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Kalthoom Almaqbali & Matilda Rhode
NETWORK SCIENCE, WEB SCIENCE, AND
INTERNET SCIENCE
[1] Tiropanis, T. et al. 2015 Network Science, Web Science, and Internet Science. Communications of the ACM, 58(8), pp76-82
Network Science
Web Science Internet Science
KEY THEMES
Interdisciplinary
approach to
research
- commonly
combined
academic fields
- future trends
A framework for
comparison
- provenance
- lingua franca
- goals of research
- research topics
- bounds
Will web and
internet science
remain distinct?
MULTIDISCIPLINARY SCIENCES
Network Science
Web Science Internet Science
Multidisciplinary
Social network science, includes but not limited to Web and Network
science combines research from a number of disciplines “such as
physics, mathematics, computer science, biology, economics, and
sociology”[2]
[2] Ibid., pp76
A FRAMEWORK FOR COMPARISON: COMMUNITY FORMATION
‣ ‘Hybrid’ bottom-up/top-down for network science with community already in
place before initiatives
‣ Web Science Research Council
‣ European Network of Excellence in Internet Science
‣ “the sustainability of [the web and internet science] communities was ensured
by… funding from key research institutions”[3]
[3] Ibid., pp80
Top-down
Bottom-up
Funding
Network Science
Web Science Internet Science
Multidisciplinary
Bottom-up
Funding
Network Science
Web Science Internet Science
A FRAMEWORK FOR COMPARISON: LINGUA FRANCA
Graph
theory
Physical
processes
Game theory
Web standards
social
theory/science
Internet
standards
Law/
policy
Internet
protocols
topography
Top-down
Multidisciplinary
A FRAMEWORK FOR COMPARISON: RESEARCH GOALS
“How we could
do things better”
“How things work”
Technologically
agnostic
Bottom-up
Funding
Network Science
Web Science Internet Science
Graph
theory
Physical
processes
Game theory
Web standards
Internet
standards
Law/
policy
Internet
protocolstechnologically
specific
Topography
Social
theory/science
Top-down
Multidisciplinary
A FRAMEWORK FOR COMPARISON: RESEARCH METHODOLOGIES
“How we could
do things better”
“How things work”
Technologically
agnostic
Bottom-up
Funding
Network Science
Web Science Internet Science
Graph
theory
Physical
processes
Game theory
Web standards
Social
theory/science
Internet
standards
Law/
policy
Internet
protocols
Topography
technologically
specific
Top-down
Multidisciplinary
Data, simulation,
hypothesis testing, visualisation,
interpretation, exploration, analysis.
IMPLICATIONS OF RESEARCH METHODOLOGY OVERLAP
“Points to potential synergies on topics in which these areas overlap”[4]
[4] Ibid., pp81
IMPLICATIONS OF RESEARCH METHODOLOGY OVERLAP
IMPLICATIONS OF RESEARCH METHODOLOGY OVERLAP
CHARACTERIZING THE NATURE OF INTERACTIONS FOR
COOPERATIVE CREATION IN ONLINE SOCIAL NETWORKS[5]
[5] Cazabet, R. et al. 2015. Characterizing the nature of interaction for cooperative creation in online social networks. Social Network Analysis and Mining 5(43)
[6] http://nicovideo.jp
o Explores data from Nico Nico Douga[6] (NND), an
online social network used for video sharing as well
as large-scale creative collaboration popular in
Japan.
• The paper looks at both interactions between
NND users and whether it is possible to pick
out distinct roles within a distributed
collaborative process
NICO NICO DOUGA
o Online social networks (OSN) have attracted a lot of
attention from scientists of many different fields.
o A wide variety of networks have been studied, including
Facebook, Twitter, Wikipedia, and many others.
o This research focus on an OSN called Nico Nico Douga .
o Nico Nico Douga is an interesting platform , because we
have a lot of raw data both on the creators of videos
(actors) and on the videos (their published creations).
o NND users involved in the cooperative creation of music
videos.
NICO NICO DOUGA NETWORK
o NND originated from Japan, and is extremely popular in this
country, with over 20 Million registered users as of 2014, and
ranking in the top 15 of the most visited websites
o NND offers some additional possibilities that we will use in this
paper:
 Users can associate free keywords with videos. Keywords can
be associated or removed by any registered user to any video.
