4,971 research outputs found
Quantifying the invisible audience in social networks
This paper combines survey and large-scale log data to examine how well usersâ perceptions of their audience match their actual audience on Facebook.AbstractWhen you share content in an online social network, who is listening? Users have scarce information about who actually sees their content, making their audience seem invisible and difficult to estimate. However, understanding this invisible audience can impact both science and design, since perceived audiences influence content production and self-presentation online. In this paper, we combine survey and large-scale log data to examine how well usersâ perceptions of their audience match their actual audience on Facebook. We find that social media users consistently underestimate their audience size for their posts, guessing that their audience is just 27% of its true size. Qualitative coding of survey responses reveals folk theories that attempt to reverse-engineer audience size using feedback and friend count, though none of these approaches are particularly accurate. We analyze audience logs for 222,000 Facebook usersâ posts over the course of one month and find that publicly visible signals â friend count, likes, and comments â vary widely and do not strongly indicate the audience of a single post. Despite the variation, users typically reach 61% of their friends each month. Together, our results begin to reveal the invisible undercurrents of audience attention and behavior in online social networks.Authored by Michael S. Bernstein, Eytan Bakshy, Moira Burke and Brian Karrer
Sublinear variance in Euclidean first-passage percolation
The Euclidean first-passage percolation model of Howard and Newman is a
rotationally invariant percolation model built on a Poisson point process. It
is known that the passage time between 0 and obeys a diffusive upper
bound: \mbox{Var}\, T(0,ne_1) \leq Cn, and in this paper we improve this
inequality to . The methods follow the strategy used for sublinear
variance proofs on the lattice, using the Falik-Samorodnitsky inequality and a
Bernoulli encoding, but with substantial technical difficulties. To deal with
the different setup of the Euclidean model, we represent the passage time as a
function of Bernoulli sequences and uniform sequences, and develop several
"greedy lattice animal" arguments.Comment: 40 pages, 1 figur
Mosaic: Designing Online Creative Communities for Sharing Works-in-Progress
Online creative communities allow creators to share their work with a large
audience, maximizing opportunities to showcase their work and connect with fans
and peers. However, sharing in-progress work can be technically and socially
challenging in environments designed for sharing completed pieces. We propose
an online creative community where sharing process, rather than showcasing
outcomes, is the main method of sharing creative work. Based on this, we
present Mosaic---an online community where illustrators share work-in-progress
snapshots showing how an artwork was completed from start to finish. In an
online deployment and observational study, artists used Mosaic as a vehicle for
reflecting on how they can improve their own creative process, developed a
social norm of detailed feedback, and became less apprehensive of sharing early
versions of artwork. Through Mosaic, we argue that communities oriented around
sharing creative process can create a collaborative environment that is
beneficial for creative growth
Designing and Deploying Online Field Experiments
Online experiments are widely used to compare specific design alternatives,
but they can also be used to produce generalizable knowledge and inform
strategic decision making. Doing so often requires sophisticated experimental
designs, iterative refinement, and careful logging and analysis. Few tools
exist that support these needs. We thus introduce a language for online field
experiments called PlanOut. PlanOut separates experimental design from
application code, allowing the experimenter to concisely describe experimental
designs, whether common "A/B tests" and factorial designs, or more complex
designs involving conditional logic or multiple experimental units. These
latter designs are often useful for understanding causal mechanisms involved in
user behaviors. We demonstrate how experiments from the literature can be
implemented in PlanOut, and describe two large field experiments conducted on
Facebook with PlanOut. For common scenarios in which experiments are run
iteratively and in parallel, we introduce a namespaced management system that
encourages sound experimental practice.Comment: Proceedings of the 23rd international conference on World wide web,
283-29
Monopole Loop Distribution and Confinement in SU(2) Lattice Gauge Theory
The abelian-projected monopole loop distribution is extracted from maximal
abelian gauge simulations. The number of loops of a given length falls as a
power of the length nearly independent of lattice size. This power increases
with , reaching five around , beyond which loops any
finite fraction of the lattice size vanish in the infinite lattice limit,
suggesting the continuum theory lacks confinement.Comment: 6 pages Latex, 4 eps figures. Minor editing. Final version, to appear
in Physics Letters
Visual7W: Grounded Question Answering in Images
We have seen great progress in basic perceptual tasks such as object
recognition and detection. However, AI models still fail to match humans in
high-level vision tasks due to the lack of capacities for deeper reasoning.
Recently the new task of visual question answering (QA) has been proposed to
evaluate a model's capacity for deep image understanding. Previous works have
established a loose, global association between QA sentences and images.
However, many questions and answers, in practice, relate to local regions in
the images. We establish a semantic link between textual descriptions and image
regions by object-level grounding. It enables a new type of QA with visual
answers, in addition to textual answers used in previous work. We study the
visual QA tasks in a grounded setting with a large collection of 7W
multiple-choice QA pairs. Furthermore, we evaluate human performance and
several baseline models on the QA tasks. Finally, we propose a novel LSTM model
with spatial attention to tackle the 7W QA tasks.Comment: CVPR 201
The U.S. is Net-Neutral. The Rest of the world? Maybe Not So Much.
Last month, the Federal Communications Commission (âFCCâ) voted to regulate Internet service as a public utility. This move helps ensure that Internet service providers do not block content or divide the web into fast lanes for Internet and media companies that can afford it and slow lanes for everyone else.
This post was originally published on the Cardozo Arts & Entertainment Law Journal website on March 20, 2015. The original post can be accessed via the Archived Link button above
Wicked Problems and Gnarly Results: Reflecting on Design and Evaluation Methods for Idiosyncratic Personal Information Management Tasks
This paper is a case study of an artifact design and evaluation process; it is a reflection on how right thinking about design methods may at times result in sub-optimal results. Our goal has been to assess our decision making process throughout the design and evaluation stages for a software prototype in order to consider where design methodology may need to be tuned to be more sensitive to the domain of practice, in this case software evaluation in personal information management. In particular, we reflect on design methods around (1) scale of prototype, (2) prototyping and design process, (3) study design, and (4) study population
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