233 research outputs found

    Hardcore classification: identifying play styles in social games using network analysis

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    In the social network of a web-based online game, all players are not equal. Through network analysis, we show that the community of players in a online social game is an example of a scale free small world network and that the growth of the player-base obeys a power law. The community is centred around a minority group of ``hardcore" players who define the social environment for the game, and without whom the social network would collapse. Methods are discussed for identifying this critically important subset of players automatically through analysing social behaviours within the game

    The Relationship between the UniProt Knowledgebase (UniProtKB) and the IntAct Molecular Interaction Databases

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    IntAct provides a freely available, open source database system and analysis tools for protein interaction data. All interactions are derived from literature curation or direct user submission and all experimental information relating to binary protein-protein
interactions is entered into the IntAct database by curators, via a web-based editor. Interaction information is added to the SUBUNIT comment and the RP line of the relevant publication within the UniProtKB entry. There may be a single INTERACTION comment present within a UniProtKB entry, which conveys information relevant to binary protein-protein interactions. This is automatically derived from the IntAct database and is updated on a triweekly basis. Interactions can be derived by any appropriate experimental method but must be confirmed by a second interaction if resulting from a single yeast2hybrid experiment. For large-scale experiments, interactions are considered if a high confidence score is assigned by the authors. The INTERACTION line contains a direct link to IntAct that provides detailed information for the experimental support. These lines are not changed manually and any discrepancy is reported to IntAct for updates. There is also a database crossreference line within the UniProtKB entry i.e.: DR IntAct _UniProtKB AC, which directs the user to additional interaction data for that molecule. 
UniProt is supported by grants from the National Institutes of Health, European Commission, Swiss Federal Government and PATRIC BRC.
IntAct is funded by the European Commission under FELICS, contract number 021902 (RII3) within the Research Infrastructure Action of the FP6 "Structuring the European Research Area" Programme

    E-Mail Management: A Techno-Managerial Research Perspective

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    A panel session on e-mail management was organized at ICIS 2005 in Las Vegas, Nev. The panelists provided perspectives from industry as well as academia and discussed various problems in e-mail management, research methodologies to address these problems, various research opportunities, and an integrative framework for research on e-mail management. This paper succinctly summarizes the presentations made by the panelists during the session and issues raised by the audience. A rich bibliography and Web links are provided at the end for researchers interested in this area of research

    Les jeux vidéo en ligne, un miroir de la personnalité des internautes ?

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    Dans cet article, nous explorons la possibilitĂ© de dĂ©tecter la personnalitĂ© des utilisateurs de jeux vidĂ©o Ă  partir de leur comportement dans le monde virtuel. Un questionnaire administre Ă  1 040 joueurs de World of Warcraft permet d'Ă©tablir leur profil sociodĂ©mographique ainsi que leur personnalitĂ© grĂące au modĂšle Ă  cinq facteurs. Nous utilisons ensuite des logiciels de collecte de donnĂ©es automatisĂ©es pour suivre les comportements virtuels de ces mĂȘmes joueurs pendant quatre mois, en mesurant quotidiennement 3 500 variables comportementales pour chacun de leurs personnages. Sur la base de cet Ă©chantillon, nous montrons que, malgrĂ© le sentiment populaire selon lesquels les jeux sont un Ă©chappatoire permettant de crĂ©er une nouvelle identitĂ© fantastique, la personnalitĂ© des joueurs persiste lorsqu'ils enfilent leur corps virtuel : les jeux vidĂ©o en ligne sont en fait un miroir de la personnalitĂ© de leurs utilisateurs.In this article, we explore the possibility of inferring the personality of videogame players using traces of their online behavior. Survey data from 1,040 World of Warcraft players containing demographic and personality variables was paired with 3,500 behavioral metrics collected daily in the game world over a four-month period. Despite the popular belief that online games allow many forms of « identity play », our data shows that a gamer's offline personality remains surprisingly stable when they step into the virtual world. It therefore seems that online videogames can be a surprisingly reliable mirror of their users' personalities

    In search of coherence: A review of e-mail research

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    A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software

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    Open Source Software (OSS) development challenges traditional software engineering practices. In particular, OSS projects are managed by a large number of volunteers, working freely on the tasks they choose to undertake. OSS projects also rarely rely on explicit system-level design, or on project plans or schedules. Moreover, OSS developers work in arbitrary locations and collaborate almost exclusively over the Internet, using simple tools such as email and software code tracking databases (e.g. CVS). All the characteristics above make OSS development akin to weaving a tapestry of heterogeneous components. The OSS design process relies on various types of actors: people with prescribed roles, but also elements coming from a variety of information spaces (such as email and software code). The objective of our research is to understand the specific hybrid weaving accomplished by the actors of this distributed, collective design process. This, in turn, challenges traditional methodologies used to understand distributed software engineering: OSS development is simply too "fibrous" to lend itself well to analysis under a single methodological lens. In this paper, we describe the methodological framework we articulated to analyze collaborative design in the Open Source world. Our framework focuses on the links between the heterogeneous components of a project's hybrid network. We combine ethnography, text mining, and socio-technical network analysis and visualization to understand OSS development in its totality. This way, we are able to simultaneously consider the social, technical, and cognitive aspects of OSS development. We describe our methodology in detail, and discuss its implications for future research on distributed collective practices

    Passion, craving, and affect in online gaming: Predicting how gamers feel when playing and when prevented from playing

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    According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: Harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to

    What makes re-finding information difficult? A study of email re-finding

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    Re-nding information that has been seen or accessed before is a task which can be relatively straight-forward, but often it can be extremely challenging, time-consuming and frustrating. Little is known, however, about what makes one re-finding task harder or easier than another. We performed a user study to learn about the contextual factors that influence users' perception of task diculty in the context of re-finding email messages. 21 participants were issued re-nding tasks to perform on their own personal collections. The participants' responses to questions about the tasks combined with demographic data and collection statistics for the experimental population provide a rich basis to investigate the variables that can influence the perception of diculty. A logistic regression model was developed to examine the relationships be- tween variables and determine whether any factors were associated with perceived task diculty. The model reveals strong relationships between diculty and the time lapsed since a message was read, remembering when the sought-after email was sent, remembering other recipients of the email, the experience of the user and the user's ling strategy. We discuss what these findings mean for the design of re-nding interfaces and future re-finding research

    Beyond the TV borders: Second screen as a tool for audience engagement

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    The growing popularity of mobile connected devices has transformed the way TV content is conceived and consumed. Interacting with these devices while watching TV is a trending behaviour that represents a challenge for the TV industry as this interaction often distracts viewers from the TV content. Consumers use the second screen to retrieve further information about narratives, characters, purchasing goods and researching on products and services advertised. In a scenario of systematic live and linear TV audience erosion and ad-skipping broadcasters, marketers and producers are continuously looking for new ways to leverage different media strategies to keep TV viewers engaged with the primary content, promoting consumers’ loyalty and generating more revenue flows. In this paper, a set of second screen cases was selected to ground a reflection on how second screen solutions may be applied to foster the viewer and consumer engagement

    Analyzing Player Networks in Destiny

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    Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer
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