 For each video, it is possible to add references to other videos.
It is a common practice in NND to list, in the description written
by the author for a video, the ID number of all videos that have
been used for its creation.
o NND provides some social aspects:
 Each user has a webpage, where one can find all its
uploaded videos, and a list of its favorite videos.
 A wiki called NicoNicoPedia is directly integrated into
the platform, and one can access and edit
explanations associated with famous creators,
keywords, or videos.
 Users can add comments directly on the video, that
appears overlaid on the video, at the time and
position chosen by the author of the comment
 users can find videos on the website by several
means
NICO NICO DOUGA NETWORK
NND DATASET
o It has been constituted by crawling a set of
metadata associated with all the videos published
on the network between January 2007 and
December 2012. It is composed of a set of 2.6
Million videos with at least one keyword associated
with them.
o For each video, metadata consist of their author,
associated keywords, associated description
(author comment), and date of publication.
o As the researchers are interested in relations
between videos and authors, they focus on the very
important phenomenon of collaborative music video
creation on NND.
VOCALOID, HATSUNE MIKU, AND MUSIC
VIDEOS
o VOCALOID is a singing voice synthesizer, a special
voice synthesizer that not only able to pronounce
words but also to sing them according to a defined
tune.
o Some users first created songs and published them
on NND as music videos, usually with very simple
visuals such as a static drawing. Other users liked
these songs, and started to produce derived music
videos, modifying the visuals, the voice, the music,
in thousands of different ways
 Started to assimilate all songs composed with the
synthesizer with a fictional singer, called Hatsune
Miku.
CATEGORIES OF VIDEOS
The productions in NND can be of several types, and the paper
study the similarities and differences between these types:
The paper derived a classifier that, according to the keywords
associated with a video, attributes a category to it, using direct
matching and regular expressions. The possible categories are
the following:
 OriginalMusic: an original musical composition
 Singing : a person is singing (example : replace the original
voice of a famous song)
 VocaloidVoice: a person is using VOCALOID to create a voice
.
 MusicalPerformance: a person uses Musical instruments to
create this video (example: add an instrument to a famous
Music)
 Picture: a user creates one or several static pictures (example :
illustrate a famous song with original drawings(
 Dance: a user films himself dancing on a famous song)
CATEGORIES OF VIDEOS
 3DCG: a user uses a 3D Computer Graphic software to create this video .
 Animation: a user creates an animated picture (example : illustrate the
lyrics of a famous song)
 Mashups: is a music video created by combining several original sources,
such as different original musics or, more often, different versions of a
same music.
 MAD: an original type of video originally invented in Japan, involving a
collage of videos and sounds from multiple sources.
 Movie: the content is a movie illustrating a song, without other precision.
It can be a different editing of an existing video, or an existing video with
modifications such as the addition of special effects, addition of a contour
frame, or hue alteration for instance.
 Voice: a user modifies the vocals of another video. It can be the
application of sound filters for instance, however the most common case
is the creation of karaoke videos where the voice is removed (but the
music remains).
STRUCTURE OF THE INTERACTIONS
 The paper study what is the influence of the social
structure existing among actors on the way these
actors interact with each other.
 In NND, there is no explicit declaration of social
relations between individuals,. We do not know if
authors cooperate with users with who they have
personal bonds.
 The paper propose a method to evaluate the
strength and the nature of social relations among a
group of users by studying their interactions.
ADVANTAGE & DISADVANTAGE WITH THE
NETWORK
o Advantage of providing us with a network that can
subsequently be studied by the mean of usual,
topological approaches.
o The main problem of such a network is that it
cannot be constructed in a reliable manner.( should
identify which communication can be consider the
consequence of SR between users and which one
cannot(
SIGNIFICANT SOCIAL RELATIONS
To identify these significant social relations to be
represented by a bond, we would have to set a
threshold can be either:
• Static :the same for any pair of node .
• Dependent on the properties .
SIGNIFICANT SOCIAL RELATIONS
o The paper propose is to work on topological
networks, but never to look at the details of these
networks, but instead only to look at global
properties, and to compare these global properties
to the ones of null models
o We propose to use this technique to compute three
aspects of the effects of the social structure on
interactions, namely the social structure impact
(SSI), the reciprocity impact (RI), and the
concentration impact (CI(.
