Search results for: Social network Game
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 4264

Search results for: Social network Game

4204 Hybrid Recommender Systems using Social Network Analysis

Authors: Kyoung-Jae Kim, Hyunchul Ahn

Abstract:

This study proposes novel hybrid social network analysis and collaborative filtering approach to enhance the performance of recommender systems. The proposed model selects subgroups of users in Internet community through social network analysis (SNA), and then performs clustering analysis using the information about subgroups. Finally, it makes recommendations using cluster-indexing CF based on the clustering results. This study tries to use the cores in subgroups as an initial seed for a conventional clustering algorithm. This model chooses five cores which have the highest value of degree centrality from SNA, and then performs clustering analysis by using the cores as initial centroids (cluster centers). Then, the model amplifies the impact of friends in social network in the process of cluster-indexing CF.

Keywords: Social network analysis, Recommender systems, Collaborative filtering, Customer relationship management

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2715
4203 Protein Quality of Game Meat Hunted in Latvia

Authors: Vita Strazdina, Aleksandrs Jemeljanovs, Vita Sterna

Abstract:

Not all proteins have the same nutritional value, since protein quality strongly depends on its amino acid composition and digestibility. The meat of game animals could be a high protein source because of its well-balanced essential amino acids composition. Investigations about biochemical composition of game meat such as wild boar (Sus scrofa scrofa), roe deer (Capreolus capreolus) and beaver (Castor fiber) are not very much. Therefore, the aim of the investigation was evaluate protein composition of game meat hunted in Latvia. The biochemical analysis, evaluation of connective tissue and essential amino acids in meat samples were done, the amino acids score were calculate. Results of analysis showed that protein content 20.88-22.05% of all types of meat samples is not different statistically. The content of connective tissue from 1.3% in roe deer till 1.5% in beaver meat allowed classified game animal as high quality meat. The sum of essential amino acids in game meat samples were determined 7.05–8.26g100g-1. Roe deer meat has highest protein content and lowest content of connective tissues among game meat hunted in Latvia. Concluded that amino acid score for limiting amino acids phenylalanine and tyrosine is high and shows high biological value of game meat.

Keywords: Dietic product, game meat, amino acids, scores.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1403
4202 Strategy Analysis and Creation by Simulation in the General Game

Authors: Gábor Szűcs, Gábor Neszveda, Xin Fang

Abstract:

In this paper the General Game problem is described. In this problem the competition or cooperation dilemma occurs as the two basic types of strategies. The strategy possibilities have been analyzed for finding winning strategy in uncertain situations (no information about the number of players and their strategy types). The winning strategy is missing, but a good solution can be found by simulation by varying the ratio of the two types of strategies. This new method has been used in a real contest with human players, where the created strategies by simulation have reached very good ranks. This construction can be applied in other real social games as well.

Keywords: competition, cooperation, finding good strategy, General Game

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1192
4201 A Study of Behaviors in Using Social Networks of Corporate Personnel of Suan Sunandha Rajabhat University

Authors: Wipada Chiawchan

Abstract:

This study found that most corporate personnel are using social media to communicate with colleagues to make the process of working more efficient. Complete satisfaction occurred on the use of security within the University’s computer network. The social network usage for communication, collaboration, entertainment and demonstrating concerns accounted for fifty percent of variance to predict interpersonal relationships of corporate personnel. This evaluation on the effectiveness of social networking involved 213 corporate personnel’s. The data was collected by questionnaires. This data was analyzed by using percentage, mean, and standard deviation. The results from the analysis and the effectiveness of using online social networks were derived from the attitude of private users and safety data within the security system. The results showed that the effectiveness on the use of an online social network for corporate personnel of Suan Sunandha Rajabhat University was specifically at a good level, and the overall effects of each aspect was (Ẋ=3.11).

Keywords: Behaviors, Social Media, Social Network.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1352
4200 Grounded Theory of Consumer Loyalty, a Perspective through Video Game Addiction

Authors: Bassam Shaikh, R. S. A. Jumain

Abstract:

Game addiction has become an extremely important topic in psychology researchers, particularly in understanding and explaining why individuals become addicted (to video games). In previous studies, effect of online game addiction on social responsibilities, health problems, government action, and the behaviors of individuals to purchase and the causes of making individuals addicted on the video games has been discussed. Extending these concepts in marketing, it could be argued than the phenomenon could enlighten and extending our understanding on consumer loyalty. This study took the Grounded Theory approach, and found that motivation, satisfaction, fulfillments, exploration and achievements to be part of the important elements that builds consumer loyalty.

