30,997 research outputs found

    The Impact of Social Curiosity on Information Spreading on Networks

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    Most information spreading models consider that all individuals are identical psychologically. They ignore, for instance, the curiosity level of people, which may indicate that they can be influenced to seek for information given their interest. For example, the game Pok\'emon GO spread rapidly because of the aroused curiosity among users. This paper proposes an information propagation model considering the curiosity level of each individual, which is a dynamical parameter that evolves over time. We evaluate the efficiency of our model in contrast to traditional information propagation models, like SIR or IC, and perform analysis on different types of artificial and real-world networks, like Google+, Facebook, and the United States roads map. We present a mean-field approach that reproduces with a good accuracy the evolution of macroscopic quantities, such as the density of stiflers, for the system's behavior with the curiosity. We also obtain an analytical solution of the mean-field equations that allows to predicts a transition from a phase where the information remains confined to a small number of users to a phase where it spreads over a large fraction of the population. The results indicate that the curiosity increases the information spreading in all networks as compared with the spreading without curiosity, and that this increase is larger in spatial networks than in social networks. When the curiosity is taken into account, the maximum number of informed individuals is reached close to the transition point. Since curious people are more open to a new product, concepts, and ideas, this is an important factor to be considered in propagation modeling. Our results contribute to the understanding of the interplay between diffusion process and dynamical heterogeneous transmission in social networks.Comment: 8 pages, 5 figure

    The Impact of Social Curiosity on Information Spreading on Networks

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    Most information spreading models consider that all individuals are identical psychologically. They ignore, for instance, the curiosity level of people, which may indicate that they can be influenced to seek for information given their interest. For example, the game Pokemon GO spread rapidly because of the aroused curiosity among users. This paper proposes an information propagation model considering the curiosity level of each individual, which is a dynamical parameter that evolves over time. We evaluate the efficiency of our model in contrast to traditional information propagation models, like SIR or IC, and perform analysis on different types of artificial and real-world networks, like Google+, Facebook, and the United States roads map. We present a mean-field approach that reproduces with a good accuracy the evolution of macroscopic quantities, such as the density of stiflers, for the system's behavior with the curiosity. We also obtain an analytical solution of the mean-field equations that allows to predicts a transition from a phase where the information remains confined to a small number of users to a phase where it spreads over a large fraction of the population. The results indicate that the curiosity increases the information spreading in all networks as compared with the spreading without curiosity, and that this increase is larger in spatial networks than in social networks. When the curiosity is taken into account, the maximum number of informed individuals is reached close to the transition point. Since curious people are more open to a new product, concepts, and ideas, this is an important factor to be considered in propagation modeling. Our results contribute to the understanding of the interplay between diffusion process and dynamical heterogeneous transmission in social networks.Instituto de Física de Líquidos y Sistemas Biológico

    Exploring Text Virality in Social Networks

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    This paper aims to shed some light on the concept of virality - especially in social networks - and to provide new insights on its structure. We argue that: (a) virality is a phenomenon strictly connected to the nature of the content being spread, rather than to the influencers who spread it, (b) virality is a phenomenon with many facets, i.e. under this generic term several different effects of persuasive communication are comprised and they only partially overlap. To give ground to our claims, we provide initial experiments in a machine learning framework to show how various aspects of virality can be independently predicted according to content features

    Knowledge, Curiosity, Communication Channels and Panic during COVID-19 Movement Control Order

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    Media and Communication Channels as carriers of news on COVID-19 might have a role in spreading panic among the population. This study was conducted to determine the media and communication channels responsible for creating panic among Malaysians during COVID-19 Movement Control Order (MCO). A survey using questionnaire was used to collect data from 253 respondents across Malaysia. In terms of media and communication channels, most of the respondents reported that they panic due to the exposure to reports from online media (Internet and social media). This is followed by communication with family members. TV, radio and newspaper reports are the third contributors of panic among Malaysians during COVID-19 MCO. Meanwhile about half of the respondents said they panic because of curiosity about COVID-19. It is an irony that online media, which contributes to the panic is also a source of information on COVID-19 and platform to work from home
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