SOCIAL STRUCTURE IMPACT (SSI)
 SSI represents how strong is the impact of the
social structure on the interactions
 how much more repeated interactions there are
compared to the case in which interactions are
done randomly between actors.
 A value of 0 means that there are not more
repeated interactions than in the random case,
while a value of 1 means that none of the repeated
interactions observed could be explained by
random interactions.
 The higher the value, the more important is the
impact of the social structure.
RECIPROCITY IMPACT (RI)
 represents how often we observe reciprocal
interactions between actors, compared to random
interactions.
 A value of 0 means that the observation is not
distinguishable from random. The higher the value,
the more actors tend to initiate interaction towards
actors that also initiate interactions towards them.
CONCENTRATION IMPACT (CI)
 Measure how important is the concentration of
interactions. Depending on the type of interaction
studied, it is possible that the amount of messages
received by actors is evenly distributed, or, on the
contrary, a few actors might concentrate most of
them.
 As social networks in general tend to follow power
law distributions, and, therefore, show great
concentration. The indicator varies between 0 and
1.
VALIDATION USING A GENERATIVE MODEL
 In order to show that our metrics do capture a
property of interaction networks, independent of
their size and average degree. The paper present
the validation of the SSI metric. The generative
model we propose uses four parameters:
 nba: number of actors
 nbi: number of interactions
 afpa: average number of friends per actor
 fs: friendship strength.
DESCRIPTION OF ANALYZED NETWORKS
The research paper chose datasets corresponding to different types of
interactions.:
o The DBLP (Ley 2002) is a well-known database of scientific
publications.
o A Twitter dataset , that contains between 80 and 90 % of all tweets
published between Japanese users on a period of 22 days (around the
Japanese earthquake and Tsunami of 2011). The research kept only
tweets between active users.
o The ENRON dataset is a widely used dataset about mail
communication. It contains most of the emails sent and received on the
professional addresses of some of the key individuals involved in the
Enron Scandal.
o The construction of the NND interaction network has already been
described.
DESCRIPTION OF ANALYZED NETWORKS
From these observations, we can propose to classify these interaction
networks into three categories:
– ENRON and TwitterNOTRT have a high SSI, high RI, and low CI. These
profiles correspond to interpersonal communications, on which users tend to
communicate much with other users they know, in an
interactive manner.
– TwitterRT and NND have a lower —but still high— SSI, a low RI, and a
high CI. These profiles correspond to diffusion networks: most of the
communications do not take place between ‘‘equals’’, but, rather, a small
proportion of users attract most of the interactions, and do not reciprocate
these interactions.
– DBLP has a different profile, with an SSI similar to the diffusion networks, a
low RI and a low CI. The interactions are far from being random, but this is
due neither to the major role of a few key users, nor to the strong influence
of interpersonal communications
Although the paper do not investigate this case more in depth in this article,
they can propose as an explanation that the bias in interactions observed is
rather a ‘‘field’’ bias, i.e., most of the repeated interactions between users
can be explained by the fact that authors work on the same topics, on the
same scientific questions, and are therefore more likely to cite each other,
even though this corresponds neither to interpersonal communications nor to
the attraction of a few.
Roles within the collaboration/cooperation process
‣ Is there a relationship between the contents published on
NND?
‣ First attempts to decide which roles individuals can take:
should they be taken from network analysis or from diffusion
processes
‣ NND less about communication and more about cooperation
‣ Assign roles to the data passing through users than to the
users themselves
Roles within the collaboration/cooperation process
Nodes:
videos
Edges: video “a”
references video “b”
(source of reference
is source of edge)
a b
Threshold value: depends on to dataset and level of
granularity - determined whether a node is influential
Roles within the collaboration/cooperation process
‣ Direct
1.Original creations - sink vertex
2.Dead ends - source vertex
3.Influential creations - in degree > threshold
‣ Relative - preliminary step to computing indirect nodes
1.Simple variant
2.Complex variant
3.Exploiting creation
‣ Influential
1.Local inspirer - IC + inspires large number of simple variants
2.Global inspirer - IC + inspires large number of complex variants
3.Building block - IC + used by a lot of exploiting creations
4.Aggregator - “to select videos that use independent sources of information”
Sub-categories are mutually exclusive and complimentary
Roles within the collaboration/cooperation
process
74% of videos are dead ends
Roles within the collaboration/cooperation
process 1.3% of videos are
influential creations
= 9,007 videos
Roles within the collaboration/cooperation
process
Roles within the collaboration/cooperation
process
Roles within the collaboration/cooperation
process
Roles of content compared with types of user
Probability of user
making a non-
aggregation type
video increases the
more active the user is
Long tails: few users
make lots of videos
and lots of users
make just a few
Roles of content compared with types of user
Can this type of analysis be generalised?