Keywords: Consumer Loyalty, Video Games Addiction, Video Games, Grounded Theory.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2645
4199 Developing a Customizable Serious Game and Its Applicability in the Classroom

Authors: Anita Kéri

Abstract:

Recent developments in the field of education have led to a renewed interest in teaching methodologies and practices. Gamification is fast becoming a key instrument in the education of new generations and besides other methods, serious games have become the center of attention. Ready-built serious games are available for most higher education institutions to buy and implement. However, monetary restraints and the unalterable nature of the games might deter most higher education institutions from the application of these serious games. Therefore, there is a continuously growing need for a customizable serious game that has been developed based on a concrete need analysis and experts’ opinion. There has been little evidence so far of serious games that have been created based on relevant and current need analysis from higher education institution teachers, professional practitioners and students themselves. Therefore, the aim of this current paper is to analyze the needs of higher education institution educators with special emphasis on their needs, the applicability of serious games in their classrooms, and exploring options for the development of a customizable serious game framework. The paper undertakes to analyze workshop discussions on implementing serious games in education and propose a customizable serious game framework applicable in the education of the new generation. Research results show that the most important feature of a serious game is its customizability. The fact that practitioners are able to manage different scenarios and upload their own content to a game seems to be a key to the increasingly widespread application of serious games in the classroom.

Keywords: Education, gamification, game-based learning, serious games.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 834
4198 Understanding the Selectional Preferences of the Twitter Mentions Network

Authors: R. Sudhesh Solomon, P. Y. K. L. Srinivas, Abhay Narayan, Amitava Das

Abstract:

Users in social networks either unicast or broadcast their messages. At mention is the popular way of unicasting for Twitter whereas general tweeting could be considered as broadcasting method. Understanding the information flow and dynamics within a Social Network and modeling the same is a promising and an open research area called Information Diffusion. This paper seeks an answer to a fundamental question - understanding if the at-mention network or the unicasting pattern in social media is purely random in nature or is there any user specific selectional preference? To answer the question we present an empirical analysis to understand the sociological aspects of Twitter mentions network within a social network community. To understand the sociological behavior we analyze the values (Schwartz model: Achievement, Benevolence, Conformity, Hedonism, Power, Security, Self-Direction, Stimulation, Traditional and Universalism) of all the users. Empirical results suggest that values traits are indeed salient cue to understand how the mention-based communication network functions. For example, we notice that individuals possessing similar values unicast among themselves more often than with other value type people. We also observe that traditional and self-directed people do not maintain very close relationship in the network with the people of different values traits.

Keywords: Social network analysis, information diffusion, personality and values, Twitter Mentions Network.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 674
4197 Porul: Option Generation and Selection and Scoring Algorithms for a Tamil Flash Card Game

Authors: Anitha Narasimhan, Aarthy Anandan, Madhan Karky, C. N. Subalalitha

Abstract:

Games can be the excellent tools for teaching a language. There are few e-learning games in Indian languages like word scrabble, cross word, quiz games etc., which were developed mainly for educational purposes. This paper proposes a Tamil word game called, “Porul”, which focuses on education as well as on players’ thinking and decision-making skills. Porul is a multiple choice based quiz game, in which the players attempt to answer questions correctly from the given multiple options that are generated using a unique algorithm called the Option Selection algorithm which explores the semantics of the question in various dimensions namely, synonym, rhyme and Universal Networking Language semantic category. This kind of semantic exploration of the question not only increases the complexity of the game but also makes it more interesting. The paper also proposes a Scoring Algorithm which allots a score based on the popularity score of the question word. The proposed game has been tested using 20,000 Tamil words.

Keywords: Porul game, Tamil word game, option selection, flash card, scoring, algorithm.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1112
4196 Social Movements and the Diffusion of Tactics and Repertoires: Activists' Network in Anti-globalism Movement

Authors: Kyoko Tominaga

Abstract:

Non-Government Organizations (NGOs), Non-Profit Organizations (NPOs), Social Enterprises and other actors play an important role in political decisions in governments at the international levels. Especially, such organizations’ and activists’ network in civil society is quite important to effect to the global politics. To solve the complex social problems in global era, diverse actors should corporate each other. Moreover, network of protesters is also contributes to diffuse tactics, information and other resources of social movements.

