1,925 research outputs found
Encounters on the social web: Everyday life and emotions online
Encounters also happen online nowadays and, yes, they are still difficult to describe, even though it is sometimes easier to observe them-and obtain data about them- than in the past. The internet is crucially 'shaping the interactions people have with one another' (Johns 2010: 499). With the recent explosion and popularity of Web 2.0 services and the social web, such as Facebook (FB), Twitter, and various other types of social media, internet users now have at their disposal an unprecedented collection of tools to interact with others. These modes of online sociability allow users to pursue social encounters with variable levels of involvement, attention, and activity (Papacharissi and Mendelson 2010). For many of us it is now difficult to imagine our social relationships without access to the internet. The social web plays an important role in relationships among internet users (Boyd 2006), with the expression, management and experience of emotions being key to the maintenance of these relationships
DoubleEcho: Mitigating Context-Manipulation Attacks in Copresence Verification
Copresence verification based on context can improve usability and strengthen
security of many authentication and access control systems. By sensing and
comparing their surroundings, two or more devices can tell whether they are
copresent and use this information to make access control decisions. To the
best of our knowledge, all context-based copresence verification mechanisms to
date are susceptible to context-manipulation attacks. In such attacks, a
distributed adversary replicates the same context at the (different) locations
of the victim devices, and induces them to believe that they are copresent. In
this paper we propose DoubleEcho, a context-based copresence verification
technique that leverages acoustic Room Impulse Response (RIR) to mitigate
context-manipulation attacks. In DoubleEcho, one device emits a wide-band
audible chirp and all participating devices record reflections of the chirp
from the surrounding environment. Since RIR is, by its very nature, dependent
on the physical surroundings, it constitutes a unique location signature that
is hard for an adversary to replicate. We evaluate DoubleEcho by collecting RIR
data with various mobile devices and in a range of different locations. We show
that DoubleEcho mitigates context-manipulation attacks whereas all other
approaches to date are entirely vulnerable to such attacks. DoubleEcho detects
copresence (or lack thereof) in roughly 2 seconds and works on commodity
devices
Can co-location be used as a proxy for face-to-face contacts?
Technological advances have led to a strong increase in the number of data
collection efforts aimed at measuring co-presence of individuals at different
spatial resolutions. It is however unclear how much co-presence data can inform
us on actual face-to-face contacts, of particular interest to study the
structure of a population in social groups or for use in data-driven models of
information or epidemic spreading processes. Here, we address this issue by
leveraging data sets containing high resolution face-to-face contacts as well
as a coarser spatial localisation of individuals, both temporally resolved, in
various contexts. The co-presence and the face-to-face contact temporal
networks share a number of structural and statistical features, but the former
is (by definition) much denser than the latter. We thus consider several
down-sampling methods that generate surrogate contact networks from the
co-presence signal and compare them with the real face-to-face data. We show
that these surrogate networks reproduce some features of the real data but are
only partially able to identify the most central nodes of the face-to-face
network. We then address the issue of using such down-sampled co-presence data
in data-driven simulations of epidemic processes, and in identifying efficient
containment strategies. We show that the performance of the various sampling
methods strongly varies depending on context. We discuss the consequences of
our results with respect to data collection strategies and methodologies
Migrant visits over time: Ethnographic returning and the technological turn
This paper reflects on four decades of research (via ethnographic returning) to explore the social transformations in travel and communication technologies that have impacted the lived experiences, and consequently the theoretical conceptualization, of migrant visits. A comparison of migration waves between Italy and Australia reveals both continuities in visiting experience as deeply relational practices that facilitate a mutuality of being, but also transformations brought about by the technological turn. Visits take on different meanings depending on individual/ family life stage, generation, and community and national histories. The capacity for both physical and virtual copresence must be understood as coconstitutive, requiring a temporal perspective. The experiences of immobile migrants in residential care suggest that, in the context of rich histories of copresence over time, digital kinning can provide the capacity to share a mutuality of being that safeguards the socio-relational ties of individual and collective identities and belonging that make us human
Teachers’ Attitudes and Beliefs about Adolescents’ Use of Digital Technology and the Effect on Copresence Face-To-Face Social Skills: An Exploratory Study Using Q-Methodology
As people increasingly use digital technology to communicate with others, social networks and Smartphone\u27s are changing the ways people interact with each other and what they disclose about themselves. The purpose of this study is to examine teachers’ attitudes and beliefs regarding how digital technology affects adolescents’ copresence face-to-face social skills as they grow up in a digital world and its impact upon the academic setting. This research will utilize Q-technique, a scientific mixed methods interdisciplinary approach, which uses both quantitative and qualitative methods to identify viewpoints that are shared among teachers. Teachers’ points of view can be investigated using Q-technique as this technique preserves the meaning of participants as it reveals their perspectives via Q-sort. The demographic characteristics that will be examined are gender, professional teaching experience, educational degree, and technology experience. This study will analyze data from thirty to forty teachers in Nassau and Suffolk county school districts in New York. The results of this study may have contributions to curriculum development, teacher education, and policymaking
Mobile telephony and copresence in Marakwet, Kenya
The integration of mobile phones into social life has attracted divergent views on its technosocial capacities for social transformations especially its disruption on the integrity of space and time. While celebrated as a technology that liberates users from the constraints of time and place, it is equally reviled for the defilement of place or space and face to face social encounters (copresence). This paper discusses the influence of mobile telephony on social interactions with specific focus on conversations around copresence in Marakwet. Through ethnographic interviews and observational notes, the paper argues for the need to study mobile telephony as a social assemblage. Drawing from Delanda’s (2006) version of assemblage theory, the researcher finds that copresent encounters has changed the way time and place is conceptualised, with distinctions between private and public places blurred and transformation of social interaction evidenced.Keywords: mobile telephony, co-presence, assemblage, time and space, private versus public space
Mastery and the mobile future of massively multiplayer games
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2007.Includes bibliographical references (p. 64-66).What game design opportunities do we create when we extend massively multiplayer online games (MMOs) to cell phones? MMOs allow us to create representations of our own increasing mastery, and mobile gives us better access to this mastery and allows us to integrate it more fully into the ways we see ourselves. MMOs motivate mastery by making that mastery personally and socially relevant, and visibly showing it increase. Virtual worlds that make players feel physically and socially present increase motivation to achieve mastery. MMOs that convince players their avatars represent some aspect of their personalities increase motivation to invest in and experiment with different constructions of self. I apply these principles to an analysis of two games: Labyrinth, a game I helped create, and World of Warcraft, the current leading MMO. With Labyrinth, I explain the design decisions we made and their impact. With World of Warcraft, I described how altering the design could accommodate mobile play and better motivate increasing mastery.by Daniel Roy.S.M
Mining for meaning: The use of unstructured textual data in information systems research
The objectives of this research are to demonstrate how text was used in (1) developing a theory to examine collaborative interaction in virtual worlds, (2) creating a framework for improving the efficiency and effectiveness of dealing with large text datasets for social network analysis, and (3) approaching an understanding of the role of meaning individuals attribute to their mobile devices
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