Social Protocols for Agile Virtual Teams
NASA Astrophysics Data System (ADS)
Picard, Willy
Despite many works on collaborative networked organizations (CNOs), CSCW, groupware, workflow systems and social networks, computer support for virtual teams is still insufficient, especially support for agility, i.e. the capability of virtual team members to rapidly and cost efficiently adapt the way they interact to changes. In this paper, requirements for computer support for agile virtual teams are presented. Next, an extension of the concept of social protocol is proposed as a novel model supporting agile interactions within virtual teams. The extended concept of social protocol consists of an extended social network and a workflow model.
ERIC Educational Resources Information Center
Lin, Xiaofan; Hu, Xiaoyong; Hu, Qintai; Liu, Zhichun
2016-01-01
Analysing the structure of a social network can help us understand the key factors influencing interaction and collaboration in a virtual learning community (VLC). Here, we describe the mechanisms used in social network analysis (SNA) to analyse the social network structure of a VLC for teachers and discuss the relationship between face-to-face…
The Effect of Social Network Diagrams on a Virtual Network of Practice: A Korean Case
ERIC Educational Resources Information Center
Jo, Il-Hyun
2009-01-01
This study investigates the effect of the presentation of social network diagrams on virtual team members' interaction behavior via e-mail. E-mail transaction data from 22 software developers in a Korean IT company was analyzed and depicted as diagrams by social network analysis (SNA), and presented to the members as an intervention. Results…
Rolls, Kaye Denise; Hansen, Margaret; Jackson, Debra; Elliott, Doug
2014-11-01
Social media platforms can create virtual communities, enabling healthcare professionals to network with a broad range of colleagues and facilitate knowledge exchange. In 2003, an Australian state health department established an intensive care mailing list to address the professional isolation experienced by senior intensive care nurses. This article describes the social network created within this virtual community by examining how the membership profile evolved from 2003 to 2009. A retrospective descriptive design was used. The data source was a deidentified member database. Since 2003, 1340 healthcare professionals subscribed to the virtual community with 78% of these (n = 1042) still members at the end of 2009. The membership profile has evolved from a single-state nurse-specific network to an Australia-wide multidisciplinary and multiorganizational intensive care network. The uptake and retention of membership by intensive care clinicians indicated that they appeared to value involvement in this virtual community. For healthcare organizations, a virtual community may be a communications option for minimizing professional and organizational barriers and promoting knowledge flow. Further research is, however, required to demonstrate a link between these broader social networks, enabling the exchange of knowledge and improved patient outcomes.
ERIC Educational Resources Information Center
Nalbone, David P.; Kovach, Ronald J.; Fish, Jessica N.; McCoy, Kelsey M.; Jones, Kathryn E.; Wright, Hillary Rawlings
2016-01-01
The current study investigated the potential role that social networking Web sites (e.g., Facebook) played in creating both actual and virtual learning communities within the first-year seminar. Researchers conducted a 2-year longitudinal study to assess whether students who were connected within a university-founded virtual network persisted in…
ERIC Educational Resources Information Center
Smith Risser, H.; Bottoms, SueAnn
2014-01-01
The advent of social networking tools allows teachers to create online networks and share information. While some virtual networks have a formal structure and defined boundaries, many do not. These unstructured virtual networks are difficult to study because they lack defined boundaries and a formal structure governing leadership roles and the…
ERIC Educational Resources Information Center
Agarwal, Shailja; Mital, Monika
2009-01-01
Social networking Web sites (SNWs) are online tools that have transformed the virtual encounters of the past that were technical and impersonal to today's virtual socialization that is truly nontechnical, social, and interpersonal. This article presents an exploratory study of Indian University students' use of SNWs. The results indicated that…
Challenges of Health Games in the Social Network Environment.
Paredes, Hugo; Pinho, Anabela; Zagalo, Nelson
2012-04-01
Virtual communities and their benefits have been widely exploited to support patients, caregivers, families, and healthcare providers. The complexity of the social organization evolved the concept of virtual community to social networks, exploring the establishment of ties and relations between people. These technological platforms provide a way to keep up with one's connections network, through a set of communication and interaction tools. Games, as social interactive technologies, have great potential, ensuring a supportive community and thereby reducing social isolation. Serious social health games bring forward several research challenges. This article examines the potential benefits of the triad "health-serious games-social networks" and discusses some research challenges and opportunities of the liaison of serious health games and social networks.
Building a sense of virtual community: the role of the features of social networking sites.
Chen, Chi-Wen; Lin, Chiun-Sin
2014-07-01
In recent years, social networking sites have received increased attention because of the potential of this medium to transform business by building virtual communities. However, theoretical and empirical studies investigating how specific features of social networking sites contribute to building a sense of virtual community (SOVC)-an important dimension of a successful virtual community-are rare. Furthermore, SOVC scales have been developed, and research on this issue has been called for, but few studies have heeded this call. On the basis of prior literature, this study proposes that perceptions of the three most salient features of social networking sites-system quality (SQ), information quality (IQ), and social information exchange (SIE)-play a key role in fostering SOVC. In particular, SQ is proposed to increase IQ and SIE, and SIE is proposed to enhance IQ, both of which thereafter build SOVC. The research model was examined in the context of Facebook, one of the most popular social networking sites in the world. We adopted Blanchard's scales to measure SOVC. Data gathered using a Web-based questionnaire, and analyzed with partial least squares, were utilized to test the model. The results demonstrate that SIE, SQ, and IQ are the factors that form SOVC. The findings also suggest that SQ plays a fundamental role in supporting SIE and IQ in social networking sites. Implications for theory, practice, and future research directions are discussed.
Social Networking Sites as Virtual Communities of Practice: A Mixed Method Study
ERIC Educational Resources Information Center
Davis, Lorretta J.
2010-01-01
Membership in social networking sites is increasing rapidly. Social networking sites serve many purposes including networking, communication, recruitment, and sharing knowledge. Social networking sites, public or private, may be hosted on applications such as Facebook and LinkedIn. As individuals begin to follow and participate in social…
Using Social Networks to Create Powerful Learning Communities
ERIC Educational Resources Information Center
Lenox, Marianne; Coleman, Maurice
2010-01-01
Regular readers of "Computers in Libraries" are aware that social networks are forming increasingly important linkages to professional and personal development in all libraries. Live and virtual social networks have become the new learning playground for librarians and library staff. Social networks have the ability to connect those who are…
Where Social and Professional Networking Meet: The Virtual Association Chapter
ERIC Educational Resources Information Center
Noxon, Rose
2011-01-01
Online Capella University wanted to sponsor an International Society for Performance Improvement (ISPI) chapter. Using social networking platforms, a new type of chapter was designed. The virtual chapter breaks new ground on more than the chapter's platform; it is also the first university-sponsored chapter and has a unique approach to…
Libraries' Place in Virtual Social Networks
ERIC Educational Resources Information Center
Mathews, Brian S.
2007-01-01
Do libraries belong in the virtual world of social networking? With more than 100 million users, this environment is impossible to ignore. A rising philosophy for libraries, particularly in blog-land, involves the concept of being where the users are. Simply using new media to deliver an old message is not progress. Instead, librarians should…
ERIC Educational Resources Information Center
Cummings, Jeffrey
2012-01-01
The introduction of social media has changed the way individuals communicate and collaborate both within and outside the organization. While social media has the potential to change how organizations interact internally, minimal research has examined the impact this media may have within a virtual team environment. This dissertation examines a…
Social Networking and the Social and Emotional Wellbeing of Adolescents in Australia
ERIC Educational Resources Information Center
Bourgeois, Amanda; Bower, Julie; Carroll, Annemaree
2014-01-01
Technology and social networking tools and sites are changing the way young people build and maintain their social connections with others (Boyd & Ellison, 2008). This study utilised a new measure, The Self in a Social Context, Virtual Connectedness subscale (SSC-VC subscale), to examine the effects of social networking tools and sites on…
[Applying a social network for the practice and learning of psychiatry].
Mondin, Estefanía; Matusevich, Daniel
2014-01-01
Social networking is a virtual space in which people relate and build their identity, share information, publish content and intervene on the content posted by others. We will describe an experiment carried out in the psychiatry service of Italian Hospital in Buenos Aires, in which we use Whatsapp Social Network applied to the development of clinical work and teaching task. From these new ways of relating between professional, emerge a new way to work, participate in groups or try to evaluate various options for dealing with a patient. We analyze the usefulness of this virtual platform as a working tool.
Language Views on Social Networking Sites for Language Learning: The Case of Busuu
ERIC Educational Resources Information Center
Álvarez Valencia, José Aldemar
2016-01-01
Social networking has compelled the area of computer-assisted language learning (CALL) to expand its research palette and account for new virtual ecologies that afford language learning and socialization. This study focuses on Busuu, a social networking site for language learning (SNSLL), and analyzes the views of language that are enacted through…
2013-01-16
the context of social networking sites , email communications, and virtual worlds, etc. They also, however, form indirect communities via the development...science. In the spring of 2011, access to social networking sites was largely hailed as a prime facilitator of individuals across North Africa and...at an astounding rate, particularly the use of social networking sites . The number of adult internet users in the United States doubled be- tween 2008
A European Languages Virtual Network Proposal
NASA Astrophysics Data System (ADS)
García-Peñalvo, Francisco José; González-González, Juan Carlos; Murray, Maria
ELVIN (European Languages Virtual Network) is a European Union (EU) Lifelong Learning Programme Project aimed at creating an informal social network to support and facilitate language learning. The ELVIN project aims to research and develop the connection between social networks, professional profiles and language learning in an informal educational context. At the core of the ELVIN project, there will be a web 2.0 social networking platform that connects employees/students for language practice based on their own professional/academic needs and abilities, using all relevant technologies. The ELVIN remit involves the examination of both methodological and technological issues inherent in achieving a social-based learning platform that provides the user with their own customized Personal Learning Environment for EU language acquisition. ELVIN started in November 2009 and this paper presents the project aims and objectives as well as the development and implementation of the web platform.
Stieger, Stefan; Burger, Christoph; Bohn, Manuel; Voracek, Martin
2013-09-01
Social networking sites such as Facebook attract millions of users by offering highly interactive social communications. Recently, a counter movement of users has formed, deciding to leave social networks by quitting their accounts (i.e., virtual identity suicide). To investigate whether Facebook quitters (n=310) differ from Facebook users (n=321), we examined privacy concerns, Internet addiction scores, and personality. We found Facebook quitters to be significantly more cautious about their privacy, having higher Internet addiction scores, and being more conscientious than Facebook users. The main self-stated reason for committing virtual identity suicide was privacy concerns (48 percent). Although the adequacy of privacy in online communication has been questioned, privacy is still an important issue in online social communications.
ERIC Educational Resources Information Center
Karaoglan Yilmaz, Fatma Gizem
2017-01-01
Today, the use of social network-based virtual learning communities is increasing rapidly in terms of knowledge management. An important dynamic of knowledge management processes is the knowledge sharing behaviors (KSB) in community. The purpose of this study is to examine the KSB of the students in a Facebook-based virtual community created…
Social Network Analysis in E-Learning Environments: A Preliminary Systematic Review
ERIC Educational Resources Information Center
Cela, Karina L.; Sicilia, Miguel Ángel; Sánchez, Salvador
2015-01-01
E-learning occupies an increasingly prominent place in education. It provides the learner with a rich virtual network where he or she can exchange ideas and information and create synergies through interactions with other members of the network, whether fellow learners or teachers. Social network analysis (SNA) has proven extremely powerful at…
Who Networks? The Social Psychology of Virtual Communities
2004-06-01
virtual life: the open side - characterized by communities of interest, civil society movements, virtual “states,” and 4 online gaming communities...network of people hailing from Sicily. Sometimes the offline/ online similari- ties mesh even more, as when a gaming society in a small Swedish town...Commercially owned and regulated graphics-based Massively Multi- Player Gaming Communities (EverQuest, The Matrix Online ®, etc.) • UseNET
Constructing Social Networks from Unstructured Group Dialog in Virtual Worlds
NASA Astrophysics Data System (ADS)
Shah, Fahad; Sukthankar, Gita
Virtual worlds and massively multi-player online games are rich sources of information about large-scale teams and groups, offering the tantalizing possibility of harvesting data about group formation, social networks, and network evolution. However these environments lack many of the cues that facilitate natural language processing in other conversational settings and different types of social media. Public chat data often features players who speak simultaneously, use jargon and emoticons, and only erratically adhere to conversational norms. In this paper, we present techniques for inferring the existence of social links from unstructured conversational data collected from groups of participants in the Second Life virtual world. We present an algorithm for addressing this problem, Shallow Semantic Temporal Overlap (SSTO), that combines temporal and language information to create directional links between participants, and a second approach that relies on temporal overlap alone to create undirected links between participants. Relying on temporal overlap is noisy, resulting in a low precision and networks with many extraneous links. In this paper, we demonstrate that we can ameliorate this problem by using network modularity optimization to perform community detection in the noisy networks and severing cross-community links. Although using the content of the communications still results in the best performance, community detection is effective as a noise reduction technique for eliminating the extra links created by temporal overlap alone.
Ishii, Kenichi; Ogasahara, Morihiro
2007-04-01
The present study explores how online communities affect real-world personal relations based on a cross-cultural survey conducted in Japan and Korea. Findings indicate that the gratifications of online communities moderate the effects of online communities on social participation. Online communities are categorized into a real-group-based community and a virtual-network-based community. The membership of real-group-based online community is positively correlated with social bonding gratification and negatively correlated with information- seeking gratification. Japanese users prefer more virtual-network-based online communities, while their Korean counterparts prefer real-group-based online communities. Korean users are more active in online communities and seek a higher level of socializing gratifications, such as social bonding and making new friends, when compared with their Japanese counterparts. These results indicate that in Korea, personal relations via the online community are closely associated with the real-world personal relations, but this is not the case in Japan. This study suggests that the effects of the Internet are culture-specific and that the online community can serve a different function in different cultural environments.
Pourabbasi, Ata; Farzami, Jalal; Shirvani, Mahbubeh-Sadat Ebrahimnegad; Shams, Amir Hossein; Larijani, Bagher
2017-01-01
One of the main usages of social networks in clinical studies is facilitating the process of sampling and case finding for scientists. The main focus of this study is on comparing two different methods of sampling through phone calls and using social network, for study purposes. One of the researchers started calling 214 families of children with diabetes during 90 days. After this period, phone calls stopped, and the team started communicating with families through telegram, a virtual social network for 30 days. The number of children who participated in the study was evaluated. Although the telegram method was 60 days shorter than the phone call method, researchers found that the number of participants from telegram (17.6%) did not have any significant differences compared with the ones being phone called (12.9%). Using social networks can be suggested as a beneficial method for local researchers who look for easier sampling methods, winning their samples' trust, following up with the procedure, and an easy-access database.
Gross, Alexander; Murthy, Dhiraj
2014-10-01
This paper explores a variety of methods for applying the Latent Dirichlet Allocation (LDA) automated topic modeling algorithm to the modeling of the structure and behavior of virtual organizations found within modern social media and social networking environments. As the field of Big Data reveals, an increase in the scale of social data available presents new challenges which are not tackled by merely scaling up hardware and software. Rather, they necessitate new methods and, indeed, new areas of expertise. Natural language processing provides one such method. This paper applies LDA to the study of scientific virtual organizations whose members employ social technologies. Because of the vast data footprint in these virtual platforms, we found that natural language processing was needed to 'unlock' and render visible latent, previously unseen conversational connections across large textual corpora (spanning profiles, discussion threads, forums, and other social media incarnations). We introduce variants of LDA and ultimately make the argument that natural language processing is a critical interdisciplinary methodology to make better sense of social 'Big Data' and we were able to successfully model nested discussion topics from forums and blog posts using LDA. Importantly, we found that LDA can move us beyond the state-of-the-art in conventional Social Network Analysis techniques. Copyright © 2014 Elsevier Ltd. All rights reserved.
From Personal to Social: Learning Environments that Work
ERIC Educational Resources Information Center
Camacho, Mar; Guilana, Sonia
2011-01-01
VLE (Virtual Learning Environments) are rapidly falling short to meet the demands of a networked society. Web 2.0 and social networks are proving to offer a more personalized, open environment for students to learn formally as they are already doing informally. With the irruption of social media into society, and therefore, education, many voices…
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
NASA Astrophysics Data System (ADS)
Scacchi, Walt
There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).
Virtual History: A Socially Networked Pedagogy of Enlightenment
ERIC Educational Resources Information Center
Ellison, Katherine; Matthews, Carol
2010-01-01
Background: Twenty-first-century undergraduates often find eighteenth-century culture difficult to access and, influenced by popular assumptions about the period in current media theory, characterise the century as individualist, underestimating the cultural significance of social networking in literary and political history. Purpose: This study…
The scientific research potential of virtual worlds.
Bainbridge, William Sims
2007-07-27
Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.
Social and Virtual Networks: Evaluating Synchronous Online Interviewing Using Instant Messenger
ERIC Educational Resources Information Center
Hinchcliffe, Vanessa; Gavin, Helen
2009-01-01
This paper describes an evaluation of the quality and utility of synchronous online interviewing for data collection in social network research. Synchronous online interviews facilitated by Instant Messenger as the communication medium, were undertaken with ten final year university students. Quantitative and qualitative content analysis of…
Using Facebook as a Virtual Classroom in a Public University in Mexico City
ERIC Educational Resources Information Center
Batista, Miguel Angel Herrera
2013-01-01
Since Information and Communication Technologies have been developed, many changes have taken place in society. Social Networks certainly have changed communication habits, especially among young people. Nowadays, Social Networks are used as a communication system every day. In most countries, university students use this communication and…
Does Gender Matter? Collaborative Learning in a Virtual Corporate Community of Practice
ERIC Educational Resources Information Center
Tomcsik, Rachel E.
2010-01-01
The purpose of this study was to investigate how gender identity construction in virtuality and actuality affect collaborative learning in a corporate community of practice. As part of a virtual ethnographic design, participants were employees from a major American corporation who were interested specifically in social networking applications. The…
Bernard, Florian; Lemée, Jean-Michel; Aubin, Ghislaine; Ter Minassian, Aram; Menei, Philippe
2018-06-26
In awake craniotomy, it is possible to temporarily inactivate regions of the brain using direct electrical stimulation, while the patient performs neuropsychological tasks. If the patient shows decreased performance in a given task, the neurosurgeon will not remove these regions, so as to maintain all brain functions. The objective of our study was to describe our experience of using a virtual reality (VR) social network during awake craniotomy and discuss its future applications for perioperative mapping of nonverbal language, empathy, and theory of mind. This was a single-center, prospective, unblinded trial. During wound closure, different VR experiences with a VR headset were proposed to the patient. This project sought to explore interactions with the neuropsychologist's avatar in virtual locations using a VR social network as an available experience. Three patients experienced VR. Despite some limitations due to patient positioning during the operation and the limitation of nonverbal cues inherent to the app, the neuropsychologist, as an avatar, could communicate with the patient and explore gesture communication while wearing a VR headset. With some improvements, VR social networks can be used in the near future to map social cognition during awake craniotomy. ClinicalTrials.gov NCT03010943; https://clinicaltrials.gov/ct2/show/NCT03010943 (Archived at WebCite at http://www.webcitation.org/70CYDil0P). ©Florian Bernard, Jean-Michel Lemée, Ghislaine Aubin, Aram Ter Minassian, Philippe Menei. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 26.06.2018.
ERIC Educational Resources Information Center
Dahya, Negin; Dryden-Peterson, Sarah
2017-01-01
In this paper, we explore the role of online social networks in the cultivation of pathways to higher education for refugees, particularly for women. We compare supports garnered in local and offline settings to those accrued through online social networks and examine the differences between women and men. The paper draws on complementary original…
[Social networks and medicine].
Bastardot, F; Vollenweider, P; Marques-Vidal, P
2015-11-04
Social networks (social media or #SoMe) have entered medical practice within the last few years. These new media--like Twitter or Skype--enrich interactions among physicians (telemedicine), among physicians and patients (virtual consultations) and change the way of teaching medicine. They also entail new ethical, deontological and legal issues: the extension of the consultation area beyond the medical office and the access of information by third parties were recently debated. We develop here a review of some social networks with their characteristics, applications for medicine and limitations, and we offer some recommendations of good practice.
ERIC Educational Resources Information Center
Blattner, Geraldine; Fiori, Melissa
2011-01-01
Although often neglected in language textbooks and classrooms, sociopragmatic and multiliteracy skills are crucial elements in language learning that language educators should not disregard. This article investigates whether a social networking community (SNC) website such as Facebook can be exploited in the context of an intermediate foreign…
Social Networking: A Collaborative Open Educational Resource
ERIC Educational Resources Information Center
Toetenel, Lisette
2014-01-01
Studies undertaken since the introduction of Web 2.0 have focussed mainly on open educational resources (OERs) such as email, blogging and virtual learning environments. No consistent efforts have been undertaken to study the use of social networking sites as a tool for learning in the second language classroom. This study examined the use of…
Social Networking in Libraries: New Tricks of the Trade, Part I
ERIC Educational Resources Information Center
Cooke, Nicole A.
2008-01-01
While not a brand new phenomenon, online social networking sites continue to be exceedingly popular and seem to be where students spend much of their time. Not only are participants blogging, texting, chatting, sharing files, gaming, and existing virtually online, they also are forming communities and new cultures and exhibiting new informational…
White Hughto, Jaclyn M; Pachankis, John E; Eldahan, Adam I; Keene, Danya E
2017-05-01
Social-sexual networking technologies have been reported to yield both psychosocial benefits and sexual risks for gay and bisexual men, yet little research has explored how technology interacts with the social-geographical environment to shape the health of gay and bisexual men in the relatively understudied environment of small cities. This article draws on 29 semistructured interviews examining the use of social-sexual networking technologies among racially diverse gay and bisexual men in two small cities. Questions probed participants' use of technology to meet sexual partners, engagement in the gay community, and the role of virtual and nonvirtual spaces in relation to health. Findings suggest that social networking technologies can help men navigate the challenges of small cities, including small and insular gay communities, lack of dedicated gay spaces, and sexual minority stigma. However, participants also describe declines in gay community visibility and cohesion, which they attribute to technology use. The article concludes by discussing the intersections of virtual and physical space in small cities as sites for the production of health and illness.
2010-09-01
articulating perception, interpretation and actionable prediction in an operational environment . BCKS’ success with digital storytelling has far...podcasts; wikis and other collaborative spaces; social networks such as Facebook and LinkedIn; other user generated content; virtual social environments ...study of Xerox’s knowledge management systems noting that 80% of its IT was focused on adapting to the social dynamics of its workplace environment
Structure and Controls of the Global Virtual Water Trade Network
NASA Astrophysics Data System (ADS)
Suweis, S. S.
2011-12-01
Recurrent or ephemeral water shortages are a crucial global challenge, in particular because of their impacts on food production. The global character of this challenge is reflected in the trade among nations of virtual water, i.e. the amount of water used to produce a given commodity. We build, analyze and model the network describing the transfer of virtual water between world nations for staple food products. We find that all the key features of the network are well described by a model, the fitness model, that reproduces both the topological and weighted properties of the global virtual water trade network, by assuming as sole controls each country's gross domestic product and yearly rainfall on agricultural areas. We capture and quantitatively describe the high degree of globalization of water trade and show that a small group of nations play a key role in the connectivity of the network and in the global redistribution of virtual water. Finally, we illustrate examples of prediction of the structure of the network under future political, economic and climatic scenarios, suggesting that the crucial importance of the countries that trade large volumes of water will be strengthened. Our results show the importance of incorporating a network framework in the study of virtual water trades and provide a model to study the structure and resilience of the GVWTN under future scenarios for social, economic and climate change.
ERIC Educational Resources Information Center
Li, Guofang
2012-01-01
How do second-language learners become successful readers and writers? This article examines the importance of social networks to English language learners' reading and writing development. It describes different family, peer, and virtual social networks that ELLs can utilize to engage in online and offline reading and writing (especially related…
Understanding interactions in virtual HIV communities: a social network analysis approach.
Shi, Jingyuan; Wang, Xiaohui; Peng, Tai-Quan; Chen, Liang
2017-02-01
This study investigated the driving mechanism of building interaction ties among the people living with HIV/AIDS in one of the largest virtual HIV communities in China using social network analysis. Specifically, we explained the probability of forming interaction ties with homophily and popularity characteristics. The exponential random graph modeling results showed that members in this community tend to form homophilous ties in terms of shared location and interests. Moreover, we found a tendency away from popularity effect. This suggests that in this community, resources and information were not disproportionally received by a few of members, which could be beneficial to the overall community.
Design Concerns in the Engineering of Virtual Worlds for Learning
ERIC Educational Resources Information Center
Rapanotti, Lucia; Hall, Jon G.
2011-01-01
The convergence of 3D simulation and social networking into current multi-user virtual environments has opened the door to new forms of interaction for learning in order to complement the face-to-face and Web 2.0-based systems. Yet, despite a growing user community, design knowledge for virtual worlds remains patchy, particularly when it comes to…
Introduction to Social Network Analysis
NASA Astrophysics Data System (ADS)
Zaphiris, Panayiotis; Ang, Chee Siang
Social Network analysis focuses on patterns of relations between and among people, organizations, states, etc. It aims to describe networks of relations as fully as possible, identify prominent patterns in such networks, trace the flow of information through them, and discover what effects these relations and networks have on people and organizations. Social network analysis offers a very promising potential for analyzing human-human interactions in online communities (discussion boards, newsgroups, virtual organizations). This Tutorial provides an overview of this analytic technique and demonstrates how it can be used in Human Computer Interaction (HCI) research and practice, focusing especially on Computer Mediated Communication (CMC). This topic acquires particular importance these days, with the increasing popularity of social networking websites (e.g., youtube, myspace, MMORPGs etc.) and the research interest in studying them.
Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang
2012-01-01
Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.
Shavazi, Masoumeh Abbasi; Morowatisharifabad, Mohammad Ali; Shavazi, Mohammad Taghi Abbasi; Mirzaei, Masoud; Ardekani, Ali Mellat
2016-07-01
Currently with the emergence of the Internet, patients have an opportunity to exchange social support online. However, little attention has been devoted to different dimensions of online social support exchanged in virtual support communities for patients with multiple sclerosis (MS). To provide a rich insight, the aim of this qualitative study was to explore and categorize different dimensions of online social support in messages exchanged in a virtual support community for patients with MS. A total of 548 posted messages created during one year period were selected using purposive sampling to consider the maximum variation sampling. Prior-research-driven thematic analysis was then conducted. In this regard, we used the Cutruna and Suhr's coding system. The messages that could not be categorized with the used coding system were thematically analyzed to explore new additional social support themes. The results showed that various forms of social support including informational, emotional, network, esteem and tangible support were exchanged. Moreover, new additional social support themes including sharing personal experiences, sharing coping strategies and spiritual support emerged in this virtual support community. The wide range of online social support exchanged in the virtual support community can be regarded as a supplementary source of social support for patients with MS. Future researches can examine online social support more comprehensively considering additional social support themes emerging in the present study.
ERIC Educational Resources Information Center
Ke, Lin; Starkey, Hugh
2014-01-01
This virtual ethnographic study explores how Chinese university students use social network sites (SNSs) to participate in civic activities. An ideal of "active" citizens is contrasted with good citizens (Crick) and insouciant bystanders. We find that students engage with the civic issues embedded in everyday life; their online civic…
Frisch, Noreen; Atherton, Pat; Borycki, Elizabeth; Mickelson, Grace; Cordeiro, Jennifer; Novak Lauscher, Helen; Black, Agnes
2014-02-21
Use of Web 2.0 and social media technologies has become a new area of research among health professionals. Much of this work has focused on the use of technologies for health self-management and the ways technologies support communication between care providers and consumers. This paper addresses a new use of technology in providing a platform for health professionals to support professional development, increase knowledge utilization, and promote formal/informal professional communication. Specifically, we report on factors necessary to attract and sustain health professionals' use of a network designed to increase nurses' interest in and use of health services research and to support knowledge utilization activities in British Columbia, Canada. "InspireNet", a virtual professional network for health professionals, is a living laboratory permitting documentation of when and how professionals take up Web 2.0 and social media. Ongoing evaluation documents our experiences in establishing, operating, and evaluating this network. Overall evaluation methods included (1) tracking website use, (2) conducting two member surveys, and (3) soliciting member feedback through focus groups and interviews with those who participated in electronic communities of practice (eCoPs) and other stakeholders. These data have been used to learn about the types of support that seem relevant to network growth. Network growth exceeded all expectations. Members engaged with varying aspects of the network's virtual technologies, such as teams of professionals sharing a common interest, research teams conducting their work, and instructional webinars open to network members. Members used wikis, blogs, and discussion groups to support professional work, as well as a members' database with contact information and areas of interest. The database is accessed approximately 10 times per day. InspireNet public blog posts are accessed roughly 500 times each. At the time of writing, 21 research teams conduct their work virtually using the InspireNet platform; 10 topic-based Action Teams meet to address issues of mutual concern. Nursing and other health professionals, even those who rated themselves as computer literate, required significant mentoring and support in their efforts to adopt their practice to a virtual environment. There was a steep learning curve for professionals to learn to work in a virtual environment and to benefit from the available technologies. Virtual professional networks can be positioned to make a significant contribution to ongoing professional practice and to creating environments supportive of information sharing, mentoring, and learning across geographical boundaries. Nonetheless, creation of a Web 2.0 and social media platform is not sufficient, in and of itself, to attract or sustain a vibrant community of professionals interested in improving their practice. Essential support includes instruction in the use of Web-based activities and time management, a biweekly e-Newsletter, regular communication from leaders, and an annual face-to-face conference.
NASA Astrophysics Data System (ADS)
Ge, Yuanzheng; Chen, Bin; liu, Liang; Qiu, Xiaogang; Song, Hongbin; Wang, Yong
2018-02-01
Individual-based computational environment provides an effective solution to study complex social events by reconstructing scenarios. Challenges remain in reconstructing the virtual scenarios and reproducing the complex evolution. In this paper, we propose a framework to reconstruct a synthetic computational environment, reproduce the epidemic outbreak, and evaluate management interventions in a virtual university. The reconstructed computational environment includes 4 fundamental components: the synthetic population, behavior algorithms, multiple social networks, and geographic campus environment. In the virtual university, influenza H1N1 transmission experiments are conducted, and gradually enhanced interventions are evaluated and compared quantitatively. The experiment results indicate that the reconstructed virtual environment provides a solution to reproduce complex emergencies and evaluate policies to be executed in the real world.
Behavioral and Network Origins of Wealth Inequality: Insights from a Virtual World
Fuchs, Benedikt; Thurner, Stefan
2014-01-01
Almost universally, wealth is not distributed uniformly within societies or economies. Even though wealth data have been collected in various forms for centuries, the origins for the observed wealth-disparity and social inequality are not yet fully understood. Especially the impact and connections of human behavior on wealth could so far not be inferred from data. Here we study wealth data from the virtual economy of the massive multiplayer online game (MMOG) Pardus. This data not only contains every player's wealth at every point in time, but also all actions over a timespan of almost a decade. We find that wealth distributions in the virtual world are very similar to those in Western countries. In particular we find an approximate exponential distribution for low wealth levels and a power-law tail for high levels. The Gini index is found to be , which is close to the indices of many Western countries. We find that wealth-increase rates depend on the time when players entered the game. Players that entered the game early on tend to have remarkably higher wealth-increase rates than those who joined later. Studying the players' positions within their social networks, we find that the local position in the trade network is most relevant for wealth. Wealthy people have high in- and out-degrees in the trade network, relatively low nearest-neighbor degrees, and low clustering coefficients. Wealthy players have many mutual friendships and are socially well respected by others, but spend more time on business than on socializing. Wealthy players have few personal enemies, but show animosity towards players that behave as public enemies. We find that players that are not organized within social groups are significantly poorer on average. We observe that “political” status and wealth go hand in hand. PMID:25153072
Behavioral and network origins of wealth inequality: insights from a virtual world.
Fuchs, Benedikt; Thurner, Stefan
2014-01-01
Almost universally, wealth is not distributed uniformly within societies or economies. Even though wealth data have been collected in various forms for centuries, the origins for the observed wealth-disparity and social inequality are not yet fully understood. Especially the impact and connections of human behavior on wealth could so far not be inferred from data. Here we study wealth data from the virtual economy of the massive multiplayer online game (MMOG) Pardus. This data not only contains every player's wealth at every point in time, but also all actions over a timespan of almost a decade. We find that wealth distributions in the virtual world are very similar to those in Western countries. In particular we find an approximate exponential distribution for low wealth levels and a power-law tail for high levels. The Gini index is found to be g = 0.65, which is close to the indices of many Western countries. We find that wealth-increase rates depend on the time when players entered the game. Players that entered the game early on tend to have remarkably higher wealth-increase rates than those who joined later. Studying the players' positions within their social networks, we find that the local position in the trade network is most relevant for wealth. Wealthy people have high in- and out-degrees in the trade network, relatively low nearest-neighbor degrees, and low clustering coefficients. Wealthy players have many mutual friendships and are socially well respected by others, but spend more time on business than on socializing. Wealthy players have few personal enemies, but show animosity towards players that behave as public enemies. We find that players that are not organized within social groups are significantly poorer on average. We observe that "political" status and wealth go hand in hand.
Virtual worlds: a new frontier for nurse education?
Green, Janet; Wyllie, Aileen; Jackson, Debra
2014-01-01
Virtual worlds have the potential to offer nursing students social networking and, learning, opportunities through the use of collaborative and immersive learning. If nursing educators, are to stay, abreast of contemporary learning opportunities an exploration of the potential benefits of, virtual, worlds and their possibilities is needed. Literature was sourced that explored virtual worlds, and their, use in education, but nursing education specifically. It is clear that immersive learning has, positive, benefits for nursing, however the best way to approach virtual reality in nursing education, has yet to, be ascertained.
Random walks on activity-driven networks with attractiveness
NASA Astrophysics Data System (ADS)
Alessandretti, Laura; Sun, Kaiyuan; Baronchelli, Andrea; Perra, Nicola
2017-05-01
Virtually all real-world networks are dynamical entities. In social networks, the propensity of nodes to engage in social interactions (activity) and their chances to be selected by active nodes (attractiveness) are heterogeneously distributed. Here, we present a time-varying network model where each node and the dynamical formation of ties are characterized by these two features. We study how these properties affect random-walk processes unfolding on the network when the time scales describing the process and the network evolution are comparable. We derive analytical solutions for the stationary state and the mean first-passage time of the process, and we study cases informed by empirical observations of social networks. Our work shows that previously disregarded properties of real social systems, such as heterogeneous distributions of activity and attractiveness as well as the correlations between them, substantially affect the dynamical process unfolding on the network.
Dynamic phenomena and human activity in an artificial society
NASA Astrophysics Data System (ADS)
Grabowski, A.; Kruszewska, N.; Kosiński, R. A.
2008-12-01
We study dynamic phenomena in a large social network of nearly 3×104 individuals who interact in the large virtual world of a massive multiplayer online role playing game. On the basis of a database received from the online game server, we examine the structure of the friendship network and human dynamics. To investigate the relation between networks of acquaintances in virtual and real worlds, we carried out a survey among the players. We show that, even though the virtual network did not develop as a growing graph of an underlying network of social acquaintances in the real world, it influences it. Furthermore we find very interesting scaling laws concerning human dynamics. Our research shows how long people are interested in a single task and how much time they devote to it. Surprisingly, exponent values in both cases are close to -1 . We calculate the activity of individuals, i.e., the relative time daily devoted to interactions with others in the artificial society. Our research shows that the distribution of activity is not uniform and is highly correlated with the degree of the node, and that such human activity has a significant influence on dynamic phenomena, e.g., epidemic spreading and rumor propagation, in complex networks. We find that spreading is accelerated (an epidemic) or decelerated (a rumor) as a result of superspreaders’ various behavior.
A multilayer network dataset of interaction and influence spreading in a virtual world
NASA Astrophysics Data System (ADS)
Jankowski, Jarosław; Michalski, Radosław; Bródka, Piotr
2017-10-01
Presented data contains the record of five spreading campaigns that occurred in a virtual world platform. Users distributed avatars between each other during the campaigns. The processes varied in time and range and were either incentivized or not incentivized. Campaign data is accompanied by events. The data can be used to build a multilayer network to place the campaigns in a wider context. To the best of the authors' knowledge, the study is the first publicly available dataset containing a complete real multilayer social network together, along with five complete spreading processes in it.
Why Universities Join Cross-Sector Social Partnerships: Theory and Evidence
ERIC Educational Resources Information Center
Siegel, David J.
2010-01-01
Cross-sector partnerships are an increasingly popular mode of organizing to address intractable social problems, yet theory and research have virtually ignored university involvement in such activity. This article attempts to ascertain the reasons universities join networks of other social actors to support a common cause. Theories on the…
Geographies of an Online Social Network.
Lengyel, Balázs; Varga, Attila; Ságvári, Bence; Jakobi, Ákos; Kertész, János
2015-01-01
How is online social media activity structured in the geographical space? Recent studies have shown that in spite of earlier visions about the "death of distance", physical proximity is still a major factor in social tie formation and maintenance in virtual social networks. Yet, it is unclear, what are the characteristics of the distance dependence in online social networks. In order to explore this issue the complete network of the former major Hungarian online social network is analyzed. We find that the distance dependence is weaker for the online social network ties than what was found earlier for phone communication networks. For a further analysis we introduced a coarser granularity: We identified the settlements with the nodes of a network and assigned two kinds of weights to the links between them. When the weights are proportional to the number of contacts we observed weakly formed, but spatially based modules resemble to the borders of macro-regions, the highest level of regional administration in the country. If the weights are defined relative to an uncorrelated null model, the next level of administrative regions, counties are reflected.
Geographies of an Online Social Network
Lengyel, Balázs; Varga, Attila; Ságvári, Bence; Jakobi, Ákos; Kertész, János
2015-01-01
How is online social media activity structured in the geographical space? Recent studies have shown that in spite of earlier visions about the “death of distance”, physical proximity is still a major factor in social tie formation and maintenance in virtual social networks. Yet, it is unclear, what are the characteristics of the distance dependence in online social networks. In order to explore this issue the complete network of the former major Hungarian online social network is analyzed. We find that the distance dependence is weaker for the online social network ties than what was found earlier for phone communication networks. For a further analysis we introduced a coarser granularity: We identified the settlements with the nodes of a network and assigned two kinds of weights to the links between them. When the weights are proportional to the number of contacts we observed weakly formed, but spatially based modules resemble to the borders of macro-regions, the highest level of regional administration in the country. If the weights are defined relative to an uncorrelated null model, the next level of administrative regions, counties are reflected. PMID:26359668
Shavazi, Masoumeh Abbasi; Morowatisharifabad, Mohammad Ali; Shavazi, Mohammad Taghi Abbasi; Mirzaei, Masoud; Ardekani, Ali Mellat
2016-01-01
Background: Currently with the emergence of the Internet, patients have an opportunity to exchange social support online. However, little attention has been devoted to different dimensions of online social support exchanged in virtual support communities for patients with multiple sclerosis (MS). Methods: To provide a rich insight, the aim of this qualitative study was to explore and categorize different dimensions of online social support in messages exchanged in a virtual support community for patients with MS. A total of 548 posted messages created during one year period were selected using purposive sampling to consider the maximum variation sampling. Prior-research-driven thematic analysis was then conducted. In this regard, we used the Cutruna and Suhr’s coding system. The messages that could not be categorized with the used coding system were thematically analyzed to explore new additional social support themes. Results: The results showed that various forms of social support including informational, emotional, network, esteem and tangible support were exchanged. Moreover, new additional social support themes including sharing personal experiences, sharing coping strategies and spiritual support emerged in this virtual support community. Conclusion: The wide range of online social support exchanged in the virtual support community can be regarded as a supplementary source of social support for patients with MS. Future researches can examine online social support more comprehensively considering additional social support themes emerging in the present study. PMID:27382585
Wink, Diane M
2011-01-01
In this bimonthly series, the author examines how nurse educators can use the Internet and Web-based computer technologies such as search, communication, and collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes digital books.
ERIC Educational Resources Information Center
Grenfell, Janette
2013-01-01
Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin studies online learning management…
Leadership in MMOGs: A Field of Research on Virtual Teams
ERIC Educational Resources Information Center
Mysirlaki, Sofia; Paraskeva, Fotini
2012-01-01
As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…
Measurable Successes for Children with ASD: Perspectives from Mothers' Virtual Journals
ERIC Educational Resources Information Center
Zeman, Laura Dreuth; Swanke, Jayme; Doktor, Judy
2011-01-01
Autism spectrum disorders (ASDs) have become the second most common childhood developmental disorder. The parents of these children are hungry for information regarding ASD and often seek support and advice from the internet and virtual social networks. This qualitative study analyzed blogs of twenty-four mothers raising children with ASD. This…
ERIC Educational Resources Information Center
Crook, Charles; Cluley, Robert
2009-01-01
University staff are now encouraged to supplement their classroom activity with computer-based tools and resources accessible through virtual learning environments (VLEs). Meanwhile, university students increasingly make recreational use of computer networks in the form of various social software applications. This paper explores tensions of…
Educational Community: Among the Real and Virtual Civic Initiative
ERIC Educational Resources Information Center
Arsenijevic, Jasmina; Andevski, Milica
2016-01-01
The new media enable numerous advantages in the strengthening of civic engagement, through removing barriers in space and time and through networking of individuals of the same social, civic or political interests at the global level. Different forms of civic engagement and civic responsibility in the virtual space are ever more present, and…
Brynolf, Anne; Johansson, Stefan; Appelgren, Ester; Lynoe, Niels; Edstedt Bonamy, Anna-Karin
2013-01-01
Objective To investigate potential violations of patient confidentiality or other breaches of medical ethics committed by physicians and medical students active on the social networking site Twitter. Design Population-based cross-sectional observational study. Setting The social networking site Twitter (Swedish-speaking users, n=298819). Population Physicians and medical students (Swedish-speaking users, n=237) active on the social networking site Twitter between July 2007 and March 2012. Main outcome measure Postings that reflect unprofessional behaviour and ethical breaches among physicians and medical students. Results In all, 237 Twitter accounts were established as held by physicians and medical students and a total of 13 780 tweets were analysed by content. In all, 276 (1.9%) tweets were labelled as ‘unprofessional’. Among these, 26 (0.2%) tweets written by 15 (6.3%) physicians and medical students included information that could violate patient privacy. No information on the personal ID number or names was disclosed, but parts of the patient documentation or otherwise specific indicatory information on patients were found. Unprofessional tweets were more common among users writing under a pseudonym and among medical students. Conclusions In this study of physicians and medical students on Twitter, we observed potential violations of patient privacy and other breaches of medical ethics. Our findings underline that every physician and medical student has to consider his or her presence on social networking sites. It remains to be investigated if the introduction of social networking site guidelines for medical professionals will improve awareness. PMID:23883885
Brynolf, Anne; Johansson, Stefan; Appelgren, Ester; Lynoe, Niels; Edstedt Bonamy, Anna-Karin
2013-01-01
To investigate potential violations of patient confidentiality or other breaches of medical ethics committed by physicians and medical students active on the social networking site Twitter. Population-based cross-sectional observational study. The social networking site Twitter (Swedish-speaking users, n=298819). Physicians and medical students (Swedish-speaking users, n=237) active on the social networking site Twitter between July 2007 and March 2012. Postings that reflect unprofessional behaviour and ethical breaches among physicians and medical students. In all, 237 Twitter accounts were established as held by physicians and medical students and a total of 13 780 tweets were analysed by content. In all, 276 (1.9%) tweets were labelled as 'unprofessional'. Among these, 26 (0.2%) tweets written by 15 (6.3%) physicians and medical students included information that could violate patient privacy. No information on the personal ID number or names was disclosed, but parts of the patient documentation or otherwise specific indicatory information on patients were found. Unprofessional tweets were more common among users writing under a pseudonym and among medical students. In this study of physicians and medical students on Twitter, we observed potential violations of patient privacy and other breaches of medical ethics. Our findings underline that every physician and medical student has to consider his or her presence on social networking sites. It remains to be investigated if the introduction of social networking site guidelines for medical professionals will improve awareness.
Virtual Social Networking and Interoperability in the Canadian Forces Netcentric Environment
2009-07-01
as Facebook and Plaxo. 2.1.4 Media-type based social networks Flickr, YouTube , DeviantArt, Vimeo, etc. are all sites that encourage casual and...with content appreciation and criticism. The proportions and traffic generated by sites like YouTube are undeniable, being covered in the media as...1 Visit http://en.wikipedia.org/wiki/ AdSense for further references and a list of similar, competing services
Google Earth as a method for connecting scientific research with the World
NASA Astrophysics Data System (ADS)
Graham, J. R.
2012-12-01
Google Earth has proven itself to be an exceptionally successful and ambitious application: fully capable as a scientific tool, yet able to also satisfy the intellectual and virtual touristic needs of students, educators and the general public. It is difficult to overstate Google Earth's impact on our understanding of the World we inhabit, and yet there is also considerable potential that remains unexplored. This paper will discuss Google Earth's potential as a social network for the science community - connecting the general public with scientists, and scientists with their research. This paper will look at the University of Lethbridge's RAVE (Reaching Audiences through Virtual Entryways) project as a model for how this social network can function within the Google Earth environment.
Interpretations of virtual reality.
Voiskounsky, Alexander
2011-01-01
University students were surveyed to learn what they know about virtual realities. The two studies were administered with a half-year interval in which the students (N=90, specializing either in mathematics and science, or in social science and humanities) were asked to name particular examples of virtual realities. The second, but not the first study, was administered after the participants had the chance to see the movie "Avatar" (no investigation was held into whether they really saw it). While the students in both studies widely believed that activities such as social networking and online gaming represent virtual realities, some other examples provided by the students in the two studies differ: in the second study the participants expressed a better understanding of the items related to virtual realities. At the same time, not a single participant reported particular psychological states (either regular or altered) as examples of virtual realities. Profound popularization efforts need to be done to acquaint the public, including college students, with virtual realities and let the public adequately understand how such systems work.
Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang
2012-01-01
Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior. PMID:22496771
Triberti, Stefano; Durosini, Ilaria; Aschieri, Filippo; Villani, Daniela; Riva, Giuseppe
2017-08-01
Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different "audiences" to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man. This research tested whether avatars, as digital self-representations, may change depending on the above-mentioned variables. Ninety-four participants created two avatars to be used in different contexts (video game and job-themed social network). Moreover, two groups of participants were told that they would have met friends or total strangers within the two virtual contexts. Results showed that avatars changed from the game to the job context. Changes involved avatars' transient features (Clothes) more than physical (Body) and symbolic (Accessories) ones, and females changed accessories more than males. Moreover, females who expected to meet friends changed their avatars' bodies significantly more than males in both virtual contexts. The findings are discussed based on literature about computer-mediated communication and online self-disclosure. In conclusion, possible implications of the results for avatar-based interventions and the field of video games and social network design are reviewed.
García-Peñalvo, Francisco J; Martín, Manuel Franco; García-Holgado, Alicia; Guzmán, José Miguel Toribio; Antón, Jesús Largo; Sánchez-Gómez, Ma Cruz
2016-07-01
The treatment of psychiatric patients requires different health care from that of patients from other medical specialties. In particular, in the case of Department of Psychiatry from the Zamora Hospital (Spain), the period of time which patients require institutionalized care is a tiny part of their treatment. A large part of health care provided to the patient is aimed at his/her rehabilitation and social integration through day-care centres, supervised flats or activities. Conversely, several reports reveal that approximately 50 % of Internet users use the network as a source of health information, which has led to the emergence of virtual communities where patients, relatives or health professionals share their knowledge concerning an illness, health problem or specific health condition. In this context, we have identified that the relatives have a lack of information regarding the daily activities of patients under psychiatric treatment. The social networks or the virtual communities regarding health problems do not provide a private space where relatives can follow the patient's progress, despite being in different places. The goal of the study was to use technologies to develop a private social network for being used by severe mental patients (mainly schizophrenic patients). SocialNet is a pioneer social network in the health sector because it provides a social interaction context restricted to persons authorized by the patient or his/her legal guardian in such a way that they can track his/her daily activity. Each patient has a private area only accessible to authorized persons and their caregivers, where they can share pictures, videos or texts regarding his/her progress. A preliminary study of usability of the system has been made for increasing the usefulness and usability of SocialNet. SocialNet is the first system for promoting personal interactions among formal caregivers, family, close friends and patient, promoting the recovery of schizophrenic patients. Future studies should study the network's potential usefulness for improving the prognosis and recovery of schizophrenia.
[Social media, children and pediatricians].
Le Heuzey, M-F
2012-01-01
Using social media web sites is a common activity for children, and any site that allows social interaction (social network, games, virtual worlds...) is a social media site. Pediatricians are in a position to help families understand the benefits and the risks of these sites, and to diagnose problems in children and adolescents as cyberbullying, depression, and post traumatic disorder. Copyright © 2011 Elsevier Masson SAS. All rights reserved.
Vulnerability of countries to food-production crises propagating in the virtual water trade network
NASA Astrophysics Data System (ADS)
Tamea, S.; Laio, F.; Ridolfi, L.
2015-12-01
In recent years, the international trade of food and agricultural commodities has undergone a marked increase of exchanged volumes and an expansion of the trade network. This globalization of trade has both positive and negative effects, but the interconnectedness and external dependency of countries generate complex dynamics which are often difficult to understand and model. In this study we consider the volume of water used for the production of agricultural commodities, virtually exchanged among countries through commodity trade, i.e. the virtual water trade. Then, we set up a parsimonious mechanistic model describing the propagation, into the global trade network, of food-production crises generated locally by a social, economic or environmental event (such as war, economic crisis, drought, pest). The model, accounting for the network structure and the virtual water balance of all countries, bases on rules derived from observed virtual water flows and on data-based and statistically verified assumption. It is also tested on real case studies that prove its capability to capture the main features of crises propagation. The model is then employed as the basis for the development of an index of country vulnerability, measuring the exposure of countries to crises propagating in the virtual water trade network. Results of the analysis are discussed within the context of socio-economic and environmental conditions of countries, showing that not only water-scarce, but also wealthy and globalized countries, are among the most vulnerable to external crises. The temporal analysis for the period 1986-2011 reveals that the global average vulnerability has strongly increased over time, confirming the increased exposure of countries to external crises which may occur in the virtual water trade network.
Characteristics of a virtual community for individuals who are d/deaf and hard of hearing.
Shoham, Snunith; Heber, Meital
2012-01-01
The content of 2,050 messages on a virtual forum for d/Deaf and hard of hearing people in Israel was analyzed. Interactions and behavior were monitored to determine if behavior on the forum expressed social support, and whether the community was an entirely virtual community or a real community whose members also met in other venues. Subjects discussed in messages included technical difficulties, coping with difficulties presented by hearing loss, adjusting to assistive devices, difficulties at school and work, accessibility issues, difficulties communicating with the hearing world, and rights. Messages were also used to initiate a range of social activities. Classification of behaviors per the Social Support Behavior Code (Cutrona & Suhr, 1992) showed that most were in the category of informational support. Other types of support in the model, tangible assistance, emotional support, social network support, and esteem support, were evident in fewer messages.
