638 research outputs found

    Scaling laws of human interaction activity

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    Even though people in our contemporary, technological society are depending on communication, our understanding of the underlying laws of human communicational behavior continues to be poorly understood. Here we investigate the communication patterns in two social Internet communities in search of statistical laws in human interaction activity. This research reveals that human communication networks dynamically follow scaling laws that may also explain the observed trends in economic growth. Specifically, we identify a generalized version of Gibrat's law of social activity expressed as a scaling law between the fluctuations in the number of messages sent by members and their level of activity. Gibrat's law has been essential in understanding economic growth patterns, yet without an underlying general principle for its origin. We attribute this scaling law to long-term correlation patterns in human activity, which surprisingly span from days to the entire period of the available data of more than one year. Further, we provide a mathematical framework that relates the generalized version of Gibrat's law to the long-term correlated dynamics, which suggests that the same underlying mechanism could be the source of Gibrat's law in economics, ranging from large firms, research and development expenditures, gross domestic product of countries, to city population growth. These findings are also of importance for designing communication networks and for the understanding of the dynamics of social systems in which communication plays a role, such as economic markets and political systems.Comment: 20+7 pages, 4+2 figure

    On Universality in Human Correspondence Activity

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    Identifying and modeling patterns of human activity has important ramifications in applications ranging from predicting disease spread to optimizing resource allocation. Because of its relevance and availability, written correspondence provides a powerful proxy for studying human activity. One school of thought is that human correspondence is driven by responses to received correspondence, a view that requires distinct response mechanism to explain e-mail and letter correspondence observations. Here, we demonstrate that, like e-mail correspondence, the letter correspondence patterns of 16 writers, performers, politicians, and scientists are well-described by the circadian cycle, task repetition and changing communication needs. We confirm the universality of these mechanisms by properly rescaling letter and e-mail correspondence statistics to reveal their underlying similarity.Comment: 17 pages, 3 figures, 1 tabl

    An Analytical Approach to Neuronal Connectivity

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    This paper describes how realistic neuromorphic networks can have their connectivity properties fully characterized in analytical fashion. By assuming that all neurons have the same shape and are regularly distributed along the two-dimensional orthogonal lattice with parameter Δ\Delta, it is possible to obtain the accurate number of connections and cycles of any length from the autoconvolution function as well as from the respective spectral density derived from the adjacency matrix. It is shown that neuronal shape plays an important role in defining the spatial spread of network connections. In addition, most such networks are characterized by the interesting phenomenon where the connections are progressively shifted along the spatial domain where the network is embedded. It is also shown that the number of cycles follows a power law with their respective length. Morphological measurements for characterization of the spatial distribution of connections, including the adjacency matrix spectral density and the lacunarity of the connections, are suggested. The potential of the proposed approach is illustrated with respect to digital images of real neuronal cells.Comment: 4 pages, 6 figure

    Making it real: exploring the potential of Augmented Reality for teaching primary school science

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    The use of Augmented Reality (AR) in formal education could prove a key component in future learning environments that are richly populated with a blend of hardware and software applications. However, relatively little is known about the potential of this technology to support teaching and learning with groups of young children in the classroom. Analysis of teacher-child dialogue in a comparative study between use of an AR virtual mirror interface and more traditional science teaching methods for 10-year-old children, revealed that the children using AR were less engaged than those using traditional resources. We suggest four design requirements that need to be considered if AR is to be successfully adopted into classroom practice. These requirements are: flexible content that teachers can adapt to the needs of their children, guided exploration so learning opportunities can be maximised, in a limited time, and attention to the needs of institutional and curricular requirements