Based on the findings from the study of International Trade Fairs (ITFs), the author analyzes the network of activists in anti-globalism movement. This research focuses the transition of 54 activists’ whole network in the “protest event” against 2008 G8 summit in Japan. Their network is examined at the three periods: Before protest event phase, during protest event phase and after event phase. A mixed method is used in this study: the author shows the hypothesis from social network analysis and evaluates that with interview data analysis. This analysis gives the two results. Firstly, the more protesters participate to the various events during the protest event, the more they build the network. After that, active protesters keep their network as well. From interview data, we can understand that the active protesters can build their network and diffuse the information because they communicate with other participants and understand that diverse issues are related. This paper comes to same conclusion with previous researches: protest events activate the network among the political activists. However, some participants succeed to build their network, others do not. “Networked” activists are participated in the various events for short period of time and encourage the diffusion of information and tactics of social movements.

Keywords: Social Movement, Global Justice Movement, Tactics, Diffusion.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2150
4195 Control Signal from EOG Analysis and Its Application

Authors: Myoung Ro Kim, Gilwon Yoon

Abstract:

A game using electro-oculography (EOG) as control signal was introduced in this study. Various EOG signals are generated by eye movements. Even though EOG is a quite complex type of signal, distinct and separable EOG signals could be classified from horizontal and vertical, left and right eye movements. Proper signal processing was incorporated since EOG signal has very small amplitude in the order of micro volts and contains noises influenced by external conditions. Locations of the electrodes were set to be above and below as well as left and right positions of the eyes. Four control signals of up, down, left and right were generated. A microcontroller processed signals in order to simulate a DDR game. A LCD display showed arrows falling down with four different head directions. This game may be used as eye exercise for visual concentration and acuity. Our proposed EOG control signal can be utilized in many other applications of human machine interfaces such as wheelchair, computer keyboard and home automation.

Keywords: DDR game, EOG, eye movement.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4718
4194 A Discriminatory Rewarding Mechanism for Sybil Detection with Applications to Tor

Authors: Asim Kumar Pal, Debabrata Nath, Sumit Chakraborty

Abstract:

This paper presents an economic game for sybil detection in a distributed computing environment. Cost parameters reflecting impacts of different sybil attacks are introduced in the sybil detection game. The optimal strategies for this game in which both sybil and non-sybil identities are expected to participate are devised. A cost sharing economic mechanism called Discriminatory Rewarding Mechanism for Sybil Detection is proposed based on this game. A detective accepts a security deposit from each active agent, negotiates with the agents and offers rewards to the sybils if the latter disclose their identity. The basic objective of the detective is to determine the optimum reward amount for each sybil which will encourage the maximum possible number of sybils to reveal themselves. Maintaining privacy is an important issue for the mechanism since the participants involved in the negotiation are generally reluctant to share their private information. The mechanism has been applied to Tor by introducing a reputation scoring function.

Keywords: Game theory, Incentive mechanism, Reputation, Sybil Attack

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1671
4193 A Type-2 Fuzzy Model for Link Prediction in Social Network

Authors: Mansoureh Naderipour, Susan Bastani, Mohammad Fazel Zarandi

Abstract:

Predicting links that may occur in the future and missing links in social networks is an attractive problem in social network analysis. Granular computing can help us to model the relationships between human-based system and social sciences in this field. In this paper, we present a model based on granular computing approach and Type-2 fuzzy logic to predict links regarding nodes’ activity and the relationship between two nodes. Our model is tested on collaboration networks. It is found that the accuracy of prediction is significantly higher than the Type-1 fuzzy and crisp approach.

Keywords: Social Network, link prediction, granular computing, Type-2 fuzzy sets.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1524
4192 TFRank: An Evaluation of Users Importance with Fractal Views in Social Networks

Authors: Fei Hao, Hai Wang

Abstract:

One of research issues in social network analysis is to evaluate the position/importance of users in social networks. As the information diffusion in social network is evolving, it seems difficult to evaluate the importance of users using traditional approaches. In this paper, we propose an evaluation approach for user importance with fractal view in social networks. In this approach, the global importance (Fractal Importance) and the local importance (Topological Importance) of nodes are considered. The basic idea is that the bigger the product of fractal importance and topological importance of a node is, the more important of the node is. We devise the algorithm called TFRank corresponding to the proposed approach. Finally, we evaluate TFRank by experiments. Experimental results demonstrate our TFRank has the high correlations with PageRank algorithm and potential ranking algorithm, and it shows the effectiveness and advantages of our approach.

