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Proceedings from Social Computing and Behavorial Modeling (SocialComp 2011 )

Academic Conferences - Proceedings from Social Computing and  Behavorial Modeling (SocialComp 2011 )
Academic Conferences

By : Global Science & Technology Forum

Date : 2011

Location : Malaysia / Penang

PDF 29p
Description :

The Annual International Conference on Social Computing and Behavioral Modeling (SocialComp) aims at providing opportunities for academics, researchers, experienced professionals and business people to share their research in the collaborative and interactive aspect of online behavior.

Keywords :

Social network, user interaction, Human Factors, mobile applications, augmented reality, user-generated content, Internet of Things, persuasion detection, semantic computing, computing conference proceedings, artificial intelligence, International Traffic

Keywords inside documents :

content ,users ,product ,application ,social ,number ,pandemic ,infection ,simulation ,country ,countries ,figure ,persuasion ,augmented ,traffic ,interactions ,reality ,bigrams ,baseline ,score

Proceedings from the Social Computing and  Behavorial Modeling (SocialComp 2011 ) conference.

 

Social computing is an area of computer science that is concerned with the intersection of social behavior and computational systems. Social computing can have a tremendous impact in the business world and can significantly affect society, and outline possible changes in organized human action that could be brought about. Social computing can also have negative effects associated with it, including security issues. Social computing should be a priority for researchers and business leaders and illustrate the fundamental shifts in communication, computing, collaboration, and commerce brought about by this trend.


Abstracts from papers included in the Social Computing and  Behavorial Modeling (SocialComp 2011 ) conference proceedings.

 

1.Simulating the Spread of Influenza Pandemic of 1918- 1919 Considering the Effect of the First World War

Teruhiko Yoneyama, Multidisciplinary Science, Rensselaer Polytechnic Institute
Troy, New York, Unites States.

Mukkai S. Krishnamoorthy, Computer Science, Rensselaer Polytechnic Institute, Troy, New York, United States

 

The Influenza Pandemic of 1918-1919, also called Spanish Flu Pandemic, was one of the severest pandemics inhistory. It is thought that the First World War much influenced the spread of the pandemic. In this paper, we model the pandemic considering both civil and military traffic. We propose a hybrid model to determine how the pandemic spread through the world. Our approach considers both the SEIR-based model for local areas and the network model for global connection between countries. First, we reproduce the situation in 12 countries. Then, we simulate another scenario: there was nomilitary traffic during the pandemic, to determine the influence of the influenced of the war on the pandemic. By considering the simulation results, we find that the influence of the war varies incountries; in countries which were deeply involved in the war, the infections were much influenced by the war, while in countries which were not much engaged in the war, the infections were not influenced by the war.

 

2.Virtual Merdeka: Experiencing augmented reality for social engagement in a network environment

Ahmad Rafi, National Academy of Arts, Culture and Heritage (ASWARA), Ministry of Information, Communication and Culture, Kuala Lumpur, Malaysia
Avijit Paul, Faculty of Creative Multimedia
Syazani Suhafi, Faculty of Creative Multimedia
Chor Choon Keong, Faculty of Creative Multimedia
Kamarulzaman Ab. Aziz, Faculty of Management, Multimedia University
Amar Zulkifli, Fakulti Teknologi dan Sains Maklumat, Universiti Kebangsaan Malaysia

 

This paper describes how Augmented Reality (AR) can be utilized to create social engagement in a network environment. The project called Virtual Merdeka incorporated AR as a social networking platform via Facebook to promote Malaysian Independence Day targeted for teenagers. The system used Flash-based AR toolkit (also known as FLARtoolkit) and developed in the Facebook API that allows users to capture their images with a virtual flag and position edit on a 3D building model. Markers were prepared on paper to establish the point of reference. The aim of this project is to explore the level of engagement in a social networking environment using AR as a means of communication. It also highlights the technical challenges and considerations from the first round experiment to create a rich social AR engagement.


3. Attaching Digital Information to Physical Objects

Markus Salo, Department of Computer Science and Information Systems
University of Jyväskylä

 

Mobile applications, related to the fields of augmented reality and Internet of Things, have begun to allow users to interact with physical products and objects through sensors,barcodes, QR codes and RFID systems. Contrary to earlier applications, which are known from one-way interaction and producer-generated content, the novel applications are enabling user-generated content to be attached to physical objects in real environments. The mission of this study, carried out with content analysis, was to find out what kind of information users attach to physical objects. 200 publicly available pieces of attached, user generated content from 95 users were analyzed. The sample,consisting of textual comments, pictures, videos and hyperlinks, revealed that users are attaching versatile digital content toobjects with their mobile phones. The attached content in the sample varies from informative user reviews and status updates to plain product pictures. Certain product types are connected with certain content categories in the sample.

 

4. Automated Persuasion Detection in Conversation

Joel Young, Naval Postgraduate School, Monterey, CA, US

Pedro Ortiz, United States Naval Academy, Annapolis, MD, US

 

We answer the question: “Can we learn to identify persuasion as characterized by Cialdini’s persuasion model using traditional machine learning techniques?” Leveraging three machine learning tools: naive bayes, maximum entropy, and support vector machines combined with gappy and orthogonal sparse bigrams weare able to develop several weak learners with F-Scores significantly better than random. The research is based onthe NPS Persuasion Corpus consisting of 37 transcripts from four hostage negotiation situations. Each utterance in the corpus was hand annotated for one of nine categories of persuasion based on Cialdini’s model: reciprocity, commitment,consistency, liking, authority, social proof, scarcity, other, and not persuasive. Ability to automatically detect persuasion is essential for machine interaction on the social web.

