16 research outputs found

    The Size Conundrum: Why Online Knowledge Markets Can Fail at Scale

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    In this paper, we interpret the community question answering websites on the StackExchange platform as knowledge markets, and analyze how and why these markets can fail at scale. A knowledge market framing allows site operators to reason about market failures, and to design policies to prevent them. Our goal is to provide insights on large-scale knowledge market failures through an interpretable model. We explore a set of interpretable economic production models on a large empirical dataset to analyze the dynamics of content generation in knowledge markets. Amongst these, the Cobb-Douglas model best explains empirical data and provides an intuitive explanation for content generation through concepts of elasticity and diminishing returns. Content generation depends on user participation and also on how specific types of content (e.g. answers) depends on other types (e.g. questions). We show that these factors of content generation have constant elasticity---a percentage increase in any of the inputs leads to a constant percentage increase in the output. Furthermore, markets exhibit diminishing returns---the marginal output decreases as the input is incrementally increased. Knowledge markets also vary on their returns to scale---the increase in output resulting from a proportionate increase in all inputs. Importantly, many knowledge markets exhibit diseconomies of scale---measures of market health (e.g., the percentage of questions with an accepted answer) decrease as a function of number of participants. The implications of our work are two-fold: site operators ought to design incentives as a function of system size (number of participants); the market lens should shed insight into complex dependencies amongst different content types and participant actions in general social networks.Comment: The 27th International Conference on World Wide Web (WWW), 201

    A Simplified Mathematical Model for Two-Sided Market Systems With an Intervening Engineered Platform

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    A two-sided market involves two different user groups whose interactions are enabled over a platform that provides a distinct set of values to either side. In such market systems, one side's participation depends on the value created by presence of the other side over the platform. Two-sided market platforms must acquire enough users on both sides in appropriate proportions to generate value to either side of the user market. In this paper, we present a simplified, generic mathematical model for two-sided markets with an intervening platform that enables interaction between the two different sets of users with distinct value propositions. The proposed model captures both the same side as well as cross-side effects (i.e., network externalities) and can capture any behavioral asymmetry between the different sides of the two-sided market system. The cross-side effects are captured using the notion of affinity curves while same side effects are captured using four rate parameters. We demonstrate the methodology on canonical affinity curves and comment on the attainment of stability at the equilibrium points of two-sided market systems. Subsequently a stochastic choice-based model of consumers and developers is described to simulate a two-sided market from grounds-up and the observed affinity curves are documented. Finally we discuss how the two-sided market model links with and impacts the engineering characteristics of the platform

    Knowledge fixation and accretion: Longitudinal analysis of a social question-answering site

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    © 2014, Emerald Group Publishing Limited. Purpose – The purpose of this paper is to investigate longitudinal features of an established social question-answering (Q&A) site to study how question-answer resources and other community features change over time. Design/methodology/approach – Statistical analysis and visualisation was performed on the full data dump from the Stack Overflow social Q&A site for programmers. Findings – The timing of answers is as strong a predictor of acceptance – a proxy for user satisfaction – as the structural features of provided answers sometimes associated with quality. While many questions and answer exchanges are short-lived, there is a small yet interesting subset of questions where new answers receive community approval and which may end up being ranked more highly than early answers. Research limitations/implications – As a large-scale data oriented research study, this work says little about user motivations to find and contribute new knowledge to old questions or about the impact of the resource on the consumer. This will require complementary studies using qualitative and evaluative methods. Practical implications –While content contribution to social question-asking is largely undertaken within a very short time frame, content consumption is usually over far longer periods. Methods and incentives by which content can be updated and maintained need to be considered. This work should be of interest to knowledge exchange community designers and managers. Originality/value – Few studies have looked at temporal patterns in social Q&A and how time and the moderation and voting systems employed may shape resource quality

    Agentes que aprenden a establecer relaciones cliente-servidor en mercados bilaterales

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    En respuesta a presiones competitivas, pequeñas y medianas empresas han comenzado a formar redes colaborativas entre ellas. En este trabajo se presenta un modelo de compañía fractal basada en proyectos, en el cual los gestores de proyecto establecen relaciones del tipo cliente-servidor para negociar la asignación de un determinado recurso. Se propone la incorporación de algoritmos de aprendizaje por refuerzo a los gestores, de manera que puedan aprender a seleccionar a su socio más conveniente a lo largo del tiempo, y así maximizar sus beneficios.Trabajos de investigación.Sociedad Argentina de Informática e Investigación Operativa (SADIO

    Agentes que aprenden a establecer relaciones cliente-servidor en mercados bilaterales