Keywords: TFRank, Fractal Importance, Topological Importance, Social Network

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1473
4191 Container Chaos: The Impact of a Casual Game on Learning and Behavior

Authors: Lori L. Scarlatos, Ryan Courtney

Abstract:

This paper explores the impact that playing a casual game can have on a player's learning and subsequent behavior. A casual mobile game, Container Chaos, was created to teach undergraduate students about the carbon footprint of various disposable beverage containers. Learning was tested with a short quiz, and behavior was tested by observing which beverage containers players choose when offered a drink and a snack. The game was tested multiple times, under a variety of different circumstances. Findings of these tests indicate that, with extended play over time, players can learn new information and sometimes even change their behavior as a result. This has implications for how other casual games can be used to teach concepts and possibly modify behavior.

Keywords: Behavior, carbon footprint, casual games, environmental impact, material sciences.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 817
4190 A Robust Al-Hawalees Gaming Automation using Minimax and BPNN Decision

Authors: Ahmad Sharieh, R Bremananth

Abstract:

Artificial Intelligence based gaming is an interesting topic in the state-of-art technology. This paper presents an automation of a tradition Omani game, called Al-Hawalees. Its related issues are resolved and implemented using artificial intelligence approach. An AI approach called mini-max procedure is incorporated to make a diverse budges of the on-line gaming. If number of moves increase, time complexity will be increased in terms of propositionally. In order to tackle the time and space complexities, we have employed a back propagation neural network (BPNN) to train in off-line to make a decision for resources required to fulfill the automation of the game. We have utilized Leverberg- Marquardt training in order to get the rapid response during the gaming. A set of optimal moves is determined by the on-line back propagation training fashioned with alpha-beta pruning. The results and analyses reveal that the proposed scheme will be easily incorporated in the on-line scenario with one player against the system.

Keywords: Artificial neural network, back propagation gaming, Leverberg-Marquardt, minimax procedure.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1887
4189 Understanding Health Behavior Using Social Network Analysis

Authors: Namrata Mishra

Abstract:

Health of a person plays a vital role in the collective health of his community and hence the well-being of the society as a whole. But, in today’s fast paced technology driven world, health issues are increasingly being associated with human behaviors – their lifestyle. Social networks have tremendous impact on the health behavior of individuals. Many researchers have used social network analysis to understand human behavior that implicates their social and economic environments. It would be interesting to use a similar analysis to understand human behaviors that have health implications. This paper focuses on concepts of those behavioural analyses that have health implications using social networks analysis and provides possible algorithmic approaches. The results of these approaches can be used by the governing authorities for rolling out health plans, benefits and take preventive measures, while the pharmaceutical companies can target specific markets, helping health insurance companies to better model their insurance plans.

Keywords: Health behaviors, social network analysis, directed graph, breadth first search.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1859
4188 Social Network Analysis & Information Disclosure: A Case Study

Authors: Shilpi Sharma, J. S. Sodhi

Abstract:

The advent of social networking technologies has been met with mixed reactions in academic and corporate circles around the world. This study explored the influence of social network in current era, the relation being maintained between the Social networking site and its user by the extent of use, benefits and latest technologies. The study followed a descriptive research design wherein a questionnaire was used as the main research tool. The data collected was analyzed using SPSS 16. Data was gathered from 1205 users and analyzed in accordance with the objectives of the study. The analysis of the results seem to suggest that the majority of users were mainly using Facebook, despite of concerns raised about the disclosure of personal information on social network sites, users continue to disclose huge quantity of personal information, they find that reading privacy policy is time consuming and changes made can result into improper settings.

Keywords: Social Networking Sites, Privacy Policy, Disclosure of Personal Information.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2015
4187 Game Skill Measure for Mixed Games

Authors: Roman V. Yampolskiy

Abstract:

Games can be classified as games of skill, games of chance or otherwise be classified as mixed. This paper deals with the topic of scientifically classifying mixed games as more reliant on elements of chance or elements of skill and ways to scientifically measure the amount of skill involved. This is predominantly useful for classification of games as legal or illegal in deferent jurisdictions based on the local gaming laws. We propose a novel measure of skill to chance ratio called the Game Skill Measure (GSM) and utilize it to calculate the skill component of a popular variant of Poker.