76 FR 28964 - Privacy Act of 1974; System of Records
Federal Register 2010, 2011, 2012, 2013, 2014
2011-05-19
...' Social Security Number (SSN).'' * * * * * Retrievability: Delete entry and replace with ``Name, date of... site--The eMarine system is a protected network that will employ data encryption, data masking, secure virtual private network (VPN) and DoD approved methods for safeguarding and ensuring compliance. The...
NASA Astrophysics Data System (ADS)
Lee, Young Eun; Saharia, Aditya
With the rapid growth of computer mediated communication technologies in the last two decades, various types of virtual communities have emerged. Some communities provide a role playing arena, enabled by avatars, while others provide an arena for expressing and promoting detailed personal profiles to enhance their offline social networks. Due to different focus of these virtual communities, different factors motivate members to participate in these communities. In this study, we examine differences in members’ motivations to participate in role-playing versus self-expression based virtual communities. To achieve this goal, we apply the Wang and Fesenmaier (2004) framework, which explains members’ participation in terms of their functional, social, psychological, and hedonic needs. The primary contributions of this study are two folds: First, it demonstrates differences between role-playing and self-expression based communities. Second, it provides a comprehensive framework describing members’ motivation to participate in virtual communities.
Who regulates ethics in the virtual world?
Sharma, Seemu; Lomash, Hitashi; Bawa, Seema
2015-02-01
This paper attempts to give an insight into emerging ethical issues due to the increased usage of the Internet in our lives. We discuss three main theoretical approaches relating to the ethics involved in the information technology (IT) era: first, the use of IT as a tool; second, the use of social constructivist methods; and third, the approach of phenomenologists. Certain aspects of ethics and IT have been discussed based on a phenomenological approach and moral development. Further, ethical issues related to social networking sites are discussed. A plausible way to make the virtual world ethically responsive is collective responsibility which proposes that society has the power to influence but not control behavior in the virtual world.
Wink, Diane M
2012-01-01
In this bimonthly series, the author examines how nurse educators can use Internet and Web-based technologies such as search, communication, and collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes how cloud computing can be used in nursing education.
Optimizing use of library technology.
Wink, Diane M; Killingsworth, Elizabeth K
2011-01-01
In this bimonthly series, the author examines how nurse educators can use the Internet and Web-based computer technologies such as search, communication, collaborative writing tools; social networking and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. This article describes optimizing the use of library technology.
D'Amato, G; Cecchi, L; Liccardi, G; Pellegrino, F; D'Amato, M; Sofia, M
2012-01-01
The Internet and, in particular, social networks are an increasingly important part of daily life for both adolescents and adults who maintain a virtual relationship with others sharing interests and goals. Very often, they disclose more about themselves online than they do in person. However, cyberbullying and cyberostracism can be problematic for adolescents and sensitive individuals, who might be negatively affected by social networks. Some studies have shown an increased risk of depression, whereas others suggest beneficial effects through enhanced communication, social connection, and self-esteem. Bronchial asthma is an increasingly frequent disease in the industrialized world, and psychological implications play a role in increasing or in reducing its severity. One year after the case report of an asthma exacerbation that may have been triggered by Facebook, it seems reasonable to analyze the effects of social networks on bronchial asthma.
Building a Virtual Branch at Vancouver Public Library Using Web 2.0 Tools
ERIC Educational Resources Information Center
Cahill, Kay
2009-01-01
Purpose: The purpose of this paper is to demonstrate the work undertaken by Vancouver Public Library (VPL) in an effort to convert its website into a true virtual branch, both through the functionality of the website itself and by extending its web presence on to external social networking sites. Design/methodology/approach: VPL worked with its…
Oh! Web 2.0, Virtual Reference Service 2.0, Tools & Techniques (II)
ERIC Educational Resources Information Center
Arya, Harsh Bardhan; Mishra, J. K.
2012-01-01
The paper describes the theory and definition of the practice of librarianship, specifically addressing how Web 2.0 technologies (tools) such as synchronous messaging, collaborative reference service and streaming media, blogs, wikis, social networks, social bookmarking tools, tagging, RSS feeds, and mashups might intimate changes and how…
Self-Presentation and Gender on MySpace
ERIC Educational Resources Information Center
Manago, Adriana M.; Graham, Michael B.; Greenfield, Patricia M.; Salimkhan, Goldie
2008-01-01
Within the cultural context of MySpace, this study explores the ways emerging adults experience social networking. Through focus group methodology, the role of virtual peer interaction in the development of personal, social, and gender identities was investigated. Findings suggest that college students utilize MySpace for identity exploration,…
Problematic use of social networking sites among urban school going teenagers.
Meena, Parth Singh; Mittal, Pankaj Kumar; Solanki, Ram Kumar
2012-07-01
Social networking sites like Facebook, Orkut and Twitter are virtual communities where users can create individual public profiles, interact with real-life friends and meet other people based on shared interests. An exponential rise in usage of Social Networking Sites have been seen within the last few years. Their ease of use and immediate gratification effect on users has changed the way people in general and students in particular spend their time. Young adults, particularly teenagers tended to be unaware of just how much time they really spent on social networking sites. Negative correlates of Social Networking Sites usage include the decrease in real life social community participation and academic achievement, as well as relationship problems, each of which may be indicative of potential addiction. the aim of the study was to find out whether teenagers, specially those living in cities spend too much time on social networking websites. 200 subjects, both boys and girls were included in the cross sectional study who were given a 20 item Young's internet addiction test modified for social networking sites. The responses were analyzed using chi square test and Fisher's exact test. 24.74% of the students were having occasional or 'frequency' problems while 2.02% of them were experiencing severe problems due to excessive time spent using social networking sites. With the ever increasing popularity of social media, teenagers are devoting significant time to social networking on websites and are prone to get 'addicted' to such form of online social interaction.
Triadic motifs in the dependence networks of virtual societies.
Xie, Wen-Jie; Li, Ming-Xia; Jiang, Zhi-Qiang; Zhou, Wei-Xing
2014-06-10
In friendship networks, individuals have different numbers of friends, and the closeness or intimacy between an individual and her friends is heterogeneous. Using a statistical filtering method to identify relationships about who depends on whom, we construct dependence networks (which are directed) from weighted friendship networks of avatars in more than two hundred virtual societies of a massively multiplayer online role-playing game (MMORPG). We investigate the evolution of triadic motifs in dependence networks. Several metrics show that the virtual societies evolved through a transient stage in the first two to three weeks and reached a relatively stable stage. We find that the unidirectional loop motif (M9) is underrepresented and does not appear, open motifs are also underrepresented, while other close motifs are overrepresented. We also find that, for most motifs, the overall level difference of the three avatars in the same motif is significantly lower than average, whereas the sum of ranks is only slightly larger than average. Our findings show that avatars' social status plays an important role in the formation of triadic motifs.
Triadic motifs in the dependence networks of virtual societies
NASA Astrophysics Data System (ADS)
Xie, Wen-Jie; Li, Ming-Xia; Jiang, Zhi-Qiang; Zhou, Wei-Xing
2014-06-01
In friendship networks, individuals have different numbers of friends, and the closeness or intimacy between an individual and her friends is heterogeneous. Using a statistical filtering method to identify relationships about who depends on whom, we construct dependence networks (which are directed) from weighted friendship networks of avatars in more than two hundred virtual societies of a massively multiplayer online role-playing game (MMORPG). We investigate the evolution of triadic motifs in dependence networks. Several metrics show that the virtual societies evolved through a transient stage in the first two to three weeks and reached a relatively stable stage. We find that the unidirectional loop motif (M9) is underrepresented and does not appear, open motifs are also underrepresented, while other close motifs are overrepresented. We also find that, for most motifs, the overall level difference of the three avatars in the same motif is significantly lower than average, whereas the sum of ranks is only slightly larger than average. Our findings show that avatars' social status plays an important role in the formation of triadic motifs.
Triadic motifs in the dependence networks of virtual societies
Xie, Wen-Jie; Li, Ming-Xia; Jiang, Zhi-Qiang; Zhou, Wei-Xing
2014-01-01
In friendship networks, individuals have different numbers of friends, and the closeness or intimacy between an individual and her friends is heterogeneous. Using a statistical filtering method to identify relationships about who depends on whom, we construct dependence networks (which are directed) from weighted friendship networks of avatars in more than two hundred virtual societies of a massively multiplayer online role-playing game (MMORPG). We investigate the evolution of triadic motifs in dependence networks. Several metrics show that the virtual societies evolved through a transient stage in the first two to three weeks and reached a relatively stable stage. We find that the unidirectional loop motif (M9) is underrepresented and does not appear, open motifs are also underrepresented, while other close motifs are overrepresented. We also find that, for most motifs, the overall level difference of the three avatars in the same motif is significantly lower than average, whereas the sum of ranks is only slightly larger than average. Our findings show that avatars' social status plays an important role in the formation of triadic motifs. PMID:24912755
Carballo, José L; Pérez-Jover, Ma Virtudes; Espada, José P; Orgilés, Mireia; Piqueras, José Antonio
2012-02-01
The increase in the use of New Technologies in social relationships could be generating a new paradigm in social skills. Valid and reliable instruments to assess these changes are needed. The aim of this study is to analyze the psychometric properties of the Multidimensional Scale of Social Expression (EMES) in the assessment of social skills on the Internet and Social Networks. A total of 413 college students from the province of Alicante participated on this study. The scale was applied according to two contexts: Real and Internet/Virtual. High internal consistency was shown. The 12-factor structure found for the Virtual Context scale is similar to that of the original study. The scale had shown to be a good predictor of hours of Internet use. In conclusion, EMES-C is useful for assessing real context and Internet context social skills.
Online Treatment and Virtual Therapists in Child and Adolescent Psychiatry
Schueller, Stephen M.; Stiles-Shields, Colleen; Yarosh, Lana
2016-01-01
Summary Online and virtual therapies are a well-studied and efficacious treatment option for various mental and behavioral health conditions among children and adolescents. That said, many interventions have not concerned the unique affordances offered by technologies that might align with the capacities and interests of youth users. In this article, we discuss learnings from child-computer interaction that can inform future generations of interventions and guide developers, practitioners, and researchers how to best utilize new technologies for youth populations. We highlight issues related to usability and user experience including challenge and feedback, social interaction, and storytelling. We conclude with innovative examples illustrating future potentials of online and virtual therapies such as gaming and social networking. PMID:27837935
NASA Astrophysics Data System (ADS)
Frossard, Frédérique; Trifonova, Anna; Barajas Frutos, Mario
The isolation of rural communities creates special necessities for teachers and students in rural schools. The present article describes "Rural Virtual School", a Virtual Community of Practice (VCoP) in which Spanish teachers of rural schools share learning resources and teaching methodologies through social software applications. The article arrives to an evolutionary model, in which the use of the social software tools evolves together with the needs and the activities of the VCoP through the different stages of its lifetime. Currently, the community has reached a high level of maturity and, in order to keep its momentum, the members intentionally use appropriate technologies specially designed to enhance rich innovative educational approaches, through which they collaboratively generate creative practices.
ERIC Educational Resources Information Center
Hollyhead, Andrew; Edwards, David J.; Holt, Gary D.
2012-01-01
Grounded theory is used to examine the role and application of both educator-led and student-led forums within a virtual learning environment (VLE) of a higher education institution (HEI). The study reports experiences and perceptions of academics in two faculties (business and technology) in the HEI who use both asynchronous VLE forums and social…
Designerly Talk in Non-Pedagogical Social Spaces
ERIC Educational Resources Information Center
Gray, Colin M.; Howard, Craig D.
2014-01-01
Students live and work in worlds where virtual communities, such as those created via social network sites (e.g. Facebook) may interplay with their formal learning, but scholars of design pedagogy know little about how these spaces can support design learning. In this study, we describe how a set of informal communications, encapsulated in five…
Blended Learning Environments: Using Social Networking Sites to Enhance the First Year Experience
ERIC Educational Resources Information Center
McCarthy, Joshua
2010-01-01
This study explores blending virtual and physical learning environments to enhance the experience of first year by immersing students into university culture through social and academic interaction between peers. It reports on the progress made from 2008 to 2009 using an existing academic platform, the first year design elective course…
Knowledge Value Creation Characteristics of Virtual Teams: A Case Study in the Construction Sector
NASA Astrophysics Data System (ADS)
Vorakulpipat, Chalee; Rezgui, Yacine
Any knowledge environment aimed at virtual teams should promote identification, access, capture and retrieval of relevant knowledge anytime / anywhere, while nurturing the social activities that underpin the knowledge sharing and creation process. In fact, socio-cultural issues play a critical role in the successful implementation of Knowledge Management (KM), and constitute a milestone towards value creation. The findings indicate that Knowledge Management Systems (KMS) promote value creation when they embed and nurture the social conditions that bind and bond team members together. Furthermore, technology assets, human networks, social capital, intellectual capital, and change management are identified as essential ingredients that have the potential to ensure effective knowledge value creation.
Virtualization in education: Information Security lab in your hands
NASA Astrophysics Data System (ADS)
Karlov, A. A.
2016-09-01
The growing demand for qualified specialists in advanced information technologies poses serious challenges to the education and training of young personnel for science, industry and social problems. Virtualization as a way to isolate the user from the physical characteristics of computing resources (processors, servers, operating systems, networks, applications, etc.), has, in particular, an enormous influence in the field of education, increasing its efficiency, reducing the cost, making it more widely and readily available. The study of Information Security of computer systems is considered as an example of use of virtualization in education.
Problematic use of social networking sites among urban school going teenagers
Meena, Parth Singh; Mittal, Pankaj Kumar; Solanki, Ram Kumar
2012-01-01
Background: Social networking sites like Facebook, Orkut and Twitter are virtual communities where users can create individual public profiles, interact with real-life friends and meet other people based on shared interests. An exponential rise in usage of Social Networking Sites have been seen within the last few years. Their ease of use and immediate gratification effect on users has changed the way people in general and students in particular spend their time. Young adults, particularly teenagers tended to be unaware of just how much time they really spent on social networking sites. Negative correlates of Social Networking Sites usage include the decrease in real life social community participation and academic achievement, as well as relationship problems, each of which may be indicative of potential addiction. Aims: the aim of the study was to find out whether teenagers, specially those living in cities spend too much time on social networking websites. Materials and Methods: 200 subjects, both boys and girls were included in the cross sectional study who were given a 20 item Young's internet addiction test modified for social networking sites. The responses were analyzed using chi square test and Fisher's exact test. Results: 24.74% of the students were having occasional or ‘frequency’ problems while 2.02% of them were experiencing severe problems due to excessive time spent using social networking sites. Conclusion: With the ever increasing popularity of social media, teenagers are devoting significant time to social networking on websites and are prone to get ‘addicted’ to such form of online social interaction. PMID:24250039
Promoting health and safety virtually: key recommendations for occupational health nurses.
Wolf, Debra M; Anton, Bonnie B; Wenskovitch, John
2014-07-01
Nurses' use of the Internet and social media has surfaced as a critical concern requiring further exploration and consideration by all health care organizations and nursing associations. In an attempt to support this need, the American Nurses Association (2011) published six principles of social networking that offered guidance and direction for nurses. In addition, the National Council of State Boards of Nursing (2011) published a nurse's guide to using social media. Surfing the Internet and using social media for professional and personal needs is extremely common among nurses. What is concerning is when nurses do not separate their professional and personal presence in the virtual world. This article presents an Institutional Review Board-approved pilot survey that explored nurses' use of social media personally and professionally and offers recommendations specifically directed to the occupational health nurse. Copyright 2014, SLACK Incorporated.
NASA Astrophysics Data System (ADS)
Marcus, Kelvin
2014-06-01
The U.S Army Research Laboratory (ARL) has built a "Network Science Research Lab" to support research that aims to improve their ability to analyze, predict, design, and govern complex systems that interweave the social/cognitive, information, and communication network genres. Researchers at ARL and the Network Science Collaborative Technology Alliance (NS-CTA), a collaborative research alliance funded by ARL, conducted experimentation to determine if automated network monitoring tools and task-aware agents deployed within an emulated tactical wireless network could potentially increase the retrieval of relevant data from heterogeneous distributed information nodes. ARL and NS-CTA required the capability to perform this experimentation over clusters of heterogeneous nodes with emulated wireless tactical networks where each node could contain different operating systems, application sets, and physical hardware attributes. Researchers utilized the Dynamically Allocated Virtual Clustering Management System (DAVC) to address each of the infrastructure support requirements necessary in conducting their experimentation. The DAVC is an experimentation infrastructure that provides the means to dynamically create, deploy, and manage virtual clusters of heterogeneous nodes within a cloud computing environment based upon resource utilization such as CPU load, available RAM and hard disk space. The DAVC uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex private networks. Clusters created by the DAVC system can be utilized for software development, experimentation, and integration with existing hardware and software. The goal of this paper is to explore how ARL and the NS-CTA leveraged the DAVC to create, deploy and manage multiple experimentation clusters to support their experimentation goals.
The social pharmacist: tweeting and posting the way to success.
Kaldy, Joanne
2010-01-01
Social networking sites such as Twitter, Facebook, and LinkedIn attract millions of users each day. People of all ages, backgrounds, and interests sign onto these sites daily to share observations, seek answers, offer information and links, talk to friends and family, and network with colleagues. For senior care pharmacists, social networking sites present an opportunity to connect with consumers, hold virtual meetings, manage projects, offer value-added services for current customers, and market to potential clients. Many have joined these online communities and use them regularly. At the same time, some pharmacists are hesitant to use these sites because they don't understand them, are worried about privacy or other issues, or they just don't need them.
Social Relation Networks in UT-Online Community Forum
ERIC Educational Resources Information Center
Farisi, Mohammad Imam
2012-01-01
So far, the existence of a virtual community forum has become a reality and social necessity in an era cybertech. It was also viewed as the electronic frontier of 21st century society that was undoubtedly for reorganizing and redefining to awareness of human being, that ways of their perceptions and explorations no longer limited by time, space,…
MBA Online: Is Challenging Peer Work Motivating? Is It Mastered?
ERIC Educational Resources Information Center
Akhras, Caroline
2012-01-01
Deciding to go the extra mile to continue self-development does not necessarily mean learning to assimilate online technology into one's field of expertise though it has been found that general-purpose social networking sites are a popular venue for peer socialization where goals are shared, integrated, and mastered virtually. It has been found…
Engineering as a Social Activity: Preparing Engineers to Thrive in the Changing World of Work
ERIC Educational Resources Information Center
Joyner, Fredricka F.; Mann, Derek T. Y.; Harris, Todd
2012-01-01
Key macro-trends are combining to create a new work context for the practice of engineering. Telecommuting and virtual teams create myriad possibilities and challenges related to managing work and workers. Social network technology tools allow for unprecedented global, 24/7 collaboration. Globalization has created hyper-diverse organizations,…
Behm-Morawitz, Elizabeth; Lewallen, Jennifer; Choi, Grace
2016-02-01
Health self-efficacy, or the beliefs in one's capabilities to perform health behaviors, is a significant factor in eliciting health behavior change, such as weight loss. Research has demonstrated that virtual embodiment has the potential to alter one's psychology and physicality, particularly in health contexts; however, little is known about the impacts embodiment in a virtual world has on health self-efficacy. The present research is a randomized controlled trial (N = 90) examining the effectiveness of virtual embodiment and play in a social virtual world (Second Life [SL]) for increasing health self-efficacy (exercise and nutrition efficacy) among overweight adults. Participants were randomly assigned to a 3D social virtual world (avatar virtual interaction experimental condition), 2D social networking site (no avatar virtual interaction control condition), or no intervention (no virtual interaction control condition). The findings of this study provide initial evidence for the use of SL to improve exercise efficacy and to support weight loss. Results also suggest that individuals who have higher self-presence with their avatar reap more benefits. Finally, quantitative findings are triangulated with qualitative data to increase confidence in the results and provide richer insight into the perceived effectiveness and limitations of SL for meeting weight loss goals. Themes resulting from the qualitative analysis indicate that participation in SL can improve motivation and efficacy to try new physical activities; however, individuals who have a dislike for video games may not be benefitted by avatar-based virtual interventions. Implications for research on the transformative potential of virtual embodiment and self-presence in general are discussed.
Information spread of emergency events: path searching on social networks.
Dai, Weihui; Hu, Hongzhi; Wu, Tunan; Dai, Yonghui
2014-01-01
Emergency has attracted global attentions of government and the public, and it will easily trigger a series of serious social problems if it is not supervised effectively in the dissemination process. In the Internet world, people communicate with each other and form various virtual communities based on social networks, which lead to a complex and fast information spread pattern of emergency events. This paper collects Internet data based on data acquisition and topic detection technology, analyzes the process of information spread on social networks, describes the diffusions and impacts of that information from the perspective of random graph, and finally seeks the key paths through an improved IBF algorithm. Application cases have shown that this algorithm can search the shortest spread paths efficiently, which may help us to guide and control the information dissemination of emergency events on early warning.
How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review
2016-01-01
Background Prevailing health care structures and cultures restrict intraprofessional communication, inhibiting knowledge dissemination and impacting the translation of research into practice. Virtual communities may facilitate professional networking and knowledge sharing in and between health care disciplines. Objectives This study aimed to review the literature on the use of social media by health care professionals in developing virtual communities that facilitate professional networking, knowledge sharing, and evidence-informed practice. Methods An integrative literature review was conducted to identify research published between 1990 and 2015. Search strategies sourced electronic databases (PubMed, CINAHL), snowball references, and tables of contents of 3 journals. Papers that evaluated social media use by health care professionals (unless within an education framework) using any research design (except for research protocols or narrative reviews) were included. Standardized data extraction and quality assessment tools were used. Results Overall, 72 studies were included: 44 qualitative (including 2 ethnographies, 26 qualitative descriptive, and 1 Q-sort) and 20 mixed-methods studies, and 8 literature reviews. The most common methods of data collection were Web-based observation (n=39), surveys (n=23), interviews (n=11), focus groups (n=2), and diaries (n=1). Study quality was mixed. Social media studied included Listservs (n=22), Twitter (n=18), general social media (n=17), discussion forums (n=7), Web 2.0 (n=3), virtual community of practice (n=3), wiki (n=1), and Facebook (n=1). A range of health care professionals were sampled in the studies, including physicians (n=24), nurses (n=15), allied health professionals (n=14), followed by health care professionals in general (n=8), a multidisciplinary clinical specialty area (n=9), and midwives (n=2). Of 36 virtual communities, 31 were monodiscipline for a discrete clinical specialty. Population uptake by the target group ranged from 1.6% to 29% (n=4). Evaluation using related theories of “planned behavior” and the “technology acceptance model” (n=3) suggests that social media use is mediated by an individual’s positive attitude toward and accessibility of the media, which is reinforced by credible peers. The most common reason to establish a virtual community was to create a forum where relevant specialty knowledge could be shared and professional issues discussed (n=17). Most members demonstrated low posting behaviors but more frequent reading or accessing behaviors. The most common Web-based activity was request for and supply of specialty-specific clinical information. This knowledge sharing is facilitated by a Web-based culture of collectivism, reciprocity, and a respectful noncompetitive environment. Findings suggest that health care professionals view virtual communities as valuable knowledge portals for sourcing clinically relevant and quality information that enables them to make more informed practice decisions. Conclusions There is emerging evidence that health care professionals use social media to develop virtual communities to share domain knowledge. These virtual communities, however, currently reflect tribal behaviors of clinicians that may continue to limit knowledge sharing. Further research is required to evaluate the effects of social media on knowledge distribution in clinical practice and importantly whether patient outcomes are significantly improved. PMID:27328967
How Health Care Professionals Use Social Media to Create Virtual Communities: An Integrative Review.
Rolls, Kaye; Hansen, Margaret; Jackson, Debra; Elliott, Doug
2016-06-16
Prevailing health care structures and cultures restrict intraprofessional communication, inhibiting knowledge dissemination and impacting the translation of research into practice. Virtual communities may facilitate professional networking and knowledge sharing in and between health care disciplines. This study aimed to review the literature on the use of social media by health care professionals in developing virtual communities that facilitate professional networking, knowledge sharing, and evidence-informed practice. An integrative literature review was conducted to identify research published between 1990 and 2015. Search strategies sourced electronic databases (PubMed, CINAHL), snowball references, and tables of contents of 3 journals. Papers that evaluated social media use by health care professionals (unless within an education framework) using any research design (except for research protocols or narrative reviews) were included. Standardized data extraction and quality assessment tools were used. Overall, 72 studies were included: 44 qualitative (including 2 ethnographies, 26 qualitative descriptive, and 1 Q-sort) and 20 mixed-methods studies, and 8 literature reviews. The most common methods of data collection were Web-based observation (n=39), surveys (n=23), interviews (n=11), focus groups (n=2), and diaries (n=1). Study quality was mixed. Social media studied included Listservs (n=22), Twitter (n=18), general social media (n=17), discussion forums (n=7), Web 2.0 (n=3), virtual community of practice (n=3), wiki (n=1), and Facebook (n=1). A range of health care professionals were sampled in the studies, including physicians (n=24), nurses (n=15), allied health professionals (n=14), followed by health care professionals in general (n=8), a multidisciplinary clinical specialty area (n=9), and midwives (n=2). Of 36 virtual communities, 31 were monodiscipline for a discrete clinical specialty. Population uptake by the target group ranged from 1.6% to 29% (n=4). Evaluation using related theories of "planned behavior" and the "technology acceptance model" (n=3) suggests that social media use is mediated by an individual's positive attitude toward and accessibility of the media, which is reinforced by credible peers. The most common reason to establish a virtual community was to create a forum where relevant specialty knowledge could be shared and professional issues discussed (n=17). Most members demonstrated low posting behaviors but more frequent reading or accessing behaviors. The most common Web-based activity was request for and supply of specialty-specific clinical information. This knowledge sharing is facilitated by a Web-based culture of collectivism, reciprocity, and a respectful noncompetitive environment. Findings suggest that health care professionals view virtual communities as valuable knowledge portals for sourcing clinically relevant and quality information that enables them to make more informed practice decisions. There is emerging evidence that health care professionals use social media to develop virtual communities to share domain knowledge. These virtual communities, however, currently reflect tribal behaviors of clinicians that may continue to limit knowledge sharing. Further research is required to evaluate the effects of social media on knowledge distribution in clinical practice and importantly whether patient outcomes are significantly improved.
ERIC Educational Resources Information Center
Fowler, Zoe; Stanley, Grant; Murray, Jean; Jones, Marion; McNamara, Olwen
2013-01-01
This article focuses on a virtual research environment (VRE) and how it facilitated the networking of teacher educators participating in an Economic and Social Research Council-funded research capacity-building project. Using the theoretical lenses of situated learning and socio-cultural approaches to literacy, participants' ways of engaging with…
Chang, Shu-Man; Lin, Yung-Hsiu; Lin, Chi-Wei; Chang, Her-Kun; Chong, Ping Pete
2014-04-29
This study explores the potential of promoting college students' positive psychological development using popular online social networks. Online social networks have dramatically changed the ways college students manage their social relationships. Social network activities, such as checking Facebook posts dominates students' Internet time and has the potential to assist students' positive development. Positive psychology is a scientific study of how ordinary individuals can apply their strength effectively when facing objective difficulties and how this capability can be cultivated with certain approaches. A positive message delivery approach was designed for a group of new college entrants. A series of positive messages was edited by university counselors and delivered by students to their Facebook social groups. Responses from each posted positive messages were collected and analyzed by researchers. The responses indicated that: (1) relationships of individual engagement and social influence in this study can partially explain the observed student behavior; (2) using class-based social groups can promote a positive atmosphere to enhance strong-tie relationships in both the physical and virtual environments, and (3) promoting student's positive attitudes can substantially impact adolescents' future developments, and many positive attitudes can be cultivated by emotional events and social influence.
Chang, Shu-Man; Lin, Yung-Hsiu; Lin, Chi-Wei; Chang, Her-Kun; Chong, Ping Pete
2014-01-01
This study explores the potential of promoting college students’ positive psychological development using popular online social networks. Online social networks have dramatically changed the ways college students manage their social relationships. Social network activities, such as checking Facebook posts dominates students’ Internet time and has the potential to assist students’ positive development. Positive psychology is a scientific study of how ordinary individuals can apply their strength effectively when facing objective difficulties and how this capability can be cultivated with certain approaches. A positive message delivery approach was designed for a group of new college entrants. A series of positive messages was edited by university counselors and delivered by students to their Facebook social groups. Responses from each posted positive messages were collected and analyzed by researchers. The responses indicated that: (1) relationships of individual engagement and social influence in this study can partially explain the observed student behavior; (2) using class-based social groups can promote a positive atmosphere to enhance strong-tie relationships in both the physical and virtual environments, and (3) promoting student’s positive attitudes can substantially impact adolescents’ future developments, and many positive attitudes can be cultivated by emotional events and social influence. PMID:24785540
NASA Astrophysics Data System (ADS)
Scott, O.; Johnson, A.; Williamson, V.; Ricciardi, L.; Jearld, A., Jr.; Guzman, W. I.
2014-12-01
To successfully recruit and retain underrepresented minority (URM) students and early career scientists, many programs supplement traditional curricular activities with multiple online platforms, establishing "virtual communities" that are free and easily accessible. These virtual communities offer readily sustainable opportunities to facilitate communication across a wide range of cultural lines and socioeconomic levels thereby broadening participation and inclusivity in STEM. Established in 2003, the Minorities Striving and Pursuing Higher Degrees of Success (MS PHD'S) in Earth System Science Professional Development Program has successfully used virtual community tools such as a listserv, community forum, social media, and VoIP technologies, to extend the face-to-face activities of the program and support the advancement of URM students and early career scientists in STEM. The use of multiple facets of virtual community by MS PHD'S participants supports and encourages "real life" interactions and mentorship, facilitates networking and professional development, and maintains continuity of shared networks. The program is now in its ninth cohort and supports 213 participants. To date, 54 participants have completed their PhD and another 61 are currently enrolled in doctoral programs.
Holloway, Ian W.
2015-01-01
Geosocial networking applications (GSN apps) represent important virtual contexts in which gay, bisexual and other men who have sex with men (MSM) seek affiliation. These apps allow users to create and view public profiles, send photos and text messages, and connect with other users based on shared interests and geographic proximity. The present study examined substance use homophily among a sample of of 295 MSM recruited via a popular GSN app. Comparisons of social network members met via GSN app versus elsewhere and associations between both individual and network characteristics and recent binge drinking, marijuana use and illicit substance use were explored using bivariate tests of association and multivariate logistic regression analyses. High rates of recent binge drinking (59 %), marijuana use (37 %) and illicit substance use (27 %) were observed among participants. GSN app use greater than one year and showing naked chest or abs in a profile picture were positively associated with recent illicit substance use. In multivariate analyses, the strongest predictors of binge drinking (AOR = 3.81; 95 % CI = 1.86–7.80), marijuana use (AOR = 4.12; 95 % CI = 2.22–7.64) and illicit substance use (AOR = 6.45; 95 % CI = 3.26–12.79) were the presence of a social network member who also engaged in these behaviors. Social network interventions that target binge drinking, marijuana use and illicit substance use may be delivered via GSN apps to reduce the prevalence of substance use and related risks among MSM in these virtual contexts. PMID:26216146
Dynamical Interplay between Awareness and Epidemic Spreading in Multiplex Networks
NASA Astrophysics Data System (ADS)
Granell, Clara; Gómez, Sergio; Arenas, Alex
2013-09-01
We present the analysis of the interrelation between two processes accounting for the spreading of an epidemic, and the information awareness to prevent its infection, on top of multiplex networks. This scenario is representative of an epidemic process spreading on a network of persistent real contacts, and a cyclic information awareness process diffusing in the network of virtual social contacts between the same individuals. The topology corresponds to a multiplex network where two diffusive processes are interacting affecting each other. The analysis using a microscopic Markov chain approach reveals the phase diagram of the incidence of the epidemics and allows us to capture the evolution of the epidemic threshold depending on the topological structure of the multiplex and the interrelation with the awareness process. Interestingly, the critical point for the onset of the epidemics has a critical value (metacritical point) defined by the awareness dynamics and the topology of the virtual network, from which the onset increases and the epidemics incidence decreases.
Dynamical interplay between awareness and epidemic spreading in multiplex networks.
Granell, Clara; Gómez, Sergio; Arenas, Alex
2013-09-20
We present the analysis of the interrelation between two processes accounting for the spreading of an epidemic, and the information awareness to prevent its infection, on top of multiplex networks. This scenario is representative of an epidemic process spreading on a network of persistent real contacts, and a cyclic information awareness process diffusing in the network of virtual social contacts between the same individuals. The topology corresponds to a multiplex network where two diffusive processes are interacting affecting each other. The analysis using a microscopic Markov chain approach reveals the phase diagram of the incidence of the epidemics and allows us to capture the evolution of the epidemic threshold depending on the topological structure of the multiplex and the interrelation with the awareness process. Interestingly, the critical point for the onset of the epidemics has a critical value (metacritical point) defined by the awareness dynamics and the topology of the virtual network, from which the onset increases and the epidemics incidence decreases.
Online Social Networking and Addiction—A Review of the Psychological Literature
Kuss, Daria J.; Griffiths, Mark D.
2011-01-01
Social Networking Sites (SNSs) are virtual communities where users can create individual public profiles, interact with real-life friends, and meet other people based on shared interests. They are seen as a ‘global consumer phenomenon’ with an exponential rise in usage within the last few years. Anecdotal case study evidence suggests that ‘addiction’ to social networks on the Internet may be a potential mental health problem for some users. However, the contemporary scientific literature addressing the addictive qualities of social networks on the Internet is scarce. Therefore, this literature review is intended to provide empirical and conceptual insight into the emerging phenomenon of addiction to SNSs by: (1) outlining SNS usage patterns, (2) examining motivations for SNS usage, (3) examining personalities of SNS users, (4) examining negative consequences of SNS usage, (5) exploring potential SNS addiction, and (6) exploring SNS addiction specificity and comorbidity. The findings indicate that SNSs are predominantly used for social purposes, mostly related to the maintenance of established offline networks. Moreover, extraverts appear to use social networking sites for social enhancement, whereas introverts use it for social compensation, each of which appears to be related to greater usage, as does low conscientiousness and high narcissism. Negative correlates of SNS usage include the decrease in real life social community participation and academic achievement, as well as relationship problems, each of which may be indicative of potential addiction. PMID:22016701
Online social networking and addiction--a review of the psychological literature.
Kuss, Daria J; Griffiths, Mark D
2011-09-01
Social Networking Sites (SNSs) are virtual communities where users can create individual public profiles, interact with real-life friends, and meet other people based on shared interests. They are seen as a 'global consumer phenomenon' with an exponential rise in usage within the last few years. Anecdotal case study evidence suggests that 'addiction' to social networks on the Internet may be a potential mental health problem for some users. However, the contemporary scientific literature addressing the addictive qualities of social networks on the Internet is scarce. Therefore, this literature review is intended to provide empirical and conceptual insight into the emerging phenomenon of addiction to SNSs by: (1) outlining SNS usage patterns, (2) examining motivations for SNS usage, (3) examining personalities of SNS users, (4) examining negative consequences of SNS usage, (5) exploring potential SNS addiction, and (6) exploring SNS addiction specificity and comorbidity. The findings indicate that SNSs are predominantly used for social purposes, mostly related to the maintenance of established offline networks. Moreover, extraverts appear to use social networking sites for social enhancement, whereas introverts use it for social compensation, each of which appears to be related to greater usage, as does low conscientiousness and high narcissism. Negative correlates of SNS usage include the decrease in real life social community participation and academic achievement, as well as relationship problems, each of which may be indicative of potential addiction.
NASA Astrophysics Data System (ADS)
Bolodurina, I. P.; Parfenov, D. I.
2017-10-01
The goal of our investigation is optimization of network work in virtual data center. The advantage of modern infrastructure virtualization lies in the possibility to use software-defined networks. However, the existing optimization of algorithmic solutions does not take into account specific features working with multiple classes of virtual network functions. The current paper describes models characterizing the basic structures of object of virtual data center. They including: a level distribution model of software-defined infrastructure virtual data center, a generalized model of a virtual network function, a neural network model of the identification of virtual network functions. We also developed an efficient algorithm for the optimization technology of containerization of virtual network functions in virtual data center. We propose an efficient algorithm for placing virtual network functions. In our investigation we also generalize the well renowned heuristic and deterministic algorithms of Karmakar-Karp.
Teaching with technology: automatically receiving information from the internet and web.
Wink, Diane M
2010-01-01
In this bimonthly series, the author examines how nurse educators can use the Internet and Web-based computer technologies such as search, communication, and collaborative writing tools, social networking and social bookmarking sites, virtual worlds, and Web-based teaching and learning programs. This article presents information and tools related to automatically receiving information from the Internet and Web.
ERIC Educational Resources Information Center
Dillon, Steve; Adkins, Barbara; Brown, Andrew; Hirche, Kathy
2009-01-01
In this article, we examine the affordances of the concept of "network jamming" as a means of facilitating social and cultural interaction, that provides a basis for unified communities that use sound and visual media as their key expressive medium. This article focuses upon the development of a means of measuring social and musical benefit…
Privacy policies for health social networking sites.
Li, Jingquan
2013-01-01
Health social networking sites (HSNS), virtual communities where users connect with each other around common problems and share relevant health data, have been increasingly adopted by medical professionals and patients. The growing use of HSNS like Sermo and PatientsLikeMe has prompted public concerns about the risks that such online data-sharing platforms pose to the privacy and security of personal health data. This paper articulates a set of privacy risks introduced by social networking in health care and presents a practical example that demonstrates how the risks might be intrinsic to some HSNS. The aim of this study is to identify and sketch the policy implications of using HSNS and how policy makers and stakeholders should elaborate upon them to protect the privacy of online health data.
Privacy policies for health social networking sites
Li, Jingquan
2013-01-01
Health social networking sites (HSNS), virtual communities where users connect with each other around common problems and share relevant health data, have been increasingly adopted by medical professionals and patients. The growing use of HSNS like Sermo and PatientsLikeMe has prompted public concerns about the risks that such online data-sharing platforms pose to the privacy and security of personal health data. This paper articulates a set of privacy risks introduced by social networking in health care and presents a practical example that demonstrates how the risks might be intrinsic to some HSNS. The aim of this study is to identify and sketch the policy implications of using HSNS and how policy makers and stakeholders should elaborate upon them to protect the privacy of online health data. PMID:23599228
Immersive realities: articulating the shift from VR to mobile AR through artistic practice
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.
2012-03-01
Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.
Message framing in social networking sites.
Kao, Danny Tengti; Chuang, Shih-Chieh; Wang, Sui-Min; Zhang, Lei
2013-10-01
Online social networking sites represent significant new opportunities for Internet advertisers. However, results based on the real world cannot be generalized to all virtual worlds. In this research, the moderating effects of need for cognition (NFC) and knowledge were applied to examine the impact of message framing on attitudes toward social networking sites. A total of 216 undergraduates participated in the study. Results reveal that for social networking sites, while high-NFC individuals form more favorable attitudes toward negatively framed messages than positively framed messages, low-NFC individuals form more favorable attitudes toward positively framed messages than negatively framed messages. In addition, low-knowledge individuals demonstrate more favorable attitudes toward negatively framed messages than positively framed messages; however, the framing effect does not differentially affect the attitudes of high-knowledge individuals. Furthermore, the framing effect does not differentially affect the attitudes of high-NFC individuals with high knowledge. In contrast, low-NFC individuals with low knowledge hold more favorable attitudes toward positively framed messages than negatively framed messages.
Information Spread of Emergency Events: Path Searching on Social Networks
Hu, Hongzhi; Wu, Tunan
2014-01-01
Emergency has attracted global attentions of government and the public, and it will easily trigger a series of serious social problems if it is not supervised effectively in the dissemination process. In the Internet world, people communicate with each other and form various virtual communities based on social networks, which lead to a complex and fast information spread pattern of emergency events. This paper collects Internet data based on data acquisition and topic detection technology, analyzes the process of information spread on social networks, describes the diffusions and impacts of that information from the perspective of random graph, and finally seeks the key paths through an improved IBF algorithm. Application cases have shown that this algorithm can search the shortest spread paths efficiently, which may help us to guide and control the information dissemination of emergency events on early warning. PMID:24600323
Computer network defense system
DOE Office of Scientific and Technical Information (OSTI.GOV)
Urias, Vincent; Stout, William M. S.; Loverro, Caleb
A method and apparatus for protecting virtual machines. A computer system creates a copy of a group of the virtual machines in an operating network in a deception network to form a group of cloned virtual machines in the deception network when the group of the virtual machines is accessed by an adversary. The computer system creates an emulation of components from the operating network in the deception network. The components are accessible by the group of the cloned virtual machines as if the group of the cloned virtual machines was in the operating network. The computer system moves networkmore » connections for the group of the virtual machines in the operating network used by the adversary from the group of the virtual machines in the operating network to the group of the cloned virtual machines, enabling protecting the group of the virtual machines from actions performed by the adversary.« less
How Does Information Spread on Social Media Lead to Effective Change?
Varghese, Thomas K
2017-09-01
Social media encompasses computer-mediated technologies that facilitate the creation and sharing of information, ideas, and other forms of expression via virtual communities and networks. The key, of course, is the ability and willingness for information to be shared. But why does some information spread on social media and not others? What factors translate social media awareness to action? In this article, we explore these themes using case studies, as well as tips on how you can utilize social media to effectively champion a cause.
Social networks and bronchial asthma.
D'Amato, Gennaro; Cecchi, Lorenzo; Liccardi, Gennaro; D'Amato, Maria; Stanghellini, Giovanni
2013-02-01
To focus on both positive and negative aspects of the interaction between asthmatic patients and the social networks, and to highlight the need of a psychological approach in some individuals to integrate pharmacological treatment is the purpose of review. There is evidence that in some asthmatic patients, the excessive use of social networks can induce depression and stress triggering bronchial obstruction, whereas in others their rational use can induce beneficial effects in terms of asthma management. The increasing asthma prevalence in developed countries seen at the end of last century has raised concern for the considerable burden of this disease on society as well as individuals. Bronchial asthma is a disease in which psychological implications play a role in increasing or in reducing the severity of bronchial obstruction. Internet and, in particular, social media are increasingly a part of daily life of both young and adult people, thus allowing virtual relationships with peers sharing similar interests and goals. Although social network users often disclose more about themselves online than they do in person, there might be a risk for adolescents and for sensitive individuals, who can be negatively influenced by an incorrect use. However, although some studies show an increased risk of depression, other observations suggest beneficial effects of social networks by enhancing communication, social connection and self-esteem.
A cloud-based forensics tracking scheme for online social network clients.
Lin, Feng-Yu; Huang, Chien-Cheng; Chang, Pei-Ying
2015-10-01
In recent years, with significant changes in the communication modes, most users are diverted to cloud-based applications, especially online social networks (OSNs), which applications are mostly hosted on the outside and available to criminals, enabling them to impede criminal investigations and intelligence gathering. In the virtual world, how the Law Enforcement Agency (LEA) identifies the "actual" identity of criminal suspects, and their geolocation in social networks, is a major challenge to current digital investigation. In view of this, this paper proposes a scheme, based on the concepts of IP location and network forensics, which aims to develop forensics tracking on OSNs. According to our empirical analysis, the proposed mechanism can instantly trace the "physical location" of a targeted service resource identifier (SRI), when the target client is using online social network applications (Facebook, Twitter, etc.), and can analyze the probable target client "identity" associatively. To the best of our knowledge, this is the first individualized location method and architecture developed and evaluated in OSNs. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
Effective communication within and between organizations involved in research and policy making activities is essential. Sharing information across organizational and geographic boundaries can also facilitate coordination and collaboration, promote a better understanding of tech...
Teaching with technology: free Web resources for teaching and learning.
Wink, Diane M; Smith-Stoner, Marilyn
2011-01-01
In this bimonthly series, the department editor examines how nurse educators can use Internet and Web-based computer technologies such as search, communication, collaborative writing tools; social networking, and social bookmarking sites; virtual worlds; and Web-based teaching and learning programs. In this article, the department editor and her coauthor describe free Web-based resources that can be used to support teaching and learning.
Banbury, Annie; Chamberlain, Daniel; Nancarrow, Susan; Dart, Jared; Gray, Len; Parkinson, Lynne
2017-05-01
Social support is a key component in managing long-term conditions. As people age in their homes, there is a greater risk of social isolation, which can be ameliorated by informal support networks. This study examined the relationship between changes in social support networks for older people living in a regional area following weekly videoconference groups delivered to the home. Between February and June 2014, we delivered 44 weekly group meetings via videoconference to participants in a regional town in Australia. The meetings provided participants with education and an opportunity to discuss health issues and connect with others in similar circumstances. An uncontrolled, pre-post-test methodology was employed. A social network tool was completed by 45 (87%) participants either pre- or post-intervention, of which 24 (46%) participants completed the tool pre- and post-intervention. In addition, 14 semi-structured interviews and 4 focus groups were conducted. Following the intervention, participants identified increased membership of their social networks, although they did not identify individuals from the weekly videoconference groups. The most important social support networks remained the same pre- and post-intervention namely, health professionals, close family and partners. However, post-intervention participants identified friends and wider family as more important to managing their chronic condition compared to pre-intervention. Participants derived social support, in particular, companionship, emotional and informational support as well as feeling more engaged with life, from the weekly videoconference meetings. Videoconference education groups delivered into the home can provide social support and enhance self-management for older people with chronic conditions. They provide the opportunity to develop a virtual social support network containing new and diverse social connections. © 2016 John Wiley & Sons Ltd.
Network Hardware Virtualization for Application Provisioning in Core Networks
Gumaste, Ashwin; Das, Tamal; Khandwala, Kandarp; ...
2017-02-03
We present that service providers and vendors are moving toward a network virtualized core, whereby multiple applications would be treated on their own merit in programmable hardware. Such a network would have the advantage of being customized for user requirements and allow provisioning of next generation services that are built specifically to meet user needs. In this article, we articulate the impact of network virtualization on networks that provide customized services and how a provider's business can grow with network virtualization. We outline a decision map that allows mapping of applications with technology that is supported in network-virtualization - orientedmore » equipment. Analogies to the world of virtual machines and generic virtualization show that hardware supporting network virtualization will facilitate new customer needs while optimizing the provider network from the cost and performance perspectives. A key conclusion of the article is that growth would yield sizable revenue when providers plan ahead in terms of supporting network-virtualization-oriented technology in their networks. To be precise, providers have to incorporate into their growth plans network elements capable of new service deployments while protecting network neutrality. Finally, a simulation study validates our NV-induced model.« less
Network Hardware Virtualization for Application Provisioning in Core Networks
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gumaste, Ashwin; Das, Tamal; Khandwala, Kandarp
We present that service providers and vendors are moving toward a network virtualized core, whereby multiple applications would be treated on their own merit in programmable hardware. Such a network would have the advantage of being customized for user requirements and allow provisioning of next generation services that are built specifically to meet user needs. In this article, we articulate the impact of network virtualization on networks that provide customized services and how a provider's business can grow with network virtualization. We outline a decision map that allows mapping of applications with technology that is supported in network-virtualization - orientedmore » equipment. Analogies to the world of virtual machines and generic virtualization show that hardware supporting network virtualization will facilitate new customer needs while optimizing the provider network from the cost and performance perspectives. A key conclusion of the article is that growth would yield sizable revenue when providers plan ahead in terms of supporting network-virtualization-oriented technology in their networks. To be precise, providers have to incorporate into their growth plans network elements capable of new service deployments while protecting network neutrality. Finally, a simulation study validates our NV-induced model.« less
Online Treatment and Virtual Therapists in Child and Adolescent Psychiatry.
Schueller, Stephen M; Stiles-Shields, Colleen; Yarosh, Lana
2017-01-01
Online and virtual therapies are a well-studied and efficacious treatment option for various mental and behavioral health conditions among children and adolescents. However, many interventions have not considered the unique affordances offered by technologies that might align with the capacities and interests of youth users. In this article, the authors discuss learnings from child-computer interaction that can inform future generations of interventions and guide developers, practitioners, and researchers how to best use new technologies for youth populations. The article concludes with innovative examples illustrating future potentials of online and virtual therapies such as gaming and social networking. Copyright © 2016 Elsevier Inc. All rights reserved.
Connectivism: 21st Century's New Learning Theory
ERIC Educational Resources Information Center
Kropf, Dorothy C.
2013-01-01
Transformed into a large collaborative learning environment, the Internet is comprised of information reservoirs namely, (a) online classrooms, (b) social networks, and (c) virtual reality or simulated communities, to expeditiously create, reproduce, share, and deliver information into the hands of educators and students. Most importantly, the…
Virtual network embedding in cross-domain network based on topology and resource attributes
NASA Astrophysics Data System (ADS)
Zhu, Lei; Zhang, Zhizhong; Feng, Linlin; Liu, Lilan
2018-03-01
Aiming at the network architecture ossification and the diversity of access technologies issues, this paper researches the cross-domain virtual network embedding algorithm. By analysing the topological attribute from the local and global perspective of nodes in the virtual network and the physical network, combined with the local network resource property, we rank the embedding priority of the nodes with PCA and TOPSIS methods. Besides, the link load distribution is considered. Above all, We proposed an cross-domain virtual network embedding algorithm based on topology and resource attributes. The simulation results depicts that our algorithm increases the acceptance rate of multi-domain virtual network requests, compared with the existing virtual network embedding algorithm.
Virtual Network Configuration Management System for Data Center Operations and Management
NASA Astrophysics Data System (ADS)
Okita, Hideki; Yoshizawa, Masahiro; Uehara, Keitaro; Mizuno, Kazuhiko; Tarui, Toshiaki; Naono, Ken
Virtualization technologies are widely deployed in data centers to improve system utilization. However, they increase the workload for operators, who have to manage the structure of virtual networks in data centers. A virtual-network management system which automates the integration of the configurations of the virtual networks is provided. The proposed system collects the configurations from server virtualization platforms and VLAN-supported switches, and integrates these configurations according to a newly developed XML-based management information model for virtual-network configurations. Preliminary evaluations show that the proposed system helps operators by reducing the time to acquire the configurations from devices and correct the inconsistency of operators' configuration management database by about 40 percent. Further, they also show that the proposed system has excellent scalability; the system takes less than 20 minutes to acquire the virtual-network configurations from a large scale network that includes 300 virtual machines. These results imply that the proposed system is effective for improving the configuration management process for virtual networks in data centers.
NASA Astrophysics Data System (ADS)
Bolodurina, I. P.; Parfenov, D. I.
2018-01-01
We have elaborated a neural network model of virtual network flow identification based on the statistical properties of flows circulating in the network of the data center and characteristics that describe the content of packets transmitted through network objects. This enabled us to establish the optimal set of attributes to identify virtual network functions. We have established an algorithm for optimizing the placement of virtual data functions using the data obtained in our research. Our approach uses a hybrid method of visualization using virtual machines and containers, which enables to reduce the infrastructure load and the response time in the network of the virtual data center. The algorithmic solution is based on neural networks, which enables to scale it at any number of the network function copies.
