106 research outputs found

    Effects of Resource Limitations and Cost Influences on Computer Virus Epidemic Dynamics and Tipping Points

    Get PDF
    One of the most important assessment indicators of computer virus infections is epidemic tipping point. Although many researchers have focused on the effects of scale-free network power-law connectivity distributions on computer virus epidemic dynamics and tipping points, few have comprehensively considered resource limitations and costs. Our goals for this paper are to show that (a) opposed to the current consensus, a significant epidemic tipping point does exist when resource limitations and costs are considered and (b) it is possible to control the spread of a computer virus in a scale-free network if resources are restricted and if costs associated with infection events are significantly increased

    The “White-Eyed” Player Culture: Grief Play and Construction of Deviance in MMORPGs

    Get PDF
    One popular phenomenon in Taiwan’s massively multiplayer online role-playing gaming world (MMORPG) is the so-called ‘white-eyed’ players. The “white-eyed” refers to players who act in ways similar to that are known as ‘griefers’ in some online gaming communities. Grief players engage in playing that intend to disrupt or distress other players’ gaming experiences, and derives his/her enjoyment from such behavior. Although the ‘white-eyed’ playing in Taiwanese gaming culture seems to include a wider range of activities than that of “grief play”, both terms refer to a popular phenomenon that is at the core to the MMORPGs culture. Grief players are the deviants in gaming societies; they break the law (codes and rules of conduct) of their game worlds, violate the norms and etiquettes of their communities. This study is an attempt to analyze the white-eyed/griefer culture as a deviant subculture and explore its functions and meanings in maintaining the social order of online game world. Current studies on grief play are limited in quantity and scope. Usually, grief play is descriptively discussed from the perspectives of players’ anti-social behavior or alternative ways of bringing satisfaction. In other words, grief play is treated as a phenomenon engaging the griefers only and is relatively independent of other players’ action. However, the making and circulation of the “white-eyed” (or the griefer) as a popular concept and a widely recognizable category among game players suggest that it requires collective recognition and corresponding social reaction by all players, griefers or non-griefers alike. Game management also plays a role in shaping the grief play culture by defining and enforcing specific rules. Bring all players and game management into the focus of research allows us to see a complete deviance-making process in virtual communities and the roles varied agents of social control play in it. Following the issue of social control, the study of grief players can also contribute to our understanding of power emerged in social interaction. In online gaming world, power takes several forms: techno-power that is written in system design and embodied in codes of the game, administrative power held by the game master, and normative power enforced by social discipline from all participating agents. Among the three, the last one is the least explored dimension. Thus, we would like to take a close look on following questions in accordance with the normative power negotiation in online gaming communities: what are the processes involved in identifying certain act as grief play and an avatar as a griefer? What are the consequences of being labeled as a griefer? How players interact with griefers, individually and collectively? And how griefers react to social punishments and disciplines from others? This study explores the social process governing the nature, emergence, application, and consequences of the griefer label of the “white-eyed” players. Although the definitions and key components of grief playing are not without ambiguity and disagreement (Foo & Koivisto 2004), it usually covers a very broad range of disruptive and annoying activities ranging from verbal rudeness, ninja looting, scamming, to player killing (Salen& Zimmerman 2004; Mulligan & Patrovsky 2003). Some of the behaviors are clearly unacceptable by social standards, yet some others are harder to judge. How do players learn to draw the line of acceptable behaviors? And when the line is crossed, what players do to disciple the violator? Calling some avatar “the white-eyed” is not the end of the story. It is often followed by further actions of posting the griefer’s name on related forums, or other means of passing the words so as to make the griefer visible to the public. When a griefer is identified and made well known, further sanctions may follow, such as punishments from the game master, refusal of cooperation, interaction or transaction by other players, even direct retaliation. We believe that the whole process of identifying the griefer as a deviant and applying the rule to him/her serves important functions. First of all, by identifying what are bad and inappropriate behaviors, the norms of good and acceptable behaviors are confirmed and made clear. And thus, reduces the ambiguity of the moral “grey zone” in social interaction of virtual gaming communities. Secondly, by labeling the griefers, the bad players are distinguished from the good players. In so doing a group of “outsiders” is created, which not only makes special treatments upon the deviant legitimate, but also make them visible targets for social sanction. Finally, the grief play culture contributes to the collective knowledge of a community. Constructing, passing and practicing such knowledge help to uphold the order of social life. Besides, the griefer counter-culture serves as a fine illustration of the deviant group. The clans of the griefers develop their own identities and distinctive norms against that of the mainstream game community. Their self-perceptions and group identities offer us rich materials on another side of the deviance formation story. In addition to the griefer and players, the game master is another important agent for social control. How do they perceive the boundary of their administrative power in terms of imposing and reinforcing the rules is crucial to the understanding of a deviant culture in virtual community. To explore the above issues, the two most popular MMORPG games in Taiwan, namely “Lineage” and “Ragnarok Online” (RO), are chosen as our major targets of study. Data used for analysis are collected from several sources, including (1) interviews with griefers and non-grief players of the two games on their attitudes toward, and strategies regarding grief play; (2) interviews with the game masters as well as data of regulation policies and the Rules of Conduct announced in the official websites of the games; (3) website self-representation and the action reports of the griefer clans; (4) grief play related postings from discussion forums of the two games. Reference Foo, Chek Yang, & Koivisto, Elina. (2004). Defining Grief Play in MMORPGs: Player and Developer Perceptions. Paper presented at the International Conference on Advances in Computer Entertainment Technology (ACE) 2004, Jun 3~5, 2004. Singapore. Mulligan, Jessica, & Patrovsky, Bridgette. (2003). Developing Online Games: An Insider’s Guide. Indiana: New Riders. Salen, Katie, & Zimmerman, Eric. (2004). Rules Of Play: Game Design Fundamentals. Cambridge: MIT Press