Keywords: Chance, Game, Skill, Luck.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1410
4186 Real Time Control Learning Game - Speed Race by Learning at the Wheel - Development of Data Acquisition System

Authors: Κonstantinos Kalovrektis, Chryssanthi Palazi

Abstract:

Schools today face ever-increasing demands in their attempts to ensure that students are well equipped to enter the workforce and navigate a complex world. Research indicates that computer technology can help support learning, implementation of various experiments or learning games, and that it is especially useful in developing the higher-order skills of critical thinking, observation, comprehension, implementation, comparison, analysis and active attention to activities such as research, field work, simulations and scientific inquiry. The ICT in education supports the learning procedure by enabling it to be more flexible and effective, create a rich and attractive training environment and equip the students with knowledge and potential useful for the competitive social environment in which they live. This paper presents the design, the development, and the results of the evaluation analysis of an interactive educational game which using real electric vehicles - toys (material) on a toy race track. When the game starts each student selects a specific vehicle toy. Then students are answering questionnaires in the computer. The vehicles' speed is related to the percentage of right answers in a multiple choice questionnaire (software). Every question has its own significant value depending of the different level of questionnaire. Via the developed software, each right or wrong answers in questionnaire increase or decrease the real time speed of their vehicle toys. Moreover the rate of vehicle's speed increase or decrease depends on the difficulty level of each question. The aim of the work is to attract the student’s interest in a learning process and also to improve their scores. The developed real time game was tested using independent populations of students of age groups: 8-10, 11-14, 15-18 years. Standard educational and statistical analysis tools were used for the evaluation analysis of the game. Results reveal that students using the developed real time control game scored much higher (60%) than students using a traditional simulation game on the same questionnaire. Results further indicate that student's interest in repeating the developed real time control gaming was far higher (70%) than the interest of students using a traditional simulation game.

Keywords: Real time game, sensor, learning games, LabVIEW

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1687
4185 A Study on Reducing Malicious Replies on the Internet: An Approach by Game Theory

Authors: Sanghun Lee

Abstract:

Since the advent of the information era, the Internet has brought various positive effects in everyday life. Nevertheless, recently, problems and side-effects have been noted. Internet witch-trials and spread of pornography are only a few of these problems.In this study, problems and causes of malicious replies on internet boards were analyzed, using the key ideas of game theory. The study provides a mathematical model for the internet reply game to devise three possible plans that could efficiently counteract malicious replies. Furthermore, seven specific measures that comply with one of the three plans were proposed and evaluated according to the importance and utility of each measure using the orthogonal array survey and SPSS conjoint analysis.The conclusion was that the most effective measure would be forbidding unsigned user access to malicious replies. Also notable was that some analytically proposed measures, when implemented, could backfire and encourage malicious replies.

Keywords: Conjoint Analysis, Game Theory, Internet, MaliciousReplies, Prisoner's Dilemma

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1796
4184 Playing Games with Genetic Algorithms: Application on Price-QoS Competition in Telecommunications Market

Authors: M’hamed Outanoute, Mohamed Baslam, Belaid Bouikhalene

Abstract:

The customers use the best compromise criterion between price and quality of service (QoS) to select or change their Service Provider (SP). The SPs share the same market and are competing to attract more customers to gain more profit. Due to the divergence of SPs interests, we believe that this situation is a non-cooperative game of price and QoS. The game converges to an equilibrium position known Nash Equilibrium (NE). In this work, we formulate a game theoretic framework for the dynamical behaviors of SPs. We use Genetic Algorithms (GAs) to find the price and QoS strategies that maximize the profit for each SP and illustrate the corresponding strategy in NE. In order to quantify how this NE point is performant, we perform a detailed analysis of the price of anarchy induced by the NE solution. Finally, we provide an extensive numerical study to point out the importance of considering price and QoS as a joint decision parameter.

