18,779 research outputs found
Beautiful and damned. Combined effect of content quality and social ties on user engagement
User participation in online communities is driven by the intertwinement of
the social network structure with the crowd-generated content that flows along
its links. These aspects are rarely explored jointly and at scale. By looking
at how users generate and access pictures of varying beauty on Flickr, we
investigate how the production of quality impacts the dynamics of online social
systems. We develop a deep learning computer vision model to score images
according to their aesthetic value and we validate its output through
crowdsourcing. By applying it to over 15B Flickr photos, we study for the first
time how image beauty is distributed over a large-scale social system.
Beautiful images are evenly distributed in the network, although only a small
core of people get social recognition for them. To study the impact of exposure
to quality on user engagement, we set up matching experiments aimed at
detecting causality from observational data. Exposure to beauty is
double-edged: following people who produce high-quality content increases one's
probability of uploading better photos; however, an excessive imbalance between
the quality generated by a user and the user's neighbors leads to a decline in
engagement. Our analysis has practical implications for improving link
recommender systems.Comment: 13 pages, 12 figures, final version published in IEEE Transactions on
Knowledge and Data Engineering (Volume: PP, Issue: 99
Characterizations of User Web Revisit Behavior
In this article we update and extend on earlier long-term studies on user's page revisit behavior. Revisits ar
The Next Paradigm Shift in the Mobile Ecosystem: Mobile Social Computing and the Increasing Relevance of Users
Social computing has become the paradigm for the increasingly relevant role of users in the Internet world. In this paper, it is argued that mobile social computing will eventually cause an even bigger impact in the mobile ecosystem. We are already at the beginning of the "transference" of a significant part of Internet social computing usage to the mobile domain, where users are no longer passive consumers of content andapplications, but co-creators and even innovators of them. However, mobile social computing will go one step further in the contribution to the development of the mobile ecosystem, since it will put the many situations of users' daily activities at the centre stage. To prove this case, this paper gathers available data and evidence on the patterns of mobile social computing usage and discusses user innovation and user empowerment in the framework of the current mobile ecosystem.Mobile social computing, user innovation, mobile ecosystem.
Web 2.0 technologies for learning: the current landscape â opportunities, challenges and tensions
This is the first report from research commissioned by Becta into Web 2.0 technologies for learning at Key Stages 3 and 4. This report describes findings from an additional literature review of the then current landscape concerning learner use of Web 2.0 technologies and the implications for teachers, schools, local authorities and policy makers
The Paradox of Social Media Security: A Study of IT Studentsâ Perceptions versus Behavior on Using Facebook
Social media plays an essential role in the modern society, enabling people to be better connected to each other and creating new opportunities for businesses. At the same time, social networking sites have become major targets for cyber-security attacks due to their massive user base. Many studies investigated the security vulnerabilities and privacy issues of social networking sites and made recommendations on how to mitigate security risks. Users are an integral part of any security mix. In this thesis, we explore the relationship between usersâ security perceptions and their actual behavior on social networking sites. Protection motivation theory (PMT), initially developed to study fear appeals, has been widely used to examine peopleâs behavior in information security domains. We propose that PMT theory can also be adapted to explain and predict social media usersâ behaviors that have security implications. We use a web-based survey to measure usersâ security awareness on social networking sites and collect data on their actual behavior
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Modelling 3D product visualisation for online retail atmospherics
Purpose: The Stimulus (S) Organism (O) Responses (R) paradigm has been extensively studied in conventional retailing but has received little attention in the online context. This study aims to investigate the effects of an online retailer atmospheric using three dimensional (3D) product visualisation.
Design/methods/approach: We operationalise 3D antecedents, the main online atmospheric cues, as the âstimulusâ (S) that attracts consumersâ attention towards the online retailer, authenticity of the 3D, hedonic and utilitarian value as the âorganismâ (O) part, and consumersâ behavioural intention as the âresponsesâ (R) part. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations.
Findings: The control and animated colours represent the main stimuli (S). Furthermore, 3D authenticity, hedonic and utilitarian values are the main determinants of behavioural intentions. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid.
Practical implications: Retail website designers can contribute to enhancing consumersâ virtual experience by focusing more on utilitarian and hedonic value. Any 3D flash should include the essential information that consumers seek and consumers should be able to click to any part of the 3D flash to access further information.
