Web & Social Media Analytics Previous Year Question Paper.pdf
Munir salman
1. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
1
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
9th European Conference on Games Based Learning
Towards Social Network Support for an
Applied Gaming Ecosystem
Munir Salman1, Dominic Heutelbeck², Matthias Hemmje1
1University of Hagen, Germany
²Forschungsinstitut für Telekommunikation und Kooperation e.V.
2. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
2
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Outline
Introduction and Motivation
Problem Statement, Hypothesis and research question
Applied Gaming Communities in Social Networking Sites (SNSs)
Target user stereotypes and corresponding Exemplar SNS user communities
Conceptual Modelling
Integration Approach of RAGE with SNSs
Implementation
Interfaces of SNSs
Conclusion and Outlook
3. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
3
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Introduction and Motivation
Problem Statement, Hypothesis and research question
Where do you look for web-contents?
Where do you buy something online?
Where do you manage software source codes?
Where do you
look for Applied Games?
get Applied Gaming assets and resources?
get feedback and information about Applied Games?
Unclear!
Google,…
Amazon,…
GitHub,…
4. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
4
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Introduction and Motivation
Problem Statement, Hypothesis and research question
The EU-based industry for Applied Games (non-leisure games)
Is an emerging business
Is still fragmented
And needs to achieve critical mass to compete globally
5. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
5
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Introduction and Motivation
What is RAGE?
European Project, Realizing an Applied Gaming Ecosystem (RAGE)
Making available a repository of Applied Gaming oriented software, services and related
documents, media, educational resources, etc.
Creating and populating a community-oriented information and knowledge sharing system for
Applied Gaming
Providing an Interactive Map of Stakeholders and Resources
Develop a Social Tool Suite supporting community building and collaboration mediation
Collect and create training materials and workshops for AG practitioners
Integrate the subsystems and contents in an AG Ecosystem platform
…
6. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
6
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Presentation by Hollins Paul and Wim Westera
in room C-106
7. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
7
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Applied Gaming Communities in Social Networking Sites (SNSs)
Target user stereotypes and corresponding Exemplar SNS user communities
AG
Developers
Communities
AG
Researchers
Communities
AG
Customers
and Players
Communities
8. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
8
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Applied Gaming Communities in Social Networking Sites (SNSs)
Target user stereotypes and corresponding Exemplar SNS user communities
9. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
9
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Conceptual Modelling
Integration Approach of RAGE with SNSs
2.Step:Analysing
andpresenting
Requests
Responses
3. Step: Sharing content and
knowledge
1. Step: Collecting content and
knowledge
10. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
10
05/03/2016
Co-funded by the Horizon 2020 Framework
Programme of the European Union
SlideShare Twitter
LinkedIn
RAGE
Community
Documents
Users &
Communities
Courses
Multi
Media
Taxonomy
Mediators Layer
Wrapper Wrapper WrapperWrapper …
Wrappers Layer
AG
Developer
Community
AG
Researcher
Community
RAGE
Community
AG
Developer
Community
AG
Researcher
Community
AG
Developer
Community
RAGE
Community
AG
Researcher
Community
SlideShare
Mediator
…
Twitter
Mediator
LinkedIn
Mediator
NLP Layer
SNSs
Conceptual Modelling
Details Integration Approach and Methodology
11. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
11
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Implementation
Interfaces of SNSs
LinkedIn JSON POST body example
{
"comment": "Check out developer.linkedin.com!",
"content": {
"title": "LinkedIn Developers Resources",
"description": "Leverage LinkedIn's APIs to maximize engagement",
"submitted-url": "https://developer.linkedin.com",
"submitted-image-url": https://example.com/logo.png
},
"visibility": { "code": "anyone“
}
}
LinkedIn Successful Response example
{
"updateKey": "UPDATE-3346389-595113200…",
"updateUrl":"https://www.linkedin.com/updates?discuss=…&scope=…“
}
12. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
12
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Conclusion
RAGE Ecosystem supporting community-based content and knowledge
management
It will support the collection, sharing, access and re-use of applied gaming research and
development assets, resources and end user best practice know-how
Integration between the RAGE Ecosystem and SNSs
Can be achieved to reduce fragmentation and to increase the knowledge exchange among
applied gaming communities (such as applied gaming developer, researcher and player)
Outlook
Further SNS integration and SNF implementation
Social Network Analysis (SNA) and discourse analysis
This will be used for collecting, analysing and presenting data about various patterns of
relationships among people, objects and knowledge
13. The 9th ECGBL 2015, Steinkjer, Norway
Munir Salman
13
08/10/2015
Co-funded by the Horizon 2020 Framework
Programme of the European Union
Thank you!
Munir Salman
Munir.salman@student.fernuni-hagen.de
Tel. +49 89 38602 348
Editor's Notes
Assets and resources: such as AG SW modules, services, documents, media, educational resources and much more.
If you interested in the RAGE-Project you can take a look at the presentation by Hollins Paul and Wim Westera or contact them or me later.
We assumed, there are existing applied gaming communities which could serve as a first source of information. To investigate on this, we considered 3 types of AG groups in SNSs:
1- AG Developer: who want to keep their AG developments innovative that’s why they also need innovative ideas to develop innovative AG in order to stay competitive.
Therefore, they look for possibilities to cooperate with
2- applied gaming research communities who create within research projects a lot of AG assets and prototypes, which need to be developed and deployed by AG developers to become marketable.
3- the AG customers and players groups, who on the one hand want to learn about development of AG and on the other hand can also contribute to the development of AG usage scenario.
Explizit “Results” schreiben.
(potential question: how did you get the numbers? searching for keywords at those social network sites)
What is RAGE in three sentences (instead of an entire slide)
Conclusion:
So to summarise the main point of my presentation:
We saw some AG communities in LinkedIn and Twitter,
Then we took a look in the concept of the RAGE Ecosystem supporting community-based content and knowledge.
Beside this I mentioned that the RAGE Ecosystem is aiming to support the collection, sharing, access and re-use of AG assets, resources and end user know-how.
After that we saw how the integration between the RAGE Ecosystem and SNSs can be achieved to reduce fragmentation and to increase the knowledge exchange among AGCs
Finally a briefly implementation example of the LinkedIn API was introduced.
Outlook:
In the feature RAGE is aiming at increasing outreach and take-up of the RAGE Ecosystem through further SNSs integration and SNFs implementation.
Furthermore Social Network analysis and discourse analysis will be used for collecting, analysing and presenting data about various patterns of relationships among people, objects and knowledge