Keywords: Pricing, QoS, Market share game, Genetic algorithms, Nash equilibrium, Learning, Price of anarchy.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1759
4183 Affective Adaptation Design for Better Gaming Experiences

Authors: Ollie Hall, Salma ElSayed

Abstract:

Affective adaptation is a creative way for game designers to add an extra layer of engagement to their productions. When player’s emotions are an explicit factor in mechanics design, endless possibilities for imaginative gameplay emerge. Whilst gaining popularity, existing affective game research mostly runs controlled experiments in restrictive settings and rely on one or more specialist devices for measuring player’s emotional state. These conditions albeit effective, are not necessarily realistic. Moreover, the simplified narrative and intrusive wearables may not be suitable for players. This exploratory study investigates delivering an immersive affective experience in the wild with minimal requirements, in an attempt for the average developer to reach the average player. A puzzle game is created with rich narrative and creative mechanics. It employs both explicit and implicit adaptation and only requires a web camera. Participants played the game on their own machines in various settings. Whilst it was rated feasible, very engaging and enjoyable, it remains questionable whether a fully immersive experience was delivered due to the limited sample size.

Keywords: affective games, dynamic adaptation, emotion recognition, game design

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 750
4182 Internal and External Influences on the Firm Objective

Authors: A. Briseno, A, Zorrilla

Abstract:

Firms are increasingly responding to social and environmental claims from society. Practices oriented to attend issues such as poverty, work equality, or renewable energy, are being implemented more frequently by firms to address impacts on sustainability. However, questions remain on how the responses of firms vary across industries and regions between the social and the economic objectives. Using concepts from organizational theory and social network theory, this paper aims to create a theoretical framework that explains the internal and external influences that make a firm establish its objective. The framework explains why firms might have a different objective orientation in terms of its economic and social prioritization.

Keywords: Organizational identity, social network analysis, firm objective, value maximization, social responsibility.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 877
4181 The Effects of a Digital Dialogue Game on Higher Education Students’ Argumentation-Based Learning

Authors: Omid Noroozi

Abstract:

Digital dialogue games have opened up opportunities for learning skills by engaging students in complex problem solving that mimic real world situations, without importing unwanted constraints and risks of the real world. Digital dialogue games can be motivating and engaging to students for fun, creative thinking, and learning. This study explored how undergraduate students engage with argumentative discourse activities which have been designed to intensify debate. A pre-test, post-test design was used with students who were assigned to groups of four and asked to debate a controversial topic with the aim of exploring various 'pros and cons' on the 'Genetically Modified Organisms (GMOs)'. Findings reveal that the Digital dialogue game can facilitate argumentation-based learning. The digital Dialogue game was also evaluated positively in terms of students’ satisfaction and learning experiences.

Keywords: Argumentation, dialogue, digital game, learning, motivation.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1151
4180 Home-Network Security Model in Ubiquitous Environment

Authors: Dong-Young Yoo, Jong-Whoi Shin, Jin-Young Choi

Abstract:

Social interest and demand on Home-Network has been increasing greatly. Although various services are being introduced to respond to such demands, they can cause serious security problems when linked to the open network such as Internet. This paper reviews the security requirements to protect the service users with assumption that the Home-Network environment is connected to Internet and then proposes the security model based on the requirement. The proposed security model can satisfy most of the requirements and further can be dynamically applied to the future ubiquitous Home-Networks.

Keywords: Home-Network, Security, Vulnerability, Response, Countermeasure.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1554
4179 An Analysis of the Social Network Structure of Knowledge Management Students at NTU

Authors: Guo Yanru, Zhu Xiaobo, Lee Chu Keong

Abstract:

This paper maps the structure of the social network of the 2011 class ofsixty graduate students of the Masters of Science (Knowledge Management) programme at the Nanyang Technological University, based on their friending relationships on Facebook. To ensure anonymity, actual names were not used. Instead, they were replaced with codes constructed from their gender, nationality, mode of study, year of enrollment and a unique number. The relationships between friends within the class, and among the seniors and alumni of the programme wereplotted. UCINet and Pajek were used to plot the sociogram, to compute the density, inclusivity, and degree, global, betweenness, and Bonacich centralities, to partition the students into two groups, namely, active and peripheral, and to identify the cut-points. Homophily was investigated, and it was observed for nationality and study mode. The groups students formed on Facebook were also studied, and of fifteen groups, eight were classified as dead, which we defined as those that have been inactive for over two months.