Yes: roles given are general enough to be applied to
other models
No: nature of scientific citations is too different to NND
references - machine learning or probabilistic approach
suggested to tackle this issue
Example of scientific papers given: network based on
citations, Building blocks could be papers which propose
a method/tool, aggregators are review articles etc.
THE NATURE OF
INTERACTION FOR
COOPERATIVE
CREATION IN
ONLINE SOCIAL
NETWORKS
Multi-disciplinary: sociology (communication and
social interaction), social networks (role-based
analysis), mathematics (graph theory, set theory,
statistics), biology (diffusion processes), technology
(videos, video editing, 3D animation, web based ),
popular culture (karaoke, dance and choreography
videos etc.), psychology (people following
conventions - referencing videos)
in the
context
of
Network
science, web
science, and
internet science
“How we could
do things better”
“How things work”
Technologically
agnostic
Bottom-up
Funding
Network Science
Web Science Internet Science
Graph
theory
Physical
processes
Game theory
Web standards
Social
theory/science
Internet
standards
Law/
policy
Internet
protocols
Topography
technologically
specific
Top-down
Multidisciplinary
Data, simulation,
hypothesis testing, visualisation,
interpretation, exploration, analysis.
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Paper presentation2

  • 1. Kalthoom Almaqbali & Matilda Rhode
  • 2. NETWORK SCIENCE, WEB SCIENCE, AND INTERNET SCIENCE [1] Tiropanis, T. et al. 2015 Network Science, Web Science, and Internet Science. Communications of the ACM, 58(8), pp76-82 Network Science Web Science Internet Science
  • 3. KEY THEMES Interdisciplinary approach to research - commonly combined academic fields - future trends A framework for comparison - provenance - lingua franca - goals of research - research topics - bounds Will web and internet science remain distinct?
  • 4. MULTIDISCIPLINARY SCIENCES Network Science Web Science Internet Science Multidisciplinary Social network science, includes but not limited to Web and Network science combines research from a number of disciplines “such as physics, mathematics, computer science, biology, economics, and sociology”[2] [2] Ibid., pp76
  • 5. A FRAMEWORK FOR COMPARISON: COMMUNITY FORMATION ‣ ‘Hybrid’ bottom-up/top-down for network science with community already in place before initiatives ‣ Web Science Research Council ‣ European Network of Excellence in Internet Science ‣ “the sustainability of [the web and internet science] communities was ensured by… funding from key research institutions”[3] [3] Ibid., pp80 Top-down Bottom-up Funding Network Science Web Science Internet Science Multidisciplinary
  • 6. Bottom-up Funding Network Science Web Science Internet Science A FRAMEWORK FOR COMPARISON: LINGUA FRANCA Graph theory Physical processes Game theory Web standards social theory/science Internet standards Law/ policy Internet protocols topography Top-down Multidisciplinary
  • 7. A FRAMEWORK FOR COMPARISON: RESEARCH GOALS “How we could do things better” “How things work” Technologically agnostic Bottom-up Funding Network Science Web Science Internet Science Graph theory Physical processes Game theory Web standards Internet standards Law/ policy Internet protocolstechnologically specific Topography Social theory/science Top-down Multidisciplinary
  • 8. A FRAMEWORK FOR COMPARISON: RESEARCH METHODOLOGIES “How we could do things better” “How things work” Technologically agnostic Bottom-up Funding Network Science Web Science Internet Science Graph theory Physical processes Game theory Web standards Social theory/science Internet standards Law/ policy Internet protocols Topography technologically specific Top-down Multidisciplinary Data, simulation, hypothesis testing, visualisation, interpretation, exploration, analysis.