Martarelli, Corinna S; Borter, Natalie; Bryjova, Jana; Mast, Fred W; Munsch, Simone
2015-11-30
Relatively little is known about the influence of psychosocial factors, such as familial role modeling and social network on the development and maintenance of childhood obesity. We investigated peer selection using an immersive virtual reality environment. In a virtual schoolyard, children were confronted with normal weight and overweight avatars either eating or playing. Fifty-seven children aged 7-13 participated. Interpersonal distance to the avatars, child's BMI, self-perception, eating behavior and parental BMI were assessed. Parental BMI was the strongest predictor for the children's minimal distance to the avatars. Specifically, a higher mothers' BMI was associated with greater interpersonal distance and children approached closer to overweight eating avatars. A higher father's BMI was associated with a lower interpersonal distance to the avatars. These children approached normal weight playing and overweight eating avatar peers closest. The importance of parental BMI for the child's social approach/avoidance behavior can be explained through social modeling mechanisms. Differential effects of paternal and maternal BMI might be due to gender specific beauty ideals. Interventions to promote social interaction with peer groups could foster weight stabilization or weight loss in children. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.
ERIC Educational Resources Information Center
MacFarlane, Maureen A.
2007-01-01
The widespread use of virtual classrooms, Internet exploration and chat rooms has stretched the concept of the schoolhouse while the popularity of social networking sites, blogging and text messaging have affected the way students communicate with and about each other, their teachers, school administrators, and their schools. Add to the mix…
Communication, opponents, and clan performance in online games: a social network approach.
Lee, Hong Joo; Choi, Jaewon; Kim, Jong Woo; Park, Sung Joo; Gloor, Peter
2013-12-01
Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.
Communication, Opponents, and Clan Performance in Online Games: A Social Network Approach
Lee, Hong Joo; Choi, Jaewon; Park, Sung Joo; Gloor, Peter
2013-01-01
Abstract Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved. PMID:23745617
Designing communication and remote controlling of virtual instrument network system
NASA Astrophysics Data System (ADS)
Lei, Lin; Wang, Houjun; Zhou, Xue; Zhou, Wenjian
2005-01-01
In this paper, a virtual instrument network through the LAN and finally remote control of virtual instruments is realized based on virtual instrument and LabWindows/CVI software platform. The virtual instrument network system is made up of three subsystems. There are server subsystem, telnet client subsystem and local instrument control subsystem. This paper introduced virtual instrument network structure in detail based on LabWindows. Application procedure design of virtual instrument network communication, the Client/the programming mode of the server, remote PC and server communication far realizing, the control power of the workstation is transmitted, server program and so on essential technical were introduced. And virtual instruments network may connect to entire Internet on. Above-mentioned technology, through measuring the application in the electronic measurement virtual instrument network that is already built up, has verified the actual using value of the technology. Experiment and application validate that this design is resultful.
The Convergence of Virtual Reality and Social Networks: Threats to Privacy and Autonomy.
O'Brolcháin, Fiachra; Jacquemard, Tim; Monaghan, David; O'Connor, Noel; Novitzky, Peter; Gordijn, Bert
2016-02-01
The rapid evolution of information, communication and entertainment technologies will transform the lives of citizens and ultimately transform society. This paper focuses on ethical issues associated with the likely convergence of virtual realities (VR) and social networks (SNs), hereafter VRSNs. We examine a scenario in which a significant segment of the world's population has a presence in a VRSN. Given the pace of technological development and the popularity of these new forms of social interaction, this scenario is plausible. However, it brings with it ethical problems. Two central ethical issues are addressed: those of privacy and those of autonomy. VRSNs pose threats to both privacy and autonomy. The threats to privacy can be broadly categorized as threats to informational privacy, threats to physical privacy, and threats to associational privacy. Each of these threats is further subdivided. The threats to autonomy can be broadly categorized as threats to freedom, to knowledge and to authenticity. Again, these three threats are divided into subcategories. Having categorized the main threats posed by VRSNs, a number of recommendations are provided so that policy-makers, developers, and users can make the best possible use of VRSNs.
Cañon, Daniel E; Lopez, Diego M; Blobel, Bernd
2014-01-01
Moderation of content in online Health Social Networks (HSN) is critical because information is not only published and produced by experts or health professionals, but also by users of that information. The objective of this paper is to propose a semi-automatic moderation Web Service for assessing the quality (trustworthiness) of health-related videos published on the YouTube social network. The service is relevant for moderators or community managers, who get enabled to control the quality of videos published on their online HSN sites. The HealthTrust metric was selected as the metric to be implemented in the service in order to support the assessment of trustworthiness of videos in Online HSN. The service is a RESTful service which can be integrated into open source Virtual Social Network Platforms, therefore improving trust in the process of searching and publishing content extracted from YouTube. A preliminary pilot evaluation in a simple use case demonstrated that the relevance of videos retrieved using the moderation service was higher compared to the relevance of the videos retrieved using the YouTube search engine.
Properties of on-line social systems
NASA Astrophysics Data System (ADS)
Grabowski, A.; Kruszewska, N.; Kosiński, R. A.
2008-11-01
We study properties of five different social systems: (i) internet society of friends consisting of over 106 people, (ii) social network consisting of 3 × 104 individuals, who interact in a large virtual world of Massive Multiplayer Online Role Playing Games (MMORPGs), (iii) over 106 users of music community website, (iv) over 5 × 106 users of gamers community server and (v) over 0.25 × 106 users of books admirer website. Individuals included in large social network form an Internet community and organize themselves in groups of different sizes. The destiny of those systems, as well as the method of creating of new connections, are different, however we found that the properties of these networks are very similar. We have found that the network components size distribution follow the power-law scaling form. In all five systems we have found interesting scaling laws concerning human dynamics. Our research has shown how long people are interested in a single task, how much time they devote to it and how fast they are making friends. It is surprising that the time evolution of an individual connectivity is very similar in each system.
A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder
2006-01-01
denial of social problems. Prior to the availability of VR therapy applications, the existing standard of care for PTSD was imaginal exposure...The application is built on ICT’s FlatWorld Simulation Control Architecture (FSCA) [13]. The FSCA enables a network -centric system of client displays...client-side interaction despite potential network delays. FCSA scripting is based on the Lua programming language [14] and provides facilities for real
Actual versus perceived peer sexual risk behavior in online youth social networks.
Black, Sandra R; Schmiege, Sarah; Bull, Sheana
2013-09-01
Perception of peer behaviors is an important predictor of actual risk behaviors among youth. However, we lack understanding of peer influence through social media and of actual and perceived peer behavior concordance. The purpose of this research is to document the relationship between individual perception of and actual peer sexual risk behavior using online social networks. The data are a result of a secondary analysis of baseline self-reported and peer-reported sexual risk behavior from a cluster randomized trial including 1,029 persons from 162 virtual networks. Individuals (seeds) recruited up to three friends who then recruited additional friends, extending three waves from the seed. ANOVA models compared network means of actual participant behavior across categories of perceived behavior. Concordance varied between reported and perceived behavior, with higher concordance between perceived and reported condom use, multiple partners, concurrent partners, sexual pressure, and drug and alcohol use during sex. Individuals significantly over-reported risk and under-reported protective peer behaviors related to sex.
Wu, Ting-Ting
2014-06-01
Virtual communities provide numerous resources, immediate feedback, and information sharing, enabling people to rapidly acquire information and knowledge and supporting diverse applications that facilitate interpersonal interactions, communication, and sharing. Moreover, incorporating highly mobile and convenient devices into practice-based courses can be advantageous in learning situations. Therefore, in this study, a tablet PC and Google+ were introduced to a health education practice course to elucidate satisfaction of learning module and conditions and analyze the sequence and frequency of learning behaviors during the social-network-based learning process. According to the analytical results, social networks can improve interaction among peers and between educators and students, particularly when these networks are used to search for data, post articles, engage in discussions, and communicate. In addition, most nursing students and nursing educators expressed a positive attitude and satisfaction toward these innovative teaching methods, and looked forward to continuing the use of this learning approach. Copyright © 2014 Elsevier Ltd. All rights reserved.
Skill complementarity enhances heterophily in collaboration networks
Xie, Wen-Jie; Li, Ming-Xia; Jiang, Zhi-Qiang; Tan, Qun-Zhao; Podobnik, Boris; Zhou, Wei-Xing; Stanley, H. Eugene
2016-01-01
Much empirical evidence shows that individuals usually exhibit significant homophily in social networks. We demonstrate, however, skill complementarity enhances heterophily in the formation of collaboration networks, where people prefer to forge social ties with people who have professions different from their own. We construct a model to quantify the heterophily by assuming that individuals choose collaborators to maximize utility. Using a huge database of online societies, we find evidence of heterophily in collaboration networks. The results of model calibration confirm the presence of heterophily. Both empirical analysis and model calibration show that the heterophilous feature is persistent along the evolution of online societies. Furthermore, the degree of skill complementarity is positively correlated with their production output. Our work sheds new light on the scientific research utility of virtual worlds for studying human behaviors in complex socioeconomic systems. PMID:26743687
Medicine 2.0: social networking, collaboration, participation, apomediation, and openness.
Eysenbach, Gunther
2008-08-25
In a very significant development for eHealth, broad adoption of Web 2.0 technologies and approaches coincides with the more recent emergence of Personal Health Application Platforms and Personally Controlled Health Records such as Google Health, Microsoft HealthVault, and Dossia. "Medicine 2.0" applications, services and tools are defined as Web-based services for health care consumers, caregivers, patients, health professionals, and biomedical researchers, that use Web 2.0 technologies and/or semantic web and virtual reality approaches to enable and facilitate specifically 1) social networking, 2) participation, 3) apomediation, 4) openness and 5) collaboration, within and between these user groups. The Journal of Medical Internet Research (JMIR) publishes a Medicine 2.0 theme issue and sponsors a conference on "How Social Networking and Web 2.0 changes Health, Health Care, Medicine and Biomedical Research", to stimulate and encourage research in these five areas.
Medicine 2.0: Social Networking, Collaboration, Participation, Apomediation, and Openness
2008-01-01
In a very significant development for eHealth, a broad adoption of Web 2.0 technologies and approaches coincides with the more recent emergence of Personal Health Application Platforms and Personally Controlled Health Records such as Google Health, Microsoft HealthVault, and Dossia. “Medicine 2.0” applications, services, and tools are defined as Web-based services for health care consumers, caregivers, patients, health professionals, and biomedical researchers, that use Web 2.0 technologies and/or semantic web and virtual reality approaches to enable and facilitate specifically 1) social networking, 2) participation, 3) apomediation, 4) openness, and 5) collaboration, within and between these user groups. The Journal of Medical Internet Research (JMIR) publishes a Medicine 2.0 theme issue and sponsors a conference on “How Social Networking and Web 2.0 changes Health, Health Care, Medicine, and Biomedical Research”, to stimulate and encourage research in these five areas. PMID:18725354
Virtual Voices with Real-Life Consequences: Teaching Students about Cyber-Vetting
ERIC Educational Resources Information Center
Hanasono, Lisa Kiyomi
2013-01-01
Despite its pervasiveness, many students do not realize how online communication can impact their careers and relationships. Cyber-vetting occurs when people use online search engines, social networking sites, and other Internet tools to uncover information about others. Because cyber-vetting is a relatively new concept, most communication…
Measuring the Ability to Cope with Serious Illness
1983-09-01
effort to negate a problem or situation; avoidance refers to acceptance of the reality of the threat, but there is deliberate effort not to ’think or... hypnosis or self- hypnosis (Kroger, 1977), mental imagery (Simonton, Simonton, and Creighton, 1978), and relaxation exercises (Jaffe, 1980). Escape/Distra...health and coping. Virtually none of the social network/social support measures were associated \\o;ith. any of the ratings, except people I.’ith
ERIC Educational Resources Information Center
Frick, John Edward
2012-01-01
Social capital (or the ways in which people in an organization collaborate and to a greater extent the quality of professional community in that context) has a variety of implications for organizations, specifically schools. This study examined the relationship between attitudes of administrators and faculty at the secondary level toward…
Questioning reliability assessments of health information on social media.
Dalmer, Nicole K
2017-01-01
This narrative review examines assessments of the reliability of online health information retrieved through social media to ascertain whether health information accessed or disseminated through social media should be evaluated differently than other online health information. Several medical, library and information science, and interdisciplinary databases were searched using terms relating to social media, reliability, and health information. While social media's increasing role in health information consumption is recognized, studies are dominated by investigations of traditional (i.e., non-social media) sites. To more richly assess constructions of reliability when using social media for health information, future research must focus on health consumers' unique contexts, virtual relationships, and degrees of trust within their social networks.
Using peer-to-peer energy-trading platforms to incentivize prosumers to form federated power plants
NASA Astrophysics Data System (ADS)
Morstyn, Thomas; Farrell, Niall; Darby, Sarah J.; McCulloch, Malcolm D.
2018-02-01
Power networks are undergoing a fundamental transition, with traditionally passive consumers becoming `prosumers' — proactive consumers with distributed energy resources, actively managing their consumption, production and storage of energy. A key question that remains unresolved is: how can we incentivize coordination between vast numbers of distributed energy resources, each with different owners and characteristics? Virtual power plants and peer-to-peer (P2P) energy trading offer different sources of value to prosumers and the power network, and have been proposed as different potential structures for future prosumer electricity markets. In this Perspective, we argue they can be combined to capture the benefits of both. We thus propose the concept of the federated power plant, a virtual power plant formed through P2P transactions between self-organizing prosumers. This addresses social, institutional and economic issues faced by top-down strategies for coordinating virtual power plants, while unlocking additional value for P2P energy trading.
Augmenting Trust Establishment in Dynamic Systems with Social Networks
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lagesse, Brent J; Kumar, Mohan; Venkatesh, Svetha
2010-01-01
Social networking has recently flourished in popularity through the use of social websites. Pervasive computing resources have allowed people stay well-connected to each other through access to social networking resources. We take the position that utilizing information produced by relationships within social networks can assist in the establishment of trust for other pervasive computing applications. Furthermore, we describe how such a system can augment a sensor infrastructure used for event observation with information from mobile sensors (ie, mobile phones with cameras) controlled by potentially untrusted third parties. Pervasive computing systems are invisible systems, oriented around the user. As a result,more » many future pervasive systems are likely to include a social aspect to the system. The social communities that are developed in these systems can augment existing trust mechanisms with information about pre-trusted entities or entities to initially consider when beginning to establish trust. An example of such a system is the Collaborative Virtual Observation (CoVO) system fuses sensor information from disaparate sources in soft real-time to recreate a scene that provides observation of an event that has recently transpired. To accomplish this, CoVO must efficently access services whilst protecting the data from corruption from unknown remote nodes. CoVO combines dynamic service composition with virtual observation to utilize existing infrastructure with third party services available in the environment. Since these services are not under the control of the system, they may be unreliable or malicious. When an event of interest occurs, the given infrastructure (bus cameras, etc.) may not sufficiently cover the necessary information (be it in space, time, or sensor type). To enhance observation of the event, infrastructure is augmented with information from sensors in the environment that the infrastructure does not control. These sensors may be unreliable, uncooperative, or even malicious. Additionally, to execute queries in soft real-time, processing must be distributed to available systems in the environment. We propose to use information from social networks to satisfy these requirements. In this paper, we present our position that knowledge gained from social activities can be used to augment trust mechanisms in pervasive computing. The system uses social behavior of nodes to predict a subset that it wants to query for information. In this context, social behavior such as transit patterns and schedules (which can be used to determine if a queried node is likely to be reliable) or known relationships, such as a phone's address book, that can be used to determine networks of nodes that may also be able to assist in retrieving information. Neither implicit nor explicit relationships necessarily imply that the user trusts an entity, but rather will provide a starting place for establishing trust. The proposed framework utilizes social network information to assist in trust establishment when third-party sensors are used for sensing events.« less
Neural mechanisms tracking popularity in real-world social networks.
Zerubavel, Noam; Bearman, Peter S; Weber, Jochen; Ochsner, Kevin N
2015-12-08
Differences in popularity are a key aspect of status in virtually all human groups and shape social interactions within them. Little is known, however, about how we track and neurally represent others' popularity. We addressed this question in two real-world social networks using sociometric methods to quantify popularity. Each group member (perceiver) viewed faces of every other group member (target) while whole-brain functional MRI data were collected. Independent functional localizer tasks were used to identify brain systems supporting affective valuation (ventromedial prefrontal cortex, ventral striatum, amygdala) and social cognition (dorsomedial prefrontal cortex, precuneus, temporoparietal junction), respectively. During the face-viewing task, activity in both types of neural systems tracked targets' sociometric popularity, even when controlling for potential confounds. The target popularity-social cognition system relationship was mediated by valuation system activity, suggesting that observing popular individuals elicits value signals that facilitate understanding their mental states. The target popularity-valuation system relationship was strongest for popular perceivers, suggesting enhanced sensitivity to differences among other group members' popularity. Popular group members also demonstrated greater interpersonal sensitivity by more accurately predicting how their own personalities were perceived by other individuals in the social network. These data offer insights into the mechanisms by which status guides social behavior.
NASA Astrophysics Data System (ADS)
Xuan, Hejun; Wang, Yuping; Xu, Zhanqi; Hao, Shanshan; Wang, Xiaoli
2017-11-01
Virtualization technology can greatly improve the efficiency of the networks by allowing the virtual optical networks to share the resources of the physical networks. However, it will face some challenges, such as finding the efficient strategies for virtual nodes mapping, virtual links mapping and spectrum assignment. It is even more complex and challenging when the physical elastic optical networks using multi-core fibers. To tackle these challenges, we establish a constrained optimization model to determine the optimal schemes of optical network mapping, core allocation and spectrum assignment. To solve the model efficiently, tailor-made encoding scheme, crossover and mutation operators are designed. Based on these, an efficient genetic algorithm is proposed to obtain the optimal schemes of the virtual nodes mapping, virtual links mapping, core allocation. The simulation experiments are conducted on three widely used networks, and the experimental results show the effectiveness of the proposed model and algorithm.
An information model for a virtual private optical network (OVPN) using virtual routers (VRs)
NASA Astrophysics Data System (ADS)
Vo, Viet Minh Nhat
2002-05-01
This paper describes a virtual private optical network architecture (Optical VPN - OVPN) based on virtual router (VR). It improves over architectures suggested for virtual private networks by using virtual routers with optical networks. The new things in this architecture are necessary changes to adapt to devices and protocols used in optical networks. This paper also presents information models for the OVPN: at the architecture level and at the service level. These are extensions to the DEN (directory enable network) and CIM (Common Information Model) for OVPNs using VRs. The goal is to propose a common management model using policies.
Global effects of local food-production crises: a virtual water perspective
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2016-01-01
By importing food and agricultural goods, countries cope with the heterogeneous global water distribution and often rely on water resources available abroad. The virtual displacement of the water used to produce such goods (known as virtual water) connects together, in a global water system, all countries participating to the international trade network. Local food-production crises, having social, economic or environmental origin, propagate in this network, modifying the virtual water trade and perturbing local and global food availability, quantified in terms of virtual water. We analyze here the possible effects of local crises by developing a new propagation model, parsimonious but grounded on data-based and statistically-verified assumptions, whose effectiveness is proved on the Argentinean crisis in 2008–09. The model serves as the basis to propose indicators of crisis impact and country vulnerability to external food-production crises, which highlight that countries with largest water resources have the highest impact on the international trade, and that not only water-scarce but also wealthy and globalized countries are among the most vulnerable to external crises. The temporal analysis reveals that global average vulnerability has increased over time and that stronger effects of crises are now found in countries with low food (and water) availability. PMID:26804492
Global effects of local food-production crises: a virtual water perspective.
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2016-01-25
By importing food and agricultural goods, countries cope with the heterogeneous global water distribution and often rely on water resources available abroad. The virtual displacement of the water used to produce such goods (known as virtual water) connects together, in a global water system, all countries participating to the international trade network. Local food-production crises, having social, economic or environmental origin, propagate in this network, modifying the virtual water trade and perturbing local and global food availability, quantified in terms of virtual water. We analyze here the possible effects of local crises by developing a new propagation model, parsimonious but grounded on data-based and statistically-verified assumptions, whose effectiveness is proved on the Argentinean crisis in 2008-09. The model serves as the basis to propose indicators of crisis impact and country vulnerability to external food-production crises, which highlight that countries with largest water resources have the highest impact on the international trade, and that not only water-scarce but also wealthy and globalized countries are among the most vulnerable to external crises. The temporal analysis reveals that global average vulnerability has increased over time and that stronger effects of crises are now found in countries with low food (and water) availability.
Global effects of local food-production crises: a virtual water perspective
NASA Astrophysics Data System (ADS)
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2016-01-01
By importing food and agricultural goods, countries cope with the heterogeneous global water distribution and often rely on water resources available abroad. The virtual displacement of the water used to produce such goods (known as virtual water) connects together, in a global water system, all countries participating to the international trade network. Local food-production crises, having social, economic or environmental origin, propagate in this network, modifying the virtual water trade and perturbing local and global food availability, quantified in terms of virtual water. We analyze here the possible effects of local crises by developing a new propagation model, parsimonious but grounded on data-based and statistically-verified assumptions, whose effectiveness is proved on the Argentinean crisis in 2008-09. The model serves as the basis to propose indicators of crisis impact and country vulnerability to external food-production crises, which highlight that countries with largest water resources have the highest impact on the international trade, and that not only water-scarce but also wealthy and globalized countries are among the most vulnerable to external crises. The temporal analysis reveals that global average vulnerability has increased over time and that stronger effects of crises are now found in countries with low food (and water) availability.
Interweaving interactions in virtual worlds: a case study.
Cantamesse, Matteo; Galimberti, Carlo; Giacoma, Gianandrea
2011-01-01
The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW), both on adolescent's (effective) social interaction and on the competence they developed on it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship.
Characterizing Mobility and Contact Networks in Virtual Worlds
NASA Astrophysics Data System (ADS)
Machado, Felipe; Santos, Matheus; Almeida, Virgílio; Guedes, Dorgival
Virtual worlds have recently gained wide recognition as an important field of study in Computer Science. In this work we present an analysis of the mobility and interactions among characters in World of Warcraft (WoW) and Second Life based on the contact opportunities extracted from actual user data in each of those domains. We analyze character contacts in terms of their spatial and temporal characteristics, as well as the social network derived from such contacts. Our results show that the contacts observed may be more influenced by the nature of the interactions and goals of the users in each situation than by the intrinsic structure of such worlds. In particular, observations from a city in WoW are closer to those of Second Life than to other areas in WoW itself.
Community and Virtual Community.
ERIC Educational Resources Information Center
Ellis, David; Oldridge, Rachel; Vasconcelos, Ana
2004-01-01
Presents a literature review that covers the following topics related to virtual communities: (1) information and virtual community; (2) virtual communities and communities of practice; (3) virtual communities and virtual arenas, including virtual community networks; and (4) networked virtual communities. (Contains 175 references.) (MES)
Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds
NASA Astrophysics Data System (ADS)
Minocha, Shailey; Reeves, Ahmad John
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical, self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and way finding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human- Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments.
TOWARD A CRIMINOLOGY OF INMATE NETWORKS
Kreager, Derek A.; Schaefer, David R.; Bouchard, Martin; Haynie, Dana L.; Wakefield, Sara; Young, Jacob; Zajac, Gary
2015-01-01
The mid-twentieth century witnessed a surge of American prison ethnographies focused on inmate society and the social structures that guide inmate life. Ironically, this literature virtually froze in the 1980s just as the country entered a period of unprecedented prison expansion, and has only recently begun to thaw. In this manuscript, we develop a rationale for returning inmate society to the forefront of criminological inquiry, and suggest that network science provides an ideal framework for achieving this end. In so doing, we show that a network perspective extends prison ethnographies by allowing quantitative assessment of prison culture and illuminating basic characteristics of prison social structure that are essential for improving inmate safety, health, and community reentry outcomes. We conclude by demonstrating the feasibility and promise of inmate network research with findings from a recent small-scale study of a maximum-security prison work unit. PMID:27616815
TOWARD A CRIMINOLOGY OF INMATE NETWORKS.
Kreager, Derek A; Schaefer, David R; Bouchard, Martin; Haynie, Dana L; Wakefield, Sara; Young, Jacob; Zajac, Gary
The mid-twentieth century witnessed a surge of American prison ethnographies focused on inmate society and the social structures that guide inmate life. Ironically, this literature virtually froze in the 1980s just as the country entered a period of unprecedented prison expansion, and has only recently begun to thaw. In this manuscript, we develop a rationale for returning inmate society to the forefront of criminological inquiry, and suggest that network science provides an ideal framework for achieving this end. In so doing, we show that a network perspective extends prison ethnographies by allowing quantitative assessment of prison culture and illuminating basic characteristics of prison social structure that are essential for improving inmate safety, health, and community reentry outcomes. We conclude by demonstrating the feasibility and promise of inmate network research with findings from a recent small-scale study of a maximum-security prison work unit.
Mapping, Awareness, And Virtualization Network Administrator Training Tool Virtualization Module
2016-03-01
AND VIRTUALIZATION NETWORK ADMINISTRATOR TRAINING TOOL VIRTUALIZATION MODULE by Erik W. Berndt March 2016 Thesis Advisor: John Gibson...REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE MAPPING, AWARENESS, AND VIRTUALIZATION NETWORK ADMINISTRATOR TRAINING TOOL... VIRTUALIZATION MODULE 5. FUNDING NUMBERS 6. AUTHOR(S) Erik W. Berndt 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Naval Postgraduate School
Piquing Student Curiosity with Title Pages from Works by Hobbes, Locke, and Rousseau
ERIC Educational Resources Information Center
Porter, Lee Ann
2013-01-01
Long before public libraries, online bookstores that ship directly to our homes, technologies that enable the downloading of publications directly to mobile devices, and social networks supporting virtual book clubs, eighteenth-century book readers relied heavily on literary societies, subscription libraries, and the advice of and selections made…
Blended Identities: Identity Work, Equity and Marginalization in Blended Learning
ERIC Educational Resources Information Center
Heikoop, Will
2013-01-01
This article is a theoretical study of the self-presentation strategies employed by higher education students online; it examines student identity work via profile information and avatars in a blended learning environment delivered through social networking sites and virtual worlds. It argues that students are faced with difficult choices when…
Toward a Learner-Centered System for Adult Learning
ERIC Educational Resources Information Center
Hermans, Henry; Kalz, Marco; Koper, Rob
2013-01-01
Purpose: The purpose of this paper is to present an e-learning system that integrates the use of concepts of virtual learning environments, personal learning environments, and social network sites. The system is based on a learning model which comprises and integrates three learning contexts for the adult learner: the formal, instructional…
In Practice: Virtual Job Club--A Social Support Network for Recent Graduates
ERIC Educational Resources Information Center
Maietta, Heather N.
2012-01-01
Searching for employment during this recession-battered market has proven difficult for many new college graduates. As unemployment trends and hiring outlooks continue their slow resurgence, the competition for jobs remains fierce, and the students are feeling the pressure. In this article, the author describes Nichols College's new, web-based…
Virtual Office Hours as Cyberinfrastructure: The Case Study of Instant Messaging
ERIC Educational Resources Information Center
Balayeva, Jeren; Quan-Haase, Anabel
2009-01-01
Although out-of-class communication enhances students' learning experience, students' use of office hours has been limited. As the learning infrastructures of the social sciences and humanities have undergone a range of changes since the diffusion of digital networks, new opportunities emerge to increase out-of-class communication. Hence, it is…
Going Virtual to Engage a Global Museum Community
ERIC Educational Resources Information Center
Whitney, Katherine
2011-01-01
Created at the dawn of the social networking era, the International Museum of Women (IMOW) is an online museum that has consistently harnessed online technology in the service of its mission. Recognizing that online technology is evolving and ever changing, the museum must be flexible, adapting delivery of its content to the tools available at…
Exploring How Technology Mediates the Types of Relationships Formed in Sociotechnical Systems
ERIC Educational Resources Information Center
Chu, Kar-Hai
2012-01-01
This work presents an exploratory study of how technology mediates the different types of relationships that are formed in sociotechnical systems. More people each day are connecting with each other through social networks, online communities, and other forms of virtual environments. Whether for education, information seeking, friendship,…
Are Digital Natives a Myth or Reality? University Students' Use of Digital Technologies
ERIC Educational Resources Information Center
Margaryan, Anoush; Littlejohn, Allison; Vojt, Gabrielle
2011-01-01
This study investigated the extent and nature of university students' use of digital technologies for learning and socialising. The findings show that students use a limited range of mainly established technologies. Use of collaborative knowledge creation tools, virtual worlds, and social networking sites was low. "Digital natives" and students of…
Blogging through the Music Student Teaching Experience: Developing Virtual Communities of Practice
ERIC Educational Resources Information Center
Fitzpatrick, Kate R.
2014-01-01
Within educational settings, well-developed web-based social networking technologies such as interactive weblogs (blogs) can serve to effectively facilitate and mediate interactions among members of a "community of practice" (Chong, 2008; Wenger, White, & Smith, 2009). The purpose of this study was to investigate the use of an…
The Parallel Information Universe
ERIC Educational Resources Information Center
Eisenberg, Mike
2008-01-01
The Web 2.0 "buzz" starts with new technologies such as virtual worlds, cell phones and handheld devices that offer 24/7 web access, tagging, social networks, and blogs and brings together various web capabilities in unique combinations. Web 2.0, however, is about much more than the technology--it is about a change in focus to participation, user…
ERIC Educational Resources Information Center
Kim, Paul; Hong, Ji-Seong; Bonk, Curtis; Lim, Gloria
2011-01-01
A Web 2.0 environment that is coupled with emerging multimodal interaction tools can have considerable influence on team learning outcomes. Today, technologies supporting social networking, collective intelligence, emotional interaction, and virtual communication are introducing new forms of collaboration that are profoundly impacting education.…
Virtualized Networks and Virtualized Optical Line Terminal (vOLT)
NASA Astrophysics Data System (ADS)
Ma, Jonathan; Israel, Stephen
2017-03-01
The success of the Internet and the proliferation of the Internet of Things (IoT) devices is forcing telecommunications carriers to re-architecture a central office as a datacenter (CORD) so as to bring the datacenter economics and cloud agility to a central office (CO). The Open Network Operating System (ONOS) is the first open-source software-defined network (SDN) operating system which is capable of managing and controlling network, computing, and storage resources to support CORD infrastructure and network virtualization. The virtualized Optical Line Termination (vOLT) is one of the key components in such virtualized networks.
Estimation of Global Network Statistics from Incomplete Data
Bliss, Catherine A.; Danforth, Christopher M.; Dodds, Peter Sheridan
2014-01-01
Complex networks underlie an enormous variety of social, biological, physical, and virtual systems. A profound complication for the science of complex networks is that in most cases, observing all nodes and all network interactions is impossible. Previous work addressing the impacts of partial network data is surprisingly limited, focuses primarily on missing nodes, and suggests that network statistics derived from subsampled data are not suitable estimators for the same network statistics describing the overall network topology. We generate scaling methods to predict true network statistics, including the degree distribution, from only partial knowledge of nodes, links, or weights. Our methods are transparent and do not assume a known generating process for the network, thus enabling prediction of network statistics for a wide variety of applications. We validate analytical results on four simulated network classes and empirical data sets of various sizes. We perform subsampling experiments by varying proportions of sampled data and demonstrate that our scaling methods can provide very good estimates of true network statistics while acknowledging limits. Lastly, we apply our techniques to a set of rich and evolving large-scale social networks, Twitter reply networks. Based on 100 million tweets, we use our scaling techniques to propose a statistical characterization of the Twitter Interactome from September 2008 to November 2008. Our treatment allows us to find support for Dunbar's hypothesis in detecting an upper threshold for the number of active social contacts that individuals maintain over the course of one week. PMID:25338183
Computer-Mediated Social Support for Physical Activity: A Content Analysis.
Stragier, Jeroen; Mechant, Peter; De Marez, Lieven; Cardon, Greet
2018-02-01
Online fitness communities are a recent phenomenon experiencing growing user bases. They can be considered as online social networks in which recording, monitoring, and sharing of physical activity (PA) are the most prevalent practices. They have added a new dimension to the social experience of PA in which online peers function as virtual PA partners or supporters. However, research into seeking and receiving computer-mediated social support for PA is scarce. Our aim was to study to what extent using online fitness communities and sharing physical activities with online social networks results in receiving various types of online social support. Two databases, one containing physical activities logged with Strava and one containing physical activities logged with RunKeeper and shared on Twitter, were investigated for occurrence and type of social support, by means of a deductive content analysis. Results indicate that social support delivered through Twitter is not particularly extensive. On Strava, social support is significantly more prevalent. Especially esteem support, expressed as compliments for the accomplishment of an activity, is provided on both Strava and Twitter. The results demonstrate that social media have potential as a platform used for providing social support for PA, but differences among various social network sites can be substantial. Especially esteem support can be expected, in contrast to online health communities, where information support is more common.
Shared protection based virtual network mapping in space division multiplexing optical networks
NASA Astrophysics Data System (ADS)
Zhang, Huibin; Wang, Wei; Zhao, Yongli; Zhang, Jie
2018-05-01
Space Division Multiplexing (SDM) has been introduced to improve the capacity of optical networks. In SDM optical networks, there are multiple cores/modes in each fiber link, and spectrum resources are multiplexed in both frequency and core/modes dimensions. Enabled by network virtualization technology, one SDM optical network substrate can be shared by several virtual networks operators. Similar with point-to-point connection services, virtual networks (VN) also need certain survivability to guard against network failures. Based on customers' heterogeneous requirements on the survivability of their virtual networks, this paper studies the shared protection based VN mapping problem and proposes a Minimum Free Frequency Slots (MFFS) mapping algorithm to improve spectrum efficiency. Simulation results show that the proposed algorithm can optimize SDM optical networks significantly in terms of blocking probability and spectrum utilization.
Evidence That Calls-Based and Mobility Networks Are Isomorphic
Coscia, Michele; Hausmann, Ricardo
2015-01-01
Social relations involve both face-to-face interaction as well as telecommunications. We can observe the geography of phone calls and of the mobility of cell phones in space. These two phenomena can be described as networks of connections between different points in space. We use a dataset that includes billions of phone calls made in Colombia during a six-month period. We draw the two networks and find that the call-based network resembles a higher order aggregation of the mobility network and that both are isomorphic except for a higher spatial decay coefficient of the mobility network relative to the call-based network: when we discount distance effects on the call connections with the same decay observed for mobility connections, the two networks are virtually indistinguishable. PMID:26713730
Dynamical origins of the community structure of an online multi-layer society
NASA Astrophysics Data System (ADS)
Klimek, Peter; Diakonova, Marina; Eguíluz, Víctor M.; San Miguel, Maxi; Thurner, Stefan
2016-08-01
Social structures emerge as a result of individuals managing a variety of different social relationships. Societies can be represented as highly structured dynamic multiplex networks. Here we study the dynamical origins of the specific community structures of a large-scale social multiplex network of a human society that interacts in a virtual world of a massive multiplayer online game. There we find substantial differences in the community structures of different social actions, represented by the various layers in the multiplex network. Community sizes distributions are either fat-tailed or appear to be centered around a size of 50 individuals. To understand these observations we propose a voter model that is built around the principle of triadic closure. It explicitly models the co-evolution of node- and link-dynamics across different layers of the multiplex network. Depending on link and node fluctuation probabilities, the model exhibits an anomalous shattered fragmentation transition, where one layer fragments from one large component into many small components. The observed community size distributions are in good agreement with the predicted fragmentation in the model. This suggests that several detailed features of the fragmentation in societies can be traced back to the triadic closure processes.
Virtual worlds and avatars as the new frontier of telehealth care.
Morie, J; Haynes, E; Chance, E; Purohit, D
2012-01-01
We are entering a new age where people routinely visit, inhabit, play in and learn within virtual worlds (VWs). One in eight people worldwide are VW participants, according to the latest 2011 figures from KZERO [1]. VWs are also emerging as a new and advanced form of telehealth care delivery. In addition to existing telehealth care advantages; VWs feature three powerful affordances that can benefit a wide range of physical and psychological issues. First, the highly social nature of VWs encourages social networking and the formation of essential support groups. Secondly, the type of spaces that have been proven in the physical world to promote psychological health and well-being can be virtually recreated. Finally, research suggests that embodied avatar representation within VWs can affect users psychologically and physically. These three aspects of VWs can be leveraged for enhanced patient-client interactions, spaces that promote healing and positive responses, and avatar activities that transfer real benefits from the virtual to the physical world. This paper explains the mounting evidence behind these claims and provides examples of VWs as an innovative and compelling form of telehealth care destined to become commonplace in the future.
[Addiction to new technologies and to online social networking in young people: A new challenge].
Echeburúa, Enrique; de Corral, Paz
2010-01-01
The Internet and virtual social networks are new technologies that have had most impact on young people and have provided many benefits to their users. However, some people become obsessed with the Internet, are unable to control their use of it, and may put their work and relationships in jeopardy. This paper addresses the issue of the maladaptive use of these technologies. Internet use and abuse are related to psychosocial variables, such as psychological vulnerability, life stress and family and social support. There are some specific risk factors for abuse of virtual social networks among young people. Certain alarm signs appear before a hobby becomes an addiction. The concept of 'Internet addiction' has been proposed as an explanation for uncontrollable and harmful use of this technology. Symptoms of excessive Internet use can be identified with the criteria used to diagnose other chemical or non-chemical addictions. Prevention strategies in both home and school settings should be implemented on the basis of behavioral risk factors and demographic characteristics. The goal of treatment for this type of addiction, unlike the case of other addictions, cannot be total abstinence, but rather controlled use. The psychological treatment of choice appears to be stimulus control and gradual exposure to Internet, followed by a cognitive-behavioral intervention in relapse prevention. There is a need for more information about young Internet abusers and about the most appropriate programs for treating them. More research is required on the enhancement of motivation for treatment and the types of brief intervention available in relation to the problematic use of Internet among young people. The implications of the present review for clinical practice and possible future research directions in this field are discussed, as well as the problems as yet unsolved.
A Survey of Middleware for Sensor and Network Virtualization
Khalid, Zubair; Fisal, Norsheila; Rozaini, Mohd.
2014-01-01
Wireless Sensor Network (WSN) is leading to a new paradigm of Internet of Everything (IoE). WSNs have a wide range of applications but are usually deployed in a particular application. However, the future of WSNs lies in the aggregation and allocation of resources, serving diverse applications. WSN virtualization by the middleware is an emerging concept that enables aggregation of multiple independent heterogeneous devices, networks, radios and software platforms; and enhancing application development. WSN virtualization, middleware can further be categorized into sensor virtualization and network virtualization. Middleware for WSN virtualization poses several challenges like efficient decoupling of networks, devices and software. In this paper efforts have been put forward to bring an overview of the previous and current middleware designs for WSN virtualization, the design goals, software architectures, abstracted services, testbeds and programming techniques. Furthermore, the paper also presents the proposed model, challenges and future opportunities for further research in the middleware designs for WSN virtualization. PMID:25615737
A survey of middleware for sensor and network virtualization.
Khalid, Zubair; Fisal, Norsheila; Rozaini, Mohd
2014-12-12
Wireless Sensor Network (WSN) is leading to a new paradigm of Internet of Everything (IoE). WSNs have a wide range of applications but are usually deployed in a particular application. However, the future of WSNs lies in the aggregation and allocation of resources, serving diverse applications. WSN virtualization by the middleware is an emerging concept that enables aggregation of multiple independent heterogeneous devices, networks, radios and software platforms; and enhancing application development. WSN virtualization, middleware can further be categorized into sensor virtualization and network virtualization. Middleware for WSN virtualization poses several challenges like efficient decoupling of networks, devices and software. In this paper efforts have been put forward to bring an overview of the previous and current middleware designs for WSN virtualization, the design goals, software architectures, abstracted services, testbeds and programming techniques. Furthermore, the paper also presents the proposed model, challenges and future opportunities for further research in the middleware designs for WSN virtualization.
Network Virtualization - Opportunities and Challenges for Operators
NASA Astrophysics Data System (ADS)
Carapinha, Jorge; Feil, Peter; Weissmann, Paul; Thorsteinsson, Saemundur E.; Etemoğlu, Çağrı; Ingþórsson, Ólafur; Çiftçi, Selami; Melo, Márcio
In the last few years, the concept of network virtualization has gained a lot of attention both from industry and research projects. This paper evaluates the potential of network virtualization from an operator's perspective, with the short-term goal of optimizing service delivery and rollout, and on a longer term as an enabler of technology integration and migration. Based on possible scenarios for implementing and using network virtualization, new business roles and models are examined. Open issues and topics for further evaluation are identified. In summary, the objective is to identify the challenges but also new opportunities for telecom operators raised by network virtualization.
Social Networking Adapted for Distributed Scientific Collaboration
NASA Technical Reports Server (NTRS)
Karimabadi, Homa
2012-01-01
Share is a social networking site with novel, specially designed feature sets to enable simultaneous remote collaboration and sharing of large data sets among scientists. The site will include not only the standard features found on popular consumer-oriented social networking sites such as Facebook and Myspace, but also a number of powerful tools to extend its functionality to a science collaboration site. A Virtual Observatory is a promising technology for making data accessible from various missions and instruments through a Web browser. Sci-Share augments services provided by Virtual Observatories by enabling distributed collaboration and sharing of downloaded and/or processed data among scientists. This will, in turn, increase science returns from NASA missions. Sci-Share also enables better utilization of NASA s high-performance computing resources by providing an easy and central mechanism to access and share large files on users space or those saved on mass storage. The most common means of remote scientific collaboration today remains the trio of e-mail for electronic communication, FTP for file sharing, and personalized Web sites for dissemination of papers and research results. Each of these tools has well-known limitations. Sci-Share transforms the social networking paradigm into a scientific collaboration environment by offering powerful tools for cooperative discourse and digital content sharing. Sci-Share differentiates itself by serving as an online repository for users digital content with the following unique features: a) Sharing of any file type, any size, from anywhere; b) Creation of projects and groups for controlled sharing; c) Module for sharing files on HPC (High Performance Computing) sites; d) Universal accessibility of staged files as embedded links on other sites (e.g. Facebook) and tools (e.g. e-mail); e) Drag-and-drop transfer of large files, replacing awkward e-mail attachments (and file size limitations); f) Enterprise-level data and messaging encryption; and g) Easy-to-use intuitive workflow.
ERIC Educational Resources Information Center
Tirado, Ramon; Aguaded, Ignacio; Hernando, Angel
2011-01-01
This article analyses an experience in collaborative learning in an asynchronous writing environment through discussion forums on a WebCt platform of the University of Huelva's virtual campus, and was part of an innovative teaching project in 2007-08. The main objectives are to describe the processes of collaborative knowledge construction and the…
Using Web 2.0 Technology to Enhance, Scaffold and Assess Problem-Based Learning
ERIC Educational Resources Information Center
Hack, Catherine
2013-01-01
Web 2.0 technologies, such as social networks, wikis, blogs, and virtual worlds provide a platform for collaborative working, facilitating sharing of resources and joint document production. They can act as a stimulus to promote active learning and provide an engaging and interactive environment for students, and as such align with the philosophy…
Should We Yak Back? Information Seeking among Yik Yak Users on a University Campus
ERIC Educational Resources Information Center
Price, Elizabeth
2018-01-01
Academic librarians have embraced tools such as e-mail or chat that allow them to deliver reference services virtually, but not many studies have advocated for using social networking sites (SNS) as a medium for answering user questions. Even as reference departments field fewer questions requiring in-depth resources or responses, librarians have…
Towards a Methodology of Postmodern Assemblage: Adolescent Identity in the Age of Social Networking
ERIC Educational Resources Information Center
Barnett, Chad
2009-01-01
Adolescents who occupy virtual spaces construct identities for a dual audience, those intimate friends whose favor they seek and a broader public audience whose purpose for viewing cannot be known. The digital world of MySpace, Facebook, and Instant Messaging has simultaneously complicated and enhanced the process of identity construction. The…
21st-Century Literacies, Critical Media Pedagogies, and Language Arts
ERIC Educational Resources Information Center
Morrell, Ernest
2013-01-01
In the second decade of the 21st century, information has been globalized, digitized, and sped up to move at the speed of thought. Being literate in this new world means programming personal websites, sending e-mails from mobile devices and spending hours communicating via virtual social networks. Our students are products of this world. However,…
"CityVille": Collaborative Game Play, Communication and Skill Development in Social Networks
ERIC Educational Resources Information Center
Del-Moral, María-Esther; Guzmán-Duque, Alba-Patricia
2014-01-01
This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said…
Reimagining the Role of School Libraries in STEM Education: Creating Hybrid Spaces for Exploration
ERIC Educational Resources Information Center
Subramaniam, Mega M.; Ahn, June; Fleischmann, Kenneth R.; Druin, Allison
2012-01-01
In recent years, many technological interventions have surfaced, such as virtual worlds, games, and digital labs, that aspire to link young people's interest in media technology and social networks to learning about science, technology, engineering, and math (STEM) areas. Despite the tremendous interest surrounding young people and STEM education,…
Literacy-Lite in "BarbieGirls"[TM
ERIC Educational Resources Information Center
Carrington, Victoria; Hodgetts, Katherine
2010-01-01
While the attention of researchers has focused on video games, texting and, more recently, the growth of social networking sites such as "Bebo.com" and "Facebook", virtual worlds have emerged as a site of significant cultural and textual relevance for young people. A total of 6.2 million children aged between six and 12 years of age ventured into…
Gosling, Samuel D; Augustine, Adam A; Vazire, Simine; Holtzman, Nicholas; Gaddis, Sam
2011-09-01
Despite the enormous popularity of Online Social Networking sites (OSNs; e.g., Facebook and Myspace), little research in psychology has been done on them. Two studies examining how personality is reflected in OSNs revealed several connections between the Big Five personality traits and self-reported Facebook-related behaviors and observable profile information. For example, extraversion predicted not only frequency of Facebook usage (Study 1), but also engagement in the site, with extraverts (vs. introverts) showing traces of higher levels of Facebook activity (Study 2). As in offline contexts, extraverts seek out virtual social engagement, which leaves behind a behavioral residue in the form of friends lists and picture postings. Results suggest that, rather than escaping from or compensating for their offline personality, OSN users appear to extend their offline personalities into the domains of OSNs.
Neural mechanisms tracking popularity in real-world social networks
Zerubavel, Noam; Bearman, Peter S.; Weber, Jochen; Ochsner, Kevin N.
2015-01-01
Differences in popularity are a key aspect of status in virtually all human groups and shape social interactions within them. Little is known, however, about how we track and neurally represent others’ popularity. We addressed this question in two real-world social networks using sociometric methods to quantify popularity. Each group member (perceiver) viewed faces of every other group member (target) while whole-brain functional MRI data were collected. Independent functional localizer tasks were used to identify brain systems supporting affective valuation (ventromedial prefrontal cortex, ventral striatum, amygdala) and social cognition (dorsomedial prefrontal cortex, precuneus, temporoparietal junction), respectively. During the face-viewing task, activity in both types of neural systems tracked targets’ sociometric popularity, even when controlling for potential confounds. The target popularity–social cognition system relationship was mediated by valuation system activity, suggesting that observing popular individuals elicits value signals that facilitate understanding their mental states. The target popularity–valuation system relationship was strongest for popular perceivers, suggesting enhanced sensitivity to differences among other group members’ popularity. Popular group members also demonstrated greater interpersonal sensitivity by more accurately predicting how their own personalities were perceived by other individuals in the social network. These data offer insights into the mechanisms by which status guides social behavior. PMID:26598684
An optimization method of VON mapping for energy efficiency and routing in elastic optical networks
NASA Astrophysics Data System (ADS)
Liu, Huanlin; Xiong, Cuilian; Chen, Yong; Li, Changping; Chen, Derun
2018-03-01
To improve resources utilization efficiency, network virtualization in elastic optical networks has been developed by sharing the same physical network for difference users and applications. In the process of virtual nodes mapping, longer paths between physical nodes will consume more spectrum resources and energy. To address the problem, we propose a virtual optical network mapping algorithm called genetic multi-objective optimize virtual optical network mapping algorithm (GM-OVONM-AL), which jointly optimizes the energy consumption and spectrum resources consumption in the process of virtual optical network mapping. Firstly, a vector function is proposed to balance the energy consumption and spectrum resources by optimizing population classification and crowding distance sorting. Then, an adaptive crossover operator based on hierarchical comparison is proposed to improve search ability and convergence speed. In addition, the principle of the survival of the fittest is introduced to select better individual according to the relationship of domination rank. Compared with the spectrum consecutiveness-opaque virtual optical network mapping-algorithm and baseline-opaque virtual optical network mapping algorithm, simulation results show the proposed GM-OVONM-AL can achieve the lowest bandwidth blocking probability and save the energy consumption.
Energy-aware virtual network embedding in flexi-grid optical networks
NASA Astrophysics Data System (ADS)
Lin, Rongping; Luo, Shan; Wang, Haoran; Wang, Sheng; Chen, Bin
2018-01-01
Virtual network embedding (VNE) problem is to map multiple heterogeneous virtual networks (VN) on a shared substrate network, which mitigate the ossification of the substrate network. Meanwhile, energy efficiency has been widely considered in the network design. In this paper, we aim to solve the energy-aware VNE problem in flexi-grid optical networks. We provide an integer linear programming (ILP) formulation to minimize the power increment of each arriving VN request. We also propose a polynomial-time heuristic algorithm where virtual links are embedded sequentially to keep a reasonable acceptance ratio and maintain a low energy consumption. Numerical results show the functionality of the heuristic algorithm in a 24-node network.
Yang, Y J Daniel; Allen, Tandra; Abdullahi, Sebiha M; Pelphrey, Kevin A; Volkmar, Fred R; Chapman, Sandra B
2018-05-01
Measuring treatment efficacy in individuals with Autism Spectrum Disorder (ASD) relies primarily on behaviors, with limited evidence as to the neural mechanisms underlying these behavioral gains. This pilot study addresses this void by investigating neural and behavioral changes in a Phase I trial in young adults with high-functioning ASD who received an evidence-based behavioral intervention, Virtual Reality-Social Cognition Training over 5 weeks for a total of 10 hr. The participants were tested pre- and post-training with a validated biological/social versus scrambled/nonsocial motion neuroimaging task, previously shown to activate regions within the social brain networks. Three significant brain-behavior changes were identified. First, the right posterior superior temporal sulcus, a hub for socio-cognitive processing, showed increased brain activation to social versus nonsocial stimuli in individuals with greater gains on a theory-of-mind measure. Second, the left inferior frontal gyrus, a region for socio-emotional processing, tracked individual gains in emotion recognition with decreased activation to social versus nonsocial stimuli. Finally, the left superior parietal lobule, a region for visual attention, showed significantly decreased activation to nonsocial versus social stimuli across all participants, where heightened attention to nonsocial contingencies has been considered a disabling aspect of ASD. This study provides, albeit preliminary, some of the first evidence of the harnessable neuroplasticity in adults with ASD through an age-appropriate intervention in brain regions tightly linked to social abilities. This pilot trial motivates future efforts to develop and test social interventions to improve behaviors and supporting brain networks in adults with ASD. Autism Res 2018, 11: 713-725. © 2018 The Authors Autism Research published by International Society for Autism Research and Wiley Periodicals, Inc. This study addresses how the behavioral changes after treatment for ASD reflect underlying brain changes. Before and after receiving VR-SCT, young adults with high-functioning ASD passively viewed biological motion stimuli in a MRI scanner, tapping changes in the social brain network. The results reveal neuroplasticity in this age population, extending the window of opportunity for interventions to impact social competency in adults with ASD. © 2018 The Authors Autism Research published by International Society for Autism Research and Wiley Periodicals, Inc.
