Lead users as idea supplier in online community platform: How to choose the right ideas to implement?

Author(s):  
Mu Yang ◽  
Yat Ming Ooi ◽  
Chunjia Han
Author(s):  
Katherine Mackinnon

This paper demonstrates an ethico-methodological approach to researching archived web pages created by young people throughout 1994-2005 that was collected and stored by the Internet Archive. Rather than deploying a range of computational tools available for collecting web data in the Internet Archive, my approach to this material has been to start with the person: I recruited participants through social media who remembered creating websites or participating in web communities when they were younger and were interested in attempting to relocate their digital traces. In a series of qualitative, online semi-structured interviews, I guided participants through the Wayback Machine’s interface and directed them towards where their materials might be stored. I adapted this approach from the walkthrough method, where I position the participant as co-investigator and analyst of web archival material, enabling simultaneous discovery, memory, interpretation and investigation. Together, we walk through the abandoned sites and ruins of a once-vibrant online community as they reflect and remember the early web. This approach responds to significant ethical gaps in web archival research and engages with feminist ethics of care (Luka & Millette, 2018) inspired by conceptual framing of data materials in research on the "right to be forgotten” (Crossen-White, 2015; GDPR, 2018; Tsesis, 2014), digital afterlives (Sutherland, 2020), indigenous data sovereignty and governance (Wemigwans, 2018), and the Feminist Data Manifest-No (Cifor et al, 2019). This method re-centers the human and moves towards a digital justice approach (Gieseking, 2020; Cowan & Rault, 2020) for engaging with historical youth data.


2013 ◽  
Vol 11 (8) ◽  
pp. 2928-2938
Author(s):  
Abeer Elkorany

Recommendation systems have been widely used to overcome the problem of information overloading and help people to make the right decision of needed items, such as: movies, books, products, or even people. This paper proposes a semantic model for people recommendation in online community. This model predicts significant links that would be established between community' members even they do not know each other using cascaded collaborative filtering (CF). Two major steps in this type of recommendation model are (i) the method used to compute the similarity between people, and (ii) the method used to combine these similarities in order to compute the overall similarity between target member and others. By utilizing local features of links and nodes, similarity measurements between members are calculated. Semantic relatedness between members is delivered from connection strength and trust score in order to identify the closeness between them. Extensive experimental of the proposed model using real dataset of scientific community was applied to recommend authors as possible coworkers for a target researcher. Experimental results on real dataset from publication network show that the proposed model for people recommendation outperforms other known techniques in ranking recommended collaborators.


2014 ◽  
pp. 963-975
Author(s):  
Melinda Jacobs

Within the Internet, a range of international and multicultural communities abound, especially within the context of interactive online games known as Massively Multiplayer Online Role-Playing Games (MMORPGs). The clashing of cultures in one particular MMORPG, Omerta, has caused many problems within the related online community. These conflicts have led to online instances of culturalism – discrimination based upon cultural-mindset – within this international online community (Jacobs, 2009). This chapter examines the following questions: Do players in international online gaming environments have the right to discriminate based on cultural attitudes and perceptions, or should a player’s right to not be discriminated against dominate in such international contexts? And how can multiculturalism be successfully managed in international online spaces?


2015 ◽  
Vol 115 (4) ◽  
pp. 661-677 ◽  
Author(s):  
Seung Ik Baek ◽  
Young Min Kim

Purpose – The purpose of this paper is to explore the dynamics of an online community by examining its participants’ centrality measures: degree, closeness, and the betweenness centrality. Each centrality measure shows the different roles and positions of an individual participant within an online community. To be specific, this research examines how an individual participant’s role and position affects her/his information sharing activities within an online community over time. Additionally, it investigates the differences between two different online communities (a personal interest focussed community and a social interest focussed community), in terms of the interaction patterns of participants. Design/methodology/approach – For this research, the authors collected log files from Korean online discussion communities (café.naver.com) using a crawler program. A social network analysis was used to explore the interaction patterns of participants and calculate the centrality measures of individual participants. Time series cross-sectional analysis was used to analyze the effects of the roles and the positions on their information sharing activities in a longitudinal setting. Findings – The results of this research showed that all three centrality measures of an individual participant in previous time periods positively influenced his/her information sharing activity in the current periods. In addition, this research found that, depending on the nature of the discussion issues, the participants showed different interaction patterns. Throughout this research, the authors explored the interaction patterns of individual participants by using a network variable, the centrality, within a large online community, and found that the interaction patterns provided strong impact on their information sharing activities in the following months. Research limitations/implications – To investigate the changes of participant’s behaviors, this study simply relies on the numbers of comments received and posted without considering the contents of the comments. Future studies might need to analyze the contents of the comments exchanged between participants, as well as the social network among participants. Practical implications – Online communities have developed to take a more active role in inviting public opinions and promoting discussion about various socio-economic issues. Governments and companies need to understand the dynamics which are created by the interactions among many participants. This study offers them a framework for analyzing the dynamics of large online communities. Furthermore, it helps them to respond to online communities in the right way and in the right time. Social implications – Online communities do not merely function as a platform for the free exchange and sharing of personal information and knowledge, but also as a social network that exerts massive influence in various parts of society including politics, economy, and culture. Now online communities become playing an important role in our society. By examining communication or interaction behaviors of individual participants, this study tries to understand how the online communities are evolved over time. Originality/value – In the area of online communities, many previous studies have relied on the subjective data, like participant’s perception data, in a particular time by using survey or interview. However, this study explores the dynamics of online communities by analyzing the vast amount of data accumulated in online communities.