  • 9. IMPLICATIONS OF RESEARCH METHODOLOGY OVERLAP “Points to potential synergies on topics in which these areas overlap”[4] [4] Ibid., pp81
  • 10. IMPLICATIONS OF RESEARCH METHODOLOGY OVERLAP
  • 11. IMPLICATIONS OF RESEARCH METHODOLOGY OVERLAP
  • 12. CHARACTERIZING THE NATURE OF INTERACTIONS FOR COOPERATIVE CREATION IN ONLINE SOCIAL NETWORKS[5] [5] Cazabet, R. et al. 2015. Characterizing the nature of interaction for cooperative creation in online social networks. Social Network Analysis and Mining 5(43) [6] http://nicovideo.jp o Explores data from Nico Nico Douga[6] (NND), an online social network used for video sharing as well as large-scale creative collaboration popular in Japan. • The paper looks at both interactions between NND users and whether it is possible to pick out distinct roles within a distributed collaborative process
  • 13. NICO NICO DOUGA o Online social networks (OSN) have attracted a lot of attention from scientists of many different fields. o A wide variety of networks have been studied, including Facebook, Twitter, Wikipedia, and many others. o This research focus on an OSN called Nico Nico Douga . o Nico Nico Douga is an interesting platform , because we have a lot of raw data both on the creators of videos (actors) and on the videos (their published creations). o NND users involved in the cooperative creation of music videos.
  • 14. NICO NICO DOUGA NETWORK o NND originated from Japan, and is extremely popular in this country, with over 20 Million registered users as of 2014, and ranking in the top 15 of the most visited websites o NND offers some additional possibilities that we will use in this paper:  Users can associate free keywords with videos. Keywords can be associated or removed by any registered user to any video.  For each video, it is possible to add references to other videos. It is a common practice in NND to list, in the description written by the author for a video, the ID number of all videos that have been used for its creation.
  • 15. o NND provides some social aspects:  Each user has a webpage, where one can find all its uploaded videos, and a list of its favorite videos.  A wiki called NicoNicoPedia is directly integrated into the platform, and one can access and edit explanations associated with famous creators, keywords, or videos.  Users can add comments directly on the video, that appears overlaid on the video, at the time and position chosen by the author of the comment  users can find videos on the website by several means NICO NICO DOUGA NETWORK
  • 16.
  • 17. NND DATASET o It has been constituted by crawling a set of metadata associated with all the videos published on the network between January 2007 and December 2012. It is composed of a set of 2.6 Million videos with at least one keyword associated with them. o For each video, metadata consist of their author, associated keywords, associated description (author comment), and date of publication. o As the researchers are interested in relations between videos and authors, they focus on the very important phenomenon of collaborative music video creation on NND.
  • 18. VOCALOID, HATSUNE MIKU, AND MUSIC VIDEOS o VOCALOID is a singing voice synthesizer, a special voice synthesizer that not only able to pronounce words but also to sing them according to a defined tune. o Some users first created songs and published them on NND as music videos, usually with very simple visuals such as a static drawing. Other users liked these songs, and started to produce derived music videos, modifying the visuals, the voice, the music, in thousands of different ways  Started to assimilate all songs composed with the synthesizer with a fictional singer, called Hatsune Miku.
  • 19. CATEGORIES OF VIDEOS The productions in NND can be of several types, and the paper study the similarities and differences between these types: The paper derived a classifier that, according to the keywords associated with a video, attributes a category to it, using direct matching and regular expressions. The possible categories are the following:  OriginalMusic: an original musical composition  Singing : a person is singing (example : replace the original voice of a famous song)  VocaloidVoice: a person is using VOCALOID to create a voice .  MusicalPerformance: a person uses Musical instruments to create this video (example: add an instrument to a famous Music)  Picture: a user creates one or several static pictures (example : illustrate a famous song with original drawings(  Dance: a user films himself dancing on a famous song)
  • 20. CATEGORIES OF VIDEOS  3DCG: a user uses a 3D Computer Graphic software to create this video .  Animation: a user creates an animated picture (example : illustrate the lyrics of a famous song)  Mashups: is a music video created by combining several original sources, such as different original musics or, more often, different versions of a same music.  MAD: an original type of video originally invented in Japan, involving a collage of videos and sounds from multiple sources.  Movie: the content is a movie illustrating a song, without other precision. It can be a different editing of an existing video, or an existing video with modifications such as the addition of special effects, addition of a contour frame, or hue alteration for instance.  Voice: a user modifies the vocals of another video. It can be the application of sound filters for instance, however the most common case is the creation of karaoke videos where the voice is removed (but the music remains).
