32,063 research outputs found

    A New Access Control Scheme for Facebook-style Social Networks

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    The popularity of online social networks (OSNs) makes the protection of users' private information an important but scientifically challenging problem. In the literature, relationship-based access control schemes have been proposed to address this problem. However, with the dynamic developments of OSNs, we identify new access control requirements which cannot be fully captured by the current schemes. In this paper, we focus on public information in OSNs and treat it as a new dimension which users can use to regulate access to their resources. We define a new OSN model containing users and their relationships as well as public information. Based on this model, we introduce a variant of hybrid logic for formulating access control policies. We exploit a type of category information and relationship hierarchy to further extend our logic for its usage in practice. In the end, we propose a few solutions to address the problem of information reliability in OSNs, and formally model collaborative access control in our access control scheme.Comment: Computers & Security, 54, 201

    Facebook Profiles and Usage as Indicators of Personality

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    The online social networking website, Facebook, has greatly changed the way the world communicates. Face-to-face interactions have been replaced by wall posts, status updates and friends liking posts or leaving comments. This study looks at how certain cues on Facebook profiles relate to personality traits, specifically, extraversion, conscientiousness and emotional stability. Three hypotheses focused on profile photos and how frequently the users change their photo. I predicted that 1) extraversion scores would be higher for participants who use a party scene as their profile photo, 2) conscientiousness scores would be lower for these same participants, and 3) the emotional stability scores would be negatively related to profile photo changing frequency. A total of 170 first year college students at Bryant University were surveyed about personality traits and Facebook usage. Out of this sample, 59 users provided access to their profiles and profile picture for data coding. The first hypothesis, that extraversion and party photos are positively related, was supported. The other two were not. However, additional analyses using the self-reported behaviors from the Facebook usage survey identified several other Facebook characteristics and behaviors that could be used as an indicator for each of the three personality traits studied

    Broadcasting to the masses or building communities: Polish political parties online communication during the 2011 election

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    The professionalisation of political communication is an evolutionary process (Lilleker & Negrine, 2002), a process that adapts to trends in communication in order to better engage and persuade the public. One of the most dramatic developments in communication has been the move towards social communication via the Internet. It is argued to affect every area of public communication, from commercial advertising and public relations to education (Macnamara, 2010). It is no longer sufficient to have an online presence; we are now in an age of i-branding; with the ‘i’ standing for interactive. Yet, trends in online political electoral campaigning over recent years indicate a shallow adoption of Web 2.0 tools, features and platforms; limited interactivity; and managed co-production. The Internet is now embedded as a campaigning tool however, largely, the technologies are adapted to the norms of political communication rather than technologies impacting upon internal organizational structures, party relationships to members and supporters, or the content and style of their communication. We examine these themes, and develop them through a focus on the targeting and networking strategies of political parties, in more detail in the context of the Polish parliamentary election of 2011. Through a sophisticated content analysis and coding scheme our paper examines the extent to which parties use features that are designed to inform, engage, mobilise or allow interaction, which audiences they seek to communicate with and how these fit communication strategies. Comparing these findings with maps built from webcrawler analysis we build a picture of the strategies of the parties and the extent to which this links to short and long term political goals. This paper firstly develops our rationale for studying party and candidate use of the Internet during elections within the Polish context. Secondly we develop a conceptual framework which contrasts the politics as usual thesis (Margolis & Resnick, 2000) with arguments surrounding the social shaping of technologies (Lievrouw, 2006) and the impact on organisational adoption of communication technologies and post-Obama trends in Internet usage (Lilleker & Jackson, 2011) and posit that, despite the threats from an interactive strategy (Stromer-Galley, 2000) one would be expected within the context of a networked society (Van Dyjk, 2006). Following an overview of our methodology and innovative analysis strategy, we present our data which focuses on three key elements. Firstly we focus on the extent to which party and candidate websites inform, engage, mobilise or permit interaction (Lilleker et al, 2011). Secondly we assess the extent to which websites attract different visitor groups (Lilleker & Jackson, 2011) and build communities (Lilleker & Koc-Michalska, 2012). Thirdly we assess the reach strategies of the websites using Webcrawler technology which analyses the use of hyperlinks and whether parties lock themselves within cyberghettoes (Sunstein, 2007) or attempt to harness the power of the network (Benkler, 2006)

    Learning through collaboration: video game wikis

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    The wiki, wherein community-spirited players meticulously document their gaming experiences for the benefit of others, from simple guides to complex theories and strategies, has become the de facto online reference medium for video game players. This study sought to examine how players learn from one another about the systems that underpin their favourite games and how they engaged with social media – wikis, in particular – to facilitate this collaborative learning. It is argued that in collating, synthesizing and disseminating the often complex behaviours observed in a modern video game, the wiki author is displaying academic proficiency in a non-academic field. Drawing on a series of interviews with gaming wiki contributors and users, the practices of those engaged in using gaming wikis are discussed, together with an account of the research methods used. In undertaking such research, a number of challenges and concerns were encountered: these, too, are described

    Towards a non-hierarchical campaign? Testing for interactivity as a tool of election campaigning in France, the US, Germany and the UK.

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    Interest in the Internet and its role within political communication and election campaigning has now an established body of theoretical and empirical history, with mixed predictions and findings. The bulk of the empirical research has been in single countries, and where there has been comparative research it has tended to use a range of methodologies conducted by different authors. Largely, empirical studies have agreed with the politics as usual thesis, that political communication online is of a similar if not identical style to offline: top-down, information heavy and designed to persuade rather than consult with voters. The mass take-up of web 2.0 tools and platforms challenges this approach, however. Internet users now have opportunities to interact with a range of individuals and organisations, and it is argued that such tools reduce societal hierarchies and allow for symmetrical relationships to build. Theoretically democratic politics is a fertile environment for exploring the opportunities potentiated by web 2.0, in particular the notion of interactivity between the campaign (candidate, party and staff) and their audiences (activists, members, supporters and potential voters). Conceptually, web 2.0 encourages co-production of content. This research focuses on the extent to which interactivity is encouraged through the use of web 2.0 tools and platforms across a four year period focusing on four discrete national elections; determining take up and the link to national context as well as assessing lesson learning between nations. Using the Gibson and Ward coding scheme, though adapted to include web 2.0, we operationalise the models of interactivity proposed by McMillan (2002) and Ferber, Foltz and Pugiliese (2007). This methodology allows us to assess whether election campaigns are showing evidence of adopting co-created campaigns based around conversations with visitors to their websites or online presences, or whether websites remain packaged to persuade offering interactivity with site features (hyperlinks, web feeds, search engines) only. Indications are that the French election was largely politics as usual, however the Obama campaign took a clear step towards a more co-produced and interactive model. There may well be a clear Obama effect within the German and UK contests, or parties may adopt the look if not the practice of the US election. This paper will assess the extent to which an interactive model of campaigning is emerging as well as detailing a methodology which can capture and rate the levels and types of interactivity used across the Internet. Whilst specific political cultural and systematic factors will shape the use of Web technologies in each election, we suggest that an era of web 2.0 is gradually replacing that of Web 1.0. Within this era there is some evidence that campaigners learn from previous elections on how best to utilise the technology
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