Validating agent based models through virtual worlds.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lakkaraju, Kiran; Whetzel, Jonathan H.; Lee, Jina
As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative sourcemore » of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior. Results from our work indicate that virtual worlds have the potential for serving as a proxy in allocating and populating behaviors that would be used within further agent-based modeling studies.« less
Virtual goods recommendations in virtual worlds.
Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren
2015-01-01
Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.
Virtual Goods Recommendations in Virtual Worlds
Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren
2015-01-01
Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods. PMID:25834837
ERIC Educational Resources Information Center
Trust, Torrey
2017-01-01
Educators around the world participate in virtual communities, social media sites, and online networks in order to gain support and ideas for improving their practice. Many researchers have explored how and why teachers participate in these online spaces; however, there is limited research on how participation might impact teaching and learning.…
Students' Playful Tactics: Teaching at the Intersection of New Media and the Official Curriculum
ERIC Educational Resources Information Center
Rust, Julie
2015-01-01
By examining the ways in which high school students in two different English classes take up virtual self-representation tactics in school-based social networking sites, this article explores how young people carefully juggle the digital identities they adopt for the eyes of both peers and teachers. The data reveals that the students'…
ERIC Educational Resources Information Center
Chun, Heasun
2013-01-01
The primary purpose of this study is to test whether dialogic interactions via SNSs can help revive political participation and help citizens to become involved in real-world politics. In a Tocquevillian sense, this study assumes a positive relationship between virtual associational life and political participation and therefore argues that SNSs…
Health Social Networks as Online Life Support Groups for Patients With Cardiovascular Diseases
Medina, Edhelmira Lima; Loques, Orlando; Mesquita, Cláudio Tinoco
2013-01-01
The number of patients who use the internet in search for information that might improve their health conditions has increased. Among them, those looking for virtual environments to share experiences, doubts, opinions, and emotions, and to foster relationships aimed at giving and getting support stand out. Therefore, there is an increasing need to assess how those environments can affect the patients' health. This study was aimed at identifying scientific studies on the proliferation and impact of virtual communities, known as health social networks or online support groups, directed to cardiovascular diseases, which might be useful to patients with certain conditions, providing them with information and emotional support. A systematic review of the literature was conducted with articles published from 2007 to 2012, related to cardiovascular diseases and collected from the following databases: PubMed; Association for Computing Machinery(ACM); and Institute of Electrical and Electronics Engineers (IEEE). Four articles meeting the inclusion criteria were selected. The results were interesting and relevant from the health viewpoint, identifying therapeutic benefits, such as provision of emotional support, greater compliance to treatment, and information sharing on diseases and on life experiences. PMID:24030085
History and geography of virtual water trade
NASA Astrophysics Data System (ADS)
Carr, J. A.; D'Odorico, P.; Laio, F.; Ridolfi, L.
2012-12-01
The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products (non-edible plant and animal products typically used for manufacturing). Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types with the net importers of virtual water relying on the supply of virtual water from a small percentage of the global population. Discrepancies exist among the different commodity networks. Surprisingly, while the total virtual water flux through the network has increased between 1986 and 2008, the global proportions associated with the four commodity groups have remained relatively stable. Here we discuss some major changes in the global patterns of virtual water trade with a focus on the increase in regional dependencies on foreign virtual water. The increase in virtual water trade and the percentage of the total virtual water flux in the network corresponding to plant, animals, luxury, and other commodities.
Virtual Networking for Career Development. Trends and Issues Alert.
ERIC Educational Resources Information Center
Kerka, Sandra
The critical career development strategy of networking is being transformed by the Internet into virtual or e-networking. Virtual networking provides these advantages: it eliminates the fear of making initial contact and the stress of first impressions; it overcomes restrictions of location, time, or money; it makes responses faster and easier;…
NASA Astrophysics Data System (ADS)
Parvinnia, Elham; Khayami, Raouf; Ziarati, Koorush
Virtual collaborative networks are composed of small companies which take most advantage from the market opportunity and are able to compete with large companies. So some frameworks have been introduced for implementing this type of collaboration; although none of them has been standardized completely. In this paper we specify some instances that need to be standardized for implementing virtual enterprises. Then, a framework is suggested for implementing virtual collaborative networks. Finally, based on that suggestion, as a case study, we design a virtual collaborative network in automobile components production industry.
Facebook and the professional behaviours of undergraduate medical students.
Garner, Jayne; O'Sullivan, Helen
2010-06-01
The rapid growth and accessibility of social networking websites has fundamentally changed the way people manage information about their personal and professional lives. In particular, it has been suggested that interaction in virtual communities erodes elements of responsibility, accountability and social trust that build traditionally meaningful communities. The purpose of this study was to investigate how undergraduate medical students use the social network website Facebook, and to identify any unprofessional behaviour displayed online. A voluntary anonymous online survey was devised by the University of Liverpool, and emailed to students. Question topics included the use of Facebook, privacy settings, groups relating to the course and professional behaviours. Results were input to spss for analysis. The response rate was 31 per cent (n = 56). The majority of respondents did have a Facebook account and admitted there were photos they found embarrassing on the site. Over half of the respondents reported they had seen unprofessional behaviour by their colleagues on Facebook. Although students say that they are aware of the UK's General Medical Council (GMC) guidance, unprofessional behaviour is still demonstrated on the site. This research highlights the issue of social networking websites and professionalism amongst medical students. Further guidance from the GMC and medical schools should remind students that images and information placed on social networking sites is in the public domain, and could impact upon their professional reputation and identity. © Blackwell Publishing Ltd 2010.
Augustine, Adam A; Vazire, Simine; Holtzman, Nicholas; Gaddis, Sam
2011-01-01
Abstract Despite the enormous popularity of Online Social Networking sites (OSNs; e.g., Facebook and Myspace), little research in psychology has been done on them. Two studies examining how personality is reflected in OSNs revealed several connections between the Big Five personality traits and self-reported Facebook-related behaviors and observable profile information. For example, extraversion predicted not only frequency of Facebook usage (Study 1), but also engagement in the site, with extraverts (vs. introverts) showing traces of higher levels of Facebook activity (Study 2). As in offline contexts, extraverts seek out virtual social engagement, which leaves behind a behavioral residue in the form of friends lists and picture postings. Results suggest that, rather than escaping from or compensating for their offline personality, OSN users appear to extend their offline personalities into the domains of OSNs. PMID:21254929
Framework and Implications of Virtual Neurorobotics
Goodman, Philip H.; Zou, Quan; Dascalu, Sergiu-Mihai
2008-01-01
Despite decades of societal investment in artificial learning systems, truly “intelligent” systems have yet to be realized. These traditional models are based on input-output pattern optimization and/or cognitive production rule modeling. One response has been social robotics, using the interaction of human and robot to capture important cognitive dynamics such as cooperation and emotion; to date, these systems still incorporate traditional learning algorithms. More recently, investigators are focusing on the core assumptions of the brain “algorithm” itself—trying to replicate uniquely “neuromorphic” dynamics such as action potential spiking and synaptic learning. Only now are large-scale neuromorphic models becoming feasible, due to the availability of powerful supercomputers and an expanding supply of parameters derived from research into the brain's interdependent electrophysiological, metabolomic and genomic networks. Personal computer technology has also led to the acceptance of computer-generated humanoid images, or “avatars”, to represent intelligent actors in virtual realities. In a recent paper, we proposed a method of virtual neurorobotics (VNR) in which the approaches above (social-emotional robotics, neuromorphic brain architectures, and virtual reality projection) are hybridized to rapidly forward-engineer and develop increasingly complex, intrinsically intelligent systems. In this paper, we synthesize our research and related work in the field and provide a framework for VNR, with wider implications for research and practical applications. PMID:18982115
Design and implementation of dynamic hybrid Honeypot network
NASA Astrophysics Data System (ADS)
Qiao, Peili; Hu, Shan-Shan; Zhai, Ji-Qiang
2013-05-01
The method of constructing a dynamic and self-adaptive virtual network is suggested to puzzle adversaries, delay and divert attacks, exhaust attacker resources and collect attacking information. The concepts of Honeypot and Honeyd, which is the frame of virtual Honeypot are introduced. The techniques of network scanning including active fingerprint recognition are analyzed. Dynamic virtual network system is designed and implemented. A virtual network similar to real network topology is built according to the collected messages from real environments in this system. By doing this, the system can perplex the attackers when Hackers attack and can further analyze and research the attacks. The tests to this system prove that this design can successfully simulate real network environment and can be used in network security analysis.
Rusconi, Anna Carlotta; Valeriani, Giuseppe; Carlone, Cristiano; Raimondo, Pasquale; Quartini, Adele; Coccanari de' Fornari, Maria Antonietta; Biondi, Massimo
2012-01-01
Internet Addiction Disorder (IAD) is an emerging psychiatric disorder, assimilable to impulse control problems and related to maladaptive use of new networks and social and virtual technologies. Our study aims to analyze the presence of IAD among adolescents and to study the correlation with social interaction anxiousness. We investigated also the possibility that the Social Network (SN) represent a source of risk for the development of IAD. The test group was composed of 250 subjects, aged between 14 and 18 years. They were administered: Young's IAT; IAS (Interaction Anxiousness Scale), AAS (Audience Anxiousness Scale) and SISST (Social Interaction Self-Statement Test) to analyze the dimension of social interaction anxiousness. We found a rate of 2% of the IAD. The SN are the most common use of the Net in our sample, but not the most clicked sites by subjects with IAD. It should be noted, finally, a correlation between social interaction anxiety and IAD, but not a significant difference in scores of social anxiousness scales based on the SN use/non-use. The use of SN intended as single variable doesn't correlate with increased risk for IAD, or for increased social interaction anxiousness. However, if associated with prolonged use of the net for 5-6 hours or more, or concomitant use of chat rooms and/or net gambling, we find a more significant risk of psychopathology. The data presented require further investigations, in order to guide new pathogenetic models and appropriate intervention strategies.
VTAC: virtual terrain assisted impact assessment for cyber attacks
NASA Astrophysics Data System (ADS)
Argauer, Brian J.; Yang, Shanchieh J.
2008-03-01
Overwhelming intrusion alerts have made timely response to network security breaches a difficult task. Correlating alerts to produce a higher level view of intrusion state of a network, thus, becomes an essential element in network defense. This work proposes to analyze correlated or grouped alerts and determine their 'impact' to services and users of the network. A network is modeled as 'virtual terrain' where cyber attacks maneuver. Overlaying correlated attack tracks on virtual terrain exhibits the vulnerabilities exploited by each track and the relationships between them and different network entities. The proposed impact assessment algorithm utilizes the graph-based virtual terrain model and combines assessments of damages caused by the attacks. The combined impact scores allow to identify severely damaged network services and affected users. Several scenarios are examined to demonstrate the uses of the proposed Virtual Terrain Assisted Impact Assessment for Cyber Attacks (VTAC).
White Hughto, Jaclyn M.; Pachankis, John E.; Eldahan, Adam I.; Keene, Danya E.
2016-01-01
Social–sexual networking technologies have been reported to yield both psychosocial benefits and sexual risks for gay and bisexual men, yet little research has explored how technology interacts with the social–geographical environment to shape the health of gay and bisexual men in the relatively understudied environment of small cities. This article draws on 29 semistructured interviews examining the use of social–sexual networking technologies among racially diverse gay and bisexual men in two small cities. Questions probed participants’ use of technology to meet sexual partners, engagement in the gay community, and the role of virtual and nonvirtual spaces in relation to health. Findings suggest that social networking technologies can help men navigate the challenges of small cities, including small and insular gay communities, lack of dedicated gay spaces, and sexual minority stigma. However, participants also describe declines in gay community visibility and cohesion, which they attribute to technology use. The article concludes by discussing the intersections of virtual and physical space in small cities as sites for the production of health and illness. PMID:27885147
Wearable Virtual White Cane Network for navigating people with visual impairment.
Gao, Yabiao; Chandrawanshi, Rahul; Nau, Amy C; Tse, Zion Tsz Ho
2015-09-01
Navigating the world with visual impairments presents inconveniences and safety concerns. Although a traditional white cane is the most commonly used mobility aid due to its low cost and acceptable functionality, electronic traveling aids can provide more functionality as well as additional benefits. The Wearable Virtual Cane Network is an electronic traveling aid that utilizes ultrasound sonar technology to scan the surrounding environment for spatial information. The Wearable Virtual Cane Network is composed of four sensing nodes: one on each of the user's wrists, one on the waist, and one on the ankle. The Wearable Virtual Cane Network employs vibration and sound to communicate object proximity to the user. While conventional navigation devices are typically hand-held and bulky, the hands-free design of our prototype allows the user to perform other tasks while using the Wearable Virtual Cane Network. When the Wearable Virtual Cane Network prototype was tested for distance resolution and range detection limits at various displacements and compared with a traditional white cane, all participants performed significantly above the control bar (p < 4.3 × 10(-5), standard t-test) in distance estimation. Each sensor unit can detect an object with a surface area as small as 1 cm(2) (1 cm × 1 cm) located 70 cm away. Our results showed that the walking speed for an obstacle course was increased by 23% on average when subjects used the Wearable Virtual Cane Network rather than the white cane. The obstacle course experiment also shows that the use of the white cane in combination with the Wearable Virtual Cane Network can significantly improve navigation over using either the white cane or the Wearable Virtual Cane Network alone (p < 0.05, paired t-test). © IMechE 2015.
Virtual terrain: a security-based representation of a computer network
NASA Astrophysics Data System (ADS)
Holsopple, Jared; Yang, Shanchieh; Argauer, Brian
2008-03-01
Much research has been put forth towards detection, correlating, and prediction of cyber attacks in recent years. As this set of research progresses, there is an increasing need for contextual information of a computer network to provide an accurate situational assessment. Typical approaches adopt contextual information as needed; yet such ad hoc effort may lead to unnecessary or even conflicting features. The concept of virtual terrain is, therefore, developed and investigated in this work. Virtual terrain is a common representation of crucial information about network vulnerabilities, accessibilities, and criticalities. A virtual terrain model encompasses operating systems, firewall rules, running services, missions, user accounts, and network connectivity. It is defined as connected graphs with arc attributes defining dynamic relationships among vertices modeling network entities, such as services, users, and machines. The virtual terrain representation is designed to allow feasible development and maintenance of the model, as well as efficacy in terms of the use of the model. This paper will describe the considerations in developing the virtual terrain schema, exemplary virtual terrain models, and algorithms utilizing the virtual terrain model for situation and threat assessment.
Summary of the 1st International Workshop on Networked Reality in Telecommunication
NASA Astrophysics Data System (ADS)
Davis, T.
1994-05-01
s of workshop papers are presented. Networked reality refers to the array of technologies and services involved in collecting a representation of reality at one location and using it to reconstruct an artificial representation of that reality at a remote location. The term encompasses transmission of the required information between the sites, and also includes the psychological, cultural, and legal implications of introducing derived communication systems. Networked reality is clearly derived from the emerging virtual reality technology base but is intended to go beyond the latter to include its integration with the required telecommunication technologies. A noteworthy feature of the Networked Reality '94 technical program is the extent of emphasis on social (particularly medical) impacts of the technology.
Brain activity and prosocial behavior in a simulated life-threatening situation.
Zanon, Marco; Novembre, Giovanni; Zangrando, Nicola; Chittaro, Luca; Silani, Giorgia
2014-09-01
To study the neuronal basis of altruistic behavior, we investigated functional connectivity within brain networks of participants who exhibited either a self-benefit behavior or an altruistic one in a life-threatening situation simulated in a virtual environment. In particular, participants were asked to evacuate a virtual building on fire and, without being previously informed, they were faced with a decision on whether to stop and help a trapped virtual human, at the possible cost of losing their own life in the virtual experience. Group independent component analysis (gICA) applied on blood-oxygen-level-dependent (BOLD) functional images revealed significant differences between the group of participants who showed selfish behavior and those who acted prosocially. Specifically, an increased functional connectivity in the salience network, comprising the anterior insula (AI) and the anterior mid cingulate cortex (aMCC), was observed in the selfish group compared to the prosocial one. Conversely, higher ICA weights in the medial prefrontal cortex and temporo-parietal junction (TPJ), were observed in the prosocial group. The findings show that an increased functional connectivity of the salience network, which suggests an enhanced sensitivity to the threatening situation and potential danger for the individual, resulted in more selfish choices, while the engagement of the medial prefrontal and temporo-parietal cortices subserved prosocial behavior, possibly due to their role in perspective-taking. The study provides the first online neurophysiological measurement of prosocial decision-making during threatening situations, opening new avenues to the investigation of neuronal substrates of complex social behaviors. Copyright © 2014 Elsevier Inc. All rights reserved.
Service Demand Discovery Mechanism for Mobile Social Networks.
Wu, Dapeng; Yan, Junjie; Wang, Honggang; Wang, Ruyan
2016-11-23
In the last few years, the service demand for wireless data over mobile networks has continually been soaring at a rapid pace. Thereinto, in Mobile Social Networks (MSNs), users can discover adjacent users for establishing temporary local connection and thus sharing already downloaded contents with each other to offload the service demand. Due to the partitioned topology, intermittent connection and social feature in such a network, the service demand discovery is challenging. In particular, the service demand discovery is exploited to identify the best relay user through the service registration, service selection and service activation. In order to maximize the utilization of limited network resources, a hybrid service demand discovery architecture, such as a Virtual Dictionary User (VDU) is proposed in this paper. Based on the historical data of movement, users can discover their relationships with others. Subsequently, according to the users activity, VDU is selected to facilitate the service registration procedure. Further, the service information outside of a home community can be obtained through the Global Active User (GAU) to support the service selection. To provide the Quality of Service (QoS), the Service Providing User (SPU) is chosen among multiple candidates. Numerical results show that, when compared with other classical service algorithms, the proposed scheme can improve the successful service demand discovery ratio by 25% under reduced overheads.
NASA Astrophysics Data System (ADS)
Zhao, Yongli; Hu, Liyazhou; Wang, Wei; Li, Yajie; Zhang, Jie
2017-01-01
With the continuous opening of resource acquisition and application, there are a large variety of network hardware appliances deployed as the communication infrastructure. To lunch a new network application always implies to replace the obsolete devices and needs the related space and power to accommodate it, which will increase the energy and capital investment. Network function virtualization1 (NFV) aims to address these problems by consolidating many network equipment onto industry standard elements such as servers, switches and storage. Many types of IT resources have been deployed to run Virtual Network Functions (vNFs), such as virtual switches and routers. Then how to deploy NFV in optical transport networks is a of great importance problem. This paper focuses on this problem, and gives an implementation architecture of NFV-enabled optical transport networks based on Software Defined Optical Networking (SDON) with the procedure of vNFs call and return. Especially, an implementation solution of NFV-enabled optical transport node is designed, and a parallel processing method for NFV-enabled OTN nodes is proposed. To verify the performance of NFV-enabled SDON, the protocol interaction procedures of control function virtualization and node function virtualization are demonstrated on SDON testbed. Finally, the benefits and challenges of the parallel processing method for NFV-enabled OTN nodes are simulated and analyzed.
Energy-aware virtual network embedding in flexi-grid networks.
Lin, Rongping; Luo, Shan; Wang, Haoran; Wang, Sheng
2017-11-27
Network virtualization technology has been proposed to allow multiple heterogeneous virtual networks (VNs) to coexist on a shared substrate network, which increases the utilization of the substrate network. Efficiently mapping VNs on the substrate network is a major challenge on account of the VN embedding (VNE) problem. Meanwhile, energy efficiency has been widely considered in the network design in terms of operation expenses and the ecological awareness. In this paper, we aim to solve the energy-aware VNE problem in flexi-grid optical networks. We provide an integer linear programming (ILP) formulation to minimize the electricity cost of each arriving VN request. We also propose a polynomial-time heuristic algorithm where virtual links are embedded sequentially to keep a reasonable acceptance ratio and maintain a low electricity cost. Numerical results show that the heuristic algorithm performs closely to the ILP for a small size network, and we also demonstrate its applicability to larger networks.
Knowledge Searching and Sharing on Virtual Networks.
ERIC Educational Resources Information Center
Helokunnas, Tuija; Herrala, Juha
2001-01-01
Describes searching and sharing of knowledge on virtual networks, based on experiences gained when hosting virtual knowledge networks at Tampere University of Technology in Finland. Discusses information and knowledge management studies; role of information technology in knowledge searching and sharing; implementation and experiences of the…
(Virtual) Water-repellent Law? Why Legal Studies Should Be Brought Into the Virtual Water Debate
NASA Astrophysics Data System (ADS)
Turrini, Paolo
2014-05-01
Virtual water studies are a marvelous example of the much praised "interdisciplinary approach", efficaciously intertwining many threads woven by scholars of very diverse fields of research. After all, if water is an object of biological interest and the word "virtual" becomes especially significant in the framework of the international trade flows, why should agronomists and economists not work together? And, with them, hydrologists, environmental engineers, network analysis experts… either working side by side or, at least, following one another's steps. Browsing the relevant academic literature one may notice that a vast array of disciplines is dealing with the topic. As a consequence, it may come as a surprise that lawyers seem to have remained almost deaf to the charming call of virtual water. A social science thoroughly "social" even if sometimes deemed (also by its practitioners) akin to humanities - and for this reason not always timely in catching the hints by hard sciences - law has a lot to say about virtual water and its manifold aspects. And it is so, in my opinion, in at least two respects. First of all, legal provisions can be determinants of social facts no less than other types of norms, such as physical or economic laws. Law shapes the human behavior by giving incentives or establishing constraints to the conduct of virtually any kind of social actor, be they farmers needing to decide what to grow, entrepreneurs willing to invest in the water market, or governments requested to address their communities' problems. All of them will make their choices in consideration of the costs, opportunities, and limits set by a number of regulations. In the second place, and strictly connected with the first reason, law may offer some answers to the challenges that virtual water and, more in general, the water-food nexus bring with them. In fact, understanding the way legal provisions affect the taking of decisions in the water sector, one may try to devise policies for solving the problem of water (and food) security. This is not easy task, of course: many are the fields of law, both at the national and international level, which cross the path of virtual water. This, however, is the very reason why it is important to sketch even briefly a picture where the main legal areas of interest are introduced and their role assessed. My presentation aims at doing right this: a review of all the relevant fields of law - especially international law, which is particularly apt at developing coordinated solutions to the worldwide problem of irrational virtual water flows - in order for the "legal factor" to be taken into account when engaging the challenge of virtual water.
Šendula-Jengić, Vesna; Šendula-Pavelić, Martina; Hodak, Jelena
2016-06-01
In terms of health and healthcare cyberspace and virtual reality can be used differently and for different purposes and consequently create different outcomes. The three main areas which we shall discuss here are: 1) cyberspace as provider of health information and self-help resources, since the anonymity cyberspace provides is particularly important in the highly stigmatized field of psychiatry where a large number of people never seek professional help, which in turn negatively affects not only the person in question, but the family and ultimately the society (work efficiency, disability-adjusted life year - DALY, etc.), 2) cyberspace and virtual reality (VR) as cause of psychopathology, starting from violent behaviour, to addictive behaviour and other, 3) and finally cyberspace and VR as providers of efficient professional therapy in the field of psychiatry.
Linne, Joaquín Walter; Angilletta, María Florencia
2016-01-01
This paper explores the online expressions of violence perpetrated or experienced by adolescents from marginalized areas of Greater Buenos Aires, Argentina. Using a qualitative methodology, four specific events were examined: threats, "bondis" [fights], cyberbullying and displays of mourning. To do so, 20 in-depth interviews and 3,000 virtual observations of profiles in the social network Facebook were carried out. Among the main results, it was seen that most expressions of violence are part of an offline-online dynamic. Empirical evidence is also offered based upon which it can be affirmed that the expressions of violence of these teenagers are developed around the culture of "aguante" [fierce loyalty]. The article ponders the extent to which, in the iconic platform of the option "like," these expressions are implicitly functional to the social network or, to the contrary, or whether they allow displacements and significant reappropriations on the part of users. New questions arise about the use of these tools by adolescents from marginalized areas and the need for more complex approaches to examine these phenomena.
Dagan, Noa; Beskin, Daniel; Brezis, Mayer; Reis, Ben Y
2015-10-05
Social networking sites (SNSs) such as Facebook have the potential to enhance online public health interventions, in part, as they provide social exposure and reinforcement. The objective of the study was to evaluate whether social exposure provided by SNSs enhances the effects of online public health interventions. As a sample intervention, we developed Food Hero, an online platform for nutritional education in which players feed a virtual character according to their own nutritional needs and complete a set of virtual sport challenges. The platform was developed in 2 versions: a "private version" in which a user can see only his or her own score, and a "social version" in which a user can see other players' scores, including preexisting Facebook friends. We assessed changes in participants' nutritional knowledge using 4 quiz scores and 3 menu-assembly scores. Monitoring feeding and exercising attempts assessed engagement with the platform. The 2 versions of the platform were randomly assigned between a study group (30 members receiving the social version) and a control group (33 members, private version). The study group's performance on the quizzes gradually increased over time, relative to that of the control group, becoming significantly higher by the fourth quiz (P=.02). Furthermore, the study group's menu-assembly scores improved over time compared to the first score, whereas the control group's performance deteriorated. Study group members spent an average of 3:40 minutes assembling each menu compared to 2:50 minutes in the control group, and performed an average of 1.58 daily sport challenges, compared to 1.21 in the control group (P=.03). This work focused on isolating the SNSs' social effects in order to help guide future online interventions. Our results indicate that the social exposure provided by SNSs is associated with increased engagement and learning in an online nutritional educational platform.
Propagation of crises in the virtual water trade network
NASA Astrophysics Data System (ADS)
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2015-04-01
The international trade of agricultural goods is associated to the displacement of the water used to produce such goods and embedded in trade as a factor of production. Water virtually exchanged from producing to consuming countries, named virtual water, defines flows across an international network of 'virtual water trade' which enable the assessment of environmental forcings and implications of trade, such as global water savings or country dependencies on foreign water resources. Given the recent expansion of commodity (and virtual water) trade, in both displaced volumes and network structure, concerns have been raised about the exposure to crises of individuals and societies. In fact, if one country had to markedly decrease its export following a socio-economical or environmental crisis, such as a war or a drought, many -if not all- countries would be affected due to a cascade effect within the trade network. The present contribution proposes a mechanistic model describing the propagation of a local crisis into the virtual water trade network, accounting for the network structure and the virtual water balance of all countries. The model, built on data-based assumptions, is tested on the real case study of the Argentinean crisis in 2008-09, when the internal agricultural production (measured as virtual water volume) decreased by 26% and the virtual water export of Argentina dropped accordingly. Crisis propagation and effects on the virtual water trade are correctly captured, showing the way forward to investigations of crises impact and country vulnerability based on the results of the model proposed.
ERIC Educational Resources Information Center
Tsai, Chia-Wen
2013-01-01
In an online course, students learn independently in the virtual environment without teacher's on-the-spot support. However, many students are addicted to the Internet which is filled with a plethora of shopping websites, online games, and social networks (e.g. Facebook). To help keep students focused on and involved in online or blended…
Network testbed creation and validation
Thai, Tan Q.; Urias, Vincent; Van Leeuwen, Brian P.; Watts, Kristopher K.; Sweeney, Andrew John
2017-03-21
Embodiments of network testbed creation and validation processes are described herein. A "network testbed" is a replicated environment used to validate a target network or an aspect of its design. Embodiments describe a network testbed that comprises virtual testbed nodes executed via a plurality of physical infrastructure nodes. The virtual testbed nodes utilize these hardware resources as a network "fabric," thereby enabling rapid configuration and reconfiguration of the virtual testbed nodes without requiring reconfiguration of the physical infrastructure nodes. Thus, in contrast to prior art solutions which require a tester manually build an emulated environment of physically connected network devices, embodiments receive or derive a target network description and build out a replica of this description using virtual testbed nodes executed via the physical infrastructure nodes. This process allows for the creation of very large (e.g., tens of thousands of network elements) and/or very topologically complex test networks.
Network testbed creation and validation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Thai, Tan Q.; Urias, Vincent; Van Leeuwen, Brian P.
Embodiments of network testbed creation and validation processes are described herein. A "network testbed" is a replicated environment used to validate a target network or an aspect of its design. Embodiments describe a network testbed that comprises virtual testbed nodes executed via a plurality of physical infrastructure nodes. The virtual testbed nodes utilize these hardware resources as a network "fabric," thereby enabling rapid configuration and reconfiguration of the virtual testbed nodes without requiring reconfiguration of the physical infrastructure nodes. Thus, in contrast to prior art solutions which require a tester manually build an emulated environment of physically connected network devices,more » embodiments receive or derive a target network description and build out a replica of this description using virtual testbed nodes executed via the physical infrastructure nodes. This process allows for the creation of very large (e.g., tens of thousands of network elements) and/or very topologically complex test networks.« less
Wang, Guang-Xu
2012-12-01
This study evaluates the political feasibility of healthcare reform taking place in Taiwan in the past decade. Since Taiwan adopted National Health Insurance (NHI) in 1995, it has provided coverage for virtually all of the island's citizens. However, the imbalance between expenditure and revenue has resulted in a cycle of unsustainable spending which has necessitated financial reforms and political confrontations. By applying social network analysis, this paper examines multiple types of ties between policy elites and power distribution that have evolved in crucial policy events of the NHI's financial reforms between 1998 and 2010. Data sources include official documents and 62 social network interviews that were held with government officials and related unofficial policy participants. Blockmodeling and multidimensional scaling (MDS) are used to determine the major participants and network structures in the NHI domain, as well as the influential policy actors, based on information transmission, resource exchange, reputation attribution and action-set coalition networks in Taiwan's current political situation. The results show that although both public actors and all medical associations are the leading actors in the NHI reform, without good communication with societal actors, the promotion of reform proposals ends in failure. As a tool of political feasibility evaluation, social network analysis can map the political conflict between policy stakeholders systematically when policy makers pursue the result of policy adoption. Copyright © 2012 Elsevier Ltd. All rights reserved.
Corominas-Murtra, Bernat; Fuchs, Benedikt; Thurner, Stefan
2014-01-01
Elites are subgroups of individuals within a society that have the ability and means to influence, lead, govern, and shape societies. Members of elites are often well connected individuals, which enables them to impose their influence to many and to quickly gather, process, and spread information. Here we argue that elites are not only composed of highly connected individuals, but also of intermediaries connecting hubs to form a cohesive and structured elite-subgroup at the core of a social network. For this purpose we present a generalization of the K-core algorithm that allows to identify a social core that is composed of well-connected hubs together with their 'connectors'. We show the validity of the idea in the framework of a virtual world defined by a massive multiplayer online game, on which we have complete information of various social networks. Exploiting this multiplex structure, we find that the hubs of the generalised K-core identify those individuals that are high social performers in terms of a series of indicators that are available in the game. In addition, using a combined strategy which involves the generalised Kcore and the recently introduced M-core, the elites of the different 'nations' present in the game are perfectly identified as modules of the generalised K-core. Interesting sudden shifts in the composition of the elite cores are observed at deep levels. We show that elite detection with the traditional K-core is not possible in a reliable way. The proposed method might be useful in a series of more general applications, such as community detection.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Yoginath, Srikanth B; Perumalla, Kalyan S; Henz, Brian J
2012-01-01
In prior work (Yoginath and Perumalla, 2011; Yoginath, Perumalla and Henz, 2012), the motivation, challenges and issues were articulated in favor of virtual time ordering of Virtual Machines (VMs) in network simulations hosted on multi-core machines. Two major components in the overall virtualization challenge are (1) virtual timeline establishment and scheduling of VMs, and (2) virtualization of inter-VM communication. Here, we extend prior work by presenting scaling results for the first component, with experiment results on up to 128 VMs scheduled in virtual time order on a single 12-core host. We also explore the solution space of design alternatives formore » the second component, and present performance results from a multi-threaded, multi-queue implementation of inter-VM network control for synchronized execution with VM scheduling, incorporated in our NetWarp simulation system.« less
Synchronized Pair Configuration in Virtualization-Based Lab for Learning Computer Networks
ERIC Educational Resources Information Center
Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita
2017-01-01
More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…
Teaching Network Security in a Virtual Learning Environment
ERIC Educational Resources Information Center
Bergstrom, Laura; Grahn, Kaj J.; Karlstrom, Krister; Pulkkis, Goran; Astrom, Peik
2004-01-01
This article presents a virtual course with the topic network security. The course has been produced by Arcada Polytechnic as a part of the production team Computer Networks, Telecommunication and Telecommunication Systems in the Finnish Virtual Polytechnic. The article begins with an introduction to the evolution of the information security…
Virtual Presence and the Mind's Eye in 3-D Online Communities
NASA Astrophysics Data System (ADS)
Beacham, R. C.; Denard, H.; Baker, D.
2011-09-01
Digital technologies have introduced fundamental changes in the forms, content, and media of communication. Indeed, some have suggested we are in the early stages of a seismic shift comparable to that in antiquity with the transition from a primarily oral culture to one based upon writing. The digital transformation is rapidly displacing the long-standing hegemony of text, and restoring in part social, bodily, oral and spatial elements, but in radically reconfigured forms and formats. Contributing to and drawing upon such changes and possibilities, scholars and those responsible for sites preserving or displaying cultural heritage, have undertaken projects to explore the properties and potential of the online communities enabled by "Virtual Worlds" and related platforms for teaching, collaboration, publication, and new modes of disciplinary research. Others, keenly observing and evaluating such work, are poised to contribute to it. It is crucial that leadership be provided to ensure that serious and sustained investigation be undertaken by scholars who have experience, and achievements, in more traditional forms of research, and who perceive the emerging potential of Virtual World work to advance their investigations. The Virtual Museums Transnational Network will seek to engage such scholars and provide leadership in this emerging and immensely attractive new area of cultural heritage exploration and experience. This presentation reviews examples of the current "state of the art" in heritage based Virtual World initiatives, looking at the new modes of social interaction and experience enabled by such online communities, and some of the achievements and future aspirations of this work.
Interference Cognizant Network Scheduling
NASA Technical Reports Server (NTRS)
Hall, Brendan (Inventor); Bonk, Ted (Inventor); DeLay, Benjamin F. (Inventor); Varadarajan, Srivatsan (Inventor); Smithgall, William Todd (Inventor)
2017-01-01
Systems and methods for interference cognizant network scheduling are provided. In certain embodiments, a method of scheduling communications in a network comprises identifying a bin of a global timeline for scheduling an unscheduled virtual link, wherein a bin is a segment of the timeline; identifying a pre-scheduled virtual link in the bin; and determining if the pre-scheduled and unscheduled virtual links share a port. In certain embodiments, if the unscheduled and pre-scheduled virtual links don't share a port, scheduling transmission of the unscheduled virtual link to overlap with the scheduled transmission of the pre-scheduled virtual link; and if the unscheduled and pre-scheduled virtual links share a port: determining a start time delay for the unscheduled virtual link based on the port; and scheduling transmission of the unscheduled virtual link in the bin based on the start time delay to overlap part of the scheduled transmission of the pre-scheduled virtual link.
Yeh, Yu-Chun; Ko, Huei-Chen; Wu, Jo Yung-Wei; Cheng, Chung-Ping
2008-08-01
This study examined gender differences in the relationships of actual and virtual social support to Internet addiction mediated through depressive symptoms among college students in Taiwan. Results revealed that in females, both actual and virtual social support directly predicted Internet addiction or were mediated through depressive symptoms. However, in males, while Internet addiction was predicted by virtual social support directly or indirectly mediated through depressive symptoms, the link of actual social support to Internet addiction was only mediated through depressive symptoms. Furthermore, in both genders, lower actual social support and higher virtual social support were associated with higher depressive symptoms.
Virtual Round Table on ten leading questions for network research
NASA Astrophysics Data System (ADS)
2004-03-01
The following discussion is an edited summary of the public debate started during the conference “Growing Networks and Graphs in Statistical Physics, Finance, Biology and Social Systems” held in Rome in September 2003. Drafts documents were circulated electronically among experts in the field and additions and follow-up to the original discussion have been included. Among the scientists participating to the discussion L.A.N. Amaral, A. Barrat, A.L. Barabasi, G. Caldarelli, P. De Los Rios, A. Erzan, B. Kahng, R. Mantegna, J.F.F. Mendes, R. Pastor-Satorras, A. Vespignani are acknowledged for their contributions and editing.
Contagions across networks: colds and markets
NASA Astrophysics Data System (ADS)
Berryman, Matthew J.; Johnson, Neil F.; Abbott, Derek
2005-12-01
We explore a variety of network models describing transmission across a network. In particular we focus on transmission across composite networks, or "networks of networks", in which a finite number of networked objects are then themselves connected together into a network. In a disease context we introduce two interrelated viruses to hosts on a network, to model the infection of hosts in a classroom situation, with high rates of infection within a classroom, and lower rates of infection between classrooms. The hosts can be either susceptible to infection, infected, or recovering from each virus. During the infection stage and recovery stage there is some level of cross-immunity to related viruses. We explore the effects of immunizing sections of the community on transmission through social networks. In a stock market context we introduce memes, or virus-like ideas into a virtual agent-based model of a stock exchange. By varying the parameters of the individual traders and the way in which they are connected we are able to show emergent behaviour, including boom and bust cycles.
Sense of presence and anxiety during virtual social interactions between a human and virtual humans.
Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Emmelkamp, Paul M G
2014-01-01
Virtual reality exposure therapy (VRET) has been shown to be effective in treatment of anxiety disorders. Yet, there is lack of research on the extent to which interaction between the individual and virtual humans can be successfully implanted to increase levels of anxiety for therapeutic purposes. This proof-of-concept pilot study aimed at examining levels of the sense of presence and anxiety during exposure to virtual environments involving social interaction with virtual humans and using different virtual reality displays. A non-clinical sample of 38 participants was randomly assigned to either a head-mounted display (HMD) with motion tracker and sterescopic view condition or a one-screen projection-based virtual reality display condition. Participants in both conditions engaged in free speech dialogues with virtual humans controlled by research assistants. It was hypothesized that exposure to virtual social interactions will elicit moderate levels of sense of presence and anxiety in both groups. Further it was expected that participants in the HMD condition will report higher scores of sense of presence and anxiety than participants in the one-screen projection-based display condition. Results revealed that in both conditions virtual social interactions were associated with moderate levels of sense of presence and anxiety. Additionally, participants in the HMD condition reported significantly higher levels of presence than those in the one-screen projection-based display condition (p = .001). However, contrary to the expectations neither the average level of anxiety nor the highest level of anxiety during exposure to social virtual environments differed between the groups (p = .97 and p = .75, respectively). The findings suggest that virtual social interactions can be successfully applied in VRET to enhance sense of presence and anxiety. Furthermore, our results indicate that one-screen projection-based displays can successfully activate levels of anxiety in social virtual environments. The outcome can prove helpful in using low-cost projection-based virtual reality environments for treating individuals with social phobia.
Zoning Issues and Area of Interest Management in Massively Multiplayer Online Games
NASA Astrophysics Data System (ADS)
Ahmed, Dewan Tanvir; Shirmohammadi, Shervin
Game is a way of entertainment, a means for excitement, fun and socialization. Online games have achieved popularity due to increasing broadband adoption among consumers. Relatively cheap bandwidth Internet connections allow large number of players to play together. Since the introduction of Network Virtual Environment (NVE) in 1980s for military simulation, many interesting applications have been evolved over the past few decades. Massively multiplayer online (role-playing) game, MMOG or MMORPG, is a new genre of online games that has emerged with the introduction of Ultima since 1997. It is a kind of online computer game with the participation of hundreds of thousands of players in a virtual world.
Chen, Bowen; Zhao, Yongli; Zhang, Jie
2015-09-21
In this paper, we develop a virtual link priority mapping (LPM) approach and a virtual node priority mapping (NPM) approach to improve the energy efficiency and to reduce the spectrum usage over the converged flexible bandwidth optical networks and data centers. For comparison, the lower bound of the virtual optical network mapping is used for the benchmark solutions. Simulation results show that the LPM approach achieves the better performance in terms of power consumption, energy efficiency, spectrum usage, and the number of regenerators compared to the NPM approach.
ERIC Educational Resources Information Center
Teske, Paul Robert-John
2014-01-01
Calls to virtually break down school walls through connected and blended learning environments are ubiquitous as of late as technologies in service of learning evolve and as schools are under pressure to change. Within the subject area of English Language Arts, there is a dearth of research or information on how to facilitate these new, digitally…
Jack'd, a Mobile Social Networking Application: A Site of Exclusion Within a Site of Inclusion.
Bartone, Michael D
2018-01-01
User-generated smartphone applications have created a new level of virtual connectivity for gay males, one in which users can create profiles and meet other users as nearby or as far away as possible. For those within close proximity, the other users can be considered their "virtual neighbors." Although the applications are theoretically designed to be places of inclusion and not exclusion, where any gay male with economic means can download an application, many profiles have been created that exclude other users. Through an examination of profiles on one such application, Jack'd, exclusion is found in the way users celebrate and reinforce ideas of traditional masculinity and denigrate and reinforce stereotypic ideas of femininity embodied by some gay men. Jack'd, and other user-generated smartphone applications, can be read as virtual neighborhoods where one is excluded based on their gender performance.
The Effectiveness of Using Virtual Laboratories to Teach Computer Networking Skills in Zambia
ERIC Educational Resources Information Center
Lampi, Evans
2013-01-01
The effectiveness of using virtual labs to train students in computer networking skills, when real equipment is limited or unavailable, is uncertain. The purpose of this study was to determine the effectiveness of using virtual labs to train students in the acquisition of computer network configuration and troubleshooting skills. The study was…
Professional Use of Social Media by Pharmacists: A Qualitative Study.
Benetoli, Arcelio; Chen, Timothy Frank; Schaefer, Marion; Chaar, Betty B; Aslani, Parisa
2016-09-23
Social media is frequently used by consumers and health care professionals; however, our knowledge about its use in a professional capacity by pharmacists is limited. Our aim was to investigate the professional use of social media by pharmacists. In-depth semistructured interviews were conducted with practicing pharmacists (N=31) from nine countries. Interviews were recorded, transcribed verbatim, and thematically analyzed. Wikipedia, YouTube, and Facebook were the main social media platforms used. Professional use of social media included networking with peers, discussion of health and professional topics, accessing and sharing health and professional information, job searching, and professional promotion. Wikipedia was the participants' first choice when seeking information about unfamiliar topics, or topics that were difficult to search for. Very few pharmacy-related contributions to Wikipedia were reported. YouTube, a video-sharing platform, was used for self-education. University lectures, "how-to" footage, and professionally made videos were commonly watched. No professional contribution was made to YouTube. Facebook, a general social networking site, was used for professional networking, promotion of achievements, and job advertisements. It also afforded engagement in professional discussions and information sharing among peers. Participants used social media in a professional capacity, specifically for accessing and sharing health and professional information among peers. Pharmacists, as medicines experts, should take a leading role in contributing to health information dissemination in these user-friendly virtual environments, to reach not only other health care professionals but also health consumers.
Professional Use of Social Media by Pharmacists: A Qualitative Study
Benetoli, Arcelio; Chen, Timothy Frank; Schaefer, Marion; Chaar, Betty B
2016-01-01
Background Social media is frequently used by consumers and health care professionals; however, our knowledge about its use in a professional capacity by pharmacists is limited. Objective Our aim was to investigate the professional use of social media by pharmacists. Methods In-depth semistructured interviews were conducted with practicing pharmacists (N=31) from nine countries. Interviews were recorded, transcribed verbatim, and thematically analyzed. Results Wikipedia, YouTube, and Facebook were the main social media platforms used. Professional use of social media included networking with peers, discussion of health and professional topics, accessing and sharing health and professional information, job searching, and professional promotion. Wikipedia was the participants’ first choice when seeking information about unfamiliar topics, or topics that were difficult to search for. Very few pharmacy-related contributions to Wikipedia were reported. YouTube, a video-sharing platform, was used for self-education. University lectures, “how-to” footage, and professionally made videos were commonly watched. No professional contribution was made to YouTube. Facebook, a general social networking site, was used for professional networking, promotion of achievements, and job advertisements. It also afforded engagement in professional discussions and information sharing among peers. Conclusions Participants used social media in a professional capacity, specifically for accessing and sharing health and professional information among peers. Pharmacists, as medicines experts, should take a leading role in contributing to health information dissemination in these user-friendly virtual environments, to reach not only other health care professionals but also health consumers. PMID:27663570
Online access and motivation of tutors of health professions higher education.
Monaco, Federico; Sarli, Leopoldo; Guasconi, Massimo; Alfieri, Emanuela
2016-11-22
The case study of PUNTOZERO as an open web lab for activities, research and support to 5 Master's courses for the health professions is described. A virtual learning environment integrated in a much wider network including social networks and open resources was experimented on for five Master's Courses for the health professions at the University of Parma. A social learning approach might be applied by the engagement of motivated and skilled tutors. This is not only needed for the improvement and integration of the digital and collaborative dimension in higher education, but it aims to introduce issues and biases of emerging e-health and online networking dimensions for future healthcare professionals. Elements of e-readiness to train tutors and improve their digital skills and e-moderation approaches are evident. This emerged during an online and asynchronous interview with two tutors out of the four that were involved, by the use of a wiki where interviewer and informants could both read and add contents and comments.
A virtual water network of the Roman world
NASA Astrophysics Data System (ADS)
Dermody, B. J.; van Beek, R. P. H.; Meeks, E.; Klein Goldewijk, K.; Scheidel, W.; van der Velde, Y.; Bierkens, M. F. P.; Wassen, M. J.; Dekker, S. C.
2014-12-01
The Romans were perhaps the most impressive exponents of water resource management in preindustrial times with irrigation and virtual water trade facilitating unprecedented urbanization and socioeconomic stability for hundreds of years in a region of highly variable climate. To understand Roman water resource management in response to urbanization and climate variability, a Virtual Water Network of the Roman World was developed. Using this network we find that irrigation and virtual water trade increased Roman resilience to interannual climate variability. However, urbanization arising from virtual water trade likely pushed the Empire closer to the boundary of its water resources, led to an increase in import costs, and eroded its resilience to climate variability in the long term. In addition to improving our understanding of Roman water resource management, our cost-distance-based analysis illuminates how increases in import costs arising from climatic and population pressures are likely to be distributed in the future global virtual water network.
A virtual water network of the Roman world
NASA Astrophysics Data System (ADS)
Dermody, B. J.; van Beek, R. P. H.; Meeks, E.; Klein Goldewijk, K.; Scheidel, W.; van der Velde, Y.; Bierkens, M. F. P.; Wassen, M. J.; Dekker, S. C.
2014-06-01
The Romans were perhaps the most impressive exponents of water resource management in preindustrial times with irrigation and virtual water trade facilitating unprecedented urbanisation and socioeconomic stability for hundreds of years in a region of highly variable climate. To understand Roman water resource management in response to urbanisation and climate variability, a Virtual Water Network of the Roman World was developed. Using this network we find that irrigation and virtual water trade increased Roman resilience to climate variability in the short term. However, urbanisation arising from virtual water trade likely pushed the Empire closer to the boundary of its water resources, led to an increase in import costs, and reduced its resilience to climate variability in the long-term. In addition to improving our understanding of Roman water resource management, our cost-distance based analysis illuminates how increases in import costs arising from climatic and population pressures are likely to be distributed in the future global virtual water network.
Fractal multi-level organisation of human groups in a virtual world.
Fuchs, Benedikt; Sornette, Didier; Thurner, Stefan
2014-10-06
Humans are fundamentally social. They form societies which consist of hierarchically layered nested groups of various quality, size, and structure. The anthropologic literature has classified these groups as support cliques, sympathy groups, bands, cognitive groups, tribes, linguistic groups, and so on. Anthropologic data show that, on average, each group consists of approximately three subgroups. However, a general understanding of the structural dependence of groups at different layers is largely missing. We extend these early findings to a very large high-precision large-scale internet-based social network data. We analyse the organisational structure of a complete, multi-relational, large social multiplex network of a human society consisting of about 400,000 odd players of an open-ended massive multiplayer online game for which we know all about their various group memberships at different layers. Remarkably, the online players' society exhibits the same type of structured hierarchical layers as found in hunter-gatherer societies. Our findings suggest that the hierarchical organisation of human society is deeply nested in human psychology.
Fractal multi-level organisation of human groups in a virtual world
Fuchs, Benedikt; Sornette, Didier; Thurner, Stefan
2014-01-01
Humans are fundamentally social. They form societies which consist of hierarchically layered nested groups of various quality, size, and structure. The anthropologic literature has classified these groups as support cliques, sympathy groups, bands, cognitive groups, tribes, linguistic groups, and so on. Anthropologic data show that, on average, each group consists of approximately three subgroups. However, a general understanding of the structural dependence of groups at different layers is largely missing. We extend these early findings to a very large high-precision large-scale internet-based social network data. We analyse the organisational structure of a complete, multi-relational, large social multiplex network of a human society consisting of about 400,000 odd players of an open-ended massive multiplayer online game for which we know all about their various group memberships at different layers. Remarkably, the online players' society exhibits the same type of structured hierarchical layers as found in hunter-gatherer societies. Our findings suggest that the hierarchical organisation of human society is deeply nested in human psychology. PMID:25283998
Fractal multi-level organisation of human groups in a virtual world
NASA Astrophysics Data System (ADS)
Fuchs, Benedikt; Sornette, Didier; Thurner, Stefan
2014-10-01
Humans are fundamentally social. They form societies which consist of hierarchically layered nested groups of various quality, size, and structure. The anthropologic literature has classified these groups as support cliques, sympathy groups, bands, cognitive groups, tribes, linguistic groups, and so on. Anthropologic data show that, on average, each group consists of approximately three subgroups. However, a general understanding of the structural dependence of groups at different layers is largely missing. We extend these early findings to a very large high-precision large-scale internet-based social network data. We analyse the organisational structure of a complete, multi-relational, large social multiplex network of a human society consisting of about 400,000 odd players of an open-ended massive multiplayer online game for which we know all about their various group memberships at different layers. Remarkably, the online players' society exhibits the same type of structured hierarchical layers as found in hunter-gatherer societies. Our findings suggest that the hierarchical organisation of human society is deeply nested in human psychology.
Social interactions in virtual reality exposure therapy: A proof-of-concept pilot study.