 

5. Analysis of User Interactions in Online Social Networks

Seokchan Yun, Biomedical Knowledge Engineering Laboratory, Seoul National University, Seoul, Korea

Mina Song, Biomedical Knowledge Engineering Laboratory, Seoul National University, Seoul, Korea

Namgoong Hyun, Biomedical Knowledge Engineering Laboratory, Seoul National University, Seoul, Korea

Jinuk, Jung, Biomedical Knowledge Engineering Laboratory, Seoul National University, Seoul, Korea

Hong-Gee Kim, Biomedical Knowledge Engineering Laboratory, Seoul National University, Seoul, Korea

 

Online social networks allow people to communicate, interact, and share information on the Internet. Recently it has focused on user's interactions to recognize the weight of social graphs. In this paper, to find out effective factors on the strength of interactions between users, we surveyed the definition of online friends and analyzed communication interactions of Korean users of both Me2day and Twitter using the twi2me application. As a result, it turned out 60% of users thought offline strangers can be friends online, 32% of them easily accept requests offriendship. The number of private interactions in online is rare, which it should be given more weight to analyze the relationship strength. The trends of each interaction are varied according tothe number of followers or friends and cultural backgrounds as well as characteristics of each social network. In the future, some kind of impact factor about user interactions will be calculated to analyze the semantics of the user relationship based on our results.

Simulating the Spread of Influenza Pandemic of 1918- 1919 Considering the Effect of the First...

Company Description : The Influenza Pandemic of 1918-1919, also called Spanish Flu Pandemic, was one of the severest pandemics inhistory. It is thought that the First World War much influenced the spread of the pandemic. In this paper, we model the pandemic considering both civil and military traffic. We propose a hybrid model to determine how the pandemic spread through the world. Our approach considers both the SEIR-based model for local areas and the network model for global connection between countries. First, we reproduce the situation in 12 countries. Then, we simulate another scenario: there was nomilitary traffic during the pandemic, to determine the influence of the influenced of the war on the pandemic. By considering the simulation results, we find that the influence of the war varies incountries; in countries which were deeply involved in the war, the infections were much influenced by the war, while in countries which were not much engaged in the war, the infections were not influenced by the war.

Product Type : Academic Conferences

Author : Various

PDF 8p

Languages : English

Virtual Merdeka: Experiencing augmented reality for social engagement in a network environment

Company Description : This paper describes how Augmented Reality (AR) can be utilized to create social engagement in a network environment. The project called Virtual Merdeka incorporated AR as a social networking platform via Facebook to promote Malaysian Independence Day targeted for teenagers. The system used Flash-based AR toolkit (also known as FLARtoolkit) and developed in the Facebook API that allows users to capture their images with a virtual flag and position edit on a 3D building model. Markers were prepared on paper to establish the point of reference. The aim of this project is to explore the level of engagement in a social networking environment using AR as a means of communication. It also highlights the technical challenges and considerations from the first round experiment to create a rich social AR engagement.

Product Type : Academic Conferences

Author : Various

PDF 6p

Languages : English

Attaching Digital Information to Physical Objects

Company Description : Mobile applications, related to the fields of augmented reality and Internet of Things, have begun to allow users to interact with physical products and objects through sensors,barcodes, QR codes and RFID systems. Contrary to earlier applications, which are known from one-way interaction and producer-generated content, the novel applications are enabling user-generated content to be attached to physical objects in real environments. The mission of this study, carried out with content analysis, was to find out what kind of information users attach to physical objects. 200 publicly available pieces of attached, user generated content from 95 users were analyzed. The sample,consisting of textual comments, pictures, videos and hyperlinks, revealed that users are attaching versatile digital content toobjects with their mobile phones. The attached content in the sample varies from informative user reviews and status updates to plain product pictures. Certain product types are connected with certain content categories in the sample.

Product Type : Academic Conferences

Author : Markus Salo

PDF 6p

Languages : English

Automated Persuasion Detection in Conversation

Company Description : We answer the question: “Can we learn to identify persuasion as characterized by Cialdini’s persuasion model using traditional machine learning techniques?” Leveraging three machine learning tools: naive bayes, maximum entropy, and support vector machines combined with gappy and orthogonal sparse bigrams weare able to develop several weak learners with F-Scores significantly better than random. The research is based onthe NPS Persuasion Corpus consisting of 37 transcripts from four hostage negotiation situations. Each utterance in the corpus was hand annotated for one of nine categories of persuasion based on Cialdini’s model: reciprocity, commitment,consistency, liking, authority, social proof, scarcity, other, and not persuasive. Ability to automatically detect persuasion is essential for machine interaction on the social web.

Product Type : Academic Conferences

Author : Various

PDF 6p

Languages : English

Analysis of User Interactions in Online Social Networks

Company Description : Online social networks allow people to communicate, interact, and share information on the Internet. Recently it has focused on user's interactions to recognize the weight of social graphs. In this paper, to find out effective factors on the strength of interactions between users, we surveyed the definition of online friends and analyzed communication interactions of Korean users of both Me2day and Twitter using the twi2me application. As a result, it turned out 60% of users thought offline strangers can be friends online, 32% of them easily accept requests offriendship. The number of private interactions in online is rare, which it should be given more weight to analyze the relationship strength. The trends of each interaction are varied according tothe number of followers or friends and cultural backgrounds as well as characteristics of each social network. In the future, some kind of impact factor about user interactions will be calculated to analyze the semantics of the user relationship based on our results.

Product Type : Academic Conferences

Author : Various

PDF 3p

Languages : English

Organizer : Global Science & Technology Forum

GSTF provides a global intellectual platform for top notch academics and industry professionals to actively interact and share their groundbreaking research achievements. GSTF is dedicated to promoting research and development and offers an inter-disciplinary intellectual platform for leading scientists, researchers, academics and industry professionals across Asia Pacific to actively consult, network and collaborate with their counterparts across the globe.