Keywords: Facebook, friending relationships, Social network analysis, social network sites, structural position

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1692
4178 Evaluating the Perception of Roma in Europe through Social Network Analysis

Authors: Giulia I. Pintea

Abstract:

The Roma people are a nomadic ethnic group native to India, and they are one of the most prevalent minorities in Europe. In the past, Roma were enslaved and they were imprisoned in concentration camps during the Holocaust; today, Roma are subject to hate crimes and are denied access to healthcare, education, and proper housing. The aim of this project is to analyze how the public perception of the Roma people may be influenced by antiziganist and pro-Roma institutions in Europe. In order to carry out this project, we used social network analysis to build two large social networks: The antiziganist network, which is composed of institutions that oppress and racialize Roma, and the pro-Roma network, which is composed of institutions that advocate for and protect Roma rights. Measures of centrality, density, and modularity were obtained to determine which of the two social networks is exerting the greatest influence on the public’s perception of Roma in European societies. Furthermore, data on hate crimes on Roma were gathered from the Organization for Security and Cooperation in Europe (OSCE). We analyzed the trends in hate crimes on Roma for several European countries for 2009-2015 in order to see whether or not there have been changes in the public’s perception of Roma, thus helping us evaluate which of the two social networks has been more influential. Overall, the results suggest that there is a greater and faster exchange of information in the pro-Roma network. However, when taking the hate crimes into account, the impact of the pro-Roma institutions is ambiguous, due to differing patterns among European countries, suggesting that the impact of the pro-Roma network is inconsistent. Despite antiziganist institutions having a slower flow of information, the hate crime patterns also suggest that the antiziganist network has a higher impact on certain countries, which may be due to institutions outside the political sphere boosting the spread of antiziganist ideas and information to the European public.

Keywords: Applied mathematics, oppression, Roma people, social network analysis.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 917
4177 Hubs as Catalysts for Geospatial Communication in Kinship Networks

Authors: Sameer Kumar, Jariah Mohd. Jan

Abstract:

Earlier studies in kinship networks have primarily focused on observing the social relationships existing between family relatives. In this study, we pre-identified hubs in the network to investigate if they could play a catalyst role in the transfer of physical information. We conducted a case study of a ceremony performed in one of the families of a small Hindu community – the Uttar Rarhi Kayasthas. Individuals (n = 168) who resided in 11 geographically dispersed regions were contacted through our hub-based representation. We found that using this representation, over 98% of the individuals were successfully contacted within the stipulated period. The network also demonstrated a small-world property, with an average geodesic distance of 3.56.

Keywords: Social Networks, Kinship Networks, Social Network Analysis, Geospatial Communication, Hubs

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1898
4176 Corporate Social Responsibility in China Apparel Industry

Authors: Zhao Linfei, Gu Qingliang

Abstract:

China apparel industry, which is deeply embedded in the global production network (GPN), faces the dual pressures of social upgrading and economic upgrading. Based on the survey in Ningbo apparel cluster, the paper shows the state of corporate social responsibility (CSR) in China apparel industry is better than before. And the investigation indicates that the firms who practice CSR actively perform better both socially and economically than those who inactively. The research demonstrates that CSR can be an initial capital rather than cost, and “doing well by doing good" is also existed in labor intensive industry.

Keywords: Global production network, corporate social responsibility, China apparel industry.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2870
4175 Effect of Teaching Games for Understanding Approach on Students- Cognitive Learning Outcome

Authors: Malathi Balakrishnan, Shabeshan Rengasamy, Mohd Salleh Aman

Abstract:

The study investigated the effects of Teaching Games for Understanding approach on students ‘cognitive learning outcome. The study was a quasi-experimental non-equivalent pretest-posttest control group design whereby 10 year old primary school students (n=72) were randomly assigned to an experimental and a control group. The experimental group students were exposed with TGfU approach and the control group with the Traditional Skill approach of handball game. Game Performance Assessment Instrument (GPAI) was used to measure students' tactical understanding and decision making in 3 versus 3 handball game situations. Analysis of covariance (ANCOVA) was used to analyze the data. The results reveal that there was a significant difference between the TGfU approach group and the traditional skill approach group students on post test score (F (1, 69) = 248.83, p < .05). The findings of this study suggested the importance of TGfU approach to improve primary students’ tactical understanding and decision making in handball game.

Keywords: Constructivism, learning outcome, tactical understanding, and Teaching Game for Understanding (TGfU)

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4542