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2013 | Book

Online Communities and Social Computing

5th International conference, OCSC 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013. Proceedings

Editors: A. Ant Ozok, Panayiotis Zaphiris

Publisher: Springer Berlin Heidelberg

Book Series : Lecture Notes in Computer Science

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About this book

This book constitutes the refereed proceedings of the 5th International Conference on Online Communities and Social Computing, OCSC 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences.

The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

The total of 49 contributions was carefully reviewed and selected for inclusion in the OCSC proceedings. The papers are organized in the following topical sections: user behavior and experience in online social communities; learning and gaming communities; society, business and health; designing and developing novel online social experiences.

Table of Contents

Frontmatter

User Behaviour and Experience in On-Line Social Communities

Frontmatter
User Generated Content: An Analysis of User Behavior by Mining Political Tweets

With the emergence of smarthphones 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.

Rocío Abascal-Mena, Erick López-Ornelas, J. Sergio Zepeda-Hernández
Well-Being’s Predictive Value
A Gamified Approach to Managing Smart Communities

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.

Margeret Hall, Simon Caton, Christof Weinhardt
You Are Not Alone Online: A Case Study of a Long Distance Romantic Relationship Online Community

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.

Yurong He, Kari Kraus, Jennifer Preece
Motivations of Facebook Users for Responding to Posts on a Community Page

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.

Fei-Hui Huang
Quantifying Cultural Attributes for Understanding Human Behavior on the Internet

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.

Santosh Kumar Kalwar, Kari Heikkinen, Jari Porras
Assessing the Possibility of a Social e-Book by Analyzing Reader Experiences

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.

Seyeon Lee, Jea In Kim, Chung-Kon Shi
Exploratory Study on Online Social Networks User from SASANG Constitution-Focused on Korean Facebook Users

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.

Joung Youn Lee, Hyun Suk Kim, Eun Jung Choi, Soon Jung Choi
Readability Assessment of Policies and Procedures of Social Networking Sites

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.

Gabriele Meiselwitz
Online Idea Contests: Identifying Factors for User Retention

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.

Stefan Richter, Stefan Perkmann Berger, Giordano Koch, Johann Füller
What Motivates People Use Social Tagging

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”.

Ning Sa, Xiaojun Yuan
Understanding Social Network Sites (SNSs) Preferences: Personality, Motivation, and Happiness Matters

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.

Yuanyuan Shi, Xitong Yue, Jin He
Influence of Monetary and Non-monetary Incentives on Students’ Behavior in Blended Learning Settings in Higher Education

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.

Stefan Stieglitz, Annika Eschmeier, Michael Steiner
Eye Tracking Analysis of User Behavior in Online Social Networks

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 wall

post

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.

Wan Adilah Wan Adnan, Wan Nur Hafizhoh Hassan, Natrah Abdullah, Jamaliah Taslim
Who Are Seeking Friends? The Portrait of Stranger-Seeker in Social Network Sites

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.

Xitong Yue, Yuanyuan Shi, Huajian Cai

Learning and Gaming Communities

Frontmatter
The Effect of Leaderboard Ranking on Players’ Perception of Gaming Fun

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.

Charles Butler
Using Facebook for Collaborative Academic Activities in Education

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.

Habib M. Fardoun, Bassam Zafar, Antonio Paules Ciprés
Improvement of Students Curricula in Educational Environments by Means of Online Communities and Social Networks

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.

Habib M. Fardoun, Abdulrahman H. Altalhi, Antonio Paules Ciprés
Metaheuristic Entry Points for Harnessing Human Computation in Mainstream Games

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.

Peter Jamieson, Lindsay Grace, Jack Hall, Aditya Wibowo
Project Awareness System – Improving Collaboration through Visibility

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.

Daniel Kadenbach, Carsten Kleiner
A Comparative Review of Research Literature on Microblogging Use and Risk in Organizational and Educational Settings

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 under-taken, 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 mi-croblogging 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 organisa-tional literature has a major focus on risk, this appreciation is far less devel-oped in the educational context, increasing such an emphasis would increase impact on employability.

Soureh Latif Shabgahi, Nordiana Ahmad Kharman Shah, Andrew M. Cox
Being Example: A Different Kind of Leadership, Looking for Exemplary Behaviors

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.

Sebastián Romero López, Habib M. Fardoun, Abdulfattah S. Mashat
WEB 2.0 Technologies Supporting Students and Scholars in Higher Education

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.

Paula Miranda, Pedro Isaias, Carlos Costa, Sara Pifano
Empirical Study of Routine Structure in University Campus

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.