Originality/values: To the best of the authorsâ knowledge, this research is the first in the U.K. that uses a U.K. sample to investigate the effects of using 3D product visualisation on consumersâ perceptions and responses. Our research makes an important contribution to the online atmospheric literature by providing a rich explanation of how authenticity of the 3D virtual models adds more information, fun and enhances consumersâ responses towards the online retailer
A Study on Platform's New Strategy in Media 2.0 Era - Based on âKeystoneâ concept & Google case
The purpose of this paper is to suggest a new strategy of the platform in Media 2.0 era. This goal is approached by firstly examining conceptual change of the platform strategy from mass media world (Media 1.0) to micro media world (Media 2.0). Then, it will discuss "Keystone" strategy by Iansiti & Levien (2004) who introduced four different types of platform and will give an example, Google. The data shows, how Google's keystone strategy could be successfully accomplished with three sources for value creation, revelation, aggregation and plasticity, and how healthy it is in terms of productivity, robustness, and niche creation. Finally, an applicable framework to Media 2.0 will be constructed on the basis sources for value creation and "Keystone" capabilities of ecosystem management. Three main parts of the keystone strategy are the openness, synchronization, and mass customization focus. --Media platform,Keystone,ecosystem
Secure webs and buying intention: the moderating role of usability
El presente trabajo ha planteado un modelo conceptual a fin de mostrar como los antecedentes de la intenciĂłn de
compra se ven reforzados en contextos de Webs altamente usables. EspecĂficamente, el trabajo analiza en
profundidad el rol moderador de la usabilidad en la explicaciĂłn de la conexiĂłn entre seguridad de una Web e
intenciĂłn de compra. Entre ambos extremos (seguridad e intenciĂłn de compra), se han incluido diversas
variables para explicar mejor su conexión. Para ello, ha sido diseñada una Web ficticia de ropa dirigida al
segmento joven de clase media. A fin de alterar la usabilidad de la Web se han realizado dos tipos de
manipulaciones: la velocidad y la facilidad de uso de la Web. Las dos Webs creadas (alta usabilidad y baja
usabilidad) fueron visitadas por un total de 170 encuestados que fueron compensados con un USB valorado en
15 euros. Los resultados muestran que la seguridad percibida en la Web acarrea tres interesantes efectos
(especialmente para la Web altamente usable): (i) mejora las actitudes agrado, (ii) reduce el nivel de riesgo
percibido; (iii) aumenta la confianza. Los dos Ășltimos efectos, a su vez, acaban aumentando la intenciĂłn de
compra.. Por Ășltimo, se ha demostrado que la usabilidad, efectivamente, refuerza las relaciones consideradas en
el modelo propuesto para explicar la intenciĂłn de compra.A conceptual model has been proposed to show how buying intention antecedents are reinforced in highly usable
contexts. Specifically, this paper deeply analyses the moderator role of system variables (usability) on explaining
the relationship between Web security and buying intention. Between both extremes (security and buying
intention), several relationships have also been stated to better explain this effect. An âidealâ fictitious Website
was designed for a non existent clothing company directed at the segment of middle class consumers. In order to
alter Web usability, two blocks of changes were made, one concerning Website speed and the other related to
ease of use. Our experiment sample consisted of 170 respondents who participated in exchange for a pen-drive
(USB) valued at 15 euros. The results show that improving website security has three interesting effects
(especially in high usable contexts): (i) it improves pleasure attitudes, (ii) reduces the level of perceived risk and
(iii) increases trust. Secondly, it has been found that to increase buying intention, two actions must be taken: (i)
to diminish perceived risk and (ii) to improve usersâ pleasure attitudes towards the Website. Finally, usability has
been found to have a moderating role in all the relationships considered (reinforcing them)
How do fashion retail customers search on the Internet?: Exploring the use of data mining tools to enhance CRM
This paper seeks to determine the usefulness of data mining tools to SMEs in developing customer relationship management (CRM) in the fashion retail sector. Kalakota & Robinsonâs (1999, p.114) model of âThe Three Phases of CRMâ acts as a basis to explore the use of data mining software. This paper reviews the nature and type of data that is available for collection and its relevance to CRM; providing an advisory framework for practitioners for them to examine the scope and limitations of using data analysis to improve CRM. The data mining tool examined was Google Analytics (GA); an online freeware tool that enables businesses to understand how people find their site, how they navigate through it, and, ultimately, how they do or donât become customers of it (Google Analytics, 2009). Establishing these relationships should lead to retailer development of enhanced web site aesthetics and functionality to coincide with consumer expectations. The paper finds that the competitive nature and homogeneity of the fashion retail sector requires retailers to improve the âreach, richness and affiliationâ (Hackney et al) of their sites by using technology to explore CRM
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