1,822 research outputs found
How are topics born? Understanding the research dynamics preceding the emergence of new areas
The ability to promptly recognise new research trends is strategic for many stake- holders, including universities, institutional funding bodies, academic publishers and companies. While the literature describes several approaches which aim to identify the emergence of new research topics early in their lifecycle, these rely on the assumption that the topic in question is already associated with a number of publications and consistently referred to by a community of researchers. Hence, detecting the emergence of a new research area at an embryonic stage, i.e., before the topic has been consistently labelled by a community of researchers and associated with a number of publications, is still an open challenge. In this paper, we begin to address this challenge by performing a study of the dynamics preceding the creation of new topics. This study indicates that the emergence of a new topic is anticipated by a significant increase in the pace of collaboration between relevant research areas, which can be seen as the ‘parents’ of the new topic. These initial findings (i) confirm our hypothesis that it is possible in principle to detect the emergence of a new topic at the embryonic stage, (ii) provide new empirical evidence supporting relevant theories in Philosophy of Science, and also (iii) suggest that new topics tend to emerge in an environment in which weakly interconnected research areas begin to cross-fertilise
Measuring social dynamics in a massive multiplayer online game
Quantification of human group-behavior has so far defied an empirical,
falsifiable approach. This is due to tremendous difficulties in data
acquisition of social systems. Massive multiplayer online games (MMOG) provide
a fascinating new way of observing hundreds of thousands of simultaneously
socially interacting individuals engaged in virtual economic activities. We
have compiled a data set consisting of practically all actions of all players
over a period of three years from a MMOG played by 300,000 people. This
large-scale data set of a socio-economic unit contains all social and economic
data from a single and coherent source. Players have to generate a virtual
income through economic activities to `survive' and are typically engaged in a
multitude of social activities offered within the game. Our analysis of
high-frequency log files focuses on three types of social networks, and tests a
series of social-dynamics hypotheses. In particular we study the structure and
dynamics of friend-, enemy- and communication networks. We find striking
differences in topological structure between positive (friend) and negative
(enemy) tie networks. All networks confirm the recently observed phenomenon of
network densification. We propose two approximate social laws in communication
networks, the first expressing betweenness centrality as the inverse square of
the overlap, the second relating communication strength to the cube of the
overlap. These empirical laws provide strong quantitative evidence for the Weak
ties hypothesis of Granovetter. Further, the analysis of triad significance
profiles validates well-established assertions from social balance theory. We
find overrepresentation (underrepresentation) of complete (incomplete) triads
in networks of positive ties, and vice versa for networks of negative ties...Comment: 23 pages 19 figure
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