  • 21. STRUCTURE OF THE INTERACTIONS  The paper study what is the influence of the social structure existing among actors on the way these actors interact with each other.  In NND, there is no explicit declaration of social relations between individuals,. We do not know if authors cooperate with users with who they have personal bonds.  The paper propose a method to evaluate the strength and the nature of social relations among a group of users by studying their interactions.
  • 22. ADVANTAGE & DISADVANTAGE WITH THE NETWORK o Advantage of providing us with a network that can subsequently be studied by the mean of usual, topological approaches. o The main problem of such a network is that it cannot be constructed in a reliable manner.( should identify which communication can be consider the consequence of SR between users and which one cannot(
  • 23. SIGNIFICANT SOCIAL RELATIONS To identify these significant social relations to be represented by a bond, we would have to set a threshold can be either: • Static :the same for any pair of node . • Dependent on the properties .
  • 24. SIGNIFICANT SOCIAL RELATIONS o The paper propose is to work on topological networks, but never to look at the details of these networks, but instead only to look at global properties, and to compare these global properties to the ones of null models o We propose to use this technique to compute three aspects of the effects of the social structure on interactions, namely the social structure impact (SSI), the reciprocity impact (RI), and the concentration impact (CI(.
  • 25. SOCIAL STRUCTURE IMPACT (SSI)  SSI represents how strong is the impact of the social structure on the interactions  how much more repeated interactions there are compared to the case in which interactions are done randomly between actors.  A value of 0 means that there are not more repeated interactions than in the random case, while a value of 1 means that none of the repeated interactions observed could be explained by random interactions.  The higher the value, the more important is the impact of the social structure.
  • 26. RECIPROCITY IMPACT (RI)  represents how often we observe reciprocal interactions between actors, compared to random interactions.  A value of 0 means that the observation is not distinguishable from random. The higher the value, the more actors tend to initiate interaction towards actors that also initiate interactions towards them.
  • 27. CONCENTRATION IMPACT (CI)  Measure how important is the concentration of interactions. Depending on the type of interaction studied, it is possible that the amount of messages received by actors is evenly distributed, or, on the contrary, a few actors might concentrate most of them.  As social networks in general tend to follow power law distributions, and, therefore, show great concentration. The indicator varies between 0 and 1.
  • 28. VALIDATION USING A GENERATIVE MODEL  In order to show that our metrics do capture a property of interaction networks, independent of their size and average degree. The paper present the validation of the SSI metric. The generative model we propose uses four parameters:  nba: number of actors  nbi: number of interactions  afpa: average number of friends per actor  fs: friendship strength.
  • 29.
  • 30. DESCRIPTION OF ANALYZED NETWORKS The research paper chose datasets corresponding to different types of interactions.: o The DBLP (Ley 2002) is a well-known database of scientific publications. o A Twitter dataset , that contains between 80 and 90 % of all tweets published between Japanese users on a period of 22 days (around the Japanese earthquake and Tsunami of 2011). The research kept only tweets between active users. o The ENRON dataset is a widely used dataset about mail communication. It contains most of the emails sent and received on the professional addresses of some of the key individuals involved in the Enron Scandal. o The construction of the NND interaction network has already been described.
  • 32. From these observations, we can propose to classify these interaction networks into three categories: – ENRON and TwitterNOTRT have a high SSI, high RI, and low CI. These profiles correspond to interpersonal communications, on which users tend to communicate much with other users they know, in an interactive manner. – TwitterRT and NND have a lower —but still high— SSI, a low RI, and a high CI. These profiles correspond to diffusion networks: most of the communications do not take place between ‘‘equals’’, but, rather, a small proportion of users attract most of the interactions, and do not reciprocate these interactions. – DBLP has a different profile, with an SSI similar to the diffusion networks, a low RI and a low CI. The interactions are far from being random, but this is due neither to the major role of a few key users, nor to the strong influence of interpersonal communications Although the paper do not investigate this case more in depth in this article, they can propose as an explanation that the bias in interactions observed is rather a ‘‘field’’ bias, i.e., most of the repeated interactions between users can be explained by the fact that authors work on the same topics, on the same scientific questions, and are therefore more likely to cite each other, even though this corresponds neither to interpersonal communications nor to the attraction of a few.
