171 research outputs found

    Benford's Law Applies To Online Social Networks

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    Benford's Law states that the frequency of first digits of numbers in naturally occurring systems is not evenly distributed. Numbers beginning with a 1 occur roughly 30\% of the time, and are six times more common than numbers beginning with a 9. We show that Benford's Law applies to social and behavioral features of users in online social networks. We consider social data from five major social networks: Facebook, Twitter, Google Plus, Pinterest, and Live Journal. We show that the distribution of first significant digits of friend and follower counts for users in these systems follow Benford's Law. The same holds for the number of posts users make. We extend this to egocentric networks, showing that friend counts among the people in an individual's social network also follow the expected distribution. We discuss how this can be used to detect suspicious or fraudulent activity online and to validate datasets.Comment: 9 pages, 2 figure

    Visualizing Archival Collections

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    The proposed project will build on the research and prototype development work done in the creation of ArchivesZ. This project has two goals. The first is to design and evaluate interfaces for visualizing aggregated data harvested from EAD encoded archival finding aids. The second is to analyze and develop recommendations for handling issues related to the lack of subject term standardization in the description of archival collections. This will lay the foundation for future work to develop a tool for use in visualizing archival collections from institutions using EAD to encode their finding aids. A tool for visualizing this broad range of archival collections would support both experienced and amateur researchers in their efforts to locate new materials. Any set of archival collections could be evaluated an an aggregated manner. Visualization tools can support discovery of relationships among time periods and subjects that otherwise may never be detected

    Generating and Querying Semantic Web Environments for Photo Libraries (2005)

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    Online photo libraries require a method to efficiently search a collection of photographs, and retrieve photos with similar attributes. Our motivation was to incorporate an existing collection of over 250 photographs of over 200 faculty members and events spanning 7 decades into a library called CS PhotoHistory that is available in hypertext and on the Semantic Web. In this paper, we identify challenges related to making this repository available on the Semantic Web, including issues of automation, modeling, and expressivity. Using CS PhotoHistory as a case study, we describe the process of creating an ontology and a querying interface for interacting with a digital photo library on the Semantic Web

    Modeling a description logic vocabulary for cancer research

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    AbstractThe National Cancer Institute has developed the NCI Thesaurus, a biomedical vocabulary for cancer research, covering terminology across a wide range of cancer research domains. A major design goal of the NCI Thesaurus is to facilitate translational research. We describe: the features of Ontylog, a description logic used to build NCI Thesaurus; our methodology for enhancing the terminology through collaboration between ontologists and domain experts, and for addressing certain real world challenges arising in modeling the Thesaurus; and finally, we describe the conversion of NCI Thesaurus from Ontylog into Web Ontology Language Lite. Ontylog has proven well suited for constructing big biomedical vocabularies. We have capitalized on the Ontylog constructs Kind and Role in the collaboration process described in this paper to facilitate communication between ontologists and domain experts. The artifacts and processes developed by NCI for collaboration may be useful in other biomedical terminology development efforts

    The Life Game: Cognitive Strategies for Repeated Stochastic Games

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    Abstractā€”Standard models in bio-evolutionary game theory involve repetitions of a single stage game (e.g., the Prisonerā€™s Dilemma or the Stag Hunt); but it is clear that repeatedly playing the same stage game is not an accurate model of most individualsā€™ lives. Rather, individuals ā€™ interactions with others correspond to many different kinds of stage games. In this work, we concentrate on discovering behavioral strate-gies that are successful for the life game, in which the stage game is chosen stochastically at each iteration. We present a cognitive agent model based on Social Value Orientation (SVO) theory. We provide extensive evaluations of our modelā€™s performance, both against standard agents from the game theory literature and against a large set of life-game agents written by students in two different countries. Our empirical results suggest that for life-game strategies to be successful in environments with such agents, it is important (i) to be unforgiving with respect to trust behavior and (ii) to use adaptive, fine-grained opponent models of the other agents. Keywords-repeated games, non-zero-sum games, stochastic games, social value orientation I

    Becoming a Viking: DNA testing, genetic ancestry and placeholder identity

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    A consensus has developed among social and biological scientists around the problematic nature of genetic ancestry testing, specifically that its popularity will lead to greater genetic essentialism in social identities. Many of these arguments assume a relatively uncritical engagement with DNA, under ā€˜highstakesā€™ conditions. We suggest that in a biosocial society, more pervasive ā€˜lowstakesā€™ engagement is more likely. Through qualitative interviews with participants in a study of the genetic legacy of the Vikings in Northern England, we investigate how genetic ancestry results are discursively worked through. The identities formed in ā€˜becoming a Vikingā€™ through DNA are characterized by fluidity and reflexivity, rather than essentialism. DNA results are woven into a wider narrative of selfhood relating to the past, the value of which lies in its potential to be passed on within families. While not unproblematic, the relatively banal nature of such narratives within contemporary society is characteristic of the ā€˜biosociableā€™

    The First Provenance Challenge

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    The first Provenance Challenge was set up in order to provide a forum for the community to help understand the capabilities of different provenance systems and the expressiveness of their provenance representations. To this end, a Functional Magnetic Resonance Imaging workflow was defined, which participants had to either simulate or run in order to produce some provenance representation, from which a set of identified queries had to be implemented and executed. Sixteen teams responded to the challenge, and submitted their inputs. In this paper, we present the challenge workflow and queries, and summarise the participants contributions
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