    Get PDF
    En respuesta a presiones competitivas, pequeñas y medianas empresas han comenzado a formar redes colaborativas entre ellas. En este trabajo se presenta un modelo de compañía fractal basada en proyectos, en el cual los gestores de proyecto establecen relaciones del tipo cliente-servidor para negociar la asignación de un determinado recurso. Se propone la incorporación de algoritmos de aprendizaje por refuerzo a los gestores, de manera que puedan aprender a seleccionar a su socio más conveniente a lo largo del tiempo, y así maximizar sus beneficios.Trabajos de investigación.Sociedad Argentina de Informática e Investigación Operativa (SADIO

    Modeling the successes and failures of content-based platforms

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    Online platforms, such as Quora, Reddit, and Stack Exchange, provide substantial value to society through their original content. Content from these platforms informs many spheres of life—software development, finance, and academic research, among many others. Motivated by their content's powerful applications, we refer to these platforms as content-based platforms and study their successes and failures. The most common avenue of studying online platforms' successes and failures is to examine user growth. However, growth can be misleading. While many platforms initially attract a massive user base, a large fraction later exhibit post-growth failures. For example, despite their enormous growth, content-based platforms like Stack Exchange and Reddit have struggled with retaining users and generating high-quality content. Motivated by these post-growth failures, we ask: when are content-based platforms sustainable? This thesis aims to develop explanatory models that can shed light on the long-term successes and failures of content-based platforms. To this end, we conduct a series of large-scale empirical studies by developing explanatory and causal models. In the first study, we analyze the community question answering websites in Stack Exchange through the economic lens of a "market". We discover a curious phenomenon: in many Stack Exchange sites, platform success measures, such as the percentage of the answered questions, decline with an increase in the number of users. In the second study, we identify the causal factors that contribute to this decline. Specifically, we show that impression signals such as contributing user's reputation, aggregate vote thus far, and position of content significantly affect the votes on content in Stack Exchange sites. These unintended effects are known as voter biases, which in turn affect the future participation of users. In the third study, we develop a methodology for reasoning about alternative voting norms, specifically how they impact user retention. We show that if the Stack Exchange community members had voted based upon content-based criteria, such as length, readability, objectivity, and polarity, the platform would have attained higher user retention. In the fourth study, we examine the effect of user roles on the health of content-based platforms. We reveal that the composition of Stack Exchange communities (based on user roles) varies across topical categories. Further, these communities exhibit statistically significant differences in health metrics. Altogether, this thesis offers some fresh insights into understanding the successes and failures of content-based platforms