Kingkarn Sookhanaphibarn, Ekachai Kanyanucharat
Communication and Avatar Representation during Role-Playing in Second Life Virtual World

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.

S. Tugba Tokel, Esra Cevizci
A High-School Homeschooling Education Model Based on Cloud Computing

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.

Jordan Valdespino, William Zuhlke, June Wei
Adult Learners and Their Use of Social Networking Sites

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.

Yuanqiong (Kathy) Wang, Jessica Arfaa

Society, Business and Health

Frontmatter
The Influence of Social Networking Sites on Participation in the 2012 Presidential Election

Social networking sites are g

a

ining 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.

Rachel F. Adler, William D. Adler
Teaching about the Impacts of Social Networks: An End of Life Perspective

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.

James Braman, Giovanni Vincenti, Alfreda Dudley, Yuanqiong Wang, Karen Rodgers, Ursula Thomas
The Effects of Navigation Support and Group Structure on Collaborative Online Shopping

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.

Yihong Cheng, Yanzhen Yue, Zhenhui (Jack) Jiang, Hyung Jin Kim
Building and Sustaining a Lifelong Adult Learning Network

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.

Ken Eustace
City 2.0 and Tourism Development

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.

Karim Fraoua, Christian Bourret
Looking Back at Facebook Content and the Positive Impact Upon Wellbeing: Exploring Reminiscing as a Tool for Self Soothing

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.

Alice Good, Arunasalam Sambhantham, Vahid Panjganj
User-Centered Investigation of Social Commerce Design

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.

Zhao Huang, Morad Benyoucef
Effects of Sharing Farmers’ Information Using Content Management System

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.

Tomoko Kashima, Shimpei Matsumoto, Tatsuo Matsutomi
Untangling the Web of e-Health: Multiple Sclerosis Patients’ Perceptions of Online Health Information, Information Literacy, and the Impact on Treatment Decision Making

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.

Anna L. Langhorne, Patrick Thomas, Laura Kolaczkowski
Supporting Social Deliberative Skills Online: The Effects of Reflective Scaffolding Tools

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.

Tom Murray, Lynn Stephens, Beverly Park Woolf, Leah Wing, Xiaoxi Xu, Natasha Shrikant

Designing and Developing Novel On-Line Social Experiences

Frontmatter
A LivingLab Approach to Involve Elderly in the Design of Smart TV Applications Offering Communication Services

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.

Malek Alaoui, Myriam Lewkowicz
The Role of the Community in a Technical Support Community: A Case Study

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.

Donald M. Allen, Thomas Schneider
Experiences by Using AFFINE for Building Collaborative Applications for Online Communities

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.

Mohamed Bourimi, Dogan Kesdogan
Context Management for RFID-Based Distributed Interaction Spaces

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.

Pedro G. Villanueva, Félix Albertos, Ricardo Tesoriero, Jose Antonio Gallud, Antonio Hernández, Víctor M. R. Penichet
A Three-Level Approach to the Study of Multi-cultural Social Networking

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.

Yifan Jiang, Oscar de Bruijn
Towards Visual Configuration Support for Interdependent Security Goals

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.

Fatih Karatas, Mohamed Bourimi, Dogan Kesdogan
Composites Ideas in COMPOOL Immersion: A Semantics Engineering Innovation Network Community Platform

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.

Niki Lambropoulos, Panayota Tsotra, Ilias Kotinas, Iosif Mporas
Supporting Distributed Search in Virtual Worlds

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.

Hiep Luong, Dipesh Gautam, John Gauch, Susan Gauch, Jacob Hendricks
A Consideration of the Functions That Support to Find New Friends in Social Games

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.

Kohei Otake, Tomofumi Uetake, Akito Sakurai
Group Recommender Systems as a Voting Problem

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.

George Popescu
Social Media: An Ill-Defined Phenomenon

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.

James White, King-wa Fu, Braeden Benson
Searching Emotional Scenes in TV Programs Based on Twitter Emotion Analysis

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.

Takashi Yamauchi, Yuki Hayashi, Yukiko I. Nakano
Sentiment Classification of Web Review Using Association Rules

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.

Man Yuan, Yuanxin Ouyang, Zhang Xiong, Hao Sheng
Backmatter
Metadata
Title
Online Communities and Social Computing
Editors
A. Ant Ozok
Panayiotis Zaphiris
Copyright Year
2013
Publisher
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-39371-6
Print ISBN
978-3-642-39370-9
DOI
https://doi.org/10.1007/978-3-642-39371-6