Genealogy ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 8
Author(s):  
Jedidah C. Isler ◽  
Natasha V. Berryman ◽  
Anicca Harriot ◽  
Chrystelle L. Vilfranc ◽  
Léolène J. Carrington ◽  
...  

#VanguardSTEM is an online community and platform that centers women, girls, and non-binary people of color in science, technology, engineering, and mathematics (STEM) fields. We publish original and curated content, using cultural production to include a multiplicity of identities as worthy of recognition and thus redefine STEM identity and belonging. #VanguardSTEM is rooted firmly in Queer, Black feminisms which delineate the experiences and critiques of Black women matter and that these insights can foster a restorative and regenerative construction of the cultures in which we exist. In describing how #VanguardSTEM descended from counterspaces, we draw on speculative fiction to define a #VanguardSTEM hyperspace as a fluid “place-time” that is born digital and enabled by social media, but materializes in the physical world for specific purposes. As Black women in STEM, we consider how our situated knowledges and scientific expertise inform our process. We propose an intersectional scientific methodology to address the influence of embodied observation, embedded context and collective impact on scientific inquiry. Through #VanguardSTEM, we assert, without apology, the right of Black, Indigenous, women of color to self-advocate by fully representing ourselves, our STEM identities and interests, without assimilation.


Author(s):  
Melinda Jacobs

Within the Internet, a range of international and multicultural communities abound, especially within the context of interactive online games known as Massively Multiplayer Online Role-Playing Games (MMORPGs). The clashing of cultures in one particular MMORPG, Omerta, has caused many problems within the related online community. These conflicts have led to online instances of culturalism – discrimination based upon cultural-mindset – within this international online community (Jacobs, 2009). This chapter examines the following questions: Do players in international online gaming environments have the right to discriminate based on cultural attitudes and perceptions, or should a player’s right to not be discriminated against dominate in such international contexts? And how can multiculturalism be successfully managed in international online spaces?


2019 ◽  
Vol 36 (2) ◽  
pp. 124-156 ◽  
Author(s):  
Amina Aouine ◽  
Latifa Mahdaoui ◽  
Laurent Moccozet

Purpose The purpose of this paper is to focus on assessing individuals’ problems in learning groups/teams and should lead to the assessment of the group/team itself as a learning entity. Design/methodology/approach In this paper, an extension of the IMS-Learning Design (IMS-LD) meta-model is proposed in order to support the assessment of collaborative activities in e-learning. Besides, the software architecture which consists of a set of components forming a web wizard to create, track and assess the collaborative assessment processes is described as to support that extension of the IMS-LD meta-model. Findings With the proposed solution we can: make assessment fairer using individual and collective assessment indicators to assign final scores to learners; make an assessment step by step for better individual and collective monitoring activities; and divide the assessment into lighter phases for the correctors. Consequently, the evaluator will have more detailed information about his/her students and the quality of judgment will be better. This could also be useful for the evaluator in order to plan further examinations. Research limitations/implications Further experimentations are necessary to test the effectiveness of the proposed system in order to analyze its performances under a massive usage. In addition, the authors plan to use a survey to collect learners’ opinions to know the effectiveness of the proposal in terms of fairness in the assessment of collaborative activities in an online community. Originality/value This paper addresses important issues in the educational area, especially assessment of collaborative activities. In fact, to reduce subjectivity and increase fairness in assessing learners in collaborative work, for example, using the peer assessment, in order to try reducing subjectivity and fairly assessing learners. However, while assessing group work, the same mark is attributed for all group members and authors have concluded that it is not the right approach to make a fair and more objective assessment.