    Neuro-fuzzy modeling and control

    Full text link

    Using Mobile Phone to Assist DHH Individuals

    Get PDF
    Past research on sign language recognition has mostly been based on physical information obtained via wearable devices or depth cameras. However, both types of devices are costly and inconvenient to carry, making it difficult to gain widespread acceptance by potential users. This research aims to use sophisticated and recently developed deep learning technology to build a recognition model for a Taiwanese version of sign language, with a limited focus on RGB images for training and recognition. It is hoped that this research, which makes use of lightweight devices such as mobile phones and webcams, will make a significant contribution to the communication needs of deaf and hard-of-hearing (DHH) individuals

    Using global diversity and local topology features to identify influential network spreaders

    Get PDF
    AbstractIdentifying the most influential individuals spreading ideas, information, or infectious diseases is a topic receiving significant attention from network researchers, since such identification can assist or hinder information dissemination, product exposure, and contagious disease detection. Hub nodes, high betweenness nodes, high closeness nodes, and high k-shell nodes have been identified as good initial spreaders. However, few efforts have been made to use node diversity within network structures to measure spreading ability. The two-step framework described in this paper uses a robust and reliable measure that combines global diversity and local features to identify the most influential network nodes. Results from a series of Susceptible–Infected–Recovered (SIR) epidemic simulations indicate that our proposed method performs well and stably in single initial spreader scenarios associated with various complex network datasets

    Safety Intelligence and Legal Machine Language: Do We Need the Three Laws of Robotics?

    Get PDF
    In this chapter we will describe a legal framework for Next Generation Robots (NGRs) that has safety as its central focus. The framework is offered in response to the current lack of clarity regarding robot safety guidelines, despite the development and impending release of tens of thousands of robots into workplaces and homes around the world. We also describ

    Deciphering the pathogenesis of tendinopathy: a three-stages process

    Get PDF
    Our understanding of the pathogenesis of "tendinopathy" is based on fragmented evidences like pieces of a jigsaw puzzle. We propose a "failed healing theory" to knit these fragments together, which can explain previous observations. We also propose that albeit "overuse injury" and other insidious "micro trauma" may well be primary triggers of the process, "tendinopathy" is not an "overuse injury" per se. The typical clinical, histological and biochemical presentation relates to a localized chronic pain condition which may lead to tendon rupture, the latter attributed to mechanical weakness. Characterization of pathological "tendinotic" tissues revealed coexistence of collagenolytic injuries and an active healing process, focal hypervascularity and tissue metaplasia. These observations suggest a failed healing process as response to a triggering injury. The pathogenesis of tendinopathy can be described as a three stage process: injury, failed healing and clinical presentation. It is likely that some of these "initial injuries" heal well and we speculate that predisposing intrinsic or extrinsic factors may be involved. The injury stage involves a progressive collagenolytic tendon injury. The failed healing stage mainly refers to prolonged activation and failed resolution of the normal healing process. Finally, the matrix disturbances, increased focal vascularity and abnormal cytokine profiles contribute to the clinical presentations of chronic tendon pain or rupture. With this integrative pathogenesis theory, we can relate the known manifestations of tendinopathy and point to the "missing links". This model may guide future research on tendinopathy, until we could ultimately decipher the complete pathogenesis process and provide better treatments
    • 

    corecore