Morina, Nexhmedin; Brinkman, Willem-Paul; Hartanto, Dwi; Kampmann, Isabel L; Emmelkamp, Paul M G
2015-01-01
Research on virtual reality exposure therapy (VRET) has demonstrated good treatment efficacy with regards to several anxiety disorders. Yet, there is lack of knowledge about the value of integrating interaction between clients and virtual humans in VRET. Such interaction might prove effective in treating psychological complaints that involve social interactions, such as social anxiety. A VRET system specifically designed to expose clients with social anxiety disorder to anxiety provoking social situations was applied to 16 and 18 individuals with high and low levels of social anxiety, respectively. Participants engaged in two exposure sessions in several free speech dialogues with virtual humans while being monitored by a therapist. Participants with high levels of social anxiety reported significantly lower levels of social anxiety three months after exposure to two virtual reality interaction sessions than before treatment (p < 0.01). In the group with low levels of social anxiety, no significant change of social anxiety was reported between pre-treatment and follow-up. Additionally, participants in both groups reported higher self-efficacy three months after treatment than before treatment (ps ≤ 0.001). These findings indicate that virtual reality technology that incorporates social interactions may be successfully applied for therapeutic purposes.
Ecological network analysis for a virtual water network.
Fang, Delin; Chen, Bin
2015-06-02
The notions of virtual water flows provide important indicators to manifest the water consumption and allocation between different sectors via product transactions. However, the configuration of virtual water network (VWN) still needs further investigation to identify the water interdependency among different sectors as well as the network efficiency and stability in a socio-economic system. Ecological network analysis is chosen as a useful tool to examine the structure and function of VWN and the interactions among its sectors. A balance analysis of efficiency and redundancy is also conducted to describe the robustness (RVWN) of VWN. Then, network control analysis and network utility analysis are performed to investigate the dominant sectors and pathways for virtual water circulation and the mutual relationships between pairwise sectors. A case study of the Heihe River Basin in China shows that the balance between efficiency and redundancy is situated on the left side of the robustness curve with less efficiency and higher redundancy. The forestation, herding and fishing sectors and industrial sectors are found to be the main controllers. The network tends to be more mutualistic and synergic, though some competitive relationships that weaken the virtual water circulation still exist.
ERIC Educational Resources Information Center
Honebein, Peter C.; Goldsworthy, Richard
2012-01-01
Virtual classrooms and virtual activities have waxed and waned, with most focusing on fostering learning in the cognitive domain and, realistically, most becoming rapidly discontinued. But social virtual realities (SVR) are uniquely "social," so what about interpersonal skills? This article describes the authors' experiences exploring SVR as a…
SmallTool - a toolkit for realizing shared virtual environments on the Internet
NASA Astrophysics Data System (ADS)
Broll, Wolfgang
1998-09-01
With increasing graphics capabilities of computers and higher network communication speed, networked virtual environments have become available to a large number of people. While the virtual reality modelling language (VRML) provides users with the ability to exchange 3D data, there is still a lack of appropriate support to realize large-scale multi-user applications on the Internet. In this paper we will present SmallTool, a toolkit to support shared virtual environments on the Internet. The toolkit consists of a VRML-based parsing and rendering library, a device library, and a network library. This paper will focus on the networking architecture, provided by the network library - the distributed worlds transfer and communication protocol (DWTP). DWTP provides an application-independent network architecture to support large-scale multi-user environments on the Internet.
Social phobia: the Anxiety Disorders Associated of America helps raise the veil of ignorance.
Ross, J
1991-11-01
Social phobias affect some 2.4 million American adults, and more than 5 million can expect to develop a social phobia during their lifetime. Despite their prevalence, social phobias have been virtually ignored until this past decade. The Anxiety Disorders Association of America (ADAA) was founded in 1980 to promote awareness among professionals and the public of anxiety disorders. This paper outlines the objectives of ADAA and its programs, including the Self-Help Group Network, helpful publications, and its partnership with psychiatrists and patients. The benefits of self-help programs to persons with social phobias are illustrated, including the role played by the clinician in evaluation and referral. The ADAA program for the 1990s focuses on the education of all health professionals and the creation of awareness of economic costs of undiagnosed anxiety disorders.
Collaborative virtual environments art exhibition
NASA Astrophysics Data System (ADS)
Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria
2005-03-01
This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.
Counotte, Jacqueline; Pot-Kolder, Roos; van Roon, Arie M; Hoskam, Olivier; van der Gaag, Mark; Veling, Wim
2017-06-01
Social stressors are associated with an increased risk of psychosis. Stress sensitisation is thought to be an underlying mechanism and may be reflected in an altered autonomic stress response. Using an experimental Virtual Reality design, the autonomic stress response to social stressors was examined in participants with different liability to psychosis. Fifty-five patients with recent onset psychotic disorder, 20 patients at ultra-high risk for psychosis, 42 siblings of patients with psychosis and 53 controls were exposed to social stressors (crowdedness, ethnic minority status and hostility) in a Virtual Reality environment. Heart rate variability parameters and skin conductance levels were measured at baseline and during Virtual Reality experiments. High psychosis liability groups had significantly increased heart rate and decreased heart rate variability compared to low liability groups both at baseline and during Virtual Reality experiments. Both low frequency (LF) and high frequency (HF) power were reduced, while the LF/HF ratio was similar between groups. The number of virtual social stressors significantly affected heart rate, HF, LF/HF and skin conductance level. There was no interaction between psychosis liability and amount of virtual social stress. High liability to psychosis is associated with decreased parasympathetic activity in virtual social environments, which reflects generally high levels of arousal, rather than increased autonomic reactivity to social stressors. Copyright © 2016 Elsevier B.V. All rights reserved.
Sarver, Nina Wong; Beidel, Deborah C; Spitalnick, Josh S
2014-01-01
Two significant challenges for the dissemination of social skills training programs are the need to assure generalizability and provide sufficient practice opportunities. In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This study evaluated the utility of an interactive virtual school environment for the treatment of social anxiety disorder in preadolescent children. Eleven children with a primary diagnosis of social anxiety disorder between 8 to 12 years old participated in this initial feasibility trial. All children were treated with Social Effectiveness Therapy for Children, an empirically supported treatment for children with social anxiety disorder. However, the in vivo peer generalization sessions and standard parent-assisted homework assignments were substituted by practice in a virtual environment. Overall, the virtual environment programs were acceptable, feasible, and credible treatment components. Both children and clinicians were satisfied with using the virtual environment technology, and children believed it was a high-quality program overall. In addition, parents were satisfied with the virtual environment augmented treatment and indicated that they would recommend the program to family and friends. Findings indicate that the virtual environments are viewed as acceptable and credible by potential recipients. Furthermore, they are easy to implement by even novice users and appear to be useful adjunctive elements for the treatment of childhood social anxiety disorder.
Wong, Nina; Beidel, Deborah C.; Spitalnick, Josh
2013-01-01
Objective Two significant challenges for the dissemination of social skills training programs are the need to assure generalizability and provide sufficient practice opportunities. In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This study evaluated the utility of an interactive virtual school environment for the treatment of social anxiety disorder in preadolescent children. Method Eleven children with a primary diagnosis of social anxiety disorder between 8 to 12 years old participated in this initial feasibility trial. All children were treated with Social Effectiveness Therapy for Children, an empirically supported treatment for children with social anxiety disorder. However, the in vivo peer generalization sessions and standard parent-assisted homework assignments were substituted by practice in a virtual environment. Results Overall, the virtual environment programs were acceptable, feasible, and credible treatment components. Both children and clinicians were satisfied with using the virtual environment technology, and children believed it was a high quality program overall. Additionally, parents were satisfied with the virtual environment augmented treatment and indicated that they would recommend the program to family and friends. Conclusion Virtual environments are viewed as acceptable and credible by potential recipients. Furthermore, they are easy to implement by even novice users and appear to be useful adjunctive elements for the treatment of childhood social anxiety disorder. PMID:24144182
Network Monitoring in the age of the Cloud
NASA Astrophysics Data System (ADS)
Ciuffoletti, Augusto
Network virtualization plays a relevant role in provisioning an Infrastructure as a Service (IaaS), implementing the fabric that interconnects virtual components. We identify the standard protocol IEEE802.1Q, that describes Virtual LAN (VLAN) functionalities, as a cornerstone in this architecture.
The impact of social media on children, adolescents, and families.
O'Keeffe, Gwenn Schurgin; Clarke-Pearson, Kathleen
2011-04-01
Using social media Web sites is among the most common activity of today's children and adolescents. Any Web site that allows social interaction is considered a social media site, including social networking sites such as Facebook, MySpace, and Twitter; gaming sites and virtual worlds such as Club Penguin, Second Life, and the Sims; video sites such as YouTube; and blogs. Such sites offer today's youth a portal for entertainment and communication and have grown exponentially in recent years. For this reason, it is important that parents become aware of the nature of social media sites, given that not all of them are healthy environments for children and adolescents. Pediatricians are in a unique position to help families understand these sites and to encourage healthy use and urge parents to monitor for potential problems with cyberbullying, "Facebook depression," sexting, and exposure to inappropriate content.
Social media and your practice: navigating the surgeon-patient relationship.
McLawhorn, Alexander S; De Martino, Ivan; Fehring, Keith A; Sculco, Peter K
2016-12-01
Utilization of social media both in the private and professional arenas has grown rapidly in the last decade. The rise of social media use within health care can be viewed as the Internet-based corollary of the patient-centered care movement, in which patient perspectives and values are central to the delivery of quality care. For orthopedic surgeons and their practices, general-purpose online social networks, such as Facebook and Twitter, are convenient platforms for marketing, providing patient education and generating referrals. Virtual health communities are used less frequently by orthopedic surgeons but provide forums for patient engagement and active surgeon-to-patient communication via blogs and ask-the-doctor platforms. This commentary reviews the current state of social media use in orthopedic practice, with particular emphasis on managing the extension of the surgeon-patient relationship online, including the unique practice risks social media poses, such as privacy concerns, potential liability, and time consumption.
Structure and controls of the global virtual water trade network
NASA Astrophysics Data System (ADS)
Suweis, S.; Konar, M.; Dalin, C.; Hanasaki, N.; Rinaldo, A.; Rodriguez-Iturbe, I.
2011-05-01
Recurrent or ephemeral water shortages are a crucial global challenge, in particular because of their impacts on food production. The global character of this challenge is reflected in the trade among nations of virtual water, i.e., the amount of water used to produce a given commodity. We build, analyze and model the network describing the transfer of virtual water between world nations for staple food products. We find that all the key features of the network are well described by a model that reproduces both the topological and weighted properties of the global virtual water trade network, by assuming as sole controls each country's gross domestic product and yearly rainfall on agricultural areas. We capture and quantitatively describe the high degree of globalization of water trade and show that a small group of nations play a key role in the connectivity of the network and in the global redistribution of virtual water. Finally, we illustrate examples of prediction of the structure of the network under future political, economic and climatic scenarios, suggesting that the crucial importance of the countries that trade large volumes of water will be strengthened.
The diffusion of virtual communities in health care: concepts and challenges.
Demiris, George
2006-08-01
This paper providers an overview and discussion of virtual communities in health care. Furthermore, we aim to discuss in this context ethical, legal and technical considerations and the current status of research in this domain. We searched medical and social science literature including survey studies, randomized and non-randomized controlled interventions and reviews. The literature indicates that a virtual community in health care as a group of people using telecommunication with the purposes of delivering health care and education, and/or providing support, covers a wide range of clinical specialties, technologies and stakeholders. Examples include peer-to-peer networks, virtual health care delivery and research teams. Ethical challenges including the concepts of identity and deception, privacy and confidentiality and technical issues, such as sociability and usability are discussed. Virtual communities may empower patients and enhance coordination of care services; however, there is not sufficient systematic evidence of the effectiveness of virtual communities on clinical outcomes or patient empowerment. Researchers need to address issues, such as sample sizes and experimental design to further the research field in this domain. When practitioners utilize virtual community tools to communicate with patients or colleagues they have to maximize sociability and usability of this mode of communication, while addressing concerns for privacy and the fear of de-humanizing practice, and the lack of clarity or relevance of current legislative frameworks.
Nakhasi, Atul; Shen, Album Xiaotian; Passarella, Ralph Joseph; Appel, Lawrence J; Anderson, Cheryl Am
2014-06-16
The US Centers for Disease Control and Prevention have identified a lack of encouragement, support, or companionship from family and friends as a major barrier to physical activity. To overcome this barrier, online social networks are now actively leveraging principles of companion social support in novel ways. The aim was to evaluate the functionality, features, and usability of existing online social networks which seek to increase physical activity and fitness among users by connecting them to physical activity partners, not just online, but also face-to-face. In September 2012, we used 3 major databases to identify the website addresses for relevant online social networks. We conducted a Google search using 8 unique keyword combinations: the common keyword "find" coupled with 1 of 4 prefix terms "health," "fitness," "workout," or "physical" coupled with 1 of 2 stem terms "activity partners" or "activity buddies." We also searched 2 prominent technology start-up news sites, TechCrunch and Y Combinator, using 2 unique keyword combinations: the common keyword "find" coupled with 1 of 2 stem terms "activity partners" and "activity buddies." Sites were defined as online social health activity networks if they had the ability to (1) actively find physical activity partners or activities for the user, (2) offer dynamic, real-time tracking or sharing of social activities, and (3) provide virtual profiles to users. We excluded from our analysis sites that were not Web-based, publicly available, in English, or free. Of the 360 initial search results, we identified 13 websites that met our complete criteria of an online social health activity network. Features such as physical activity creation (13/13, 100%) and private messaging (12/13, 92%) appeared almost universally among these websites. However, integration with Web 2.0 technologies such as Facebook and Twitter (9/13, 69%) and the option of direct event joining (8/13, 62%) were not as universally present. Largely absent were more sophisticated features that would enable greater usability, such as interactive engagement prompts (3/13, 23%) and system-created best fit activities (3/13, 23%). Several major online social networks that connect users to physical activity partners currently exist and use standardized features to achieve their goals. Future research is needed to better understand how users utilize these features and how helpful they truly are.
A constraint optimization based virtual network mapping method
NASA Astrophysics Data System (ADS)
Li, Xiaoling; Guo, Changguo; Wang, Huaimin; Li, Zhendong; Yang, Zhiwen
2013-03-01
Virtual network mapping problem, maps different virtual networks onto the substrate network is an extremely challenging work. This paper proposes a constraint optimization based mapping method for solving virtual network mapping problem. This method divides the problem into two phases, node mapping phase and link mapping phase, which are all NP-hard problems. Node mapping algorithm and link mapping algorithm are proposed for solving node mapping phase and link mapping phase, respectively. Node mapping algorithm adopts the thinking of greedy algorithm, mainly considers two factors, available resources which are supplied by the nodes and distance between the nodes. Link mapping algorithm is based on the result of node mapping phase, adopts the thinking of distributed constraint optimization method, which can guarantee to obtain the optimal mapping with the minimum network cost. Finally, simulation experiments are used to validate the method, and results show that the method performs very well.
The Virtual Learning Commons: Supporting Science Education with Emerging Technologies
NASA Astrophysics Data System (ADS)
Pennington, D. D.; Gandara, A.; Gris, I.
2012-12-01
The Virtual Learning Commons (VLC), funded by the National Science Foundation Office of Cyberinfrastructure CI-Team Program, is a combination of Semantic Web, mash up, and social networking tools that supports knowledge sharing and innovation across scientific disciplines in research and education communities and networks. The explosion of scientific resources (data, models, algorithms, tools, and cyberinfrastructure) challenges the ability of educators to be aware of resources that might be relevant to their classes. Even when aware, it can be difficult to understand enough about those resources to develop classroom materials. Often emerging data and technologies have little documentation, especially about their application. The VLC tackles this challenge by providing mechanisms for individuals and groups of educators to organize Web resources into virtual collections, and engage each other around those collections in order to a) learn about potentially relevant resources that are available; b) design classes that leverage those resources; and c) develop course syllabi. The VLC integrates Semantic Web functionality for structuring distributed information, mash up functionality for retrieving and displaying information, and social media for discussing/rating information. We are working to provide three views of information that support educators in different ways: 1. Innovation Marketplace: supports users as they find others teaching similar courses, where they are located, and who they collaborate with; 2. Conceptual Mapper: supports educators as they organize their thinking about the content of their class and related classes taught by others; 3. Curriculum Designer: supports educators as they generate a syllabus and find Web resources that are relevant. This presentation will discuss the innovation and learning theories that have informed design of the VLC, hypotheses about the use of emerging technologies to support innovation in classrooms, and will include a brief demonstration of these capabilities.
Too close and too far: counseling emerging adults in a technological age.
Tao, Karen W
2014-03-01
Individuals increasingly connect with others via social media (e.g., blogs, social networking, chatrooms), a phenomenon that is likely to impact psychological well-being and development. As such, therapists play an important role in assisting their clients to identify how virtual and in-person relationships influence their sense of self, interpersonal communication, and how they engage in meaningful relationships. In this article, I describe 3 examples related to working with emerging adults that take into consideration how this population "does relationships" in this technological era. Specifically, 3 clinical exchanges illustrate ways to (a) enhance interpersonal skills, (b) develop self-awareness about emotions, and (c) gain a clearer understanding of the intersections of social identity. (c) 2014 APA, all rights reserved.
Paradigm Shift or Annoying Distraction
Spallek, H.; O’Donnell, J.; Clayton, M.; Anderson, P.; Krueger, A.
2010-01-01
Web 2.0 technologies, known as social media, social technologies or Web 2.0, have emerged into the mainstream. As they grow, these new technologies have the opportunity to influence the methods and procedures of many fields. This paper focuses on the clinical implications of the growing Web 2.0 technologies. Five developing trends are explored: information channels, augmented reality, location-based mobile social computing, virtual worlds and serious gaming, and collaborative research networks. Each trend is discussed based on their utilization and pattern of use by healthcare providers or healthcare organizations. In addition to explorative research for each trend, a vignette is presented which provides a future example of adoption. Lastly each trend lists several research challenge questions for applied clinical informatics. PMID:23616830
Forming an ad-hoc nearby storage, based on IKAROS and social networking services
NASA Astrophysics Data System (ADS)
Filippidis, Christos; Cotronis, Yiannis; Markou, Christos
2014-06-01
We present an ad-hoc "nearby" storage, based on IKAROS and social networking services, such as Facebook. By design, IKAROS is capable to increase or decrease the number of nodes of the I/O system instance on the fly, without bringing everything down or losing data. IKAROS is capable to decide the file partition distribution schema, by taking on account requests from the user or an application, as well as a domain or a Virtual Organization policy. In this way, it is possible to form multiple instances of smaller capacity higher bandwidth storage utilities capable to respond in an ad-hoc manner. This approach, focusing on flexibility, can scale both up and down and so can provide more cost effective infrastructures for both large scale and smaller size systems. A set of experiments is performed comparing IKAROS with PVFS2 by using multiple clients requests under HPC IOR benchmark and MPICH2.
Environmental Social Stress, Paranoia and Psychosis Liability: A Virtual Reality Study
Veling, Wim; Pot-Kolder, Roos; Counotte, Jacqueline; van Os, Jim; van der Gaag, Mark
2016-01-01
The impact of social environments on mental states is difficult to assess, limiting the understanding of which aspects of the social environment contribute to the onset of psychotic symptoms and how individual characteristics moderate this outcome. This study aimed to test sensitivity to environmental social stress as a mechanism of psychosis using Virtual Reality (VR) experiments. Fifty-five patients with recent onset psychotic disorder, 20 patients at ultra high risk for psychosis, 42 siblings of patients with psychosis, and 53 controls walked 5 times in a virtual bar with different levels of environmental social stress. Virtual social stressors were population density, ethnic density and hostility. Paranoia about virtual humans and subjective distress in response to virtual social stress exposures were measured with State Social Paranoia Scale (SSPS) and self-rated momentary subjective distress (SUD), respectively. Pre-existing (subclinical) symptoms were assessed with the Community Assessment of Psychic Experiences (CAPE), Green Paranoid Thoughts Scale (GPTS) and the Social Interaction Anxiety Scale (SIAS). Paranoia and subjective distress increased with degree of social stress in the environment. Psychosis liability and pre-existing symptoms, in particular negative affect, positively impacted the level of paranoia and distress in response to social stress. These results provide experimental evidence that heightened sensitivity to environmental social stress may play an important role in the onset and course of psychosis. PMID:27038469
Georgescu, Alexandra L; Kuzmanovic, Bojana; Santos, Natacha S; Tepest, Ralf; Bente, Gary; Tittgemeyer, Marc; Vogeley, Kai
2014-04-01
Despite the fact that nonverbal dyadic social interactions are abundant in the environment, the neural mechanisms underlying their processing are not yet fully understood. Research in the field of social neuroscience has suggested that two neural networks appear to be involved in social understanding: (1) the action observation network (AON) and (2) the social neural network (SNN). The aim of this study was to determine the differential contributions of the AON and the SNN to the processing of nonverbal behavior as observed in dyadic social interactions. To this end, we used short computer animation sequences displaying dyadic social interactions between two virtual characters and systematically manipulated two key features of movement activity, which are known to influence the perception of meaning in nonverbal stimuli: (1) movement fluency and (2) contingency of movement patterns. A group of 21 male participants rated the "naturalness" of the observed scenes on a four-point scale while undergoing fMRI. Behavioral results showed that both fluency and contingency significantly influenced the "naturalness" experience of the presented animations. Neurally, the AON was preferentially engaged when processing contingent movement patterns, but did not discriminate between different degrees of movement fluency. In contrast, regions of the SNN were engaged more strongly when observing dyads with disturbed movement fluency. In conclusion, while the AON is involved in the general processing of contingent social actions, irrespective of their kinematic properties, the SNN is preferentially recruited when atypical kinematic properties prompt inferences about the agents' intentions. Copyright © 2013 Wiley Periodicals, Inc.
The Pursuit of Romantic Alternatives Online: Social Media Friends as Potential Alternatives.
Abbasi, Irum Saeed; Alghamdi, Nawal G
2018-01-02
What causes some marriages to stand the test of time while others fail? Marital commitment is the key force underlying the stability, quality, and longevity of the romantic relationship. Commitment is strengthened in the presence of marital satisfaction, the absence of alternative attractions, and steady investments made in the relationship. Commitment is also a consequence of increasing dependence. When partners are emotionally engaged with their virtual connections, their dependence on the significant other decreases. On the contrary, dependence on the partner increases when people feel satisfied with their relationship, think unfavorably about the quality of available alternatives, and feel that they have made great investments in their relationship. Technological advancements of the present era have spawned a wide array of social networking sites (SNSs) that display boastfully curated profiles of virtual connections. These overly glossed profiles may lead social media users to feel deficient in their lives. Previous research has shown that Facebook use can reduce relationship satisfaction by providing potential romantic alternatives and deflecting time and emotional investments away from the committed relationship. This article examines the commitment literature and discusses how commitment is undermined in the contemporary era. Finally, marital therapy is addressed with suggestions for future areas of exploration.
Large-Scale Networked Virtual Environments: Architecture and Applications
ERIC Educational Resources Information Center
Lamotte, Wim; Quax, Peter; Flerackers, Eddy
2008-01-01
Purpose: Scalability is an important research topic in the context of networked virtual environments (NVEs). This paper aims to describe the ALVIC (Architecture for Large-scale Virtual Interactive Communities) approach to NVE scalability. Design/methodology/approach: The setup and results from two case studies are shown: a 3-D learning environment…
Building a Virtual Learning Network for Teachers in a Suburban School District
ERIC Educational Resources Information Center
Kurtzworth-Keen, Kristin A.
2011-01-01
Emerging research indicates that learning management systems such as Moodle can function as virtual, collaborative environments, where collegial interactions promote professional learning opportunities. This study deployed a mixed methods design in order to describe and analyze teacher participation in a virtual learning network (VLN) that was…
Rolls, Kaye; Hansen, Margaret; Jackson, Debra; Elliott, Doug
2016-06-13
Many current challenges of evidence-based practice are related to ineffective social networks among health care professionals. Opportunities exist for multidisciplinary virtual communities to transcend professional and organizational boundaries and facilitate important knowledge transfer. Although health care professionals have been using the Internet to form virtual communities for many years, little is known regarding "why" they join, as most research has focused on the perspective of "posters," who form a minority of members. Our aim was to develop a comprehensive understanding of why health care professionals belong to a virtual community (VC). A qualitative approach will be used to explore why health care professionals belong to an intensive care practice-based VC, established since 2003. Three asynchronous online focus groups will be convened using a closed secure discussion forum. Participants will be recruited directly by sending emails to the VC and a Google form used to collect consent and participant demographics. Participants will be stratified by their online posting behaviors between September 1, 2012, and August 31, 2014: (1) more than 5 posts, (2) 1-5 posts, or (3) no posts. A question guide will be used to guide participant discussion. A moderation approach based on the principles of focus group method and e-moderation has been developed. The main source of data will be discussion threads, supported by a research diary and field notes. Data analysis will be undertaken using a thematic approach and framed by the Diffusion of Innovation theory. NVivo software will be used to support analyses. At the time of writing, 29 participants agreed to participate (Focus Group 1: n=4; Focus Group 2: n=16; Focus Group 3: n=9) and data collection was complete. This study will contribute to a growing body of research on the use of social media in professional health care settings. Specifically, we hope results will demonstrate an enhancement of health care professionals' social networks and how VCs may improve knowledge distribution and patient care outcomes. Additionally, the study will contribute to research methods development in this area by detailing approaches to understand the effectiveness of online focus groups as a data collection method for qualitative research methods.
Hansen, Margaret; Jackson, Debra; Elliott, Doug
2016-01-01
Background Many current challenges of evidence-based practice are related to ineffective social networks among health care professionals. Opportunities exist for multidisciplinary virtual communities to transcend professional and organizational boundaries and facilitate important knowledge transfer. Although health care professionals have been using the Internet to form virtual communities for many years, little is known regarding “why” they join, as most research has focused on the perspective of “posters,” who form a minority of members. Objective Our aim was to develop a comprehensive understanding of why health care professionals belong to a virtual community (VC). Methods A qualitative approach will be used to explore why health care professionals belong to an intensive care practice-based VC, established since 2003. Three asynchronous online focus groups will be convened using a closed secure discussion forum. Participants will be recruited directly by sending emails to the VC and a Google form used to collect consent and participant demographics. Participants will be stratified by their online posting behaviors between September 1, 2012, and August 31, 2014: (1) more than 5 posts, (2) 1-5 posts, or (3) no posts. A question guide will be used to guide participant discussion. A moderation approach based on the principles of focus group method and e-moderation has been developed. The main source of data will be discussion threads, supported by a research diary and field notes. Data analysis will be undertaken using a thematic approach and framed by the Diffusion of Innovation theory. NVivo software will be used to support analyses. Results At the time of writing, 29 participants agreed to participate (Focus Group 1: n=4; Focus Group 2: n=16; Focus Group 3: n=9) and data collection was complete. Conclusions This study will contribute to a growing body of research on the use of social media in professional health care settings. Specifically, we hope results will demonstrate an enhancement of health care professionals’ social networks and how VCs may improve knowledge distribution and patient care outcomes. Additionally, the study will contribute to research methods development in this area by detailing approaches to understand the effectiveness of online focus groups as a data collection method for qualitative research methods. PMID:27296929
The Predictive Level of Social Media Addiction for Life Satisfaction: A Study on University Students
ERIC Educational Resources Information Center
Sahin, Cengiz
2017-01-01
Social media addiction is considered as a sort of Internet addiction. Individuals who spend too much time on social media have a desire to be notified of anything immediately, which can cause virtual tolerance, virtual communication and virtual problems. Behaviours that force the person into these actions can be explained as social media…
Column generation algorithms for virtual network embedding in flexi-grid optical networks.
Lin, Rongping; Luo, Shan; Zhou, Jingwei; Wang, Sheng; Chen, Bin; Zhang, Xiaoning; Cai, Anliang; Zhong, Wen-De; Zukerman, Moshe
2018-04-16
Network virtualization provides means for efficient management of network resources by embedding multiple virtual networks (VNs) to share efficiently the same substrate network. Such virtual network embedding (VNE) gives rise to a challenging problem of how to optimize resource allocation to VNs and to guarantee their performance requirements. In this paper, we provide VNE algorithms for efficient management of flexi-grid optical networks. We provide an exact algorithm aiming to minimize the total embedding cost in terms of spectrum cost and computation cost for a single VN request. Then, to achieve scalability, we also develop a heuristic algorithm for the same problem. We apply these two algorithms for a dynamic traffic scenario where many VN requests arrive one-by-one. We first demonstrate by simulations for the case of a six-node network that the heuristic algorithm obtains very close blocking probabilities to exact algorithm (about 0.2% higher). Then, for a network of realistic size (namely, USnet) we demonstrate that the blocking probability of our new heuristic algorithm is about one magnitude lower than a simpler heuristic algorithm, which was a component of an earlier published algorithm.
Technology-based suicide prevention: current applications and future directions.
Luxton, David D; June, Jennifer D; Kinn, Julie T
2011-01-01
This review reports on current and emerging technologies for suicide prevention. Technology-based programs discussed include interactive educational and social networking Web sites, e-mail outreach, and programs that use mobile devices and texting. We describe innovative applications such as virtual worlds, gaming, and text analysis that are currently being developed and applied to suicide prevention and outreach programs. We also discuss the benefits and limitations of technology-based applications and discuss future directions for their use.
2014-11-19
to develop virtual environments for practicing stress management skills with military personnel prior to deployment. Cyberpsychology , Behavior , and... Social Networking , 13, 83-94. doi: 10.1089=cyber.2009.0336 Bowen, G. A. (2009). Document analysis as a qualitative research method. Qualitative... Behavioral Science and Leadership, was very helpful in providing insight and advice as the project progressed. Matt Larsen, US Army (Retired), former
NASA Astrophysics Data System (ADS)
Huang, Haibin; Guo, Bingli; Li, Xin; Yin, Shan; Zhou, Yu; Huang, Shanguo
2017-12-01
Virtualization of datacenter (DC) infrastructures enables infrastructure providers (InPs) to provide novel services like virtual networks (VNs). Furthermore, optical networks have been employed to connect the metro-scale geographically distributed DCs. The synergistic virtualization of the DC infrastructures and optical networks enables the efficient VN service over inter-DC optical networks (inter-DCONs). While the capacity of the used standard single-mode fiber (SSMF) is limited by their nonlinear characteristics. Thus, mode-division multiplexing (MDM) technology based on few-mode fibers (FMFs) could be employed to increase the capacity of optical networks. Whereas, modal crosstalk (XT) introduced by optical fibers and components deployed in the MDM optical networks impacts the performance of VN embedding (VNE) over inter-DCONs with FMFs. In this paper, we propose a XT-aware VNE mechanism over inter-DCONs with FMFs. The impact of XT is considered throughout the VNE procedures. The simulation results show that the proposed XT-aware VNE can achieves better performances of blocking probability and spectrum utilization compared to conventional VNE mechanisms.
Social media for radiologists: an introduction.
Ranschaert, Erik R; van Ooijen, P M A; Lee, Simon; Ratib, Osman; Parizel, P M
2015-12-01
Social media, which can be defined as dynamic and interactive online communication forums, are becoming increasingly popular, not only for the general public but also for radiologists. In addition to assisting radiologists in finding useful profession-related information and interactive educational material in all kinds of formats, they can also contribute towards improving communication with peers, clinicians, and patients. The growing use of social networking in healthcare also has an impact on the visibility and engagement of radiologists in the online virtual community. Although many radiologists are already using social media, a large number of our colleagues are still unaware of the wide spectrum of useful information and interaction available via social media and of the added value these platforms can bring to daily practice. For many, the risk of mixing professional and private data by using social media creates a feeling of insecurity, which still keeps radiologists from using them. In this overview we aim to provide information on the potential benefits, challenges, and inherent risks of social media for radiologists. We will provide a summary of the different types of social media that can be of value for radiologists, including useful tips on how to use them safely and efficiently. • Online social networking enhances communication and collaboration between peers • Social media facilitate access to educational and scientific information • Recommendations and guidelines from policymakers and professional organisations are needed • Applications are desired for efficient and secure exchange of medical images in social media.
Interaction mining and skill-dependent recommendations for multi-objective team composition
Dorn, Christoph; Skopik, Florian; Schall, Daniel; Dustdar, Schahram
2011-01-01
Web-based collaboration and virtual environments supported by various Web 2.0 concepts enable the application of numerous monitoring, mining and analysis tools to study human interactions and team formation processes. The composition of an effective team requires a balance between adequate skill fulfillment and sufficient team connectivity. The underlying interaction structure reflects social behavior and relations of individuals and determines to a large degree how well people can be expected to collaborate. In this paper we address an extended team formation problem that does not only require direct interactions to determine team connectivity but additionally uses implicit recommendations of collaboration partners to support even sparsely connected networks. We provide two heuristics based on Genetic Algorithms and Simulated Annealing for discovering efficient team configurations that yield the best trade-off between skill coverage and team connectivity. Our self-adjusting mechanism aims to discover the best combination of direct interactions and recommendations when deriving connectivity. We evaluate our approach based on multiple configurations of a simulated collaboration network that features close resemblance to real world expert networks. We demonstrate that our algorithm successfully identifies efficient team configurations even when removing up to 40% of experts from various social network configurations. PMID:22298939
Divergent modes of integration: the Canadian way.
Jiwani, Izzat; Fleury, Marie-Josée
2011-01-01
The paper highlights key trajectories and outcomes of the recent policy developments toward integrated health care delivery systems in Quebec and Ontario in the primary care sector and in the development of regional networks of health and social services. It particularly explores how policy legacies, interests and cultures may be mitigated to develop and sustain different models of integrated health care that are pertinent to the local contexts. In Quebec, three decades of iterative developments in health and social services evolved in 2005 into integrated centres for health and social services at the local levels (CSSSs). Four integrated university-based health care networks provide ultra-specialised services. Family Medicine Groups and network clinics are designed to enhance access and continuity of care. Ontario's Family Health Teams (2004) constitute an innovative public funding for private delivery model that is set up to enhance the capacity of primary care and to facilitate patient-based care. Ontario's Local Health Integration Networks (LHINs) with autonomous boards of provider organisations are intended to coordinate and integrate care. Integration strategies in Quebec and Ontario yield clinical autonomy and power to physicians while simultaneously making them key partners in change. Contextual factors combined with increased and varied forms of physician remunerations and incentives mitigated some of the challenges from policy legacies, interests and cultures. Virtual partnerships and accountability agreements between providers promise positive but gradual movement toward integrated health service systems.
This is Not a Game - Social Virtual Worlds, Fun, and Learning
NASA Astrophysics Data System (ADS)
Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg
This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.
Dynamically allocated virtual clustering management system
NASA Astrophysics Data System (ADS)
Marcus, Kelvin; Cannata, Jess
2013-05-01
The U.S Army Research Laboratory (ARL) has built a "Wireless Emulation Lab" to support research in wireless mobile networks. In our current experimentation environment, our researchers need the capability to run clusters of heterogeneous nodes to model emulated wireless tactical networks where each node could contain a different operating system, application set, and physical hardware. To complicate matters, most experiments require the researcher to have root privileges. Our previous solution of using a single shared cluster of statically deployed virtual machines did not sufficiently separate each user's experiment due to undesirable network crosstalk, thus only one experiment could be run at a time. In addition, the cluster did not make efficient use of our servers and physical networks. To address these concerns, we created the Dynamically Allocated Virtual Clustering management system (DAVC). This system leverages existing open-source software to create private clusters of nodes that are either virtual or physical machines. These clusters can be utilized for software development, experimentation, and integration with existing hardware and software. The system uses the Grid Engine job scheduler to efficiently allocate virtual machines to idle systems and networks. The system deploys stateless nodes via network booting. The system uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex, private networks eliminating the need to map each virtual machine to a specific switch port. The system monitors the health of the clusters and the underlying physical servers and it maintains cluster usage statistics for historical trends. Users can start private clusters of heterogeneous nodes with root privileges for the duration of the experiment. Users also control when to shutdown their clusters.
The Effect of Virtual versus Traditional Learning in Achieving Competency-Based Skills
ERIC Educational Resources Information Center
Mosalanejad, Leili; Shahsavari, Sakine; Sobhanian, Saeed; Dastpak, Mehdi
2012-01-01
Background: By rapid developing of the network technology, the internet-based learning methods are substituting the traditional classrooms making them expand to the virtual network learning environment. The purpose of this study was to determine the effectiveness of virtual systems on competency-based skills of first-year nursing students.…
[Exponential use of social media in medicine: example of the interest of Twitter(©) in urology].
Rouprêt, M; Misraï, V
2015-01-01
Social media (#SoMe) has changed the face of modern medicine. Our purpose was to asses the potential interest of Twitter in the field of urology. A systematic review of the literature has been performed using PubMed without timeline restriction with the following keywords (MeSH): social media; Web 2.0; Twitter; Internet; network; urology; journal club; education. There were 3 categories of interest of Twitter in the field of urology: spread of scientific knowledge, scientific interaction during medical conferences and medical education and international medical debates. The unique spread of evidence-based-medecine through traditional scientific journals in paper version is over. Main scientific journals in urology and scientific societies are now using a Twitter account and became virtual. They use new bibliometrics available on #SoMe to estimate the social impact. Twitter allows for a better interactivity of doctors attending scientific conferences. Exponential use of Twitter is in the interest of speakers and leaders, audience and scientific societies. Lastly, medical academic education and continuing medical education can be achieved through #SoMe. Twitter became a lively virtual platform for scientific debates for complex oncological cases (dematerialized tumor board). Twitter is also a place for intense scientific discussion during virtual journal club without geographic or timeline restriction. Physicians need to respect the rules for a wise use of #SoMe in order not to break the Hippocratic Oath. There is a revolution around #SoMe and Twitter in the spread of scientific knowledge and academic teaching. International urologists are already committed in this evolution and France should also get involved. Copyright © 2014 Elsevier Masson SAS. All rights reserved.
Recent history and geography of virtual water trade.
Carr, Joel A; D'Odorico, Paolo; Laio, Francesco; Ridolfi, Luca
2013-01-01
The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products. Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types. The net importers rely on the supply of virtual water from a small percentage of the global population. However, discrepancies exist among the different commodity networks. While the total virtual water flux through the network has increased between 1986 and 2010, the proportions associated with the four commodity groups have remained relatively stable. However, some of the major players have shown significant changes in the virtual water imports and exports associated with those commodity groups. For instance, China has switched from being a net exporter of virtual water associated with other products (non-edible plant and animal products typically used for manufacturing) to being the largest importer, accounting for 31% of the total water virtually transported with these products. Conversely, in the case of The United states of America, the commodity proportions have remained overall unchanged throughout the study period: the virtual water exports from The United States of America are dominated by plant products, whereas the imports are comprised mainly of animal and luxury products.
Recent History and Geography of Virtual Water Trade
Carr, Joel A.; D’Odorico, Paolo; Laio, Francesco; Ridolfi, Luca
2013-01-01
The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products. Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types. The net importers rely on the supply of virtual water from a small percentage of the global population. However, discrepancies exist among the different commodity networks. While the total virtual water flux through the network has increased between 1986 and 2010, the proportions associated with the four commodity groups have remained relatively stable. However, some of the major players have shown significant changes in the virtual water imports and exports associated with those commodity groups. For instance, China has switched from being a net exporter of virtual water associated with other products (non-edible plant and animal products typically used for manufacturing) to being the largest importer, accounting for 31% of the total water virtually transported with these products. Conversely, in the case of The United states of America, the commodity proportions have remained overall unchanged throughout the study period: the virtual water exports from The United States of America are dominated by plant products, whereas the imports are comprised mainly of animal and luxury products. PMID:23457481
Environmental Social Stress, Paranoia and Psychosis Liability: A Virtual Reality Study.
Veling, Wim; Pot-Kolder, Roos; Counotte, Jacqueline; van Os, Jim; van der Gaag, Mark
2016-11-01
The impact of social environments on mental states is difficult to assess, limiting the understanding of which aspects of the social environment contribute to the onset of psychotic symptoms and how individual characteristics moderate this outcome. This study aimed to test sensitivity to environmental social stress as a mechanism of psychosis using Virtual Reality (VR) experiments. Fifty-five patients with recent onset psychotic disorder, 20 patients at ultra high risk for psychosis, 42 siblings of patients with psychosis, and 53 controls walked 5 times in a virtual bar with different levels of environmental social stress. Virtual social stressors were population density, ethnic density and hostility. Paranoia about virtual humans and subjective distress in response to virtual social stress exposures were measured with State Social Paranoia Scale (SSPS) and self-rated momentary subjective distress (SUD), respectively. Pre-existing (subclinical) symptoms were assessed with the Community Assessment of Psychic Experiences (CAPE), Green Paranoid Thoughts Scale (GPTS) and the Social Interaction Anxiety Scale (SIAS). Paranoia and subjective distress increased with degree of social stress in the environment. Psychosis liability and pre-existing symptoms, in particular negative affect, positively impacted the level of paranoia and distress in response to social stress. These results provide experimental evidence that heightened sensitivity to environmental social stress may play an important role in the onset and course of psychosis. © The Author 2016. Published by Oxford University Press on behalf of the Maryland Psychiatric Research Center. All rights reserved. For permissions, please email: journals.permissions@oup.com.
Strong, Jenny
2018-01-01
Objective People with chronic pain often have limited avenues for social support. Social isolation often develops as their abilities to engage in daily social and vocational activities decrease. With recent advancements in technology and increasing use of social media, virtual platforms such as blogging may provide opportunities for social support. This study analyzed published blog posts of people with chronic pain to investigate how social support occurs through blogging for chronic pain blog users and the nature of such online interactions. Methods A total of 810 blog posts published from January 2014 to December 2015 on 44 publicly accessible chronic pain blogs were collected and analyzed through qualitative phenomenological thematic analysis. Results The Virtual Online Support Sequence (VOSS) was identified through the exchange of online comments; this sequence defines the process by which virtual social support can be established through the process of chronic pain blogging. Three subthemes were also identified in relation to social support in the online blogging environment: (a) the virtual community of pain blogging; (b) establishing social support through the VOSS; and (c) recounting everyday experiences related to pain. Conclusions These findings suggest that blogging can be useful in seeking, receiving and providing social support for people with chronic pain. Understanding this mechanism behind establishing virtual social support may potentially encourage people with chronic pain to pursue additional support online if they have limited face-to-face opportunities.
Social anxiety in virtual environments: results of a pilot study.
James, Laura K; Lin, Chien-Yu; Steed, Anthony; Swapp, David; Slater, Mel
2003-06-01
This paper reports on a pilot study of the extent to which social anxiety can be generated within a virtual environment. Ten subjects were exposed to a virtual reality experience depicting a London underground train and also a wine bar. The first provided a social setting with virtual characters (avatars) that had relatively neutral behaviors towards the subject, and the second was more socially demanding--with subjects required to interact with relatively disinterested avatars. The purpose was to assess whether social anxiety would be greater for the wine bar experience than the train journey experience, taking into account prior tendencies to social anxiety, and the order of presentation. The results suggest that social anxiety was higher for the wine bar experience, but lower for the second exposure.
Virtual healthcare delivery: defined, modeled, and predictive barriers to implementation identified.
Harrop, V M
2001-01-01
Provider organizations lack: 1. a definition of "virtual" healthcare delivery relative to the products, services, and processes offered by dot.coms, web-compact disk healthcare content providers, telemedicine, and telecommunications companies, and 2. a model for integrating real and virtual healthcare delivery. This paper defines virtual healthcare delivery as asynchronous, outsourced, and anonymous, then proposes a 2x2 Real-Virtual Healthcare Delivery model focused on real and virtual patients and real and virtual provider organizations. Using this model, provider organizations can systematically deconstruct healthcare delivery in the real world and reconstruct appropriate pieces in the virtual world. Observed barriers to virtual healthcare delivery are: resistance to telecommunication integrated delivery networks and outsourcing; confusion over virtual infrastructure requirements for telemedicine and full-service web portals, and the impact of integrated delivery networks and outsourcing on extant cultural norms and revenue generating practices. To remain competitive provider organizations must integrate real and virtual healthcare delivery.
Virtual healthcare delivery: defined, modeled, and predictive barriers to implementation identified.
Harrop, V. M.
2001-01-01
Provider organizations lack: 1. a definition of "virtual" healthcare delivery relative to the products, services, and processes offered by dot.coms, web-compact disk healthcare content providers, telemedicine, and telecommunications companies, and 2. a model for integrating real and virtual healthcare delivery. This paper defines virtual healthcare delivery as asynchronous, outsourced, and anonymous, then proposes a 2x2 Real-Virtual Healthcare Delivery model focused on real and virtual patients and real and virtual provider organizations. Using this model, provider organizations can systematically deconstruct healthcare delivery in the real world and reconstruct appropriate pieces in the virtual world. Observed barriers to virtual healthcare delivery are: resistance to telecommunication integrated delivery networks and outsourcing; confusion over virtual infrastructure requirements for telemedicine and full-service web portals, and the impact of integrated delivery networks and outsourcing on extant cultural norms and revenue generating practices. To remain competitive provider organizations must integrate real and virtual healthcare delivery. PMID:11825189
A Survey on Virtualization of Wireless Sensor Networks
Islam, Md. Motaharul; Hassan, Mohammad Mehedi; Lee, Ga-Won; Huh, Eui-Nam
2012-01-01
Wireless Sensor Networks (WSNs) are gaining tremendous importance thanks to their broad range of commercial applications such as in smart home automation, health-care and industrial automation. In these applications multi-vendor and heterogeneous sensor nodes are deployed. Due to strict administrative control over the specific WSN domains, communication barriers, conflicting goals and the economic interests of different WSN sensor node vendors, it is difficult to introduce a large scale federated WSN. By allowing heterogeneous sensor nodes in WSNs to coexist on a shared physical sensor substrate, virtualization in sensor network may provide flexibility, cost effective solutions, promote diversity, ensure security and increase manageability. This paper surveys the novel approach of using the large scale federated WSN resources in a sensor virtualization environment. Our focus in this paper is to introduce a few design goals, the challenges and opportunities of research in the field of sensor network virtualization as well as to illustrate a current status of research in this field. This paper also presents a wide array of state-of-the art projects related to sensor network virtualization. PMID:22438759
A survey on virtualization of Wireless Sensor Networks.
Islam, Md Motaharul; Hassan, Mohammad Mehedi; Lee, Ga-Won; Huh, Eui-Nam
2012-01-01
Wireless Sensor Networks (WSNs) are gaining tremendous importance thanks to their broad range of commercial applications such as in smart home automation, health-care and industrial automation. In these applications multi-vendor and heterogeneous sensor nodes are deployed. Due to strict administrative control over the specific WSN domains, communication barriers, conflicting goals and the economic interests of different WSN sensor node vendors, it is difficult to introduce a large scale federated WSN. By allowing heterogeneous sensor nodes in WSNs to coexist on a shared physical sensor substrate, virtualization in sensor network may provide flexibility, cost effective solutions, promote diversity, ensure security and increase manageability. This paper surveys the novel approach of using the large scale federated WSN resources in a sensor virtualization environment. Our focus in this paper is to introduce a few design goals, the challenges and opportunities of research in the field of sensor network virtualization as well as to illustrate a current status of research in this field. This paper also presents a wide array of state-of-the art projects related to sensor network virtualization.
Poeschl, Sandra; Doering, Nicola
2015-01-01
Virtual reality exposure therapy (VRET) applications use high levels of fidelity in order to produce high levels of presence and thereby elicit an emotional response for the user (like fear for phobia treatment). State of research shows mixed results for the correlation between anxiety and presence in virtual reality exposure, with differing results depending on specific anxiety disorders. A positive correlation for anxiety and presence for social anxiety disorder is not proven up to now. One reason might be that plausibility of the simulation, namely including key triggers for social anxiety (for example verbal and non-verbal behavior of virtual agents that reflects potentially negative human evaluation) might not be acknowledged in current presence questionnaires. A German scale for measuring co-presence and social presence for virtual reality (VR) fear of public speaking scenarios was developed based on a translation and adaption of existing co-presence and social presence questionnaires. A sample of N = 151 students rated co-presence and social presence after using a fear of public speaking application. Four correlated factors were derived by item- and principle axis factor analysis (Promax rotation), representing the presenter's reaction to virtual agents, the reactions of the virtual agents as perceived by the presenter, impression of interaction possibilities, and (co-)presence of other people in the virtual environment. The scale developed can be used as a starting point for future research and test construction for VR applications with a social context.
Virtual Communities for Diabetes Chronic Disease Healthcare
Chorbev, Ivan; Sotirovska, Marija; Mihajlov, Dragan
2011-01-01
Diabetes is classified as the world's fastest-growing chronic illness that affects millions of people. It is a very serious disease, but the bright side is that it is treatable and can be managed. Proper education in this view is necessary to achieve essential control and prevent the aggregation of this chronic sickness. We have developed a healthcare social network that provides methods for distance learning; opportunities for creation of virtual self-help groups where patients can get information and establish interactions among each other in order to exchange important healthcare-related information; discussion forums; patient-to-healthcare specialist communication. The mission of our virtual community is to increase the independence of people with diabetes, self-management, empower them to take care of themselves, make their everyday activities easier, enrich their medical knowledge, and improve their health condition, make them more productive, and improve their communication with other patients with similar diagnoses. The ultimate goal is to enhance the quality of their life. PMID:22121358
Dots and dashes: art, virtual reality, and the telegraph
NASA Astrophysics Data System (ADS)
Ruzanka, Silvia; Chang, Ben
2009-02-01
Dots and Dashes is a virtual reality artwork that explores online romance over the telegraph, based on Ella Cheever Thayer's novel Wired Love - a Romance in Dots and Dashes (an Old Story Told in a New Way)1. The uncanny similarities between this story and the world of today's virtual environments provides the springboard for an exploration of a wealth of anxieties and dreams, including the construction of identities in an electronically mediated environment, the shifting boundaries between the natural and machine worlds, and the spiritual dimensions of science and technology. In this paper we examine the parallels between the telegraph networks and our current conceptions of cyberspace, as well as unique social and cultural impacts specific to the telegraph. These include the new opportunities and roles available to women in the telegraph industry and the connection between the telegraph and the Spiritualist movement. We discuss the development of the artwork, its structure and aesthetics, and the technical development of the work.
Teaching Advanced Concepts in Computer Networks: VNUML-UM Virtualization Tool
ERIC Educational Resources Information Center
Ruiz-Martinez, A.; Pereniguez-Garcia, F.; Marin-Lopez, R.; Ruiz-Martinez, P. M.; Skarmeta-Gomez, A. F.
2013-01-01
In the teaching of computer networks the main problem that arises is the high price and limited number of network devices the students can work with in the laboratories. Nowadays, with virtualization we can overcome this limitation. In this paper, we present a methodology that allows students to learn advanced computer network concepts through…
NASA Technical Reports Server (NTRS)
Hall, Brendan (Inventor); Bonk, Ted (Inventor); Varadarajan, Srivatsan (Inventor); Smithgall, William Todd (Inventor); DeLay, Benjamin F. (Inventor)
2017-01-01
Systems and methods for systematic hybrid network scheduling for multiple traffic classes with host timing and phase constraints are provided. In certain embodiments, a method of scheduling communications in a network comprises scheduling transmission of virtual links pertaining to a first traffic class on a global schedule to coordinate transmission of the virtual links pertaining to the first traffic class across all transmitting end stations on the global schedule; and scheduling transmission of each virtual link pertaining to a second traffic class on a local schedule of the respective transmitting end station from which each respective virtual link pertaining to the second traffic class is transmitted such that transmission of each virtual link pertaining to the second traffic class is coordinated only at the respective end station from which each respective virtual link pertaining to the second traffic class is transmitted.