Author(s):  
L.H. Shu ◽  
J. Srivastava ◽  
A. Chou ◽  
S. Lai

AbstractWe describe three approaches to identify novel product affordances: affordance of absence; insights from lead users, specifically do-it-yourselfers (DIYers); and natural-language searches. While these approaches were separately pursued, we show their connection to each other in this paper. We begin by describing the affordance of absence, inspired by insights on affordances arising from a lack of resources. For example, in the absence of specialized tools, more general tools are used to accomplish similar tasks. Such absence clarifies how other tools could be modified to add relevant features and identifies critical features of the absent tool. In addition, the temporary removal of physical features and objects enables user interaction in ways that may not emerge in their presence. Affordance of absence has the potential to more fully specify affordances for a given object and to help overcome functional fixedness. For the second approach, we describe insights from DIYers obtained from the “IKEA hackers” online community. We consider DIYers lead users for seeking out and exploiting product affordances, often transforming product functions dramatically. We also discuss their projects through the lens of affordance of absence. For the third approach, we outline our natural-language approach to affordance extraction, beginning with consumer product reviews provided for Canadian Tire, a major Canadian retailer. We describe efforts toward automatically identifying less common affordances, and the use of cue phrases to highlight insightful DIY transformations from the IKEA hackers community. Finally, we comment on the potential value of this work for product design in general.


Author(s):  
Ni’matun Nasim ◽  
A.A. Putu Agung Suryawan Wiranatha ◽  
I Gusti Ayu Oka Suryawardani

Free Independent Traveler (FIT) is the majority market of Labuan Bajo, including Chinese FIT. The main characteristic of this market is their dependency on the internet, therefore build up the destination image through digital marketing is very essential. The objective of this study were to identify the potential of Labuan Bajo as Indonesia super priority destination, to analyze main atraction of Labuan Bajo for Chinese FIT market, and to develop Labuan Bajo digital branding stategy for Chinese FIT. This research used qualitative descriptive by implementing data through literature review, observation, interview, and social listening. Data was analyzed by using qualitative descriptive analysis and SWOT analysis. The result showed that Pink Beach, Padar Island, komodo, and live on board could be used as the brand icon of Labuan Bajo in Chinese FIT marketing digital system. Therefore, Labuan Bajo should choose the right digital platform, start using Mandarin language, and build up partnership with Chinese key opinion leader (KOL) in each content to ensure Labuan Bajo promises well receipt by Chinese FIT online community. Keywords: digital marketing; Labuan Bajo; FIT; China


Author(s):  
Ramtin Yazdanian ◽  
Robert West ◽  
Pierre Dillenbourg

AbstractThe Fourth Industrial Revolution has considerably sped up the pace of skill changes in many professional domains, with scores of new skills emerging and many old skills moving towards obsolescence. For these domains, identifying the new necessary skills in a timely manner is a difficult task, where existing methods are inadequate. Understanding the process, by which these new skills and technologies appear in and diffuse through a professional domain, could give training providers more time to identify these new skills and react. For this purpose, in the present work, we look at the dynamics between online learning platforms and online hiring platforms in the software programming profession, a rapidly evolving domain. To do so, we fuse four data sources together: Stack Overflow, an online community questions and answers (Q&A) platform; Google Trends, which provides online search trends from Google; Udemy, a platform offering skill-based Massively Open Online Courses (MOOCs) where anyone can create courses; and Stack Overflow Jobs, a job ad platform. We place these platforms along two axes: i) how much expertise it takes, on average, to create content on them, and ii) whether, in general, the decision to create content on them is made by individuals or by groups. Our results show that the topics under study have a systematic tendency to appear earlier on platforms where content creation requires (on average) less expertise and is done more individually, rather than by groups: Stack Overflow is found to be more agile than Udemy, which is itself more agile than Stack Overflow Jobs (Google Trends did not prove usable due to extreme data sparsity). However, our results also show that this tendency is not present for all new skills, and that the software programming profession as a whole is remarkably agile: there are usually only a few months between the first Stack Overflow appearance of a new topic, and its first appearance on Udemy or Stack Overflow Jobs. In addition, we find that Udemy’s agility has dramatically increased over time. Our novel methodology is able to provide valuable insights into the dynamics between online education and job ad platforms, enabling training program creators to look at said dynamics for various topics and to understand the pace of change. This allows them to maintain better awareness of the trends and to prioritize their attention, both on the right topics and on the right platforms.


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