  • 33. Roles within the collaboration/cooperation process ‣ Is there a relationship between the contents published on NND? ‣ First attempts to decide which roles individuals can take: should they be taken from network analysis or from diffusion processes ‣ NND less about communication and more about cooperation ‣ Assign roles to the data passing through users than to the users themselves
  • 34. Roles within the collaboration/cooperation process Nodes: videos Edges: video “a” references video “b” (source of reference is source of edge) a b Threshold value: depends on to dataset and level of granularity - determined whether a node is influential
  • 35. Roles within the collaboration/cooperation process ‣ Direct 1.Original creations - sink vertex 2.Dead ends - source vertex 3.Influential creations - in degree > threshold ‣ Relative - preliminary step to computing indirect nodes 1.Simple variant 2.Complex variant 3.Exploiting creation ‣ Influential 1.Local inspirer - IC + inspires large number of simple variants 2.Global inspirer - IC + inspires large number of complex variants 3.Building block - IC + used by a lot of exploiting creations 4.Aggregator - “to select videos that use independent sources of information” Sub-categories are mutually exclusive and complimentary
  • 36. Roles within the collaboration/cooperation process 74% of videos are dead ends
  • 37. Roles within the collaboration/cooperation process 1.3% of videos are influential creations = 9,007 videos
  • 38. Roles within the collaboration/cooperation process
  • 39. Roles within the collaboration/cooperation process
  • 40. Roles within the collaboration/cooperation process
  • 41. Roles of content compared with types of user
  • 42. Probability of user making a non- aggregation type video increases the more active the user is Long tails: few users make lots of videos and lots of users make just a few Roles of content compared with types of user
  • 43. Can this type of analysis be generalised? Yes: roles given are general enough to be applied to other models No: nature of scientific citations is too different to NND references - machine learning or probabilistic approach suggested to tackle this issue Example of scientific papers given: network based on citations, Building blocks could be papers which propose a method/tool, aggregators are review articles etc.
  • 44. THE NATURE OF INTERACTION FOR COOPERATIVE CREATION IN ONLINE SOCIAL NETWORKS Multi-disciplinary: sociology (communication and social interaction), social networks (role-based analysis), mathematics (graph theory, set theory, statistics), biology (diffusion processes), technology (videos, video editing, 3D animation, web based ), popular culture (karaoke, dance and choreography videos etc.), psychology (people following conventions - referencing videos) in the context of Network science, web science, and internet science
  • 45. “How we could do things better” “How things work” Technologically agnostic Bottom-up Funding Network Science Web Science Internet Science Graph theory Physical processes Game theory Web standards Social theory/science Internet standards Law/ policy Internet protocols Topography technologically specific Top-down Multidisciplinary Data, simulation, hypothesis testing, visualisation, interpretation, exploration, analysis.

Editor's Notes

  1. cross over subjects tend to be similar, question future trends - are these areas likely to merge or engulf one another - community formation, language used to discuss and analyse, types, within what frameworks do they operate
  2. 1975 dartmouth
  3. Draw on data from similar sources (social networks, infrastructures, IoT);
  4. Only one science required
  5. Two kinds of science required
  6. Understanding of all three is necessary - Stop Online Piracy
  7. Network: (e.g. Bridge, Gateway, Hub, Loner roles); Diffusion (e.g. Idea starters, Amplifiers, Transmitters) as communications deemed to be more like a diffusion process than a network.
  8. Threshold value decides if a video was influential or not.
  9. Direct 1. sink vertex = out degree of 0, but mentioned at least once by another video; source = in degree of 0, not mentioned by anyone but mentions others. of “v” if it refers to “v” but not to any other successor of “v” - SV of “v” refers to “v” and a successor (direct or indirect) of “v” - CVof “v” if it refers a video which does not succeed “v” and is not a complex variant - EC
  10. 3/4 dead ends they explain by power law distribution of degrees
  11. Over 1/2 Local Influence, More CG3D and Dance are BB as many contain £D demos/choreography which can be reused; Original Music most likely to be globally influential, & Mashups unsurprisingly are Aggregators