Virtual and live social facilitation while exergaming: competitiveness moderates exercise intensity.
Snyder, Amanda L; Anderson-Hanley, Cay; Arciero, Paul J
2012-04-01
Grounded in social facilitation theory, this study compared the impact on exercise intensity of a virtual versus a live competitor, when riding a virtual reality-enhanced stationary bike ("cybercycle"). It was hypothesized that competitiveness would moderate effects. Twenty-three female college students were exposed to three conditions on a cybercycle: solo training, virtual competitor, and live competitor. After training without a competitor (solo condition for familiarization with equipment), participants competed against a virtual avatar or live rider (random order of presentation). A repeated-measures analysis revealed a significant condition (virtual/live) by competitiveness (high/low) interaction for exercise intensity (watts). More competitive participants exhibited significantly greater exercise intensity when competing against a live versus virtual competitor. The implication is that live competitors can have an added social facilitation effect and influence exercise intensity, although competitiveness moderates this effect.
Smart-Grid Backbone Network Real-Time Delay Reduction via Integer Programming.
Pagadrai, Sasikanth; Yilmaz, Muhittin; Valluri, Pratyush
2016-08-01
This research investigates an optimal delay-based virtual topology design using integer linear programming (ILP), which is applied to the current backbone networks such as smart-grid real-time communication systems. A network traffic matrix is applied and the corresponding virtual topology problem is solved using the ILP formulations that include a network delay-dependent objective function and lightpath routing, wavelength assignment, wavelength continuity, flow routing, and traffic loss constraints. The proposed optimization approach provides an efficient deterministic integration of intelligent sensing and decision making, and network learning features for superior smart grid operations by adaptively responding the time-varying network traffic data as well as operational constraints to maintain optimal virtual topologies. A representative optical backbone network has been utilized to demonstrate the proposed optimization framework whose simulation results indicate that superior smart-grid network performance can be achieved using commercial networks and integer programming.
Immersive Environments - A Connectivist Approach
NASA Astrophysics Data System (ADS)
Loureiro, Ana; Bettencourt, Teresa
We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.
Lamas, Eugenia; Salinas, Rodrigo; Vuillaume, Dominique
2016-01-01
A characteristic feature of the development of health-related social networks is the emergence of internet-based virtual communities, composed of patients. These communities go beyond the mere interchange of information concerning their conditions, intervening in the planning and execution of clinical research, including randomised controlled trials, in collaboration with health professionals. That was the case, in 2009, when patients suffering amyotrophic lateral sclerosis, a rare and severe disease, conducted a clinical trial in USA, organising themselves through an online platform. This initiative launched a new model for the planning and conduction of clinical research: "Participants-Led Research" (PLR). The distinctive particularities of this new research paradigm represent a challenge to the traditional standards used for judging the ethical soundness of clinical investigation. That is the case, for example, of informed consent. This article aims at identifying the ethical, legal, and social issues (ELSI) posed by PLR and the relevant concepts that may help in solving them. The following issues, in particular, are analysed, that may give place to a new social contract for the ethical assessment of clinical research: consent for participating in research and personal integrity; data protection and confidentiality; benefits sharing and intellectual property.
Sen, Robin
2016-06-01
The circumstances of those who are, or have been, in the care system may augment concern about their use of mobile phones and the internet, but little is specifically known about such use. Presenting findings from an exploratory study which investigated the experiences and views of six care leavers and four looked after children, this paper considers their social contact via mobile phones and the internet. Exploration of the study data is located alongside wider empirical findings around internet use and critical consideration of theoretical insights from the work of Bauman, Castells and LaMendola. Participants' reported use of digital media was not substantially different to that of their peer group: their core virtual networks had significant overlap with their core offline networks and social contact via digital media could provide welcome, if limited and individualised, social support. The most prominent difficulty arising from the use of these media was forms of verbal abuse by those known to the young people offline. While the centrality of digital technology within young people's lives influenced the way they communicated, underlying issues within their social relationships reflected greater similarity with a pre-digital age than has sometimes been suggested.
Virtual Network Embedding via Monte Carlo Tree Search.
Haeri, Soroush; Trajkovic, Ljiljana
2018-02-01
Network virtualization helps overcome shortcomings of the current Internet architecture. The virtualized network architecture enables coexistence of multiple virtual networks (VNs) on an existing physical infrastructure. VN embedding (VNE) problem, which deals with the embedding of VN components onto a physical network, is known to be -hard. In this paper, we propose two VNE algorithms: MaVEn-M and MaVEn-S. MaVEn-M employs the multicommodity flow algorithm for virtual link mapping while MaVEn-S uses the shortest-path algorithm. They formalize the virtual node mapping problem by using the Markov decision process (MDP) framework and devise action policies (node mappings) for the proposed MDP using the Monte Carlo tree search algorithm. Service providers may adjust the execution time of the MaVEn algorithms based on the traffic load of VN requests. The objective of the algorithms is to maximize the profit of infrastructure providers. We develop a discrete event VNE simulator to implement and evaluate performance of MaVEn-M, MaVEn-S, and several recently proposed VNE algorithms. We introduce profitability as a new performance metric that captures both acceptance and revenue to cost ratios. Simulation results show that the proposed algorithms find more profitable solutions than the existing algorithms. Given additional computation time, they further improve embedding solutions.
Stichter, Janine P; Laffey, James; Galyen, Krista; Herzog, Melissa
2014-02-01
One consistent area of need for students with autism spectrum disorders is in the area of social competence. However, the increasing need to provide qualified teachers to deliver evidence-based practices in areas like social competence leave schools, such as those found in rural areas, in need of support. Distance education and in particular, 3D Virtual Learning, holds great promise for supporting schools and youth to gain social competence through knowledge and social practice in context. iSocial, a distance education, 3D virtual learning environment implemented the 31-lesson social competence intervention for adolescents across three small cohorts totaling 11 students over a period of 4 months. Results demonstrated that the social competence curriculum was delivered with fidelity in the 3D virtual learning environment. Moreover, learning outcomes suggest that the iSocial approach shows promise for social competence benefits for youth.
Xia, Kelin
2017-12-20
In this paper, a multiscale virtual particle based elastic network model (MVP-ENM) is proposed for the normal mode analysis of large-sized biomolecules. The multiscale virtual particle (MVP) model is proposed for the discretization of biomolecular density data. With this model, large-sized biomolecular structures can be coarse-grained into virtual particles such that a balance between model accuracy and computational cost can be achieved. An elastic network is constructed by assuming "connections" between virtual particles. The connection is described by a special harmonic potential function, which considers the influence from both the mass distributions and distance relations of the virtual particles. Two independent models, i.e., the multiscale virtual particle based Gaussian network model (MVP-GNM) and the multiscale virtual particle based anisotropic network model (MVP-ANM), are proposed. It has been found that in the Debye-Waller factor (B-factor) prediction, the results from our MVP-GNM with a high resolution are as good as the ones from GNM. Even with low resolutions, our MVP-GNM can still capture the global behavior of the B-factor very well with mismatches predominantly from the regions with large B-factor values. Further, it has been demonstrated that the low-frequency eigenmodes from our MVP-ANM are highly consistent with the ones from ANM even with very low resolutions and a coarse grid. Finally, the great advantage of MVP-ANM model for large-sized biomolecules has been demonstrated by using two poliovirus virus structures. The paper ends with a conclusion.
Lang, Andrew SID; Bradley, Jean-Claude
2009-01-01
This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students. PMID:19852781
Lang, Andrew S I D; Bradley, Jean-Claude
2009-10-23
This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students.
Lee, Jung Suk; Namkoong, Kee; Ku, Jeonghun; Cho, Sangwoo; Park, Ji Yeon; Choi, You Kyong; Kim, Jae-Jin; Kim, In Young; Kim, Sun I; Jung, Young-Chul
2008-12-01
This study was conducted to assess the interaction between alcohol cues and social pressure in the induction of alcohol craving. Fourteen male patients with alcohol dependence and 14 age-matched social drinkers completed a virtual reality coping skill training program composed of four blocks according to the presence of alcohol cues (x2) and social pressure (x2). Before and after each block, the craving levels were measured using a visual analogue scale. Patients with alcohol dependence reported extremely high levels of craving immediately upon exposure to a virtual environment with alcohol cues, regardless of social pressure. In contrast, the craving levels of social drinkers were influenced by social pressure from virtual avatars. Our findings imply that an alcohol cue-laden environment should interfere with the ability to use coping skills against social pressure in real-life situations.
ERIC Educational Resources Information Center
Davis, Robert; Antonenko, Pavlo
2017-01-01
Pedagogical agents (PAs) are lifelike characters in virtual environments that help facilitate learning through social interactions and the virtual real relationships with the learners. This study explored whether and how PA gesture design impacts learning and agent social acceptance when used with elementary students learning foreign language…
Virtual Reality for Research in Social Neuroscience
Parsons, Thomas D.; Gaggioli, Andrea; Riva, Giuseppe
2017-01-01
The emergence of social neuroscience has significantly advanced our understanding of the relationship that exists between social processes and their neurobiological underpinnings. Social neuroscience research often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and social interactions. Whilst this research has merit, there is a growing interest in the presentation of dynamic stimuli in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Herein, we discuss the potential of virtual reality for enhancing ecological validity while maintaining experimental control in social neuroscience research. Virtual reality is a technology that allows for the creation of fully interactive, three-dimensional computerized models of social situations that can be fully controlled by the experimenter. Furthermore, the introduction of interactive virtual characters—either driven by a human or by a computer—allows the researcher to test, in a systematic and independent manner, the effects of various social cues. We first introduce key technical features and concepts related to virtual reality. Next, we discuss the potential of this technology for enhancing social neuroscience protocols, drawing on illustrative experiments from the literature. PMID:28420150
Virtual Reality for Research in Social Neuroscience.
Parsons, Thomas D; Gaggioli, Andrea; Riva, Giuseppe
2017-04-16
The emergence of social neuroscience has significantly advanced our understanding of the relationship that exists between social processes and their neurobiological underpinnings. Social neuroscience research often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and social interactions. Whilst this research has merit, there is a growing interest in the presentation of dynamic stimuli in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Herein, we discuss the potential of virtual reality for enhancing ecological validity while maintaining experimental control in social neuroscience research. Virtual reality is a technology that allows for the creation of fully interactive, three-dimensional computerized models of social situations that can be fully controlled by the experimenter. Furthermore, the introduction of interactive virtual characters-either driven by a human or by a computer-allows the researcher to test, in a systematic and independent manner, the effects of various social cues. We first introduce key technical features and concepts related to virtual reality. Next, we discuss the potential of this technology for enhancing social neuroscience protocols, drawing on illustrative experiments from the literature.
To trade or not to trade: Link prediction in the virtual water network
NASA Astrophysics Data System (ADS)
Tuninetti, Marta; Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2017-12-01
In the international trade network, links express the (temporary) presence of a commercial exchange of goods between any two countries. Given the dynamical behaviour of the trade network, where links are created and dismissed every year, predicting the link activation/deactivation is an open research question. Through the international trade network of agricultural goods, water resources are 'virtually' transferred from the country of production to the country of consumption. We propose a novel methodology for link prediction applied to the network of virtual water trade. Starting from the assumption of having links between any two countries, we estimate the associated virtual water flows by means of a gravity-law model using country and link characteristics as drivers. We consider the links with estimated flows higher than 1000 m3/year as active links, while the others as non-active links. Flows traded along estimated active links are then re-estimated using a similar but differently-calibrated gravity-law model. We were able to correctly model 84% of the existing links and 93% of the non-existing links in year 2011. It is worth to note that the predicted active links carry 99% of the global virtual water flow; hence, missed links are mainly those where a minimum volume of virtual water is exchanged. Results indicate that, over the period from 1986 to 2011, population, geographical distances between countries, and agricultural efficiency (through fertilizers use) are the major factors driving the link activation and deactivation. As opposed to other (network-based) models for link prediction, the proposed method is able to reconstruct the network architecture without any prior knowledge of the network topology, using only the nodes and links attributes; it thus represents a general method that can be applied to other networks such as food or value trade networks.
Characterization of the Virtual Water Commodity Network of Major U.S. Cities
NASA Astrophysics Data System (ADS)
Garcia, S.; Ahams, I. C.; Ruddell, B. L.; Mejia, A.
2016-12-01
Cities, through their socioeconomic power and consumption patterns, drive an intricate web of commodity flows that gives rise to an underlying network of indirect transfers of energy and water. The virtual water content of a commodity represents the water embedded in its production. It can serve as a measure of city water consumption that, along with direct, metabolic consumption, exposes the dependence of cities on distant regions and the potential vulnerabilities of the network to shocks and stresses. Using the U.S. network of commodities flows, together with their associated virtual water content, we use network theory to analyze first-order and higher-order topological properties of virtual water flows for major U.S. cities, defined by their metropolitan boundaries. They are represented as nodes and weighted directed links, symbolizing the volume and direction of the virtual water flows associated with the transfer of agricultural, livestock and industrial commodities. We find that network properties, generally, vary across commodities and reveal complex structures such as the appearance of hubs like Chicago, Houston, and New Orleans for industrial commodities and the formation of communities (megaregions). Additionally, using scaling arguments, we find that increasing city size makes larger cities more water efficient and hydroeconomically productive than smaller ones. This work represents an initial step towards understanding the role played by cities in the U.S. commodity network and food-energy-water (FEW) nexus.
Virtual reality social cognition training for young adults with high-functioning autism.
Kandalaft, Michelle R; Didehbani, Nyaz; Krawczyk, Daniel C; Allen, Tandra T; Chapman, Sandra B
2013-01-01
Few evidence-based social interventions exist for young adults with high-functioning autism, many of whom encounter significant challenges during the transition into adulthood. The current study investigated the feasibility of an engaging Virtual Reality Social Cognition Training intervention focused on enhancing social skills, social cognition, and social functioning. Eight young adults diagnosed with high-functioning autism completed 10 sessions across 5 weeks. Significant increases on social cognitive measures of theory of mind and emotion recognition, as well as in real life social and occupational functioning were found post-training. These findings suggest that the virtual reality platform is a promising tool for improving social skills, cognition, and functioning in autism.
A study on haptic collaborative game in shared virtual environment
NASA Astrophysics Data System (ADS)
Lu, Keke; Liu, Guanyang; Liu, Lingzhi
2013-03-01
A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.
Sward, Katherine A; Newth, Christopher JL; Khemani, Robinder G; Cryer, Martin E; Thelen, Julie L; Enriquez, Rene; Shaoyu, Su; Pollack, Murray M; Harrison, Rick E; Meert, Kathleen L; Berg, Robert A; Wessel, David L; Shanley, Thomas P; Dalton, Heidi; Carcillo, Joseph; Jenkins, Tammara L; Dean, J Michael
2015-01-01
Objectives To examine the feasibility of deploying a virtual web service for sharing data within a research network, and to evaluate the impact on data consistency and quality. Material and Methods Virtual machines (VMs) encapsulated an open-source, semantically and syntactically interoperable secure web service infrastructure along with a shadow database. The VMs were deployed to 8 Collaborative Pediatric Critical Care Research Network Clinical Centers. Results Virtual web services could be deployed in hours. The interoperability of the web services reduced format misalignment from 56% to 1% and demonstrated that 99% of the data consistently transferred using the data dictionary and 1% needed human curation. Conclusions Use of virtualized open-source secure web service technology could enable direct electronic abstraction of data from hospital databases for research purposes. PMID:25796596
Exploration of Social Capital and Knowledge Sharing: An Empirical Study on Student Virtual Teams
ERIC Educational Resources Information Center
Liu, Ying Chieh; Li, FengChia
2012-01-01
Although research on virtual teams is becoming more popular, there is a gap in the understanding of how social capital affects knowledge sharing and creating, and their impacts on virtual team performance. To fill in this gap, this study establishes a framework by incorporating social capital with the SECI model and further examines it with an…
ERIC Educational Resources Information Center
Shen, Kathy Ning; Yu, Angela Yan; Khalifa, Mohamed
2010-01-01
Integrating social presence theory and social identity theory, this study brings system design and social influence aspects together to explain their joint effects on knowledge contribution in virtual communities (VCs). Different from most prior information systems (IS) research that adopts a uni-dimensional approach and restricts social presence…
Social cognitive theory of gender development and differentiation.
Bussey, K; Bandura, A
1999-10-01
Human differentiation on the basis of gender is a fundamental phenomenon that affects virtually every aspect of people's daily lives. This article presents the social cognitive theory of gender role development and functioning. It specifies how gender conceptions are constructed from the complex mix of experiences and how they operate in concert with motivational and self-regulatory mechanisms to guide gender-linked conduct throughout the life course. The theory integrates psychological and sociostructural determinants within a unified conceptual structure. In this theoretical perspective, gender conceptions and roles are the product of a broad network of social influences operating interdependently in a variety of societal subsystems. Human evolution provides bodily structures and biological potentialities that permit a range of possibilities rather than dictate a fixed type of gender differentiation. People contribute to their self-development and bring about social changes that define and structure gender relationships through their agentic actions within the interrelated systems of influence.
Directional virtual backbone based data aggregation scheme for Wireless Visual Sensor Networks.
Zhang, Jing; Liu, Shi-Jian; Tsai, Pei-Wei; Zou, Fu-Min; Ji, Xiao-Rong
2018-01-01
Data gathering is a fundamental task in Wireless Visual Sensor Networks (WVSNs). Features of directional antennas and the visual data make WVSNs more complex than the conventional Wireless Sensor Network (WSN). The virtual backbone is a technique, which is capable of constructing clusters. The version associating with the aggregation operation is also referred to as the virtual backbone tree. In most of the existing literature, the main focus is on the efficiency brought by the construction of clusters that the existing methods neglect local-balance problems in general. To fill up this gap, Directional Virtual Backbone based Data Aggregation Scheme (DVBDAS) for the WVSNs is proposed in this paper. In addition, a measurement called the energy consumption density is proposed for evaluating the adequacy of results in the cluster-based construction problems. Moreover, the directional virtual backbone construction scheme is proposed by considering the local-balanced factor. Furthermore, the associated network coding mechanism is utilized to construct DVBDAS. Finally, both the theoretical analysis of the proposed DVBDAS and the simulations are given for evaluating the performance. The experimental results prove that the proposed DVBDAS achieves higher performance in terms of both the energy preservation and the network lifetime extension than the existing methods.
Developing Simulated Cyber Attack Scenarios Against Virtualized Adversary Networks
2017-03-01
MAST is a custom software framework originally designed to facilitate the training of network administrators on live networks using SimWare. The MAST...or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services ...scenario development and testing in a virtual test environment. Commercial and custom software tools that provide the ability to conduct network
ERIC Educational Resources Information Center
Richardson, Don
A Virtual Research and Extension Communication Network (VRECN) is a set of networked electronic tools facilitating improvement in communication processes and information sharing among stakeholders involved in agricultural development. In developing countries, research and extension personnel within a ministry of agriculture, in consultation and…
Virtual Reality Social Cognition Training for Young Adults with High-Functioning Autism
ERIC Educational Resources Information Center
Kandalaft, Michelle R.; Didehbani, Nyaz; Krawczyk, Daniel C.; Allen, Tandra T.; Chapman, Sandra B.
2013-01-01
Few evidence-based social interventions exist for young adults with high-functioning autism, many of whom encounter significant challenges during the transition into adulthood. The current study investigated the feasibility of an engaging Virtual Reality Social Cognition Training intervention focused on enhancing social skills, social cognition,…
Virtual reality exposure in the treatment of social phobia.
Klinger, Evelyne; Légeron, Patrick; Roy, Stéphane; Chemin, Isabelle; Lauer, Françoise; Nugues, Pierre
2004-01-01
Social phobia is one of the most frequent psychiatric disorders and is accessible to two forms of scientifically validated treatments: anti-depressant drugs and cognitive-behavioral therapies. Graded exposure to feared social situations (either in vivo or by imagining the situations) is fundamental to obtain an improvement of the anxious symptoms. Virtual reality (VR) may be an alternative to these standard exposure techniques and seems to bring significant advantages by allowing exposures to numerous and varied situations. Moreover studies have shown that human subjects are appropriately sensitive to virtual environments. This chapter reports the definition of a VR-based clinical protocol and a study to treat social phobia using virtual reality techniques. The virtual environments used in the treatment reproduce four situations that social phobics feel the most threatening: performance, intimacy, scrutiny and assertiveness. With the help of the therapist, the patient learns adapted cognitions and behaviors when coping with social situations, with the aim of reducing her or his anxiety in the corresponding real life situations. Some studies have been carried out using virtual reality in the treatment of fear of public speaking, which is only a small part of the symptomatology of most of social phobic patients. The novelty of our work is to address a larger group of situations that the phobic patients experience with high anxiety. In our protocol, the efficacy of the virtual reality treatment is compared to well established and well validated group cognitive-behavioral treatment.
Psychosocial experiences of the internet in a group of adolescents: A qualitative content analysis
Mahdizadeh, Mehrsadat; Solhi, Mahnaz; Ebadifard Azar, Farbod; Taghipour, Ali; Asgharnejad Farid, Aliasghar
2017-01-01
Background: Social networking has a dramatically increasing trend among adolescents. By creating novel models of content production, distribution, and reception, this space has introduced opportunities and threats for adolescents, which must be understood in relation with their health status. This study was conducted with the aim of describing the psychosocial experiences of Iranian adolescents in the Internet's virtual space. Methods: The present qualitative formal content analysis was conducted in Mashhad a city Iran. The participants included 32 adolescents of 13-18 years of age. Data were collected through 32 semi-structured individual and group interviews with maximum variation. The data were recorded, transcribed, and then analyzed via MAXQ 10 software. Results: In this study, 2 main themes of "moving towards constructiveness" and "perceiving social and psychological tensions" were formed. Accordingly, 9 subcategories were formulated including: increasing the social capital, a good feeling in life, escaping loneliness, being seen in the social network, intelligent selection of content, perceived threats, temptation, decline of behavioral values and principles, and emotional and social helplessness. Conclusion: Adolescents’ positive and negative experiences in the Internet form based on personal and environmental factors. These experiences affect the mental and social dimensions of their health. These factors call for the attention of scholars and policymakers for developing enabling strategies for adolescents, and their families and for experts for promoting adolescents’ health. PMID:29445675
2015-05-01
application ,1 while the simulated PLC software is the open source ModbusPal Java application . When queried using the Modbus TCP protocol, ModbusPal reports...and programmable logic controller ( PLC ) components. The HMI and PLC components were instantiated with software and installed in multiple virtual...creating and capturing HMI– PLC network traffic over a 24-h period in the virtualized network and inspect the packets for errors. Test the
NASA Astrophysics Data System (ADS)
Rea, Luca; Pompei, Sergio; Valenti, Alessandro; Matera, Francesco; Zema, Cristiano; Settembre, Marina
We report an experimental investigation about the Virtual Private LAN Service technique to guarantee the quality of service in the metro/core network and also in the presence of access bandwidth bottleneck. We also show how the virtual private network can be set up for answering to a user request in a very fast way. The tests were performed in a GMPLS test bed with GbE core routers linked with long (tens of kilometers) GbE G.652 fiber links.
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin
2016-01-01
This case study describes how a systematic 7-Step Virtual Worlds Teacher Training Workshop guided the enculturation of 18 special education teachers into three-dimensional virtual worlds. The main purpose was to enable these teachers to make informed decisions about the usability of virtual worlds for students with social skills challenges, such…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Priedhorsky, Reid; Randles, Tim
Charliecloud is a set of scripts to let users run a virtual cluster of virtual machines (VMs) on a desktop or supercomputer. Key functions include: 1. Creating (typically by installing an operating system from vendor media) and updating VM images; 2. Running a single VM; 3. Running multiple VMs in a virtual cluster. The virtual machines can talk to one another over the network and (in some cases) the outside world. This is accomplished by calling external programs such as QEMU and the Virtual Distributed Ethernet (VDE) suite. The goal is to let users have a virtual cluster containing nodesmore » where they have privileged access, while isolating that privilege within the virtual cluster so it cannot affect the physical compute resources. Host configuration enforces security; this is not included in Charliecloud, though security guidelines are included in its documentation and Charliecloud is designed to facilitate such configuration. Charliecloud manages passing information from host computers into and out of the virtual machines, such as parameters of the virtual cluster, input data specified by the user, output data from virtual compute jobs, VM console display, and network connections (e.g., SSH or X11). Parameters for the virtual cluster (number of VMs, RAM and disk per VM, etc.) are specified by the user or gathered from the environment (e.g., SLURM environment variables). Example job scripts are included. These include computation examples (such as a "hello world" MPI job) as well as performance tests. They also include a security test script to verify that the virtual cluster is appropriately sandboxed. Tests include: 1. Pinging hosts inside and outside the virtual cluster to explore connectivity; 2. Port scans (again inside and outside) to see what services are available; 3. Sniffing tests to see what traffic is visible to running VMs; 4. IP address spoofing to test network functionality in this case; 5. File access tests to make sure host access permissions are enforced. This test script is not a comprehensive scanner and does not test for specific vulnerabilities. Importantly, no information about physical hosts or network topology is included in this script (or any of Charliecloud); while part of a sensible test, such information is specified by the user when the test is run. That is, one cannot learn anything about the LANL network or computing infrastructure by examining Charliecloud code.« less
Balandin, Susan; Molka-Danielsen, Judith
2015-01-01
The aim of this research was to explore educators' perceptions of a virtual world Second Life TM as an environment for social interaction and social inclusion for the Norwegian adult students with intellectual disability that they supported. Five educators who supported a total of 10 adult students with intellectual disability in computer classes in community Adult Education Centres participated in individual in-depth interviews. The interviews were transcribed verbatim and analysed using a content analysis. Participants were positive about Second Life although they did not perceive that it offered a successful context for social interaction or inclusion. They identified a number of benefits to using a virtual world and for students participating in virtual world research. Barriers identified included language, literacy, and technology issues along with the complexity of participating independently in a virtual world. Some people with intellectual disability can use virtual worlds but the skills required need additional research. Virtual worlds may provide a stimulating, safe, and exciting context for a range of activities but the level of support required by many people is high and consequently expensive.
Cyber-Physical System Security With Deceptive Virtual Hosts for Industrial Control Networks
Vollmer, Todd; Manic, Milos
2014-05-01
A challenge facing industrial control network administrators is protecting the typically large number of connected assets for which they are responsible. These cyber devices may be tightly coupled with the physical processes they control and human induced failures risk dire real-world consequences. Dynamic virtual honeypots are effective tools for observing and attracting network intruder activity. This paper presents a design and implementation for self-configuring honeypots that passively examine control system network traffic and actively adapt to the observed environment. In contrast to prior work in the field, six tools were analyzed for suitability of network entity information gathering. Ettercap, anmore » established network security tool not commonly used in this capacity, outperformed the other tools and was chosen for implementation. Utilizing Ettercap XML output, a novel four-step algorithm was developed for autonomous creation and update of a Honeyd configuration. This algorithm was tested on an existing small campus grid and sensor network by execution of a collaborative usage scenario. Automatically created virtual hosts were deployed in concert with an anomaly behavior (AB) system in an attack scenario. Virtual hosts were automatically configured with unique emulated network stack behaviors for 92% of the targeted devices. The AB system alerted on 100% of the monitored emulated devices.« less
Griswold, Alisha
2013-01-01
The demonstration of altruistic behaviours by disaster survivors, and even those observing emergencies from afar, is well documented. Over the past few decades, government-sponsored crisis planning has evolved to include affiliated volunteer agencies, with a general acknowledgment of the need to plan for unaffiliated or spontaneous volunteers. Just as the understanding of the need for volunteers has grown, so too have the ways in which volunteers are able to donate their time and skills. The popularity of social media networks and online communities provide new ways for the public to get involved in disaster response. Public service agencies should be proactive in investigating these emerging platforms and understanding their impacts during crises. Established methods of integrating on-scene volunteers into post-disaster response operations can be used as templates for creating virtual volunteer programmes.
Henwood, Ruth; Patten, Gabriela; Barnett, Whitney; Hwang, Bella; Metcalf, Carol; Hacking, Damian; Wilkinson, Lynne
2016-07-01
Médecins Sans Frontières supports human immunodeficiency virus (HIV)-infected youth, aged 12-25 years, at a clinic in Khayelitsha, South Africa. Patients are enrolled in youth clubs, and provided with a virtual chat room, using the cell-phone-based social networking platform, MXit, to support members between monthly/bimonthly club meetings. The acceptability and uptake of MXit was assessed. MXit was facilitated by lay counsellors, was password protected, and participants could enter and leave at will. Club members were asked to complete self-administered questionnaires and participate in two focus-group discussions. In total, 60 club members completed the questionnaire, and 12 participated in the focus groups. Fifty-eight percentage were aged 23-25 years, 63% were female and 83% had a cell phone. Sixty percentage had used MXit before, with 38% having used it in the past month. Sixty-five percentage were aware of the chat-room and 39% knew how to access it. Thirty-four percentage used the chat-room at least once, 20% had visited the chat-room in the past month, and 29% had used MXit to have private conversations with other club members. Fifty-seven percentage used the chat-room to get advice, and 84% of all respondents felt that offering a service outside the youth club meetings was important and would like to see one to continue. The cost of using social media platforms was an issue with some, as well as the need for anonymity. Preference for other platforms, logistical obstacles, or loss of interest contributed to non-use. Reported usage of the MXit chat-room was low, but participants indicated acceptance of the programme and their desire to interact with their peers through social media. Suggestions to improve the platform included accessible chat histories, using more popular platforms such as Facebook or WhatsApp, and to have topical discussions where pertinent information for youth is provided.
Analysing the connectivity and communication of suicidal users on twitter
Colombo, Gualtiero B.; Burnap, Pete; Hodorog, Andrei; Scourfield, Jonathan
2016-01-01
In this paper we aim to understand the connectivity and communication characteristics of Twitter users who post content subsequently classified by human annotators as containing possible suicidal intent or thinking, commonly referred to as suicidal ideation. We achieve this understanding by analysing the characteristics of their social networks. Starting from a set of human annotated Tweets we retrieved the authors’ followers and friends lists, and identified users who retweeted the suicidal content. We subsequently built the social network graphs. Our results show a high degree of reciprocal connectivity between the authors of suicidal content when compared to other studies of Twitter users, suggesting a tightly-coupled virtual community. In addition, an analysis of the retweet graph has identified bridge nodes and hub nodes connecting users posting suicidal ideation with users who were not, thus suggesting a potential for information cascade and risk of a possible contagion effect. This is particularly emphasised by considering the combined graph merging friendship and retweeting links. PMID:26973360
Jin, Wenquan; Kim, DoHyeun
2018-05-26
The Internet of Things is comprised of heterogeneous devices, applications, and platforms using multiple communication technologies to connect the Internet for providing seamless services ubiquitously. With the requirement of developing Internet of Things products, many protocols, program libraries, frameworks, and standard specifications have been proposed. Therefore, providing a consistent interface to access services from those environments is difficult. Moreover, bridging the existing web services to sensor and actuator networks is also important for providing Internet of Things services in various industry domains. In this paper, an Internet of Things proxy is proposed that is based on virtual resources to bridge heterogeneous web services from the Internet to the Internet of Things network. The proxy enables clients to have transparent access to Internet of Things devices and web services in the network. The proxy is comprised of server and client to forward messages for different communication environments using the virtual resources which include the server for the message sender and the client for the message receiver. We design the proxy for the Open Connectivity Foundation network where the virtual resources are discovered by the clients as Open Connectivity Foundation resources. The virtual resources represent the resources which expose services in the Internet by web service providers. Although the services are provided by web service providers from the Internet, the client can access services using the consistent communication protocol in the Open Connectivity Foundation network. For discovering the resources to access services, the client also uses the consistent discovery interface to discover the Open Connectivity Foundation devices and virtual resources.
Architecture and design of optical path networks utilizing waveband virtual links
NASA Astrophysics Data System (ADS)
Ito, Yusaku; Mori, Yojiro; Hasegawa, Hiroshi; Sato, Ken-ichi
2016-02-01
We propose a novel optical network architecture that uses waveband virtual links, each of which can carry several optical paths, to directly bridge distant node pairs. Future photonic networks should not only transparently cover extended areas but also expand fiber capacity. However, the traversal of many ROADM nodes impairs the optical signal due to spectrum narrowing. To suppress the degradation, the bandwidth of guard bands needs to be increased, which degrades fiber frequency utilization. Waveband granular switching allows us to apply broader pass-band filtering at ROADMs and to insert sufficient guard bands between wavebands with minimum frequency utilization offset. The scheme resolves the severe spectrum narrowing effect. Moreover, the guard band between optical channels in a waveband can be minimized, which increases the number of paths that can be accommodated per fiber. In the network, wavelength path granular routing is done without utilizing waveband virtual links, and it still suffers from spectrum narrowing. A novel network design algorithm that can bound the spectrum narrowing effect by limiting the number of hops (traversed nodes that need wavelength path level routing) is proposed in this paper. This algorithm dynamically changes the waveband virtual link configuration according to the traffic distribution variation, where optical paths that need many node hops are effectively carried by virtual links. Numerical experiments demonstrate that the number of necessary fibers is reduced by 23% compared with conventional optical path networks.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pais Pitta de Lacerda Ruivo, Tiago; Bernabeu Altayo, Gerard; Garzoglio, Gabriele
2014-11-11
has been widely accepted that software virtualization has a big negative impact on high-performance computing (HPC) application performance. This work explores the potential use of Infiniband hardware virtualization in an OpenNebula cloud towards the efficient support of MPI-based workloads. We have implemented, deployed, and tested an Infiniband network on the FermiCloud private Infrastructure-as-a-Service (IaaS) cloud. To avoid software virtualization towards minimizing the virtualization overhead, we employed a technique called Single Root Input/Output Virtualization (SRIOV). Our solution spanned modifications to the Linux’s Hypervisor as well as the OpenNebula manager. We evaluated the performance of the hardware virtualization on up to 56more » virtual machines connected by up to 8 DDR Infiniband network links, with micro-benchmarks (latency and bandwidth) as well as w a MPI-intensive application (the HPL Linpack benchmark).« less
Hearing loss on social media: Who is winning hearts and minds?
Crowson, Matthew G; Tucci, Debara L; Kaylie, David
2018-06-01
To analyze specific patterns of Twitter usage using common references to hearing loss, and characterize the virtual public that comprises the hearing loss community to inform hearing loss stakeholders for opportunities for engagement and outreach. Social media network analysis. Twitter tweets were sampled from July 2016 to September 2016 using #hearing, #hearingloss, #deaf, #hearingimpairment, #hardofhearing, #deafness, #hearingmatters, #hearinghealth, and #hearingimpaired tags. User and Twitter social community metrics were examined including temporal trends, tweet content, user activity, tweet reach, and an analysis of the tweets' social network. We identified and analyzed 49,208 tweets from July 2016 to September 2016 with tags relevant to hearing loss. Of the 100 most active Twitter accounts, organizations owned 67% compared to 33% owned by individuals. Commercial/for profit and informational organizations were the most common organization account owners (26% and 16%, respectively). Five unique tweets were identified as each having a reach of over 100,000 Twitter users, with the greatest reach exceeding 250,000 users. Temporal analysis identified marked retweet outliers (>300 retweets per hour) that corresponded with a widely publicized event involving the dismissal of a deaf employee from a fast-food chain store. Twitter accounts owned by organizations outnumbered individual accounts, and commercial/for profit user accounts were the most frequently active organization account type. Tweets pertaining to hearing loss may have a broad reach to a large community base. Analyses of social media use can be helpful in discovering issues of interest to the hearing loss community, as well as determining which users and organizations are dominating social network conversations. NA. Laryngoscope, 128:1453-1461, 2018. © 2017 The American Laryngological, Rhinological and Otological Society, Inc.
Tseng, Fang-Yi; Yang, Hao-Jan
2015-04-01
The relationships of Internet use, web communication, and sources of social support with adolescent self-injurious thoughts and behaviors (SITBs) in Taiwan were investigated. The study sample of 391 12 to 18-year-olds was selected from nine public high schools. Findings show that girls are more likely to have SITBs, except for suicide gestures. Web communication is a risk factor for SITBs in boys but not in girls. Family support is protective in both genders. Support from friends is protective and support from significant others was a risk factor for suicide plans in girls. Support from virtual social communities can have both positive and negative effects on adolescent SITBs, with different effects by gender. © 2014 The American Association of Suicidology.
Mobile Virtual Private Networking
NASA Astrophysics Data System (ADS)
Pulkkis, Göran; Grahn, Kaj; Mårtens, Mathias; Mattsson, Jonny
Mobile Virtual Private Networking (VPN) solutions based on the Internet Security Protocol (IPSec), Transport Layer Security/Secure Socket Layer (SSL/TLS), Secure Shell (SSH), 3G/GPRS cellular networks, Mobile IP, and the presently experimental Host Identity Protocol (HIP) are described, compared and evaluated. Mobile VPN solutions based on HIP are recommended for future networking because of superior processing efficiency and network capacity demand features. Mobile VPN implementation issues associated with the IP protocol versions IPv4 and IPv6 are also evaluated. Mobile VPN implementation experiences are presented and discussed.
Ubiquitous virtual private network: a solution for WSN seamless integration.
Villa, David; Moya, Francisco; Villanueva, Félix Jesús; Aceña, Óscar; López, Juan Carlos
2014-01-06
Sensor networks are becoming an essential part of ubiquitous systems and applications. However, there are no well-defined protocols or mechanisms to access the sensor network from the enterprise information system. We consider this issue as a heterogeneous network interconnection problem, and as a result, the same concepts may be applied. Specifically, we propose the use of object-oriented middlewares to provide a virtual private network in which all involved elements (sensor nodes or computer applications) will be able to communicate as if all of them were in a single and uniform network.
Bombari, Dario; Schmid Mast, Marianne; Canadas, Elena; Bachmann, Manuel
2015-01-01
The goal of the present review is to explain how immersive virtual environment technology (IVET) can be used for the study of social interactions and how the use of virtual humans in immersive virtual environments can advance research and application in many different fields. Researchers studying individual differences in social interactions are typically interested in keeping the behavior and the appearance of the interaction partner constant across participants. With IVET researchers have full control over the interaction partners, can standardize them while still keeping the simulation realistic. Virtual simulations are valid: growing evidence shows that indeed studies conducted with IVET can replicate some well-known findings of social psychology. Moreover, IVET allows researchers to subtly manipulate characteristics of the environment (e.g., visual cues to prime participants) or of the social partner (e.g., his/her race) to investigate their influences on participants’ behavior and cognition. Furthermore, manipulations that would be difficult or impossible in real life (e.g., changing participants’ height) can be easily obtained with IVET. Beside the advantages for theoretical research, we explore the most recent training and clinical applications of IVET, its integration with other technologies (e.g., social sensing) and future challenges for researchers (e.g., making the communication between virtual humans and participants smoother). PMID:26157414
Bombari, Dario; Schmid Mast, Marianne; Canadas, Elena; Bachmann, Manuel
2015-01-01
The goal of the present review is to explain how immersive virtual environment technology (IVET) can be used for the study of social interactions and how the use of virtual humans in immersive virtual environments can advance research and application in many different fields. Researchers studying individual differences in social interactions are typically interested in keeping the behavior and the appearance of the interaction partner constant across participants. With IVET researchers have full control over the interaction partners, can standardize them while still keeping the simulation realistic. Virtual simulations are valid: growing evidence shows that indeed studies conducted with IVET can replicate some well-known findings of social psychology. Moreover, IVET allows researchers to subtly manipulate characteristics of the environment (e.g., visual cues to prime participants) or of the social partner (e.g., his/her race) to investigate their influences on participants' behavior and cognition. Furthermore, manipulations that would be difficult or impossible in real life (e.g., changing participants' height) can be easily obtained with IVET. Beside the advantages for theoretical research, we explore the most recent training and clinical applications of IVET, its integration with other technologies (e.g., social sensing) and future challenges for researchers (e.g., making the communication between virtual humans and participants smoother).
Kampmann, Isabel L; Emmelkamp, Paul M G; Hartanto, Dwi; Brinkman, Willem-Paul; Zijlstra, Bonne J H; Morina, Nexhmedin
2016-02-01
This randomized controlled trial investigated the efficacy of a stand-alone virtual reality exposure intervention comprising verbal interaction with virtual humans to target heterogeneous social fears in participants with social anxiety disorder. Sixty participants (Mage = 36.9 years; 63.3% women) diagnosed with social anxiety disorder were randomly assigned to individual virtual reality exposure therapy (VRET), individual in vivo exposure therapy (iVET), or waiting-list. Multilevel regression analyses revealed that both treatment groups improved from pre-to postassessment on social anxiety symptoms, speech duration, perceived stress, and avoidant personality disorder related beliefs when compared to the waiting-list. Participants receiving iVET, but not VRET, improved on fear of negative evaluation, speech performance, general anxiety, depression, and quality of life relative to those on waiting-list. The iVET condition was further superior to the VRET condition regarding decreases in social anxiety symptoms at post- and follow-up assessments, and avoidant personality disorder related beliefs at follow-up. At follow-up, all improvements were significant for iVET. For VRET, only the effect for perceived stress was significant. VRET containing extensive verbal interaction without any cognitive components can effectively reduce complaints of generalized social anxiety disorder. Future technological and psychological improvements of virtual social interactions might further enhance the efficacy of VRET for social anxiety disorder. Copyright © 2015 Elsevier Ltd. All rights reserved.
Sherman, Lauren E.; Payton, Ashley A.; Hernandez, Leanna M.; Greenfield, Patricia M.; Dapretto, Mirella
2016-01-01
We investigated a unique way in which adolescent peer influence occurs on social media. We developed a novel fMRI paradigm to simulate the popular social photo-sharing tool Instagram, and measured adolescents’ behavioral and neural responses to “Likes,” a quantifiable form of social endorsement and potential source of peer influence. Adolescents underwent fMRI while viewing photographs ostensibly submitted to Instagram. Adolescents were more likely to Like photos depicted with many Likes and refrain from Liking photos with few Likes – indicating the influence of virtual peer endorsement, a finding that held for both neutral photos and photos of risky behaviors (e.g., drinking, smoking). Viewing photographs with many (vs. few) Likes was associated with greater activity in neural regions implicated in reward processing, social cognition, imitation, and attention. Furthermore, when adolescents viewed risky (vs. non-risky) photographs, activation in the cognitive control network decreased. These findings highlight possible mechanisms underlying peer influence during adolescence. PMID:27247125
Equity, sustainability and governance in urban settings.
Rice, Marilyn; Hancock, Trevor
2016-03-01
In this commentary the urban setting is explored from the perspective of ecological sustainability and social equity. Urban-related issues are highlighted related to social inequality, deficits in urban infrastructures, behavior-related illnesses and risks, global ecological changes, and urban sprawl. Approaches to addressing these issues are described from the perspective of urban governance, urban planning and design, social determinants of health, health promotion, and personal and community empowerment. Examples of successful strategies are provided from Latin America, including using participatory instruments (assessments, evaluation, participatory budgeting, etc.), establishing intersectoral committees, increasing participation of civil society organizations, and developing virtual forums and networks to channel participatory and collaborative processes. A way forward is proposed, using the urban setting to show the imperative of creating intersectoral policies and programs that produce environments that are both healthy and sustainable. It will be important to include new forms of social participation and use social media to facilitate citizen decision-making and active participation of all sectors of society, especially excluded groups. © The Author(s) 2015.
Sherman, Lauren E; Payton, Ashley A; Hernandez, Leanna M; Greenfield, Patricia M; Dapretto, Mirella
2016-07-01
We investigated a unique way in which adolescent peer influence occurs on social media. We developed a novel functional MRI (fMRI) paradigm to simulate Instagram, a popular social photo-sharing tool, and measured adolescents' behavioral and neural responses to likes, a quantifiable form of social endorsement and potential source of peer influence. Adolescents underwent fMRI while viewing photos ostensibly submitted to Instagram. They were more likely to like photos depicted with many likes than photos with few likes; this finding showed the influence of virtual peer endorsement and held for both neutral photos and photos of risky behaviors (e.g., drinking, smoking). Viewing photos with many (compared with few) likes was associated with greater activity in neural regions implicated in reward processing, social cognition, imitation, and attention. Furthermore, when adolescents viewed risky photos (as opposed to neutral photos), activation in the cognitive-control network decreased. These findings highlight possible mechanisms underlying peer influence during adolescence. © The Author(s) 2016.
Virtual socialization in adults with spina bifida.
Chan, Wendy M; Dicianno, Brad E
2011-03-01
To use spina bifida (SB) as a model of chronic physical disability to study the associations of virtual socialization, friendships, and quality of life (QOL) in adults. Cross-sectional survey. Subjects were recruited from residential living facilities, outpatient clinics, and the University of Pittsburgh Medical Center (UPMC) research registry. Inclusion criteria were age between 18 and 80 years and clinical diagnoses of SB cystica (myelomeningocele) and hydrocephalus. The exclusion criterion was the diagnosis of SB occulta. Sixty-three eligible adults were enrolled, and all completed the study. The survey via questionnaire was performed in person or over the telephone. Data collected included the World Health Organization's Medical Outcomes Study 26-item Short Form, Economic Self-Sufficiency from the Craig Handicap Assessment and Reporting Technique Short Form, virtual socializing habits, and number of friends. Three linear regression models were performed, each with a unique dependent variable: number of friends, psychological QOL, or social QOL. The following independent variables were included in all models: age, gender, ethnicity, economic self-sufficiency, marital status, education level, lesion level, health status, user group, collection method, and time spent virtually socializing. In addition, each regression model included the dependent variables from the other 2 models in its independent variables. Increased degree of virtual socialization (VS) was associated with a greater number of friends (P = .003, r = .684). Mean (standard deviation) numbers of friends by VS groups were the following: users, n = 4.9 ± 2.7; semi-users, n = 3.8 ± 2.7; and nonusers, n = 2.1 ± 2.3, which represent a 2.3 times greater number of friends between the users and nonusers. The effect of virtual socialization on QOL was also positive, however, not statistically significant. People with chronic physical disabilities, such as SB, are at high risk for peer rejection and long-term social avoidance. Users of the most immersive forms of virtual socialization, have more real world friends than both semi-users and nonusers. Any form of VS, whether immersive or real time, may improve the opportunity for meaningful social encounters. Prospective intervention studies are needed to elucidate whether a causal positive relationship between virtual socialization and friendships exists. Further research is needed to clarify virtual socialization's impact on QOL; however, the upward trend in all 4 domains of QOL across user groups suggests similar potential benefits. Copyright © 2011 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.
Research on virtual network load balancing based on OpenFlow
NASA Astrophysics Data System (ADS)
Peng, Rong; Ding, Lei
2017-08-01
The Network based on OpenFlow technology separate the control module and data forwarding module. Global deployment of load balancing strategy through network view of control plane is fast and of high efficiency. This paper proposes a Weighted Round-Robin Scheduling algorithm for virtual network and a load balancing plan for server load based on OpenFlow. Load of service nodes and load balancing tasks distribution algorithm will be taken into account.
2015-06-01
unit may setup and teardown the entire tactical infrastructure multiple times per day. This tactical network administrator training is a critical...language and runs on Linux and Unix based systems. All provisioning is based around the Nagios Core application, a powerful backend solution for network...start up a large number of virtual machines quickly. CORE supports the simulation of fixed and mobile networks. CORE is open-source, written in Python
Developing Youth's Cultural and Social Skills through a Social-Virtual Curriculum
ERIC Educational Resources Information Center
Eteokleous, Nikleia
2011-01-01
Purpose: This study seeks to evaluate the application of a social-virtual curriculum delivered through in-classroom and web-based activities, aiming to develop youth's social-cultural skills, cultural competency and multicultural awareness. Specifically, the study evaluates the overall impact of the curriculum to the participating youth's…
CosmoQuest Collaborative: Galvanizing a Dynamic Professional Learning Network
NASA Astrophysics Data System (ADS)
Cobb, Whitney; Bracey, Georgia; Buxner, Sanlyn; Gay, Pamela L.; Noel-Storr, Jacob; CosmoQuest Team
2016-10-01
The CosmoQuest Collaboration offers in-depth experiences to diverse audiences around the nation and the world through pioneering citizen science in a virtual research facility. An endeavor between universities, research institutes, and NASA centers, CosmoQuest brings together scientists, educators, researchers, programmers—and citizens of all ages—to explore and make sense of our solar system and beyond. Leveraging human networks to expand NASA science, scaffolded by an educational framework that inspires lifelong learners, CosmoQuest engages citizens in analyzing and interpreting real NASA data, inspiring questions and defining problems.The QuestionLinda Darling-Hammond calls for professional development to be: "focused on the learning and teaching of specific curriculum content [i.e. NGSS disciplinary core ideas]; organized around real problems of practice [i.e. NGSS science and engineering practices] … [and] connected to teachers' collaborative work in professional learning community...." (2012) In light of that, what is the unique role CosmoQuest's virtual research facility can offer NASA STEM education?A Few AnswersThe CosmoQuest Collaboration actively engages scientists in education, and educators (and learners) in science. CosmoQuest uses social channels to empower and expand NASA's learning community through a variety of media, including science and education-focused hangouts, virtual star parties, and social media. In addition to creating its own supportive, standards-aligned materials, CosmoQuest offers a hub for excellent resources and materials throughout NASA and the larger astronomy community.In support of CosmoQuest citizen science opportunities, CQ initiatives (Learning Space, S-ROSES, IDEASS, Educator Zone) will be leveraged and shared through the CQPLN. CosmoQuest can be present and alive in the awareness its growing learning community.Finally, to make the CosmoQuest PLN truly relevant, it aims to encourage partnerships between scientists and educators, and offer "just-in-time" opportunities to support constituents exploring emerging NASA STEM education, from diverse educators to the curious learner of any age.
Undertaking qualitative health research in social virtual worlds.
McElhinney, Evelyn; Cheater, Francine M; Kidd, Lisa
2014-06-01
This paper discusses the methodological challenges of using the 3D social virtual world Second Life for research and offers some solutions on a range of research issues including research ethics committee approval, gaining consent, recruitment of sample, data collection and engagement with 'in - world culture'. The attraction of social virtual worlds to researchers is their ability to mimic the physical world, as they, are seen as 'places' where people have a feeling of presence (being there) and social presence (being there with others) through the use of a 'customisable' avatar (digital self-representation). Emerging research demonstrating the persuasive nature of avatars on health behaviours through virtual worlds, online games and the 3D web has increased the use of and interest in these areas for delivering health information, advice and support. However, conducting research can be challenging in a 3D world where people are represented as anonymous avatars in an environment unlike any other online media. 25 semi-structured interviews were conducted in Second Life from September 2011-June 2012. Nurses wishing to undertake research in social virtual worlds should spend time in-world to acquire technical skills and gain an understanding of the culture of the world. Our experience of an interview-based study in virtual worlds indicates that researchers require several virtual world technical skills to create innovative tools to recruit, gain consent and collect data and an understanding of in-world culture, language and social norms to increase the chances of successful research. © 2013 John Wiley & Sons Ltd.