    Mediating boundaries between knowledge and knowing: ICT and R4D praxis

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    Research for development (R4D) praxis (theory-informed practical action) can be underpinned by the use of Information and Communication Technologies (ICTs) which, it is claimed, provide opportunities for knowledge working and sharing. Such a framing implicitly or explicitly constructs a boundary around knowledge as reified, or commodified – or at least able to be stabilized for a period of time (first order knowledge). In contrast ‘third-generation knowledge’ emphasizes the social nature of learning and knowledge-making; this reframes knowledge as a negotiated social practice, thus constructing a different system boundary. This paper offers critical reflections on the use of a wiki as a data repository and mediating technical platform as part of innovating in R4D praxis. A sustainable social learning process was sought that fostered an emergent community of practice among biophysical and social researchers acting for the first time as R4D co-researchers. Over time the technologically mediated element of the learning system was judged to have failed. This inquiry asks: How can learning system design cultivate learning opportunities and respond to learning challenges in an online environment to support R4D practice? Confining critical reflection to the online learning experience alone ignores the wider context in which knowledge work took place; therefore the institutional setting is also considered

    Sandpile model on an optimized scale-free network on Euclidean space

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    Deterministic sandpile models are studied on a cost optimized Barab\'asi-Albert (BA) scale-free network whose nodes are the sites of a square lattice. For the optimized BA network, the sandpile model has the same critical behaviour as the BTW sandpile, whereas for the un-optimized BA network the critical behaviour is mean-field like.Comment: Five pages, four figure

    Fostering 21st Century Skill Development by Engaging Students in Authentic Game Design Projects in a High School Computer Programming Class

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    This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the teaching of computer science in high schools, the development of games that include common game features such as dynamic feedback systems, backstory, levels, cheats, and compelling graphics challenges students and engages them in learning. Incorporating real client feedback is also useful for improving their work and connecting it to the “real” world. This article reports findings from the second year of a research project with a high school computer programming class. The authors argue that such approaches that leverage video games, design, programming, authenticity, and cooperation mobilize multiple 21st century skills that must be nurtured among contemporary young people so that they may grow to be part of a productive citizenry.Yeshttps://us.sagepub.com/en-us/nam/manuscript-submission-guideline

    Dispensability of Escherichia coli's latent pathways

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    Gene-knockout experiments on single-cell organisms have established that expression of a substantial fraction of genes is not needed for optimal growth. This problem acquired a new dimension with the recent discovery that environmental and genetic perturbations of the bacterium Escherichia coli are followed by the temporary activation of a large number of latent metabolic pathways, which suggests the hypothesis that temporarily activated reactions impact growth and hence facilitate adaptation in the presence of perturbations. Here we test this hypothesis computationally and find, surprisingly, that the availability of latent pathways consistently offers no growth advantage, and tends in fact to inhibit growth after genetic perturbations. This is shown to be true even for latent pathways with a known function in alternate conditions, thus extending the significance of this adverse effect beyond apparently nonessential genes. These findings raise the possibility that latent pathway activation is in fact derivative of another, potentially suboptimal, adaptive response

    Designing an Educational Game: Case Study of ’Europe 2045’

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    Abstract. This paper presents a theoretical framework, which has been adopted in designing an on-line multi-player strategy game Europe 2045. Europe 2045 is an educational tool for high school social science courses, aimed at familiar-izing students with political, economic, and social issues in contemporary Europe. Apart from learning facts, players develop a range of key skills: discus-sion ability, negotiation, teamwork, and group decision-making. The presented theoretical framework is based on a critical analysis of crucial issues, which seem to determine the success or failure of development and implementation of an educational game in the formal school environment. It demonstrates key ap-proaches the authors of Europe 2045 have adopted in order to overcome already known problems related to game-based learning. On a general level this paper discusses issues related to formal fact learning in educational systems and the possible role of educational games in enhancing these systems

    The move beyond edutainment: have we learnt our lessons from the entertainment industry?

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    Serious games (SGs) have been used in the education of students and professionals for decades, but still have not reached their full potential, despite the large consensus they have gained recently. The entertainment game industry is a rapidly developing phenomenon, with a high market potential, enabled and enhanced by technological innovation. The question examined in this paper is: Did serious game designers learn from Entertainment Game (EG) designers in building a successful game? This paper presents three case study examples of games that have good learning outcomes to explore this question. This paper discusses the salient aspects and the differences between the examples and suggests how SGs could learn more from successful EGs
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