontology) used to
characterize content in an internal technical support community in the Cisco
Global Technology Center. Keywords: component; tag; taxonomy; folksonomy; social community; folksontology; case
study | |||
| Experiences by Using AFFINE for Building Collaborative Applications for Online Communities | | BIBAK | Full-Text | 345-354 | |
| Mohamed Bourimi; Dogan Kesdogan | |||
| Continuous problems and deficits in developing complex and ever-changing
(software) systems led to agile methods, e.g. Scrum. Nevertheless, the problem
of considering a plethora of different functional as well as nonfunctional
requirements (N/FRs) remains unsolved and gains in importance when engineering
state-of-the-art software. The current tide of approaches aims at handling
every single NFR by an individual process integrated into Scrum, yielding a
process complexity which can not be handled properly. Scrum-based AFFINE was
designed explicitly to provide an alternative solution to over-complex design-
and development-processes and still considering all kinds of NFRs early enough
in the process. In this paper, we discuss collected findings by using AFFINE in
various projects dealing with the development of software for user-centered
online communities towards some evidence of its suitability. Keywords: Agile Software Process; Nonfunctional Requirements Engineering; Security and
Usability; User Experience; Scrum; AFFINE | |||
| Context Management for RFID-Based Distributed Interaction Spaces | | BIBAK | Full-Text | 355-364 | |
| Pedro G. Villanueva; Félix Albertos; Ricardo Tesoriero; Jose Antonio Gallud; Antonio Hernández; Víctor M. R. Penichet | |||
| Information system management in distributed interaction spaces is not an
easy task because the information should be contextualized in the space it is
being manipulated in order to keep it consistent and coherent to the users. For
instance, museum visitors usually have difficulties to associate the
information provided by an electronic guide while they are moving inside the
building. The association/contextualization of the information to a physical
space is not an easy task. This article presents the system of management of
contextual information CAIM to solve this problem from the management point of
view, allowing managing virtual contexts, and from the point of view of the end
user. CAIM assures that the information is provided with coherent and
consistent manner in the different contexts from distributed interaction
spaces. The article shows a case of use study and an evaluation of CAIM system
implemented by means of technology RFID. Keywords: HCI; Virtual Contexts; Evaluation | |||
| A Three-Level Approach to the Study of Multi-cultural Social Networking | | BIBAK | Full-Text | 365-374 | |
| Yifan Jiang; Oscar de Bruijn | |||
| This paper firstly introduces three levels of research on online social
networking and the corresponding three levels of research on multi-cultural
social networking in our project: individual level, interaction level and
consequence level. Our studies on multi-cultural online social networking
through these three levels are then presented in more detail, ranging from the
discussion of previous cross-cultural research at each level, to the research
designs and main findings of our studies. Lastly the combined results from the
three studies are discussed to achieve an overall picture of this phenomenon. Keywords: Social Networking; Cross-cultural; Social Capital | |||
| Towards Visual Configuration Support for Interdependent Security Goals | | BIBAK | Full-Text | 375-384 | |
| Fatih Karatas; Mohamed Bourimi; Dogan Kesdogan | |||
| This work investigates visual support for easing the configuration of
interdependent security goals. The interdependent nature of security goals did
not receive sufficient attention in related work yet. A formal approach to
adequately model interdependent security goals are multi-criteria optimization
problems which can be solved either exactly or heuristically. This however
depends on the question if the user is able to articulate his/her preferences
regarding security goals. Furthermore, heuristic approaches confront users with
possibly unlimited alternative configurations where each solution is equally
well. In order to support users in the process of articulating preferences and
selecting a suiting alternative, we provide visual facilities at the level of
the user interface. The need for handling such issues emerged from the analysis
of the EU funded di.me project which explicitly requires that such
configurations are carried out by lay users. We present an approach tackling
these issues by means of visual concepts triggering a service selection in the
background which respects the interdependence of security goals. We concretely
discuss the application of our approach by addressing a scenario concerned with
deployment decisions in the di.me project. Keywords: Interdependent Security; Decision-support; Preference Articulation;
Trade-off Visualization; Security and Usability; User Experience | |||
| Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platform | | BIBAK | Full-Text | 385-394 | |
| Niki Lambropoulos; Panayota Tsotra; Ilias Kotinas; Iosif Mporas | |||
| Nowadays, organisations and companies collaborate towards interoperable
solutions difficult to derive in one closed research and development
department. Currently, such concepts started to be implemented within User
Innovation Networks, opening a new collective, productive space for the
individual and the inter-community collaboration. Also the emergence of
Internet platforms that enable and support collaborative innovation research
anchored in WEB 03 semantic technologies generate new challenges and
opportunities in a period of crisis. Based upon these ideas, COMPOOL Web 3.0
Collaboration Platform is an innovative collaboration research proposal,
focusing on developing partnerships between governmental organisations,
academia and industry to produce new composite materials based on disruptive
and incremental open innovation. COMPOOL 's main aim and functionality is to
synthesize and manage ideas from different disciplines so to reduce time
execution as well as high costs and risks associated with technologies in
composites research and development. The proposed COMPOOL platform uses
Semantic Analysis, Human Computer Interaction Immersive Experience and User
Innovation Networks aiming at real micro- and macro-scale industrial
implementations for out of the box problem solving within diverse industries,
as for example, aerospace, automotive, construction, wind energy and sports. Keywords: Human Computer Interaction; Composites; User-Innovation Networks; User
Experience; Computer Mediated Communication; E-research with Communities;
Community Based Innovation | |||
| Supporting Distributed Search in Virtual Worlds | | BIBAK | Full-Text | 395-404 | |
| Hiep Luong; Dipesh Gautam; John Gauch; Susan Gauch; Jacob Hendricks | |||
| As three-dimensional (3D) environments become both more prevalent and more
fragmented, the need for a data crawler and distributed search service will
continue to grow. By increasing the visibility of content across virtual world
servers in order to better collect and integrate the 3D data, we can also
improve the efficiency and accuracy of crawling and searching by avoiding both
the crawling of unchanged regions and the downloading unmodified objects that
already exist in our collection. This helps to lower bandwidth usage during
content collection and indexing, and for a fixed amount of bandwidth, maximizes
the freshness of the collection. This paper presents a new services paradigm
for virtual world crawler interaction that is co-operative and exploits
information about 3D objects in the virtual world. By analyzing redundant
information crawled from virtual worlds, our approach decreased the amount of
data collected by crawlers, kept search engine collections up to date, and
provided an efficient mechanism for collecting and searching information from
multiple virtual worlds. Keywords: Virtual World; Distributed Search; Data Crawling; Bandwidth | |||
| A Consideration of the Functions That Support to Find New Friends in Social Games | | BIBAK | Full-Text | 405-411 | |
| Kohei Otake; Tomofumi Uetake; Akito Sakurai | |||
| Recently, social games have attracted considerable attention. Building a
relationship with other players can heighten the enjoyment derived from these
games. However, many users play social games only with their fixed friends.