Considerations for Software Defined Networking (SDN): Approaches and use cases
NASA Astrophysics Data System (ADS)
Bakshi, K.
Software Defined Networking (SDN) is an evolutionary approach to network design and functionality based on the ability to programmatically modify the behavior of network devices. SDN uses user-customizable and configurable software that's independent of hardware to enable networked systems to expand data flow control. SDN is in large part about understanding and managing a network as a unified abstraction. It will make networks more flexible, dynamic, and cost-efficient, while greatly simplifying operational complexity. And this advanced solution provides several benefits including network and service customizability, configurability, improved operations, and increased performance. There are several approaches to SDN and its practical implementation. Among them, two have risen to prominence with differences in pedigree and implementation. This paper's main focus will be to define, review, and evaluate salient approaches and use cases of the OpenFlow and Virtual Network Overlay approaches to SDN. OpenFlow is a communication protocol that gives access to the forwarding plane of a network's switches and routers. The Virtual Network Overlay relies on a completely virtualized network infrastructure and services to abstract the underlying physical network, which allows the overlay to be mobile to other physical networks. This is an important requirement for cloud computing, where applications and associated network services are migrated to cloud service providers and remote data centers on the fly as resource demands dictate. The paper will discuss how and where SDN can be applied and implemented, including research and academia, virtual multitenant data center, and cloud computing applications. Specific attention will be given to the cloud computing use case, where automated provisioning and programmable overlay for scalable multi-tenancy is leveraged via the SDN approach.
Social Interaction Development through Immersive Virtual Environments
ERIC Educational Resources Information Center
Beach, Jason; Wendt, Jeremy
2014-01-01
The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…
Teng, Xian; Pei, Sen; Morone, Flaviano; Makse, Hernán A
2016-10-26
Identifying the most influential spreaders that maximize information flow is a central question in network theory. Recently, a scalable method called "Collective Influence (CI)" has been put forward through collective influence maximization. In contrast to heuristic methods evaluating nodes' significance separately, CI method inspects the collective influence of multiple spreaders. Despite that CI applies to the influence maximization problem in percolation model, it is still important to examine its efficacy in realistic information spreading. Here, we examine real-world information flow in various social and scientific platforms including American Physical Society, Facebook, Twitter and LiveJournal. Since empirical data cannot be directly mapped to ideal multi-source spreading, we leverage the behavioral patterns of users extracted from data to construct "virtual" information spreading processes. Our results demonstrate that the set of spreaders selected by CI can induce larger scale of information propagation. Moreover, local measures as the number of connections or citations are not necessarily the deterministic factors of nodes' importance in realistic information spreading. This result has significance for rankings scientists in scientific networks like the APS, where the commonly used number of citations can be a poor indicator of the collective influence of authors in the community.
Sen, Robin
2016-01-01
The circumstances of those who are, or have been, in the care system may augment concern about their use of mobile phones and the internet, but little is specifically known about such use. Presenting findings from an exploratory study which investigated the experiences and views of six care leavers and four looked after children, this paper considers their social contact via mobile phones and the internet. Exploration of the study data is located alongside wider empirical findings around internet use and critical consideration of theoretical insights from the work of Bauman, Castells and LaMendola. Participants' reported use of digital media was not substantially different to that of their peer group: their core virtual networks had significant overlap with their core offline networks and social contact via digital media could provide welcome, if limited and individualised, social support. The most prominent difficulty arising from the use of these media was forms of verbal abuse by those known to the young people offline. While the centrality of digital technology within young people's lives influenced the way they communicated, underlying issues within their social relationships reflected greater similarity with a pre-digital age than has sometimes been suggested. PMID:27559214
Mechanism Design for Incentivizing Social Media Contributions
NASA Astrophysics Data System (ADS)
Singh, Vivek K.; Jain, Ramesh; Kankanhalli, Mohan
Despite recent advancements in user-driven social media platforms, tools for studying user behavior patterns and motivations remain primitive. We highlight the voluntary nature of user contributions and that users can choose when (and when not) to contribute to the common media pool. A Game theoretic framework is proposed to study the dynamics of social media networks where contribution costs are individual but gains are common. We model users as rational selfish agents, and consider domain attributes like voluntary participation, virtual reward structure, network effect, and public-sharing to model the dynamics of this interaction. The created model describes the most appropriate contribution strategy from each user's perspective and also highlights issues like 'free-rider' problem and individual rationality leading to irrational (i.e. sub-optimal) group behavior. We also consider the perspective of the system designer who is interested in finding the best incentive mechanisms to influence the selfish end-users so that the overall system utility is maximized. We propose and compare multiple mechanisms (based on optimal bonus payment, social incentive leveraging, and second price auction) to study how a system designer can exploit the selfishness of its users, to design incentive mechanisms which improve the overall task-completion probability and system performance, while possibly still benefiting the individual users.
Toyonaga, Shinya; Kominami, Daichi; Murata, Masayuki
2016-01-01
Many researchers are devoting attention to the so-called “Internet of Things” (IoT), and wireless sensor networks (WSNs) are regarded as a critical technology for realizing the communication infrastructure of the future, including the IoT. Against this background, virtualization is a crucial technique for the integration of multiple WSNs. Designing virtualized WSNs for actual environments will require further detailed studies. Within the IoT environment, physical networks can undergo dynamic change, and so, many problems exist that could prevent applications from running without interruption when using the existing approaches. In this paper, we show an overall architecture that is suitable for constructing and running virtual wireless sensor network (VWSN) services within a VWSN topology. Our approach provides users with a reliable VWSN network by assigning redundant resources according to each user’s demand and providing a recovery method to incorporate environmental changes. We tested this approach by simulation experiment, with the results showing that the VWSN network is reliable in many cases, although physical deployment of sensor nodes and the modular structure of the VWSN will be quite important to the stability of services within the VWSN topology. PMID:27548177
Toyonaga, Shinya; Kominami, Daichi; Murata, Masayuki
2016-08-19
Many researchers are devoting attention to the so-called "Internet of Things" (IoT), and wireless sensor networks (WSNs) are regarded as a critical technology for realizing the communication infrastructure of the future, including the IoT. Against this background, virtualization is a crucial technique for the integration of multiple WSNs. Designing virtualized WSNs for actual environments will require further detailed studies. Within the IoT environment, physical networks can undergo dynamic change, and so, many problems exist that could prevent applications from running without interruption when using the existing approaches. In this paper, we show an overall architecture that is suitable for constructing and running virtual wireless sensor network (VWSN) services within a VWSN topology. Our approach provides users with a reliable VWSN network by assigning redundant resources according to each user's demand and providing a recovery method to incorporate environmental changes. We tested this approach by simulation experiment, with the results showing that the VWSN network is reliable in many cases, although physical deployment of sensor nodes and the modular structure of the VWSN will be quite important to the stability of services within the VWSN topology.
Helm, Janet; Jones, Regan Miller
2016-11-01
Social media tools, including blogs, social networks, and media-sharing sites, help nutrition and dietetics practitioners reach broader audiences and connect directly with the public. In many ways, social media has transformed the practice of dietetics and has opened up new avenues for communicating food and nutrition information. Social media has been an effective tool for virtual nutrition counseling, patient education, peer-to-peer support, and public health campaigns. Increasingly, nutrition and dietetics practitioners are using social media to network and collaborate with colleagues, conduct a job search, stay current with new research, champion a cause, promote products or services, and build a business. The potential role of social media in the profession is far reaching, yet there are important guidelines to follow related to ethics and professionalism. When using social media, nutrition and dietetics practitioners must remember that they are governed by the same Code of Ethics that guides all other aspects of practice. In addition, it is critical to have a thorough understanding of all the factors related to social media professionalism, including disclosure rules from the Federal Trade Commission, patient/client privacy and confidentiality as covered by the Health Insurance Portability and Accountability Act, and copyright laws that protect intellectual property. In today's digital age, it is essential for nutrition and dietetics practitioners to recognize the professional opportunities and challenges of social media. Failing to effectively and ethically use social media can reflect poorly on the individual practitioner and the profession. Certain violations may have legal implications. The purpose of this Academy of Nutrition and Dietetics practice paper is to provide guidance on social media's relevance, potential applications, best practices, benefits, and risks. Copyright © 2016 Academy of Nutrition and Dietetics. Published by Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Zhu, Ruijie; Zhao, Yongli; Yang, Hui; Tan, Yuanlong; Chen, Haoran; Zhang, Jie; Jue, Jason P.
2016-08-01
Network virtualization can eradicate the ossification of the infrastructure and stimulate innovation of new network architectures and applications. Elastic optical networks (EONs) are ideal substrate networks for provisioning flexible virtual optical network (VON) services. However, as network traffic continues to increase exponentially, the capacity of EONs will reach the physical limitation soon. To further increase network flexibility and capacity, the concept of EONs is extended into the spatial domain. How to map the VON onto substrate networks by thoroughly using the spectral and spatial resources is extremely important. This process is called VON embedding (VONE).Considering the two kinds of resources at the same time during the embedding process, we propose two VONE algorithms, the adjacent link embedding algorithm (ALEA) and the remote link embedding algorithm (RLEA). First, we introduce a model to solve the VONE problem. Then we design the embedding ability measurement of network elements. Based on the network elements' embedding ability, two VONE algorithms were proposed. Simulation results show that the proposed VONE algorithms could achieve better performance than the baseline algorithm in terms of blocking probability and revenue-to-cost ratio.
Taming Wild Horses: The Need for Virtual Time-based Scheduling of VMs in Network Simulations
DOE Office of Scientific and Technical Information (OSTI.GOV)
Yoginath, Srikanth B; Perumalla, Kalyan S; Henz, Brian J
2012-01-01
The next generation of scalable network simulators employ virtual machines (VMs) to act as high-fidelity models of traffic producer/consumer nodes in simulated networks. However, network simulations could be inaccurate if VMs are not scheduled according to virtual time, especially when many VMs are hosted per simulator core in a multi-core simulator environment. Since VMs are by default free-running, on the outset, it is not clear if, and to what extent, their untamed execution affects the results in simulated scenarios. Here, we provide the first quantitative basis for establishing the need for generalized virtual time scheduling of VMs in network simulators,more » based on an actual prototyped implementations. To exercise breadth, our system is tested with multiple disparate applications: (a) a set of message passing parallel programs, (b) a computer worm propagation phenomenon, and (c) a mobile ad-hoc wireless network simulation. We define and use error metrics and benchmarks in scaled tests to empirically report the poor match of traditional, fairness-based VM scheduling to VM-based network simulation, and also clearly show the better performance of our simulation-specific scheduler, with up to 64 VMs hosted on a 12-core simulator node.« less
Tweet, Marysia S; Gulati, Rajiv; Aase, Lee A; Hayes, Sharonne N
2011-09-01
To develop and assess the feasibility of a novel method for identification, recruitment, and retrospective and prospective evaluation of patients with rare conditions. This pilot study is a novel example of "patient-initiated research." After being approached by several members of an international disease-specific support group on a social networking site, we used it to identify patients who had been diagnosed as having at least 1 episode of spontaneous coronary artery dissection and recruited them to participate in a clinical investigation of their condition. Medical records were collected and reviewed, the original diagnosis was independently confirmed by review of imaging studies, and health status (both interval and current) was assessed via specially designed questionnaires and validated assessment tools. Recruitment of all 12 participants was complete within 1 week of institutional review board approval (March 18, 2010). Data collection was completed November 18, 2010. All participants completed the study questionnaires and provided the required medical records and coronary angiograms and ancillary imaging data. This study involving patients with spontaneous coronary artery dissection demonstrates the feasibility of and is a successful model for developing a "virtual" multicenter disease registry through disease-specific social media networks to better characterize an uncommon condition. This study is a prime example of patient-initiated research that could be used by other health care professionals and institutions.
An experiment on fear of public speaking in virtual reality.
Pertaub, D P; Slater, M; Barker, C
2001-01-01
Can virtual reality exposure therapy be used to treat people with social phobia? To answer this question it is vital to known if people will respond to virtual humans (avatars) in a virtual social setting in the same way they would to real humans. If someone is extremely anxious with real people, will they also be anxious when faced with simulated people, despite knowing that the avatars are computer generated? In [17] we described a small pilot study that placed 10 people before a virtual audience. The purpose was to assess the extent to which social anxiety, specifically fear of public speaking, was induced by the virtual audience and the extent of influence of degree of immersion (head mounted display or desktop monitor. The current paper describes a follow up study conducted with 40 subjects and the results clearly show that not only is social anxiety induced by the audience, but the degree of anxiety experienced is directly related to the type of virtual audience feedback the speaker receives. In particular, a hostile negative audience scenario was found to generate strong affect in speakers, regardless of whether or not they normally suffered from fear of public speaking.
NASA Astrophysics Data System (ADS)
Terzopoulos, Demetri; Qureshi, Faisal Z.
Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.
Socially Anxious and Confident Men Interact with a Forward Virtual Woman: An Experimental Study
Pan, Xueni; Gillies, Marco; Barker, Chris; Clark, David M.; Slater, Mel
2012-01-01
Background Male volunteers entered an immersive virtual reality that depicted a party, where they were approached by a lone virtual woman who initiated a conversation. The goal was to study how socially anxious and socially confident men would react to this event. Interest focused on whether the socially anxious participants would exhibit sustained anxiety during the conversation or whether this would diminish over time, and differ from the responses of the more socially confident men. Methodology The scenario was a party with five virtual characters, four sitting at a distance from the participant and talking amongst themselves and one lone woman standing closer. The woman approached the participant, introduced herself and initiated a conversation that was first about mundane matters and then became more personal and intimate. Participants were men who were either relatively socially confident (18) or socially anxious in their relationships with women (18). A second experimental factor was whether or not the other four characters occasionally looked towards the participant. There was a post-trial questionnaire about social anxiety in relation to the experience, and skin conductance and ECG physiological measures were recorded. Our expectation was that the socially anxious participants would show greater anxiety throughout. Conclusions Compared to baseline readings both socially confident and socially anxious groups on average showed signs of significantly increased stress at the initial approach of the virtual woman. The stress then diminished once the conversation entered into the mundane phase and then did not significantly change. Comparing pre- and post-questionnaire anxiety scores there was no change for the more confident participants but a significant decrease in average score amongst the anxious group. The methodology of placing socially anxious participants in a virtual reality where they can gain experience of how to act in a stressful situation promises a novel way forward for treating social anxiety. PMID:22509251
Large-scale P2P network based distributed virtual geographic environment (DVGE)
NASA Astrophysics Data System (ADS)
Tan, Xicheng; Yu, Liang; Bian, Fuling
2007-06-01
Virtual Geographic Environment has raised full concern as a kind of software information system that helps us understand and analyze the real geographic environment, and it has also expanded to application service system in distributed environment--distributed virtual geographic environment system (DVGE), and gets some achievements. However, limited by the factor of the mass data of VGE, the band width of network, as well as numerous requests and economic, etc. DVGE still faces some challenges and problems which directly cause the current DVGE could not provide the public with high-quality service under current network mode. The Rapid development of peer-to-peer network technology has offered new ideas of solutions to the current challenges and problems of DVGE. Peer-to-peer network technology is able to effectively release and search network resources so as to realize efficient share of information. Accordingly, this paper brings forth a research subject on Large-scale peer-to-peer network extension of DVGE as well as a deep study on network framework, routing mechanism, and DVGE data management on P2P network.
Valdivieso Caraguay, Ángel Leonardo; García Villalba, Luis Javier
2017-01-01
This paper presents the Monitoring and Discovery Framework of the Self-Organized Network Management in Virtualized and Software Defined Networks SELFNET project. This design takes into account the scalability and flexibility requirements needed by 5G infrastructures. In this context, the present framework focuses on gathering and storing the information (low-level metrics) related to physical and virtual devices, cloud environments, flow metrics, SDN traffic and sensors. Similarly, it provides the monitoring data as a generic information source in order to allow the correlation and aggregation tasks. Our design enables the collection and storing of information provided by all the underlying SELFNET sublayers, including the dynamically onboarded and instantiated SDN/NFV Apps, also known as SELFNET sensors. PMID:28362346
Traffic routing for multicomputer networks with virtual cut-through capability
NASA Technical Reports Server (NTRS)
Kandlur, Dilip D.; Shin, Kang G.
1992-01-01
Consideration is given to the problem of selecting routes for interprocess communication in a network with virtual cut-through capability, while balancing the network load and minimizing the number of times that a message gets buffered. An approach is proposed that formulates the route selection problem as a minimization problem with a link cost function that depends upon the traffic through the link. The form of this cost function is derived using the probability of establishing a virtual cut-through route. The route selection problem is shown to be NP-hard, and an algorithm is developed to incrementally reduce the cost by rerouting the traffic. The performance of this algorithm is exemplified by two network topologies: the hypercube and the C-wrapped hexagonal mesh.
Caraguay, Ángel Leonardo Valdivieso; Villalba, Luis Javier García
2017-03-31
This paper presents the Monitoring and Discovery Framework of the Self-Organized Network Management in Virtualized and Software Defined Networks SELFNET project. This design takes into account the scalability and flexibility requirements needed by 5G infrastructures. In this context, the present framework focuses on gathering and storing the information (low-level metrics) related to physical and virtual devices, cloud environments, flow metrics, SDN traffic and sensors. Similarly, it provides the monitoring data as a generic information source in order to allow the correlation and aggregation tasks. Our design enables the collection and storing of information provided by all the underlying SELFNET sublayers, including the dynamically onboarded and instantiated SDN/NFV Apps, also known as SELFNET sensors.
Controlling social stress in virtual reality environments.
Hartanto, Dwi; Kampmann, Isabel L; Morina, Nexhmedin; Emmelkamp, Paul G M; Neerincx, Mark A; Brinkman, Willem-Paul
2014-01-01
Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.
Controlling Social Stress in Virtual Reality Environments
Hartanto, Dwi; Kampmann, Isabel L.; Morina, Nexhmedin; Emmelkamp, Paul G. M.; Neerincx, Mark A.; Brinkman, Willem-Paul
2014-01-01
Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = −0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes. PMID:24671006
Enabling Research Network Connectivity to Clouds with Virtual Router Technology
NASA Astrophysics Data System (ADS)
Seuster, R.; Casteels, K.; Leavett-Brown, CR; Paterson, M.; Sobie, RJ
2017-10-01
The use of opportunistic cloud resources by HEP experiments has significantly increased over the past few years. Clouds that are owned or managed by the HEP community are connected to the LHCONE network or the research network with global access to HEP computing resources. Private clouds, such as those supported by non-HEP research funds are generally connected to the international research network; however, commercial clouds are either not connected to the research network or only connect to research sites within their national boundaries. Since research network connectivity is a requirement for HEP applications, we need to find a solution that provides a high-speed connection. We are studying a solution with a virtual router that will address the use case when a commercial cloud has research network connectivity in a limited region. In this situation, we host a virtual router in our HEP site and require that all traffic from the commercial site transit through the virtual router. Although this may increase the network path and also the load on the HEP site, it is a workable solution that would enable the use of the remote cloud for low I/O applications. We are exploring some simple open-source solutions. In this paper, we present the results of our studies and how it will benefit our use of private and public clouds for HEP computing.
Evolution of the global virtual water trade network.
Dalin, Carole; Konar, Megan; Hanasaki, Naota; Rinaldo, Andrea; Rodriguez-Iturbe, Ignacio
2012-04-17
Global freshwater resources are under increasing pressure from economic development, population growth, and climate change. The international trade of water-intensive products (e.g., agricultural commodities) or virtual water trade has been suggested as a way to save water globally. We focus on the virtual water trade network associated with international food trade built with annual trade data and annual modeled virtual water content. The evolution of this network from 1986 to 2007 is analyzed and linked to trade policies, socioeconomic circumstances, and agricultural efficiency. We find that the number of trade connections and the volume of water associated with global food trade more than doubled in 22 years. Despite this growth, constant organizational features were observed in the network. However, both regional and national virtual water trade patterns significantly changed. Indeed, Asia increased its virtual water imports by more than 170%, switching from North America to South America as its main partner, whereas North America oriented to a growing intraregional trade. A dramatic rise in China's virtual water imports is associated with its increased soy imports after a domestic policy shift in 2000. Significantly, this shift has led the global soy market to save water on a global scale, but it also relies on expanding soy production in Brazil, which contributes to deforestation in the Amazon. We find that the international food trade has led to enhanced savings in global water resources over time, indicating its growing efficiency in terms of global water use.
ERIC Educational Resources Information Center
Allmendinger, Katrin
2010-01-01
Social factors play an important role in determining whether instructional communication in computer-supported settings will be successful. "Social presence" is a social factor, specifically addressing the feeling of being present with another person in a virtual environment. This article describes possibilities to influence the feeling of social…
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NASA Astrophysics Data System (ADS)
Shi, J.; Liu, J.; Pinter, L.
2014-04-01
China has dramatically increased its virtual water import over recent years. Many studies have focused on the quantity of traded virtual water, but very few go into analysing geographic distribution and the properties of China's virtual water trade network. This paper provides a calculation and analysis of the crop-related virtual water trade network of China based on 27 major primary crops between 1986 and 2009. The results show that China is a net importer of virtual water from water-abundant areas of North America and South America, and a net virtual water exporter to water-stressed areas of Asia, Africa, and Europe. Virtual water import is far larger than virtual water export, and in both import and export a small number of trade partners control the supply chain. Grain crops are the major contributors to virtual water trade, and among grain crops, soybeans, mostly imported from the US, Brazil and Argentina, are the most significant. In order to mitigate water scarcity and secure the food supply, virtual water should actively be incorporated into national water management strategies. And the sources of virtual water import need to be further diversified to reduce supply chain risks and increase resilience.
Using Virtual Reality to Help Students with Social Interaction Skills
ERIC Educational Resources Information Center
Beach, Jason; Wendt, Jeremy
2015-01-01
The purpose of this study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity to…
Healthcare Virtual Support Communities: Pillars of Support and Companionship
ERIC Educational Resources Information Center
Huang, Kuang-Yuan
2013-01-01
The two studies in this dissertation identify and address two related research gaps in literature on healthcare virtual support communities. Study one suggested that the exclusive emphasis on social support behavior and its impacts on individual well-being in virtual support communities has led to the neglect of another type of social interaction…
[Clinical pathology on the verge of virtual microscopy].
Tolonen, Teemu; Näpänkangas, Juha; Isola, Jorma
2015-01-01
For more than 100 years, examinations of pathology specimens have relied on the use of the light microscope. The technological progress of the last few years is enabling the digitizing of histologic specimen slides and application of the virtual microscope in diagnostics. Virtual microscopy will facilitate consultation possibilities, and digital image analysis serves to enhance the level of diagnostics. Organizing and monitoring clinicopathological meetings will become easier. Digital archive of histologic specimens and the virtual microscopy network are expected to benefit training and research as well, particularly what applies to the Finnish biobank network which is currently being established.
Social environments and interpersonal distance regulation in psychosis: A virtual reality study.
Geraets, Chris N W; van Beilen, Marije; Pot-Kolder, Roos; Counotte, Jacqueline; van der Gaag, Mark; Veling, Wim
2018-02-01
Experimentally studying the influence of social environments on mental health and behavior is challenging, as social context is difficult to standardize in laboratory settings. Virtual Reality (VR) enables studying social interaction in terms of interpersonal distance in a more ecologically valid manner. Regulation of interpersonal distance may be abnormal in patients with psychotic disorders and influenced by environmental stress, symptoms or distress. To investigate interpersonal distance in people with a psychotic disorder and at ultrahigh risk for psychosis (UHR) compared to siblings and controls in virtual social environments, and explore the relationship between clinical characteristics and interpersonal distance. Nineteen UHR patients, 52 patients with psychotic disorders, 40 siblings of patients with a psychotic disorder and 47 controls were exposed to virtual cafés. In five virtual café visits, participants were exposed to different levels of social stress, in terms of crowdedness, ethnicity and hostility. Measures on interpersonal distance, distress and state paranoia were obtained. Baseline measures included trait paranoia, social anxiety, depressive, positive and negative symptoms. Interpersonal distance increased when social stressors were present in the environment. No difference in interpersonal distance regulation was found between the groups. Social anxiety and distress were positively associated with interpersonal distance in the total sample. This VR paradigm indicates that interpersonal distance regulation in response to environmental social stressors is unaltered in people with psychosis or UHR. Environmental stress, social anxiety and distress trigger both people with and without psychosis to maintain larger interpersonal distances in social situations. Copyright © 2017 Elsevier B.V. All rights reserved.
Ubiquitous Virtual Private Network: A Solution for WSN Seamless Integration
Villa, David; Moya, Francisco; Villanueva, Félix Jesús; Aceña, Óscar; López, Juan Carlos
2014-01-01
Sensor networks are becoming an essential part of ubiquitous systems and applications. However, there are no well-defined protocols or mechanisms to access the sensor network from the enterprise information system. We consider this issue as a heterogeneous network interconnection problem, and as a result, the same concepts may be applied. Specifically, we propose the use of object-oriented middlewares to provide a virtual private network in which all involved elements (sensor nodes or computer applications) will be able to communicate as if all of them were in a single and uniform network. PMID:24399154
ERIC Educational Resources Information Center
Wang, Xianhui; Laffey, James; Xing, Wanli; Galyen, Krista; Stichter, Janine
2017-01-01
This case study describes the verbal and nonverbal social interaction of 11 youth with Autism Spectrum Disorders in a 3D Collaborative Virtual Learning Environment-iSocial. The youth were developing social competence through participation in a social competence intervention curriculum implemented online so as to provide access to high quality…
NASA Astrophysics Data System (ADS)
Li, Yajie; Zhao, Yongli; Zhang, Jie; Yu, Xiaosong; Chen, Haoran; Zhu, Ruijie; Zhou, Quanwei; Yu, Chenbei; Cui, Rui
2017-01-01
A Virtual Network Operator (VNO) is a provider and reseller of network services from other telecommunications suppliers. These network providers are categorized as virtual because they do not own the underlying telecommunication infrastructure. In terms of business operation, VNO can provide customers with personalized services by leasing network infrastructure from traditional network providers. The unique business modes of VNO lead to the emergence of network on demand (NoD) services. The conventional network provisioning involves a series of manual operation and configuration, which leads to high cost in time. Considering the advantages of Software Defined Networking (SDN), this paper proposes a novel NoD service provisioning solution to satisfy the private network need of VNOs. The solution is first verified in the real software defined multi-domain optical networks with multi-vendor OTN equipment. With the proposed solution, NoD service can be deployed via online web portals in near-real time. It reinvents the customer experience and redefines how network services are delivered to customers via an online self-service portal. Ultimately, this means a customer will be able to simply go online, click a few buttons and have new services almost instantaneously.
DWTP: a basis for networked VR on the Internet
NASA Astrophysics Data System (ADS)
Broll, Wolfgang; Schick, Daniel
1998-04-01
Shared virtual worlds are one of today's major research topics. While limited to particular application areas and high speed networks in the past, they become more and more available to a large number of users. One reason for this development was the introduction of VRML (the Virtual Reality Modeling Language), which has been established as a standard of the exchange of 3D worlds on the Internet. Although a number of prototype systems have been developed to realize shared multi-user worlds based on VRML, no suitable network protocol to support the demands of such environments has yet been established. In this paper we will introduce our approach of a network protocol for shared virtual environments: DWTP--the Distributed Worlds Transfer and communication Protocol. We will show how DWTP meets the demands of shared virtual environments on the Internet. We will further present SmallView, our prototype of a distributed multi-user VR system, to show how DWTP can be used to realize shared worlds.
NASA Astrophysics Data System (ADS)
Okamoto, Satoru; Sato, Takehiro; Yamanaka, Naoaki
2017-01-01
In this paper, flexible and highly reliable metro and access integrated networks with network virtualization and software defined networking technologies will be presented. Logical optical line terminal (L-OLT) technologies and active optical distribution networks (ODNs) are the key to introduce flexibility and high reliability into the metro and access integrated networks. In the Elastic Lambda Aggregation Network (EλAN) project which was started in 2012, a concept of the programmable optical line terminal (P-OLT) has been proposed. A role of the P-OLT is providing multiple network services that have different protocols and quality of service requirements by single OLT box. Accommodated services will be Internet access, mobile front-haul/back-haul, data-center access, and leased line. L-OLTs are configured within the P-OLT box to support the functions required for each network service. Multiple P-OLTs and programmable optical network units (P-ONUs) are connected by the active ODN. Optical access paths which have flexible capacity are set on the ODN to provide network services from L-OLT to logical ONUs (L-ONUs). The L-OLT to L-ONU path on the active ODN provides a logical connection. Therefore, introducing virtualization technologies becomes possible. One example is moving an L-OLT from one P-OLT to another P-OLT like a virtual machine. This movement is called L-OLT migration. The L-OLT migration provides flexible and reliable network functions such as energy saving by aggregating L-OLTs to a limited number of P-OLTs, and network wide optical access path restoration. Other L-OLT virtualization technologies and experimental results will be also discussed in the paper.
Rethinking Traffic Management: Design of Optimizable Networks
2008-06-01
Though this paper used optimization theory to design and analyze DaVinci , op- timization theory is one of many possible tools to enable a grounded...dynamically allocate bandwidth shares. The distributed protocols can be implemented using DaVinci : Dynamically Adaptive VIrtual Networks for a Customized...Internet. In DaVinci , each virtual network runs traffic-management protocols optimized for a traffic class, and link bandwidth is dynamically allocated
ERIC Educational Resources Information Center
Ackland, Aileen; Swinney, Ann
2015-01-01
In this paper, we draw on Actor-Network Theories (ANT) to explore how material components functioned to create gateways and barriers to a virtual learning network in the context of a professional development module in higher education. Students were practitioners engaged in family learning in different professional roles and contexts. The data…
ERIC Educational Resources Information Center
Giere, Ursula, Ed.; Imel, Susan, Ed.
This publication contains the story of how the idea for a network conceived through CONFINTEA V became a [virtual] reality in ALADIN, the Adult Learning Documentation and Information Network. Part I contains 15 papers delivered as a part of the CONFINTEA workshop, "Global Community of Adult Learning through Information and Documentation:…
Klinger, E; Bouchard, S; Légeron, P; Roy, S; Lauer, F; Chemin, I; Nugues, P
2005-02-01
Social phobia is one of the most frequent mental disorders and is accessible to two forms of scientifically validated treatments: anti-depressant drugs and cognitive behavior therapies (CBT). In this last case, graded exposure to feared social situations is one of the fundamental therapeutic ingredients. Virtual reality technologies are an interesting alternative to the standard exposure in social phobia, especially since studies have shown its usefulness for the fear of public speaking. This paper reports a preliminary study in which a virtual reality therapy (VRT), based on exposure to virtual environments, was used to treat social phobia. The sample consisted of 36 participants diagnosed with social phobia assigned to either VRT or a group-CBT (control condition). The virtual environments used in the treatment recreate four situations dealing with social anxiety: performance, intimacy, scrutiny, and assertiveness. With the help of the therapist, the patient learns adapted cognitions and behaviors in order to reduce anxiety in the corresponding real situations. Both treatments lasted 12 weeks, and sessions were delivered according to a treatment manual. Results showed statistically and clinically significant improvement in both conditions. The effect-sizes comparing the efficacy of VRT to the control traditional group-CBT revealed that the differences between the two treatments are trivial.
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SCM: A method to improve network service layout efficiency with network evolution.
Zhao, Qi; Zhang, Chuanhao; Zhao, Zheng
2017-01-01
Network services are an important component of the Internet, which are used to expand network functions for third-party developers. Network function virtualization (NFV) can improve the speed and flexibility of network service deployment. However, with the evolution of the network, network service layout may become inefficient. Regarding this problem, this paper proposes a service chain migration (SCM) method with the framework of "software defined network + network function virtualization" (SDN+NFV), which migrates service chains to adapt to network evolution and improves the efficiency of the network service layout. SCM is modeled as an integer linear programming problem and resolved via particle swarm optimization. An SCM prototype system is designed based on an SDN controller. Experiments demonstrate that SCM could reduce the network traffic cost and energy consumption efficiently.
Virtual Interactomics of Proteins from Biochemical Standpoint
Kubrycht, Jaroslav; Sigler, Karel; Souček, Pavel
2012-01-01
Virtual interactomics represents a rapidly developing scientific area on the boundary line of bioinformatics and interactomics. Protein-related virtual interactomics then comprises instrumental tools for prediction, simulation, and networking of the majority of interactions important for structural and individual reproduction, differentiation, recognition, signaling, regulation, and metabolic pathways of cells and organisms. Here, we describe the main areas of virtual protein interactomics, that is, structurally based comparative analysis and prediction of functionally important interacting sites, mimotope-assisted and combined epitope prediction, molecular (protein) docking studies, and investigation of protein interaction networks. Detailed information about some interesting methodological approaches and online accessible programs or databases is displayed in our tables. Considerable part of the text deals with the searches for common conserved or functionally convergent protein regions and subgraphs of conserved interaction networks, new outstanding trends and clinically interesting results. In agreement with the presented data and relationships, virtual interactomic tools improve our scientific knowledge, help us to formulate working hypotheses, and they frequently also mediate variously important in silico simulations. PMID:22928109
Frey, Lewis J; Sward, Katherine A; Newth, Christopher J L; Khemani, Robinder G; Cryer, Martin E; Thelen, Julie L; Enriquez, Rene; Shaoyu, Su; Pollack, Murray M; Harrison, Rick E; Meert, Kathleen L; Berg, Robert A; Wessel, David L; Shanley, Thomas P; Dalton, Heidi; Carcillo, Joseph; Jenkins, Tammara L; Dean, J Michael
2015-11-01
To examine the feasibility of deploying a virtual web service for sharing data within a research network, and to evaluate the impact on data consistency and quality. Virtual machines (VMs) encapsulated an open-source, semantically and syntactically interoperable secure web service infrastructure along with a shadow database. The VMs were deployed to 8 Collaborative Pediatric Critical Care Research Network Clinical Centers. Virtual web services could be deployed in hours. The interoperability of the web services reduced format misalignment from 56% to 1% and demonstrated that 99% of the data consistently transferred using the data dictionary and 1% needed human curation. Use of virtualized open-source secure web service technology could enable direct electronic abstraction of data from hospital databases for research purposes. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
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Link prediction in the network of global virtual water trade
NASA Astrophysics Data System (ADS)
Tuninetti, Marta; Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2016-04-01
Through the international food-trade, water resources are 'virtually' transferred from the country of production to the country of consumption. The international food-trade, thus, implies a network of virtual water flows from exporting to importing countries (i.e., nodes). Given the dynamical behavior of the network, where food-trade relations (i.e., links) are created and dismissed every year, link prediction becomes a challenge. In this study, we propose a novel methodology for link prediction in the virtual water network. The model aims at identifying the main factors (among 17 different variables) driving the creation of a food-trade relation between any two countries, along the period between 1986 and 2011. Furthermore, the model can be exploited to investigate the network configuration in the future, under different possible (climatic and demographic) scenarios. The model grounds the existence of a link between any two nodes on the link weight (i.e., the virtual water flow): a link exists when the nodes exchange a minimum (fixed) volume of virtual water. Starting from a set of potential links between any two nodes, we fit the associated virtual water flows (both the real and the null ones) by means of multivariate linear regressions. Then, links with estimated flows higher than a minimum value (i.e., threshold) are considered active-links, while the others are non-active ones. The discrimination between active and non-active links through the threshold introduces an error (called link-prediction error) because some real links are lost (i.e., missed links) and some non-existing links (i.e., spurious links) are inevitably introduced in the network. The major drivers are those significantly minimizing the link-prediction error. Once the structure of the unweighted virtual water network is known, we apply, again, linear regressions to assess the major factors driving the fluxes traded along (modelled) active-links. Results indicate that, on the one hand, population and fertilizer use, together with link properties (such as the distance between nodes), are the major factors driving the links creation; on the other hand, population, distance, and gross domestic product are essential to model the flux entity. The results are promising since the model is able to correctly predict the 85% of the 16422 food-trade links (15% are missed), by spuriously adding to the real network only the 5% of non-existing links. The link-prediction error, evaluated as the sum of the percentage of missed and spurious links, is around 20% and it is constant over the study period. Only the 0.01% of the global virtual water flow is traded along missed links and an even lower flow is added by the spurious links (0.003%).
Cloud-Based Virtual Laboratory for Network Security Education
ERIC Educational Resources Information Center
Xu, Le; Huang, Dijiang; Tsai, Wei-Tek
2014-01-01
Hands-on experiments are essential for computer network security education. Existing laboratory solutions usually require significant effort to build, configure, and maintain and often do not support reconfigurability, flexibility, and scalability. This paper presents a cloud-based virtual laboratory education platform called V-Lab that provides a…
Optical network democratization.
Nejabati, Reza; Peng, Shuping; Simeonidou, Dimitra
2016-03-06
The current Internet infrastructure is not able to support independent evolution and innovation at physical and network layer functionalities, protocols and services, while at same time supporting the increasing bandwidth demands of evolving and heterogeneous applications. This paper addresses this problem by proposing a completely democratized optical network infrastructure. It introduces the novel concepts of the optical white box and bare metal optical switch as key technology enablers for democratizing optical networks. These are programmable optical switches whose hardware is loosely connected internally and is completely separated from their control software. To alleviate their complexity, a multi-dimensional abstraction mechanism using software-defined network technology is proposed. It creates a universal model of the proposed switches without exposing their technological details. It also enables a conventional network programmer to develop network applications for control of the optical network without specific technical knowledge of the physical layer. Furthermore, a novel optical network virtualization mechanism is proposed, enabling the composition and operation of multiple coexisting and application-specific virtual optical networks sharing the same physical infrastructure. Finally, the optical white box and the abstraction mechanism are experimentally evaluated, while the virtualization mechanism is evaluated with simulation. © 2016 The Author(s).
ERIC Educational Resources Information Center
Cheng, Yufang; Ye, Jun
2010-01-01
Social reciprocity deficits are a core feature of the autism spectrum conditions (ASCs). Many individual with ASCs have difficulty with social interaction due to a frequent lack of social competence. This study focuses on using a virtual learning environment to help the deficiencies of social competence for people with ASCs, and to increase their…
Sexually Transmitted Diseases (and HIV)
... usando el icono . Ver Mas Recursos Digital Tools Social Media Facebook Twitter Instagram YouTube Planning and Management Strategy & Planning Monitoring & Evaluation Social Media Policies Digital Government Strategy Virtual Office Hours Virtual ...
Farkas, Márta
2013-01-01
This article deals with the incidence, diagnosis and treatment of pedophilia as a conceptualized mental disorder. Pedophilia is a category of sexual deviation characterized by a sexual interest toward children under 13 years according to DSM-IV-TR or children under 14 years as determined by the law. Pedophilia is a distinguished form of child sexual abuse as a legal category. Today pedophilia patients are stigmatized and excluded from society not only in general, but also in prisons and forensic units. However, the phenomenon of pedophilia originates from the disorder of emotional, cognitive, sexual development as well as some social factors have also a significant role in this area, especially virtual social networks and the media. The combination of miscellaneous factors makes the social reintegration of patients in treatment very difficult and results in a high risk for relapse. The complexity of this topic can also be demonstrated by the high frequency of mental disorders among the victims.
Flickinger, Tabor E; DeBolt, Claire; Waldman, Ava Lena; Reynolds, George; Cohn, Wendy F; Beach, Mary Catherine; Ingersoll, Karen; Dillingham, Rebecca
2017-11-01
Social support can improve outcomes for people living with HIV (PLWH) and could be provided through online support groups. The Positive Links smartphone app is a multicomponent intervention that allows users to interact in a clinic-affiliated anonymous online support group. We investigated how social support was exchanged in a group of 55 participants over 8 months, using an adaptation of the Social Support Behavior Code. Participant interviews assessed their experiences and perceptions of the app. Of 840 posts analyzed, 115 (14 %) were coded as eliciting social support and 433 (52 %) as providing social support. Messages providing support were predominantly emotional (41 %), followed by network (27 %), esteem (24 %), informational (18 %), and instrumental (2 %) support. Participants perceived connection and support as key benefits of the app. Technical issues and interpersonal barriers limited some participants in fully using the app. Mobile technology offers a useful tool to reach populations with barriers to in-person support and may improve care for PLWH.
Choosing your network: social preferences in an online health community.
Centola, Damon; van de Rijt, Arnout
2015-01-01
A growing number of online health communities offer individuals the opportunity to receive information, advice, and support from peers. Recent studies have demonstrated that these new online contacts can be important informational resources, and can even exert significant influence on individuals' behavior in various contexts. However little is known about how people select their health contacts in these virtual domains. This is because selection preferences in peer networks are notoriously difficult to detect. In existing networks, unobserved pressures on tie formation--such as common organizational memberships, introductions to friends of friends, or limitations on accessibility--may mistakenly be interpreted as individual preferences for interacting/not interacting with others. We address these issues by adopting a social media approach to studying network formation. We study social selection using an in vivo study within an online exercise program, in which anonymous participants have equal opportunities for initiating relationships with other program members. This design allows us to identify individuals' preferences for health contacts, and to evaluate what these preferences imply for members' access to new kinds of health information, and for the kinds of social influences to which they are exposed. The study was conducted within a goal-oriented fitness competition, in which participation was greatest among a small core of active individuals. Our results show that the active participants displayed indifference to the fitness and exercise profiles of others, disregarding information about others' fitness levels, exercise preferences, and workout experiences, instead selecting partners almost entirely on the basis of similarities on gender, age, and BMI. Interestingly, the findings suggest that rather than expanding and diversifying their sources of health information, participants' choices limited the value of their online resources by selecting contacts based on characteristics that are common sources of homophily in offline relationships. In light of our findings, we discuss design principles that may be useful for organizations and policy makers trying to improve the value of participants' social capital within online health programs. Copyright © 2014 Elsevier Ltd. All rights reserved.
Layer 1 VPN services in distributed next-generation SONET/SDH networks with inverse multiplexing
NASA Astrophysics Data System (ADS)
Ghani, N.; Muthalaly, M. V.; Benhaddou, D.; Alanqar, W.
2006-05-01
Advances in next-generation SONET/SDH along with GMPLS control architectures have enabled many new service provisioning capabilities. In particular, a key services paradigm is the emergent Layer 1 virtual private network (L1 VPN) framework, which allows multiple clients to utilize a common physical infrastructure and provision their own 'virtualized' circuit-switched networks. This precludes expensive infrastructure builds and increases resource utilization for carriers. Along these lines, a novel L1 VPN services resource management scheme for next-generation SONET/SDH networks is proposed that fully leverages advanced virtual concatenation and inverse multiplexing features. Additionally, both centralized and distributed GMPLS-based implementations are also tabled to support the proposed L1 VPN services model. Detailed performance analysis results are presented along with avenues for future research.
Haferkamp, Nina; Eimler, Sabrina C; Papadakis, Anna-Margarita; Kruck, Jana Vanessa
2012-02-01
Psychological research on gender differences in self-presentation has already revealed that women place higher priority on creating a positive self-presentation, while men are less concerned about the image they present in face-to-face (ftf) communication. Nowadays, with the extensive use of new media, self-presentation is no longer so closely tied to ftf situations, but can also take place in the online world. Specifically, social networking sites (SNS), such as Facebook or MySpace, offer various features such as profile pictures, groups, and virtual bulletin boards with which users can create elaborated online representations of themselves. What remains open is whether this virtual self-presentation on SNS is subject to gender differences. Based on studies emphasizing gender-related differences in Internet communication and behavior in general, it can be assumed that men and women have different motives regarding their SNS usage as well. A multimethodological study, combining results of an online survey and a content analysis of 106 user profiles, assessed users' diverse motives for participating in SNS in general, and their use of specific profile elements or self-presentation in particular. In this sample of StudiVZ users, women tend to be more likely to use SNS for comparing themselves with others and for searching for information. Men, on the other hand, are more likely to look at other people's profiles to find friends. Moreover, women tend to use group names for their self-presentation and prefer adding portrait photos to their profiles, while men choose full-body shots.
ERIC Educational Resources Information Center
Casquero, Oskar; Ovelar, Ramón; Romo, Jesús; Benito, Manuel; Alberdi, Mikel
2016-01-01
The main objective of this paper is to analyse the effect of the affordances of a virtual learning environment and a personal learning environment (PLE) in the configuration of the students' personal networks in a higher education context. The results are discussed in light of the adaptation of the students to the learning network made up by two…
The Integrated Distributed Virtual Research Network: An Introduction
2014-06-01
Tom Kile , Theron Trout, and Gary Cohn for their extensive contribution to this document to include reviews, comments, and edits, which contributed...to the quality of the document. The ARL Integrated Distributed Virtual Research Testbed (IDVRT) team, consisting of Alex Tarantin, Khoa Bui, Tom Kile ...n. Network Engineer (non-voting member) Tom Kile o. Network Engineer (non-voting member) Theron Trout p. Non-voting members (serving at the
ERIC Educational Resources Information Center
Hay, Iain
2008-01-01
This paper offers a critical review of the role of the International Network for Learning and Teaching geography in higher education (INLT) in the production of geographical knowledge. Through an examination of the Network's membership and activities, it explores some of the ways in which INLT--as a global virtual group--may be inadvertently…
Zhou, Y; Murata, T; Defanti, T A
2000-01-01
Despite their attractive properties, networked virtual environments (net-VEs) are notoriously difficult to design, implement, and test due to the concurrency, real-time and networking features in these systems. Net-VEs demand high quality-of-service (QoS) requirements on the network to maintain natural and real-time interactions among users. The current practice for net-VE design is basically trial and error, empirical, and totally lacks formal methods. This paper proposes to apply a Petri net formal modeling technique to a net-VE-NICE (narrative immersive constructionist/collaborative environment), predict the net-VE performance based on simulation, and improve the net-VE performance. NICE is essentially a network of collaborative virtual reality systems called the CAVE-(CAVE automatic virtual environment). First, we introduce extended fuzzy-timing Petri net (EFTN) modeling and analysis techniques. Then, we present EFTN models of the CAVE, NICE, and transport layer protocol used in NICE: transmission control protocol (TCP). We show the possibility analysis based on the EFTN model for the CAVE. Then, by using these models and design/CPN as the simulation tool, we conducted various simulations to study real-time behavior, network effects and performance (latencies and jitters) of NICE. Our simulation results are consistent with experimental data.
NASA Astrophysics Data System (ADS)
Nakagawa, M.; Akano, K.; Kobayashi, T.; Sekiguchi, Y.
2017-09-01
Image-based virtual reality (VR) is a virtual space generated with panoramic images projected onto a primitive model. In imagebased VR, realistic VR scenes can be generated with lower rendering cost, and network data can be described as relationships among VR scenes. The camera network data are generated manually or by an automated procedure using camera position and rotation data. When panoramic images are acquired in indoor environments, network data should be generated without Global Navigation Satellite Systems (GNSS) positioning data. Thus, we focused on image-based VR generation using a panoramic camera in indoor environments. We propose a methodology to automate network data generation using panoramic images for an image-based VR space. We verified and evaluated our methodology through five experiments in indoor environments, including a corridor, elevator hall, room, and stairs. We confirmed that our methodology can automatically reconstruct network data using panoramic images for image-based VR in indoor environments without GNSS position data.
On-demand virtual optical network access using 100 Gb/s Ethernet.
Ishida, Osamu; Takamichi, Toru; Arai, Sachine; Kawate, Ryusuke; Toyoda, Hidehiro; Morita, Itsuro; Araki, Soichiro; Ichikawa, Toshiyuki; Hoshida, Takeshi; Murai, Hitoshi
2011-12-12
Our Terabit LAN initiatives attempt to enhance the scalability and utilization of lambda resources. This paper describes bandwidth-on-demand virtualized 100GE access to WDM networks on a field fiber test-bed using multi-domain optical-path provisioning. © 2011 Optical Society of America
Network Analysis of a Virtual Community of Learning of Economics Educators
ERIC Educational Resources Information Center
Fontainha, Elsa; Martins, Jorge Tiago; Vasconcelos, Ana Cristina
2015-01-01
Introduction: This paper aims at understanding virtual communities of learning in terms of dynamics, types of knowledge shared by participants, and network characteristics such as size, relationships, density, and centrality of participants. It looks at the relationships between these aspects and the evolution of communities of learning. It…
Second Line of Defense Virtual Private Network Guidance for Deployed and New CAS Systems
DOE Office of Scientific and Technical Information (OSTI.GOV)
Singh, Surya V.; Thronas, Aaron I.
2010-01-01
This paper discusses the importance of remote access via virtual private network (VPN) for the Second Line of Defense (SLD) Central Alarm System (CAS) sites, the requirements for maintaining secure channels while using VPN and implementation requirements for current and future sites.
CCSDS Advanced Orbiting Systems Virtual Channel Access Service for QoS MACHETE Model
NASA Technical Reports Server (NTRS)
Jennings, Esther H.; Segui, John S.
2011-01-01
To support various communications requirements imposed by different missions, interplanetary communication protocols need to be designed, validated, and evaluated carefully. Multimission Advanced Communications Hybrid Environment for Test and Evaluation (MACHETE), described in "Simulator of Space Communication Networks" (NPO-41373), NASA Tech Briefs, Vol. 29, No. 8 (August 2005), p. 44, combines various tools for simulation and performance analysis of space networks. The MACHETE environment supports orbital analysis, link budget analysis, communications network simulations, and hardware-in-the-loop testing. By building abstract behavioral models of network protocols, one can validate performance after identifying the appropriate metrics of interest. The innovators have extended the MACHETE model library to include a generic link-layer Virtual Channel (VC) model supporting quality-of-service (QoS) controls based on IP streams. The main purpose of this generic Virtual Channel model addition was to interface fine-grain flow-based QoS (quality of service) between the network and MAC layers of the QualNet simulator, a commercial component of MACHETE. This software model adds the capability of mapping IP streams, based on header fields, to virtual channel numbers, allowing extended QoS handling at link layer. This feature further refines the QoS v existing at the network layer. QoS at the network layer (e.g. diffserv) supports few QoS classes, so data from one class will be aggregated together; differentiating between flows internal to a class/priority is not supported. By adding QoS classification capability between network and MAC layers through VC, one maps multiple VCs onto the same physical link. Users then specify different VC weights, and different queuing and scheduling policies at the link layer. This VC model supports system performance analysis of various virtual channel link-layer QoS queuing schemes independent of the network-layer QoS systems.
A Cluster-Based Dual-Adaptive Topology Control Approach in Wireless Sensor Networks.