    Crowdsourcing for linguistic field research and e-learning

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    Crowdsourcing denotes the transfer of work commonly carried out by single humans to a large group of people. Nowadays, crowdsourcing is employed for many purposes, like people contributing their knowledge to Wikipedia, researchers predicting diseases from data on Twitter, or players solving protein folding problems in games. Still, there are areas for which the application of crowdsourcing has not yet been investigated thoroughly. This thesis examines crowdsourcing for two such areas: for empirical research in sciences oriented on humans -focusing on linguistic field research- and for e-learning. Sciences oriented on humans -like linguistics, sociology, or art history- depend on empirical research. For example, in traditional linguistic field research researchers ask questions and fill in forms. Such methods are time-consuming, costly, and not free of biases. This thesis proposes the application of crowdsourcing techniques to overcome these disadvantages and to support empirical research in getting more efficient. Therefore, the concept of a generic market for trading with symbolic goods and speculating on their characteristics in a playful manner, called Agora is introduced. Agora aims to be an "operating system" for social media applications gathering data. Furthermore, the Web-based crowdsourcing platform metropolitalia has been established for hosting two social media applications based upon Agora: Mercato Linguistico and Poker Parole. These applications have been conceived as part of this thesis for gathering complementary data and meta-data on Italian language varieties. Mercato Linguistico incites players to express their own knowledge or beliefs, Poker Parole incites players to make conjectures on the contributions of others. Thereby the primary meta-data collected with Mercato Linguistico are enriched with secondary, reflexive meta-data from Poker Parole, which are needed for studies on the perception of languages. An evaluation of the data gathered on metropolitalia exhibits the viability of the market-based approach of Agora and highlights its strengths. E-learning is concerned with the use of digital technology for learning, nowadays especially via the Internet. This thesis investigates how e-learning applications can support students with association-based learning and lecturers with teaching. For that, a game-like e-learning tool named Termina is proposed in this thesis. From the data collected with Termina association maps are constructed. An association map is a simplified version of a concept map, in which concepts are represented as rectangles and relationships between concepts as links. They constitute an abstract comprehension of a topic. Students profit from the association maps' availability, learn from other participating students, and can track their own learning progress. Lecturers gain insights into the knowledge and into potential misunderstandings of their students. An evaluation of Termina and the collected data along a university course exhibits Termina's usefulness for both students and lecturers. The main contributions of this thesis are (1) a literature review over collective intelligence, crowdsourcing, and related fields, (2) a model of a generic market for gathering data for empirical research efficiently, (3) two applications based on this model and results of an evaluation of the data gathered with them, (4) the game-like e-learning tool Termina together with insights from its evaluation, and (5) a generic software architecture for all aforementioned applications.Crowdsourcing bezeichnet die Auslagerung von Arbeit an eine Gruppe von Menschen zur Lösung eines Problems. Heutzutage wird Crowdsourcing für viele Zwecke verwendet, zum Beispiel tragen Leute ihr Wissen zu Wikipedia bei, Wissenschaftler sagen Krankheiten anhand von Twitter-Daten vorher oder Spieler lösen Proteinfaltungsprobleme in Spielen. Es gibt dennoch Gebiete, für die der Einsatz von Crowdsourcing noch nicht gründlich untersucht wurde. Diese Arbeit untersucht Crowdsourcing für zwei solche Gebiete: für empirische Forschung in auf den Menschen bezogenen Wissenschaften mit Fokus auf linguistischer Feldforschung sowie für E-Learning. Auf den Menschen bezogene Wissenschaften wie Linguistik, Soziologie oder Kunstgeschichte beruhen auf empirischer Forschung. In traditioneller linguistischer Feldforschung zum Beispiel stellen Wissenschaftler Fragen und füllen Fragebögen aus. Solche Methoden sind zeitaufwändig, teuer und nicht unbefangen. Diese Arbeit schlägt vor, Crowdsourcing-Techniken anzuwenden, um diese Nachteile zu überwinden und um empirische Forschung effizienter zu gestalten. Dazu wird das Konzept eines generischen Marktes namens Agora für den Handel mit symbolischen Gütern und für die Spekulation über deren Charakteristika eingeführt. Agora ist ein generisches "Betriebssystem" für Social Media Anwendungen. Außerdem wurde die Internet-basierte Crowdsourcing-Plattform metropolitalia eingerichtet, um zwei dieser Social Media Anwendungen, die auf Agora basieren, bereitzustellen: Mercato Linguistico und Poker Parole. Diese Anwendungen wurden als Teil dieser Arbeit entwickelt, um komplementäre Daten und Metadaten über italienische Sprachvarietäten zu sammeln. Mercato Linguistico regt Spieler dazu an, ihr eigenes Wissen und ihre Überzeugungen auszudrücken. Poker Parole regt Spieler dazu an, Vermutungen über die Beiträge anderer Spieler anzustellen. Damit werden die mit Mercato Linguistico gesammelten primären Metadaten mit reflexiven sekundären Metadaten aus Poker Parole, die für Studien über die Wahrnehmung von Sprachen notwendig sind, bereichert. Eine Auswertung der auf metropolitalia gesammelten Daten zeigt die Zweckmäßigkeit des marktbasierten Ansatzes von Agora und unterstreicht dessen Stärken. E-Learning befasst sich mit der Verwendung von digitalen Technologien für das Lernen, heutzutage vor allem über das Internet. Diese Arbeit untersucht, wie E-Learning-Anwendungen Studenten bei assoziationsbasiertem Lernen und Dozenten bei der Lehre unterstützen können. Dafür wird eine Spiel-ähnliche Anwendung namens Termina in dieser Arbeit eingeführt. Mit den über Termina gesammelten Daten werden Association-Maps konstruiert. Eine Association-Map ist eine vereinfachte Variante einer Concept-Map, in der Begriffe als Rechtecke und Beziehungen zwischen Begriffen als Verbindungslinien dargestellt werden. Sie stellen eine abstrakte Zusammenfassung eines Themas dar. Studenten profitieren von der Verfügbarkeit der Association-Maps, lernen von anderen Studenten und können ihren eigenen Lernprozess verfolgen. Dozenten bekommen Einblicke in den Wissensstand und in eventuelle Missverständnisse ihrer Studenten. Eine Evaluation von Termina und der damit gesammelten Daten während eines Universitätskurses bestätigt, dass Termina sowohl für Studenten als auch für Dozenten hilfreich ist. Die Kernbeiträge dieser Arbeit sind (1) eine Literaturrecherche über kollektive Intelligenz, Crowdsourcing und verwandte Gebiete, (2) ein Modell eines generischen Marktes zur effizienten Sammlung von Daten für empirische Forschung, (3) zwei auf diesem Modell basierende Anwendungen und Ergebnisse deren Evaluation, (4) die Spiel-ähnliche E-Learning-Anwendung Termina zusammen mit Einblicken aus dessen Evaluation und (5) eine generische Softwarearchitektur für alle vorgenannten Anwendungen
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