There are functions to assist users to find friends in social games and SNS,
but the existing functions are not simple enough to find friends easily. In our
previous research, we proposed methods of reducing the barrier that hinders
making contact with unknown users. In this study, we propose a function to
facilitate finding new friends using these methods. Keywords: Social Games; Community forum; Network Analysis; Visualization | |||
| Group Recommender Systems as a Voting Problem | | BIBAK | Full-Text | 412-421 | |
| George Popescu | |||
| Nowadays, technology allows for a better understanding of user needs through
system design (recommender system) methodologies that position the individual
at the center of all his actions. In this paper we start by reviewing the state
of the art in both individual and group recommender systems technologies. On
this ground we cluster the main characteristics of recommender systems with
respect to the tasks they perform, the methods they employ and the issues they
address. The other theoretical part we rely on is derived from social choice
theory and voting. The main objective of this paper is to highlight the role of
voting in group recommender systems, more precisely discussing several voting
methods together with their characteristics. Our main contributions focus on:
reviewing the state of the art literature related to voting in GRS, proposing
an innovative and transparent voting mechanism and highlighting the current
development of our music recommender system, GroupFun. Keywords: Behavior; Social choice; Game Theory; Group Decision Making; Incentives;
Preference Aggregation; Recommender Systems; Voting | |||
| Social Media: An Ill-Defined Phenomenon | | BIBA | Full-Text | 422-431 | |
| James White; King-wa Fu; Braeden Benson | |||
| This paper questions whether and to what extent social media matches its many presumed desirable attributes, through references to social media in the United States and China, and in light of data that indicates that social media use tends to be dominated by a small group of elite users and driven by conventional forces. It concludes with implications for policy development. | |||
| Searching Emotional Scenes in TV Programs Based on Twitter Emotion Analysis | | BIBAK | Full-Text | 432-441 | |
| Takashi Yamauchi; Yuki Hayashi; Yukiko I. Nakano | |||
| Twitter is a social networking service (SNS) that is specifically used to
report the user's current status and what is going on in the presence of the
user. One interesting new trend on Twitter is to tweet while watching a TV
program. This paper proposes a method of analyzing emotions expressed in
tweets. Our method assigns the emotional polarity values to tweets based on the
dependency analysis as well as morphological analysis. The results of emotional
analysis are used in indexing scenes in TV program viewer, and each scene is
characterized with the emotions expressed in tweets posted at that time. This
viewer allows users to search a TV program by referring to other Twitter users'
emotional impressions for each scene. Keywords: Twitter; emotion analysis; exploring TV programs | |||
| Sentiment Classification of Web Review Using Association Rules | | BIBAK | Full-Text | 442-450 | |
| Man Yuan; Yuanxin Ouyang; Zhang Xiong; Hao Sheng | |||
| Sentiment Classification of web reviews or comments is an important and
challenging task in Web Mining and Data Mining. This paper presents a novel
approach using association rules for sentiment classification of web reviews. A
new restraint measure AD-Sup is used to extract discriminative frequent term
sets and eliminate terms with no sentiment orientation which contain close
frequency in both positive and negative reviews. An optimal classification rule
set is then generated which abandons the redundant general rule with lower
confidence than the specific one. In the class label prediction procedure, we
proposed a new metric voting scheme to solve the problem when the covered rules
are not adequately confident or not applicable. The final score of a test
review depends on the overall contributions of four metrics. Extensive
experiments on multiple domain datasets from web site demonstrate that 50% is
the best min-conf to guarantee classification rules both abundant and
persuasive and the voting strategy obtains improvements on other baselines of
using confidence. Another comparison to popular machine learning algorithms
such as SVM, Naïve Bayes and kNN also indicates that the proposed method
outperforms these strong benchmarks. Keywords: Association rule; sentiment classification; text categorization | |||