Gui, Jinsong; Zhou, Kai; Xiong, Naixue
2016-09-25
Multi-Input Multi-Output (MIMO) can improve wireless network performance. Sensors are usually single-antenna devices due to the high hardware complexity and cost, so several sensors are used to form virtual MIMO array, which is a desirable approach to efficiently take advantage of MIMO gains. Also, in large Wireless Sensor Networks (WSNs), clustering can improve the network scalability, which is an effective topology control approach. The existing virtual MIMO-based clustering schemes do not either fully explore the benefits of MIMO or adaptively determine the clustering ranges. Also, clustering mechanism needs to be further improved to enhance the cluster structure life. In this paper, we propose an improved clustering scheme for virtual MIMO-based topology construction (ICV-MIMO), which can determine adaptively not only the inter-cluster transmission modes but also the clustering ranges. Through the rational division of cluster head function and the optimization of cluster head selection criteria and information exchange process, the ICV-MIMO scheme effectively reduces the network energy consumption and improves the lifetime of the cluster structure when compared with the existing typical virtual MIMO-based scheme. Moreover, the message overhead and time complexity are still in the same order of magnitude.
A Cluster-Based Dual-Adaptive Topology Control Approach in Wireless Sensor Networks
Gui, Jinsong; Zhou, Kai; Xiong, Naixue
2016-01-01
Multi-Input Multi-Output (MIMO) can improve wireless network performance. Sensors are usually single-antenna devices due to the high hardware complexity and cost, so several sensors are used to form virtual MIMO array, which is a desirable approach to efficiently take advantage of MIMO gains. Also, in large Wireless Sensor Networks (WSNs), clustering can improve the network scalability, which is an effective topology control approach. The existing virtual MIMO-based clustering schemes do not either fully explore the benefits of MIMO or adaptively determine the clustering ranges. Also, clustering mechanism needs to be further improved to enhance the cluster structure life. In this paper, we propose an improved clustering scheme for virtual MIMO-based topology construction (ICV-MIMO), which can determine adaptively not only the inter-cluster transmission modes but also the clustering ranges. Through the rational division of cluster head function and the optimization of cluster head selection criteria and information exchange process, the ICV-MIMO scheme effectively reduces the network energy consumption and improves the lifetime of the cluster structure when compared with the existing typical virtual MIMO-based scheme. Moreover, the message overhead and time complexity are still in the same order of magnitude. PMID:27681731
Stochastic win-stay-lose-shift strategy with dynamic aspirations in evolutionary social dilemmas
NASA Astrophysics Data System (ADS)
Amaral, Marco A.; Wardil, Lucas; Perc, Matjaž; da Silva, Jafferson K. L.
2016-09-01
In times of plenty expectations rise, just as in times of crisis they fall. This can be mathematically described as a win-stay-lose-shift strategy with dynamic aspiration levels, where individuals aspire to be as wealthy as their average neighbor. Here we investigate this model in the realm of evolutionary social dilemmas on the square lattice and scale-free networks. By using the master equation and Monte Carlo simulations, we find that cooperators coexist with defectors in the whole phase diagram, even at high temptations to defect. We study the microscopic mechanism that is responsible for the striking persistence of cooperative behavior and find that cooperation spreads through second-order neighbors, rather than by means of network reciprocity that dominates in imitation-based models. For the square lattice the master equation can be solved analytically in the large temperature limit of the Fermi function, while for other cases the resulting differential equations must be solved numerically. Either way, we find good qualitative agreement with the Monte Carlo simulation results. Our analysis also reveals that the evolutionary outcomes are to a large degree independent of the network topology, including the number of neighbors that are considered for payoff determination on lattices, which further corroborates the local character of the microscopic dynamics. Unlike large-scale spatial patterns that typically emerge due to network reciprocity, here local checkerboard-like patterns remain virtually unaffected by differences in the macroscopic properties of the interaction network.
Introduction of Virtualization Technology to Multi-Process Model Checking
NASA Technical Reports Server (NTRS)
Leungwattanakit, Watcharin; Artho, Cyrille; Hagiya, Masami; Tanabe, Yoshinori; Yamamoto, Mitsuharu
2009-01-01
Model checkers find failures in software by exploring every possible execution schedule. Java PathFinder (JPF), a Java model checker, has been extended recently to cover networked applications by caching data transferred in a communication channel. A target process is executed by JPF, whereas its peer process runs on a regular virtual machine outside. However, non-deterministic target programs may produce different output data in each schedule, causing the cache to restart the peer process to handle the different set of data. Virtualization tools could help us restore previous states of peers, eliminating peer restart. This paper proposes the application of virtualization technology to networked model checking, concentrating on JPF.
The virtual cooperation platform in enterprise and supplier cooperation models.
Chang, Che-Wei; Wu, Cheng-Ru; Liao, Chia-Chun
2010-08-01
Abstract This study examines the use of the virtual enterprise network supplier supply-chain model of business behavior in creating synergies of cooperation. To explore virtual network behavior, it evaluates 60 samples, taken from of a few supply chains, and 17 items meeting certain behavioral criteria. Such an analysis may help to reduce costs and processing time effectively, as well as promote effective communication. Furthermore, the study of behavior in this electronic setting is a reliable and useful assessment method.
A Systematic Framework of Virtual Laboratories Using Mobile Agent and Design Pattern Technologies
ERIC Educational Resources Information Center
Li, Yi-Hsung; Dow, Chyi-Ren; Lin, Cheng-Min; Chen, Sheng-Chang; Hsu, Fu-Wei
2009-01-01
Innovations in network and information technology have transformed traditional classroom lectures into new approaches that have given universities the opportunity to create a virtual laboratory. However, there is no systematic framework in existing approaches for the development of virtual laboratories. Further, developing a virtual laboratory…
Anderson-Hanley, Cay; Snyder, Amanda L; Nimon, Joseph P; Arciero, Paul J
2011-01-01
This study examined the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adults. Fourteen exergaming older adults participated. Competitiveness was assessed prior to the start of exercise. Participants were trained to ride a "cybercycle;" a virtual reality-enhanced stationary bike with interactive competition. After establishing a cybercycling baseline, competitive avatars were introduced. Pedaling effort (watts) was assessed. Repeated measures ANOVA revealed a significant group (high vs low competitiveness) × time (pre- to post-avatar) interaction (F[1,12] = 13.1, P = 0.003). Virtual social facilitation increased exercise effort among more competitive exercisers. Exercise programs that match competitiveness may maximize exercise effort.
Promoting motivation with virtual agents and avatars: role of visual presence and appearance.
Baylor, Amy L
2009-12-12
Anthropomorphic virtual agents can serve as powerful technological mediators to impact motivational outcomes such as self-efficacy and attitude change. Such anthropomorphic agents can be designed as simulated social models in the Bandurian sense, providing social influence as virtual 'role models'. Of particular value is the capacity for designing such agents as optimized social models for a target audience and context. Importantly, the visual presence and appearance of such agents can have a major impact on motivation and affect regardless of the underlying technical sophistication. Empirical results of different instantiations of agent presence and appearance are reviewed for both autonomous virtual agents and avatars that represent a user.
Anderson-Hanley, Cay; Snyder, Amanda L; Nimon, Joseph P; Arciero, Paul J
2011-01-01
This study examined the effect of virtual social facilitation and competitiveness on exercise effort in exergaming older adults. Fourteen exergaming older adults participated. Competitiveness was assessed prior to the start of exercise. Participants were trained to ride a “cybercycle;” a virtual reality-enhanced stationary bike with interactive competition. After establishing a cybercycling baseline, competitive avatars were introduced. Pedaling effort (watts) was assessed. Repeated measures ANOVA revealed a significant group (high vs low competitiveness) × time (pre- to post-avatar) interaction (F[1,12] = 13.1, P = 0.003). Virtual social facilitation increased exercise effort among more competitive exercisers. Exercise programs that match competitiveness may maximize exercise effort. PMID:22087067
High speed all optical networks
NASA Technical Reports Server (NTRS)
Chlamtac, Imrich; Ganz, Aura
1990-01-01
An inherent problem of conventional point-to-point wide area network (WAN) architectures is that they cannot translate optical transmission bandwidth into comparable user available throughput due to the limiting electronic processing speed of the switching nodes. The first solution to wavelength division multiplexing (WDM) based WAN networks that overcomes this limitation is presented. The proposed Lightnet architecture takes into account the idiosyncrasies of WDM switching/transmission leading to an efficient and pragmatic solution. The Lightnet architecture trades the ample WDM bandwidth for a reduction in the number of processing stages and a simplification of each switching stage, leading to drastically increased effective network throughputs. The principle of the Lightnet architecture is the construction and use of virtual topology networks, embedded in the original network in the wavelength domain. For this construction Lightnets utilize the new concept of lightpaths which constitute the links of the virtual topology. Lightpaths are all-optical, multihop, paths in the network that allow data to be switched through intermediate nodes using high throughput passive optical switches. The use of the virtual topologies and the associated switching design introduce a number of new ideas, which are discussed in detail.
Restrepo-Palacio, Sonia; Amaya-Guio, Jairo
2016-01-01
To describe the contributions of a pedagogical strategy based on the construction of chronicles, using a Virtual Learning Environment for training medical students from Universidad de La Sabana on social determinants of health. Descriptive study with a qualitative approach. Design and implementation of a Virtual Learning Environment based on the ADDIE instructional model. A Virtual Learning Environment was implemented with an instructional design based on the five phases of the ADDIE model, on the grounds of meaningful learning and social constructivism, and through the narration of chronicles or life stories as a pedagogical strategy. During the course, the structural determinants and intermediaries were addressed, and nine chronicles were produced by working groups made up of four or five students, who demonstrated meaningful learning from real life stories, presented a coherent sequence, and kept a thread; 82% of these students incorporated in their contents most of the social determinants of health, emphasizing on the concepts of equity or inequity, equality or inequality, justice or injustice and social cohesion. A Virtual Learning Environment, based on an appropriate instructional design, allows to facilitate learning of social determinants of health through a constructivist pedagogical approach by analyzing chronicles or life stories created by ninth-semester students of medicine from Universidad de La Sabana.
ERIC Educational Resources Information Center
Bailenson, Jeremy N.; Yee, Nick; Blascovich, Jim; Beall, Andrew C.; Lundblad, Nicole; Jin, Michael
2008-01-01
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that…
Use of Second Life in Social Work Education: Virtual World Experiences and Their Effect on Students
ERIC Educational Resources Information Center
Reinsmith-Jones, Kelley; Kibbe, Sharon; Crayton, Traci; Campbell, Elana
2015-01-01
During the past 10 years, there has been a growing use of distance education, including the practice of holding classes in virtual world educational formats such as Second Life. Both the psychiatric and medical fields have caught on quickly to the functionality of virtual world teaching, yet social service educators have not ventured likewise.…
A performance study of live VM migration technologies: VMotion vs XenMotion
NASA Astrophysics Data System (ADS)
Feng, Xiujie; Tang, Jianxiong; Luo, Xuan; Jin, Yaohui
2011-12-01
Due to the growing demand of flexible resource management for cloud computing services, researches on live virtual machine migration have attained more and more attention. Live migration of virtual machine across different hosts has been a powerful tool to facilitate system maintenance, load balancing, fault tolerance and so on. In this paper, we use a measurement-based approach to compare the performance of two major live migration technologies under certain network conditions, i.e., VMotion and XenMotion. The results show that VMotion generates much less data transferred than XenMotion when migrating identical VMs. However, in network with moderate packet loss and delay, which are typical in a VPN (virtual private network) scenario used to connect the data centers, XenMotion outperforms VMotion in total migration time. We hope that this study can be helpful in choosing suitable virtualization environments for data center administrators and optimizing existing live migration mechanisms.
Lee, Jong-Eun Roselyn; Nass, Clifford I; Bailenson, Jeremy N
2014-04-01
Virtual environments employing avatars for self-representation-including the opportunity to represent or misrepresent social categories-raise interesting and intriguing questions as to how one's avatar-based social category shapes social identity dynamics, particularly when stereotypes prevalent in the offline world apply to the social categories visually represented by avatars. The present experiment investigated how social category representation via avatars (i.e., graphical representations of people in computer-mediated environments) affects stereotype-relevant task performance. In particular, building on and extending the Proteus effect model, we explored whether and how stereotype lift (i.e., a performance boost caused by the awareness of a domain-specific negative stereotype associated with outgroup members) occurred in virtual group settings in which avatar-based gender representation was arbitrary. Female and male participants (N=120) were randomly assigned either a female avatar or a male avatar through a process masked as a random drawing. They were then placed in a numerical minority status with respect to virtual gender-as the only virtual female (male) in a computer-mediated triad with two opposite-gendered avatars-and performed a mental arithmetic task either competitively or cooperatively. The data revealed that participants who were arbitrarily represented by a male avatar and competed against two ostensible female avatars showed strongest performance compared to others on the arithmetic task. This pattern occurred regardless of participants' actual gender, pointing to a virtual stereotype lift effect. Additional mediation tests showed that task motivation partially mediated the effect. Theoretical and practical implications for social identity dynamics in avatar-based virtual environments are discussed.
Height, social comparison, and paranoia: An immersive virtual reality experimental study
Freeman, Daniel; Evans, Nicole; Lister, Rachel; Antley, Angus; Dunn, Graham; Slater, Mel
2014-01-01
Mistrust of others may build upon perceptions of the self as vulnerable, consistent with an association of paranoia with perceived lower social rank. Height is a marker of social status and authority. Therefore we tested the effect of manipulating height, as a proxy for social rank, on paranoia. Height was manipulated within an immersive virtual reality simulation. Sixty females who reported paranoia experienced a virtual reality train ride twice: at their normal and reduced height. Paranoia and social comparison were assessed. Reducing a person's height resulted in more negative views of the self in comparison with other people and increased levels of paranoia. The increase in paranoia was fully mediated by changes in social comparison. The study provides the first demonstration that reducing height in a social situation increases the occurrence of paranoia. The findings indicate that negative social comparison is a cause of mistrust. PMID:24924485
Design and Implementation of Decoy Enhanced Dynamic Virtualization Networks
2016-12-12
From - To) 12/12/2016 Final 07/01/2015-08/31/2016 4. TITLE AND SUBTITLE Sa. CONTRACT NUMBER Design and Implementation of Decoy Enhanced Dynamic...TELEPHONE NUMBER (Include area code) 703-993-1715 Standard Form 298 (Rev . 8/98) Prescribed by ANSI Std . Z39.18 " Design and Implementation of...8 2 Design and Implementation ofDecoy Enhanced Dynamic Virtualization Networks 1 Major Goals The relatively static configurations of networks and
Cyberbullying Awareness for Mitigating Consequences in Higher Education.
Elçi, Alev; Seçkin, Zeliha
2016-04-28
Technology has many positive effects on education, but negative effects also exist. One of the negative effects is cyberbullying spreading out of school boundaries to the social networks. The increasing popularity of social media among youngsters engenders cyberbullies who exploit the virtual environment besides the usual emails. This distresses the students and adversely affects their families, teachers, and others around them. Although research studies mainly concentrate on prior education, there seems to be a need to investigate the situation in higher education. This study focuses on students studying technology and related disciplines, who are hence likely to be well connected with cyberspace, and explores their awareness about cyberbullying. The findings reveal that female students have significantly less awareness than males. This study will help address some gender issues in cyberbullying. © The Author(s) 2016.
The Virtual Pelvic Floor, a tele-immersive educational environment.
Pearl, R. K.; Evenhouse, R.; Rasmussen, M.; Dech, F.; Silverstein, J. C.; Prokasy, S.; Panko, W. B.
1999-01-01
This paper describes the development of the Virtual Pelvic Floor, a new method of teaching the complex anatomy of the pelvic region utilizing virtual reality and advanced networking technology. Virtual reality technology allows improved visualization of three-dimensional structures over conventional media because it supports stereo vision, viewer-centered perspective, large angles of view, and interactivity. Two or more ImmersaDesk systems, drafting table format virtual reality displays, are networked together providing an environment where teacher and students share a high quality three-dimensional anatomical model, and are able to converse, see each other, and to point in three dimensions to indicate areas of interest. This project was realized by the teamwork of surgeons, medical artists and sculptors, computer scientists, and computer visualization experts. It demonstrates the future of virtual reality for surgical education and applications for the Next Generation Internet. Images Figure 1 Figure 2 Figure 3 PMID:10566378
Childhood trauma, psychosis liability and social stress reactivity: a virtual reality study.
Veling, W; Counotte, J; Pot-Kolder, R; van Os, J; van der Gaag, M
2016-12-01
Childhood trauma is associated with higher risk for mental disorders, including psychosis. Heightened sensitivity to social stress may be a mechanism. This virtual reality study tested the effect of childhood trauma on level of paranoid ideations and distress in response to social stress, in interaction with psychosis liability and level of social stress exposure. Seventy-five individuals with higher psychosis liability (55 with recent onset psychotic disorder and 20 at ultra-high risk for psychosis) and 95 individuals with lower psychosis liability (42 siblings and 53 controls) were exposed to a virtual café in five experiments with 0-3 social stressors (crowded, other ethnicity and hostility). Paranoid ideation was measured after each experiment. Subjective distress was self-rated before and after experiments. Multilevel random regression analyses were used to test main effects of childhood trauma and interaction effects. Childhood trauma was more prevalent in individuals with higher psychosis liability, and was associated with higher level of (subclinical) psychotic and affective symptoms. Individuals with a history of childhood trauma responded with more subjective distress to virtual social stress exposures. The effects of childhood trauma on paranoia and subjective distress were significantly stronger when the number of virtual environmental stressors increased. Higher psychosis liability increased the effect of childhood trauma on peak subjective distress and stress reactivity during experiments. Childhood trauma is associated with heightened social stress sensitivity and may contribute to psychotic and affective dysregulation later in life, through a sensitized paranoid and stress response to social stressors.
Virtual bargaining: a theory of social decision-making.
Misyak, Jennifer B; Chater, Nick
2014-11-05
An essential element of goal-directed decision-making in social contexts is that agents' actions may be mutually interdependent. However, the most well-developed approaches to such strategic interactions, based on the Nash equilibrium concept in game theory, are sometimes too broad and at other times 'overlook' good solutions to fundamental social dilemmas and coordination problems. The authors propose a new theory of social decision-making-virtual bargaining-in which individuals decide among a set of moves on the basis of what they would agree to do if they could openly bargain. The core principles of a formal account are outlined (vis-à-vis the notions of 'feasible agreement' and explicit negotiation) and further illustrated with the introduction of a new game, dubbed the 'Boobytrap game' (a modification on the canonical Prisoner's Dilemma paradigm). In the first empirical data of how individuals play the Boobytrap game, participants' experimental choices accord well with a virtual bargaining perspective, but do not match predictions from a standard Nash account. Alternative frameworks are discussed, with specific empirical tests between these and virtual bargaining identified as future research directions. Lastly, it is proposed that virtual bargaining underpins a vast range of human activities, from social decision-making to joint action and communication.
Collaboration in a Wireless Grid Innovation Testbed by Virtual Consortium
NASA Astrophysics Data System (ADS)
Treglia, Joseph; Ramnarine-Rieks, Angela; McKnight, Lee
This paper describes the formation of the Wireless Grid Innovation Testbed (WGiT) coordinated by a virtual consortium involving academic and non-academic entities. Syracuse University and Virginia Tech are primary university partners with several other academic, government, and corporate partners. Objectives include: 1) coordinating knowledge sharing, 2) defining key parameters for wireless grids network applications, 3) dynamically connecting wired and wireless devices, content and users, 4) linking to VT-CORNET, Virginia Tech Cognitive Radio Network Testbed, 5) forming ad hoc networks or grids of mobile and fixed devices without a dedicated server, 6) deepening understanding of wireless grid application, device, network, user and market behavior through academic, trade and popular publications including online media, 7) identifying policy that may enable evaluated innovations to enter US and international markets and 8) implementation and evaluation of the international virtual collaborative process.
Virtual Learning Environments as Sociomaterial Agents in the Network of Teaching Practice
ERIC Educational Resources Information Center
Johannesen, Monica; Erstad, Ola; Habib, Laurence
2012-01-01
This article presents findings related to the sociomaterial agency of educators and their practice in Norwegian education. Using actor-network theory, we ask how Virtual Learning Environments (VLEs) negotiate the agency of educators and how they shape their teaching practice. Since the same kinds of VLE tools have been widely implemented…
NASA Astrophysics Data System (ADS)
Döveling, Katrin
2015-04-01
In an age of rising impact of online communication in social network sites (SNS), emotional interaction is neither limited nor restricted by time or space. Bereavement extends to the anonymity of cyberspace. What role does virtual interaction play in SNS in dealing with the basic human emotion of grief caused by the loss of a beloved person? The analysis laid out in this article provides answers in light of an interdisciplinary perspective on online bereavement. Relevant lines of research are scrutinized. After laying out the theoretical spectrum for the study, hypotheses based on a prior in-depth qualitative content analysis of 179 postings in three different German online bereavement platforms are proposed and scrutinized in a quantitative content analysis (2127 postings from 318 users). Emotion regulation patterns in SNS and similarities as well as differences in online bereavement of children, adolescents and adults are revealed. Large-scale quantitative findings into central motives, patterns, and restorative effects of online shared bereavement in regulating distress, fostering personal empowerment, and engendering meaning are presented. The article closes with implications for further analysis in memorialization practices.
Opinion dynamics within a virtual small group: the stubbornness effect
NASA Astrophysics Data System (ADS)
Guazzini, Andrea; Cini, Alessandro; Bagnoli, Franco; Ramasco, José
2015-09-01
The modeling of opinion dynamics is social systems has attracted a good deal of attention in the last decade. Even though based on intuition and observation, the mechanisms behind many of these models need solid empirical grounding. In this work, we investigate the relation among subjective variables (such as the personality), the dynamics of the affinity network dynamics, the communication patterns emerging throughout the social interactions and the opinions dynamics in a series of experiments with five small groups of ten people each. In order to ignite the discussion, the polemic topic of animal experimentation was proposed. The groups essentially polarized in two factions with a set of stubborn individuals (those not changing their opinions in time) playing the role of anchors. Our results suggest that the different layers present in the group dynamics (i.e., individual level, group dynamics and meso-communication) are deeply intermingled, specifically the stubbornness effect appears to be related to the dynamical features of the network topologies, and only in an undirected way to the personality of the participants.
Feasibility of Virtual Reality Environments for Adolescent Social Anxiety Disorder
ERIC Educational Resources Information Center
Parrish, Danielle E.; Oxhandler, Holly K.; Duron, Jacuelynn F.; Swank, Paul; Bordnick, Patrick
2016-01-01
Purpose: This study assessed the feasibility of virtual reality (VR) exposure as an assessment and treatment modality for youth with social anxiety disorder (SAD). Methods: Forty-one adolescents, 20 of which were identified as having SAD, were recruited from a community sample. Youth with and without SAD were exposed to two social virtual…
Local and global perspectives on the virtual water trade
NASA Astrophysics Data System (ADS)
Tamea, S.; Allamano, P.; Carr, J. A.; Claps, P.; Laio, F.; Ridolfi, L.
2012-11-01
Recent studies on fluxes of virtual water are showing how the global food and goods trade interconnects the water resources of different and distant countries, conditioning the local water balances. This paper presents and discusses the assessment of virtual water fluxes between a single country and its network of trading partners, delineating a country's virtual water budget in space and time (years 1986-2010). The fluxes between the country under study and its importing/exporting partners are visualized with a geographical representation shaping the trade network as a virtual river/delta. Time variations of exchanged fluxes are quantified to show possible trends in the virtual water balance, while characterizing the time evolution of the trade network and its composition in terms of product categories (plant-based, animal-based, luxury and non-edible). The average distance traveled by virtual water to arrive to the place of consumption is also introduced as a new measure for the analysis of globalization of the virtual water trade. Using Italy as an example, we find that food trade has a steadily growing importance compared to domestic production, with a major component represented by plan-based products, and luxury products taking an increasingly larger share (26% in 2010). In 2010 Italy had an average net import of 55 km3 of virtual water (38 km3 in 1986), a value which poses the country among the top net importers in the world. On average each cubic meter of virtual water travels nearly 4000 km before entering Italy, while export goes to relatively closer countries (average distance: 2600 km), with increasing trends in time which are almost unique among the world countries. Analyses proposed for Italy are replicated for 10 other world countries, triggering similar investigations on different socio-economic actualities.
Local and global perspectives on the virtual water trade
NASA Astrophysics Data System (ADS)
Tamea, S.; Allamano, P.; Carr, J. A.; Claps, P.; Laio, F.; Ridolfi, L.
2013-03-01
Recent studies on fluxes of virtual water are showing how the global food and goods trade interconnects the water resources of different and distant countries, conditioning the local water balances. This paper presents and discusses the assessment of virtual water fluxes between a single country and its network of trading partners, delineating a country's virtual water budget in space and time (years 1986-2010). The fluxes between the country under study and its importing/exporting partners are visualized with a geographical representation shaping the trade network as a virtual river/delta. Time variations of exchanged fluxes are quantified to show possible trends in the virtual water balance, while characterizing the time evolution of the trade network and its composition in terms of product categories (plant-based, animal-based, luxury food, and non-edible). The average distance traveled by virtual water to arrive to the place of consumption is also introduced as a new measure for the analysis of globalization of the virtual water trade. Using Italy as an example, we find that food trade has a steadily growing importance compared to domestic production, with a major component represented by plant-based products, and luxury products taking an increasingly larger share (26% in 2010). In 2010 Italy had an average net import of 55 km3 of virtual water (38 km3 in 1986), a value which poses the country among the top net importers in the world. On average each cubic meter of virtual water travels nearly 4000 km before entering Italy, while export goes to relatively closer countries (average distance: 2600 km), with increasing trends in time which are almost unique among the world countries. Analyses proposed for Italy are replicated for 10 other world countries, triggering similar investigations on different socio-economic actualities.
Measuring advertising effectiveness in Travel 2.0 websites through eye-tracking technology.
Muñoz-Leiva, Francisco; Hernández-Méndez, Janet; Gómez-Carmona, Diego
2018-03-06
The advent of Web 2.0 is changing tourists' behaviors, prompting them to take on a more active role in preparing their travel plans. It is also leading tourism companies to have to adapt their marketing strategies to different online social media. The present study analyzes advertising effectiveness in social media in terms of customers' visual attention and self-reported memory (recall). Data were collected through a within-subjects and between-groups design based on eye-tracking technology, followed by a self-administered questionnaire. Participants were instructed to visit three Travel 2.0 websites (T2W), including a hotel's blog, social network profile (Facebook), and virtual community profile (Tripadvisor). Overall, the results revealed greater advertising effectiveness in the case of the hotel social network; and visual attention measures based on eye-tracking data differed from measures of self-reported recall. Visual attention to the ad banner was paid at a low level of awareness, which explains why the associations with the ad did not activate its subsequent recall. The paper offers a pioneering attempt in the application of eye-tracking technology, and examines the possible impact of visual marketing stimuli on user T2W-related behavior. The practical implications identified in this research, along with its limitations and future research opportunities, are of interest both for further theoretical development and practical application. Copyright © 2018 Elsevier Inc. All rights reserved.
Social Skills Deficits in a Virtual Environment Among Spanish Children With ADHD.
García-Castellar, Rosa; Jara-Jiménez, Pilar; Sánchez-Chiva, Desirée; Mikami, Amori Y
2018-06-01
Research assessing the social skills of children with ADHD has predominantly relied upon North American samples. In addition, most existing work has been conducted using methodology that fails to use a controlled peer stimulus; such methods may be more vulnerable to cultural influence. We examined the social skills of 52 Spanish children (ages 8-12) with and without ADHD using a controlled Chat Room Task, which simulates a virtual social environment where peers' responses are held constant, so that participants' social skills may be assessed. After statistical control of typing and reading comprehension skills, Spanish children with ADHD gave fewer prosocial comments and had greater difficulty remembering central details from the conversation between the peers, relative to comparison children. The virtual Chat Room Task may be useful to assess social skills deficits using a controlled paradigm, resulting in the identification of common social deficiencies cross-culturally.
Neighbourhood social ties: how much do residential, physical and virtual mobility matter?
Knies, Gundi
2013-09-01
Following up on the prediction by classical sociological theorists that neighbours will become irrelevant as societies become more mobile, this research examines the strength of people's social ties with neighbours and the associations thereof with residential, physical and virtual mobility using longitudinal data for Germany. Unlike previous studies, the research considers the three forms of mobility simultaneously and contrasts its effects on social ties with neighbours to those with family. The results show that residential and physical mobility are negatively associated with social ties to neighbours and positively with ties to family. Virtual mobility does not weaken social ties with neighbours but ties with family. The positive association between mobility and social ties with family may not be strong enough to ascertain that people maintain as close social ties to others in the future as it does not outweigh the negative association with visiting neighbours. © London School of Economics and Political Science 2013.
Guo, Tian-Chao; Li, Xuemei
2016-11-01
Previous studies have reported conflicting results regarding the relationship between individuality and social identity, indicating this area requires further examination. This study constructed a research model to help understand the positive role of individualized behavior and social identity in virtual communities. The results of an online survey conducted to assess our theoretical research model indicated that social identity can be expressed in two ways: self-categorization and social identification. Furthermore, we found individualized behavior was positively related to social identification, while self-categorization was directly derived from social identification.
Knowledge of Social Affiliations Biases Economic Decisions
Martinez, Joel E.; Mack, Michael L.; Gelman, Bernard D.; Preston, Alison R.
2016-01-01
An individual’s reputation and group membership can produce automatic judgments and behaviors toward that individual. Whether an individual’s social reputation impacts interactions with affiliates has yet to be demonstrated. We tested the hypothesis that during initial encounters with others, existing knowledge of their social network guides behavior toward them. Participants learned reputations (cooperate, defect, or equal mix) for virtual players through an iterated economic game (EG). Then, participants learned one novel friend for each player. The critical question was how participants treated the friends in a single-shot EG after the friend-learning phase. Participants tended to cooperate with friends of cooperators and defect on friends of defectors, indicative of a decision making bias based on memory for social affiliations. Interestingly, participants’ explicit predictions of the friends’ future behavior showed no such bias. Moreover, the bias to defect on friends of defectors was enhanced when affiliations were learned in a social context; participants who learned to associate novel faces with player faces during reinforcement learning did not show reputation-based bias for associates of defectors during single-shot EG. These data indicate that when faced with risky social decisions, memories of social connections influence behavior implicitly. PMID:27441563
2011-09-01
COMPUTING: EFFECTS AND APPLICATION OF HASTILY FORMED NETWORKS (HFN) FOR HUMANITARIAN ASSISTANCE/DISASTER RELIEF (HA/DR) MISSIONS by Mark K. Morris...i REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour...SUBTITLE Virtual Cloud Computing: Effects and Application of Hastily Formed Networks (HFN) for Humanitarian Assistance/Disaster Relief (HA/DR) Missions
Developing a Virtual Network of Research Observatories
NASA Astrophysics Data System (ADS)
Hooper, R. P.; Kirschtl, D.
2008-12-01
The hydrologic community has been discussing the concept of a network of observatories for the advancement of hydrologic science in areas of scaling processes, in testing generality of hypotheses, and in examining non-linear couplings between hydrologic, biotic, and human systems. The Consortium of Universities for the Advancement of Hydrologic Science, Inc. (CUAHSI) is exploring the formation of a virtual network of observatories, formed from existing field studies without regard to funding source. Such a network would encourage sharing of data, metadata, field methods, and data analysis techniques to enable multidisciplinary synthesis, meta-analysis, and scientific collaboration in hydrologic and environmental science and engineering. The virtual network would strive to provide both the data and the environmental context of the data through advanced cyberinfrastructure support. The foundation for this virtual network is Water Data Services that enable the publication of time-series data collected at fixed points using a services-oriented architecture. These publication services, developed in the CUAHSI Hydrologic Information Systems project, permit the discovery of data from both academic and government sources through a single portal. Additional services under consideration are publication of geospatial data sets, immersive environments based upon site digital elevation models, and a common web portal to member sites populated with structured data about the site (such as land use history and geologic setting) to permit understanding the environmental context of the data being shared.
Classification of EMG signals using artificial neural networks for virtual hand prosthesis control.
Mattioli, Fernando E R; Lamounier, Edgard A; Cardoso, Alexandre; Soares, Alcimar B; Andrade, Adriano O
2011-01-01
Computer-based training systems have been widely studied in the field of human rehabilitation. In health applications, Virtual Reality presents itself as an appropriate tool to simulate training environments without exposing the patients to risks. In particular, virtual prosthetic devices have been used to reduce the great mental effort needed by patients fitted with myoelectric prosthesis, during the training stage. In this paper, the application of Virtual Reality in a hand prosthesis training system is presented. To achieve this, the possibility of exploring Neural Networks in a real-time classification system is discussed. The classification technique used in this work resulted in a 95% success rate when discriminating 4 different hand movements.
NASA Astrophysics Data System (ADS)
Pedro Sánchez, Juan; Sáenz, Jacobo; de la Torre, Luis; Carreras, Carmen; Yuste, Manuel; Heradio, Rubén; Dormido, Sebastián
2016-05-01
This work describes two experiments: "study of the diffraction of light: Fraunhofer approximation" and "the photoelectric effect". Both of them count with a virtual, simulated, version of the experiment as well as with a real one which can be operated remotely. The two previous virtual and remote labs (built using Easy Java(script) Simulations) are integrated in UNILabs, a network of online interactive laboratories based on the free Learning Management System Moodle. In this web environment, students can find not only the virtual and remote labs but also manuals with related theory, the user interface description for each application, and so on.
Global tree network for computing structures enabling global processing operations
Blumrich; Matthias A.; Chen, Dong; Coteus, Paul W.; Gara, Alan G.; Giampapa, Mark E.; Heidelberger, Philip; Hoenicke, Dirk; Steinmacher-Burow, Burkhard D.; Takken, Todd E.; Vranas, Pavlos M.
2010-01-19
A system and method for enabling high-speed, low-latency global tree network communications among processing nodes interconnected according to a tree network structure. The global tree network enables collective reduction operations to be performed during parallel algorithm operations executing in a computer structure having a plurality of the interconnected processing nodes. Router devices are included that interconnect the nodes of the tree via links to facilitate performance of low-latency global processing operations at nodes of the virtual tree and sub-tree structures. The global operations performed include one or more of: broadcast operations downstream from a root node to leaf nodes of a virtual tree, reduction operations upstream from leaf nodes to the root node in the virtual tree, and point-to-point message passing from any node to the root node. The global tree network is configurable to provide global barrier and interrupt functionality in asynchronous or synchronized manner, and, is physically and logically partitionable.
The production route selection algorithm in virtual manufacturing networks
NASA Astrophysics Data System (ADS)
Krenczyk, D.; Skolud, B.; Olender, M.
2017-08-01
The increasing requirements and competition in the global market are challenges for the companies profitability in production and supply chain management. This situation became the basis for construction of virtual organizations, which are created in response to temporary needs. The problem of the production flow planning in virtual manufacturing networks is considered. In the paper the algorithm of the production route selection from the set of admissible routes, which meets the technology and resource requirements and in the context of the criterion of minimum cost is proposed.
DOE Office of Scientific and Technical Information (OSTI.GOV)
David Fritz, John Floren
2013-08-27
Minimega is a simple emulytics platform for creating testbeds of networked devices. The platform consists of easily deployable tools to facilitate bringing up large networks of virtual machines including Windows, Linux, and Android. Minimega attempts to allow experiments to be brought up quickly with nearly no configuration. Minimega also includes tools for simple cluster management, as well as tools for creating Linux based virtual machine images.
Making Choices in the Virtual World: The New Model at United Technologies Information Network.
ERIC Educational Resources Information Center
Gulliford, Bradley
1998-01-01
Describes changes in services of the United Technologies Corporation Information Network from a traditional library system to a virtual system of World Wide Web sites, a document-delivery unit, telephone and e-mail reference, and desktop technical support to provide remote access. Staff time, security, and licensing issues are addressed.…
Investigating Factors Related to Virtual Private Network Adoption in Small Businesses
ERIC Educational Resources Information Center
Lederer, Karen
2012-01-01
The purpose of this quantitative study was to investigate six factors that may influence adoption of virtual private network (VPN) technologies in small businesses with fewer than 100 employees. Prior research indicated small businesses employing fewer than 100 workers do not adopt VPN technology at the same rate as larger competitors, and the…
Multi-Hop Link Capacity of Multi-Route Multi-Hop MRC Diversity for a Virtual Cellular Network
NASA Astrophysics Data System (ADS)
Daou, Imane; Kudoh, Eisuke; Adachi, Fumiyuki
In virtual cellular network (VCN), proposed for high-speed mobile communications, the signal transmitted from a mobile terminal is received by some wireless ports distributed in each virtual cell and relayed to the central port that acts as a gateway to the core network. In this paper, we apply the multi-route MHMRC diversity in order to decrease the transmit power and increase the multi-hop link capacity. The transmit power, the interference power and the link capacity are evaluated for DS-CDMA multi-hop VCN by computer simulation. The multi-route MHMRC diversity can be applied to not only DS-CDMA but also other access schemes (i. e. MC-CDMA, OFDM, etc.).
[Facebook in oncology. Review of the literature].
Veneroni, Laura; Ferrari, Andrea; Massimino, Maura; Clerici, Carlo Alfredo
2015-01-01
Internet and particularly the so-called Web 2.0 are powerful tools of communication characterized by high user participation in the creation of content through various sites, such as those of social networking, where Facebook is the best known and most widely used. The aim of the present paper is to review the literature on the use of Facebook in health care. The international scientific literature of the past 10 years has been collected by major databases online. From the research were identified 262 articles of which 57 are considered relevant. The articles are schematically divided into three categories according to the topic: use of Facebook for psychosocial support for communication, for doctor-patient relationship, for institutional communication. The authors have identified the critical aspects and the possibility of using this tool in the communication and relationship between patients and health professionals. Despite the presence of critical issues, the use of social media is to be considered with interest and is worthy of study and research in the clinical setting. It should at the same time that health professionals are aware of the risks associated with the use of social networking but also trained in the use of the potential of these virtual tools that cannot replace real interactions but can support them.
The system of technical diagnostics of the industrial safety information network
NASA Astrophysics Data System (ADS)
Repp, P. V.
2017-01-01
This research is devoted to problems of safety of the industrial information network. Basic sub-networks, ensuring reliable operation of the elements of the industrial Automatic Process Control System, were identified. The core tasks of technical diagnostics of industrial information safety were presented. The structure of the technical diagnostics system of the information safety was proposed. It includes two parts: a generator of cyber-attacks and the virtual model of the enterprise information network. The virtual model was obtained by scanning a real enterprise network. A new classification of cyber-attacks was proposed. This classification enables one to design an efficient generator of cyber-attacks sets for testing the virtual modes of the industrial information network. The numerical method of the Monte Carlo (with LPτ - sequences of Sobol), and Markov chain was considered as the design method for the cyber-attacks generation algorithm. The proposed system also includes a diagnostic analyzer, performing expert functions. As an integrative quantitative indicator of the network reliability the stability factor (Kstab) was selected. This factor is determined by the weight of sets of cyber-attacks, identifying the vulnerability of the network. The weight depends on the frequency and complexity of cyber-attacks, the degree of damage, complexity of remediation. The proposed Kstab is an effective integral quantitative measure of the information network reliability.
ERIC Educational Resources Information Center
Kim, Kwanguk; Rosenthal, M. Zachary; Gwaltney, Mary; Jarrold, William; Hatt, Naomi; McIntyre, Nancy; Swain, Lindsay; Solomon, Marjorie; Mundy, Peter
2015-01-01
A new virtual reality task was employed which uses preference for interpersonal distance to social stimuli to examine social motivation and emotion perception in children with Autism Spectrum Disorders. Nineteen high function children with higher functioning Autism Spectrum Disorder (HFASD) and 23 age, gender, and IQ matched children with typical…
ERIC Educational Resources Information Center
Kim, Kwanguk; Rosenthal, Zachary; Gwaltney, Mary; Jarrold, William; Lerro, Lindsay; Mundy, Peter
2015-01-01
A new virtual reality task was employed which uses preference for interpersonal distance to social stimuli to examine social motivation and emotion perception in children with Autism Spectrum Disorders. Nineteen children with higher functioning Autism Spectrum Disorder (HFA SD) and 23 age, gender, and IQ matched children with typical development…
ERIC Educational Resources Information Center
Vasquez, Eleazar, III; Nagendran, Arjun; Welch, Gregory F.; Marino, Matthew T.; Hughes, Darin E.; Koch, Aaron; Delisio, Lauren
2015-01-01
Students with autism spectrum disorder (ASD) show varying levels of impairment in social skills situations. Interventions have been developed utilizing virtual environments (VEs) to teach and improve social skills. This article presents a systematic literature review of peer-reviewed journal articles focusing on social interventions in VEs…
Human agency beliefs influence behaviour during virtual social interactions.
Caruana, Nathan; Spirou, Dean; Brock, Jon
2017-01-01
In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.
Poeschl, Sandra; Doering, Nicola
2012-01-01
Virtual Reality technology offers great possibilities for Cognitive Behavioral Therapy of fear of public speaking: Clients can be exposed to virtual fear-triggering stimuli (exposure) and are able to role-play in virtual environments, training social skills to overcome their fear. Usually, prototypical audience behavior (neutral, social and anti-social) serves as stimulus in virtual training sessions, although there is significant lack of theoretical basis on typical audience behavior. The study presented deals with the design of a realistic virtual presentation scenario. An audience (consisting of n=18 men and women) in an undergraduate seminar was observed during three frontal lecture sessions. Behavior frequency of four nonverbal dimensions (eye contact, facial expression, gesture, and posture) was rated by means of a quantitative content analysis. Results show audience behavior patterns which seem to be typical in frontal lecture contexts, like friendly and neutral face expressions. Additionally, combined and even synchronized behavioral patterns between participants who sit next to each other (like turning to the neighbor and start talking) were registered. The gathered data serve as empirical design basis for a virtual audience to be used in virtual training applications that stimulate the experiences of the participants in a realistic manner, thereby improving the experienced presence in the training application.
A space for mothers: grief as identity construction on memorial websites created by SIDS parents.
Finlay, Christopher J; Krueger, Guenther
2011-01-01
In this article we conduct a textual analysis of memorial websites created by mothers who have experienced a loss due to sudden infant death syndrome (SIDS). Using an online Internet ethnographic approach, we reviewed a series of 20 sites in an attempt to analyze the motivations of the site creators as manifested in their online projects. We spent time on the sites, moving through all facets of them, following links, and experiencing them the way a visitor would encounter them. In this virtual exploration we uncovered personal narratives, community building, religious imagery, and numerous examples of social networking. We also analyzed guest books in order to understand who visits these sites and their reasons for doing so. We conclude that development of these sites are a process that helps some mothers in their grief and gives them a focus and activity that is helpful and perhaps healing. More importantly perhaps is the potential for community building and networking that this type of activity allows. As an extension of a real-world memorial such as a gravesite, a virtual mourning space provides more in the way of these types of communications. Our work suggests that memorial websites constructed by SIDS parents help in meaning and identity reconstruction after loss.
Drawing Inspiration from Human Brain Networks: Construction of Interconnected Virtual Networks
Kominami, Daichi; Leibnitz, Kenji; Murata, Masayuki
2018-01-01
Virtualization of wireless sensor networks (WSN) is widely considered as a foundational block of edge/fog computing, which is a key technology that can help realize next-generation Internet of things (IoT) networks. In such scenarios, multiple IoT devices and service modules will be virtually deployed and interconnected over the Internet. Moreover, application services are expected to be more sophisticated and complex, thereby increasing the number of modifications required for the construction of network topologies. Therefore, it is imperative to establish a method for constructing a virtualized WSN (VWSN) topology that achieves low latency on information transmission and high resilience against network failures, while keeping the topological construction cost low. In this study, we draw inspiration from inter-modular connectivity in human brain networks, which achieves high performance when dealing with large-scale networks composed of a large number of modules (i.e., regions) and nodes (i.e., neurons). We propose a method for assigning inter-modular links based on a connectivity model observed in the cerebral cortex of the brain, known as the exponential distance rule (EDR) model. We then choose endpoint nodes of these links by controlling inter-modular assortativity, which characterizes the topological connectivity of brain networks. We test our proposed methods using simulation experiments. The results show that the proposed method based on the EDR model can construct a VWSN topology with an optimal combination of communication efficiency, robustness, and construction cost. Regarding the selection of endpoint nodes for the inter-modular links, the results also show that high assortativity enhances the robustness and communication efficiency because of the existence of inter-modular links of two high-degree nodes. PMID:29642483
Drawing Inspiration from Human Brain Networks: Construction of Interconnected Virtual Networks.
Murakami, Masaya; Kominami, Daichi; Leibnitz, Kenji; Murata, Masayuki
2018-04-08
Virtualization of wireless sensor networks (WSN) is widely considered as a foundational block of edge/fog computing, which is a key technology that can help realize next-generation Internet of things (IoT) networks. In such scenarios, multiple IoT devices and service modules will be virtually deployed and interconnected over the Internet. Moreover, application services are expected to be more sophisticated and complex, thereby increasing the number of modifications required for the construction of network topologies. Therefore, it is imperative to establish a method for constructing a virtualized WSN (VWSN) topology that achieves low latency on information transmission and high resilience against network failures, while keeping the topological construction cost low. In this study, we draw inspiration from inter-modular connectivity in human brain networks, which achieves high performance when dealing with large-scale networks composed of a large number of modules (i.e., regions) and nodes (i.e., neurons). We propose a method for assigning inter-modular links based on a connectivity model observed in the cerebral cortex of the brain, known as the exponential distance rule (EDR) model. We then choose endpoint nodes of these links by controlling inter-modular assortativity, which characterizes the topological connectivity of brain networks. We test our proposed methods using simulation experiments. The results show that the proposed method based on the EDR model can construct a VWSN topology with an optimal combination of communication efficiency, robustness, and construction cost. Regarding the selection of endpoint nodes for the inter-modular links, the results also show that high assortativity enhances the robustness and communication efficiency because of the existence of inter-modular links of two high-degree nodes.
The Effects of Communicative Genres on Intra-Group Conflict in Virtual Student Teams
ERIC Educational Resources Information Center
Hsu, Jung-Lung; Chou, Huey-Wen
2009-01-01
With increasing convenience and prevalence, the distant communication application has become a promising way for individuals who are eager to cooperate and interact virtually. This study explored the question of whether the collaborative interaction of the virtual teams has any effect on the conflict and network structure of virtual groups. A…
Kothgassner, Oswald D; Goreis, Andreas; Kafka, Johanna X; Hlavacs, Helmut; Beutl, Leon; Kryspin-Exner, Ilse; Felnhofer, Anna
2018-05-01
While virtual humans are increasingly used to benefit the elderly, considerably little is still known about older adults' virtual experiences. However, due to age-related changes, older adults' perceptions of virtual environments (VEs) may be unique. Hence, our objective was to examine possible gender differences in immersion, flow, and emotional states as well as physical and social presence in elderly males and females interacting either with a computer-controlled agent or a human-controlled avatar. Seventy-eight German-speaking older adults were randomly assigned to an avatar or an agent condition and were exposed to a brief social encounter in a virtual café. Results indicate no overall gender differences, but a significant effect of agency on social presence, physical presence, immersion, and flow. Participants in the avatar condition reported higher levels in all measures, except for involvement. Furthermore, significant gender × agency interactions were found, with females showing more social presence, spatial presence, and flow when interacting with a human-controlled avatar and more realism when conversing with an agent. Also, all participants showed significant changes in their affect post exposure. In sum, older adults' virtual experiences seem to follow unique patterns, yet, they do not preclude the elderly from successfully participating in VEs.
Virtual bargaining: a theory of social decision-making
Misyak, Jennifer B.; Chater, Nick
2014-01-01
An essential element of goal-directed decision-making in social contexts is that agents' actions may be mutually interdependent. However, the most well-developed approaches to such strategic interactions, based on the Nash equilibrium concept in game theory, are sometimes too broad and at other times ‘overlook’ good solutions to fundamental social dilemmas and coordination problems. The authors propose a new theory of social decision-making—virtual bargaining—in which individuals decide among a set of moves on the basis of what they would agree to do if they could openly bargain. The core principles of a formal account are outlined (vis-à-vis the notions of ‘feasible agreement’ and explicit negotiation) and further illustrated with the introduction of a new game, dubbed the ‘Boobytrap game’ (a modification on the canonical Prisoner's Dilemma paradigm). In the first empirical data of how individuals play the Boobytrap game, participants' experimental choices accord well with a virtual bargaining perspective, but do not match predictions from a standard Nash account. Alternative frameworks are discussed, with specific empirical tests between these and virtual bargaining identified as future research directions. Lastly, it is proposed that virtual bargaining underpins a vast range of human activities, from social decision-making to joint action and communication. PMID:25267828
Virtual Heritage Tours: Developing Interactive Narrative-Based Environments for Historical Sites
NASA Astrophysics Data System (ADS)
Tuck, Deborah; Kuksa, Iryna
In the last decade there has been a noticeable growth in the use of virtual reality (VR) technologies for reconstructing cultural heritage sites. However, many of these virtual reconstructions evidence little of sites' social histories. Narrating the Past is a research project that aims to re-address this issue by investigating methods for embedding social histories within cultural heritage sites and by creating narrative based virtual environments (VEs) within them. The project aims to enhance the visitor's knowledge and understanding by developing a navigable 3D story space, in which participants are immersed. This has the potential to create a malleable virtual environment allowing the visitor to configure their own narrative paths.
Establishing a Virtual Community of Practice in Simulation: The Value of Social Media.
Thoma, Brent; Brazil, Victoria; Spurr, Jesse; Palaganas, Janice; Eppich, Walter; Grant, Vincent; Cheng, Adam
2018-04-01
Professional development opportunities are not readily accessible for most simulation educators, who may only connect with simulation experts at periodic and costly conferences. Virtual communities of practice consist of individuals with a shared passion who communicate via virtual media to advance their own learning and that of others. A nascent virtual community of practice is developing online for healthcare simulation on social media platforms. Simulation educators should consider engaging on these platforms for their own benefit and to help develop healthcare simulation educators around the world. Herein, we describe this developing virtual community of practice and offer guidance to assist educators to engage, learn, and contribute to the growth of the community.
Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M
2016-07-01
Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Cognitive therapy using virtual reality could prove highly effective in treating delusions. © The Royal College of Psychiatrists 2016.
Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M.
2016-01-01
Background Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. Aims To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Method Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. Results In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Conclusion Cognitive therapy using virtual reality could prove highly effective in treating delusions. PMID:27151071
Sun, Shan-Bin; He, Yuan-Yuan; Zhou, Si-Da; Yue, Zhen-Jiang
2017-12-12
Measurement of dynamic responses plays an important role in structural health monitoring, damage detection and other fields of research. However, in aerospace engineering, the physical sensors are limited in the operational conditions of spacecraft, due to the severe environment in outer space. This paper proposes a virtual sensor model with partial vibration measurements using a convolutional neural network. The transmissibility function is employed as prior knowledge. A four-layer neural network with two convolutional layers, one fully connected layer, and an output layer is proposed as the predicting model. Numerical examples of two different structural dynamic systems demonstrate the performance of the proposed approach. The excellence of the novel technique is further indicated using a simply supported beam experiment comparing to a modal-model-based virtual sensor, which uses modal parameters, such as mode shapes, for estimating the responses of the faulty sensors. The results show that the presented data-driven response virtual sensor technique can predict structural response with high accuracy.