Novel Metrics for Social Collaboration Processes

Author(s):  
Kuo Wang ◽  
Zhongjie Wang
Keyword(s):  
2020 ◽  
Vol 8 (5) ◽  
pp. 4358-4361

Autism is described by extreme, unavoidable intellectual disabilities which are adverse on perspectives related with social collaboration, correspondence, creative mind and conduct. Treating Autism has secured an exceptional spot, as a few heuristic and measurable models are proposed by scientists working around there. Henceforth kids influenced with such issue should be upheld with recognition of an early, well-planned and singular scholarly endeavours created in adjusted settings bringing about early location and accurately diagnose the issues of Autism. Requirements of Data mining and soft computational methodologies are thought as a characteristic qualified for finding confounded examples. The paper defines a definite investigation and proposes the hybrid improved methodologies of Bee Hive Optimization with Support Vector Machine for the requirement of versatile and early prediction of Autism among developing youngsters with more Accuracy and with the less error and time.


2020 ◽  
Vol 11 (4) ◽  
pp. 19
Author(s):  
Olufunmilola Abraham ◽  
Maeleigh Tidd ◽  
Megan Buechel ◽  
Tanvee Thakur ◽  
Randall Brown

Objective: To explore second- and third-year student pharmacists’ perspectives on the design and use of a digital game to teach opioid medication safety.  To explore the game-based learning approach to teach about appropriate drug use and pediatric education.   Innovation: The lead author developed MedSMA℞T: Adventures in PharmaCity, an educational video game focused on adolescent opioid safety.  Second- and third-year students in a Midwestern School of Pharmacy enrolled in an elective course focused on appropriate use of abused drugs, played the digital game during a classroom session on adolescent opioid misuse.  Using a small group discussion guide, students summarized their reflections and perspectives on gameplay. Critical Analysis: Students retained fundamental messages of the game including opioid safety and identified that social interactions contribute to decision-making and consequences of opioid misuse.  Student pharmacists found the game’s visual appearance engaging, dialogue amusing, and the settings and scenarios relatable.  Feedback regarding game controls, environment, dialogue, instructions, and level summaries was provided by students to improve the game design and content.  This project provides an example of a thoughtful approach to game-based learning in pharmacy classrooms with the purpose of enhancing student pharmacists’ knowledge about opioid safety education, communication, social collaboration, and critical-thinking.   Next Steps: Future projects can further investigate student pharmacists’ preferences of using game-based active learning.  Additionally, retention rates of students from joint lectures and game-based learning activities can be analyzed.


2020 ◽  
Vol 32 (1) ◽  
pp. 55
Author(s):  
Tri Harnowo

AbstractAccording to Habermas's discourse theory, communicative actions justified through validity claim can build a common understanding and social collaboration. Mediation is one form of dispute resolution through a negotiation process to obtain a mutual agreement facilitated by a neutral third party oriented to common interests by maintaining good relations between the parties in the future. Communication techniques such as listening actively, asking questions, and reframing statements are important skills that mediators must possess. This conceptual paper analyzes the interaction between Habermas's discourse theory and the concept of mediation. Habermas's discourse theory can be a basic framework of analysis for mediators to predict the creation of consensus, identify statements based on validity claims, and search for common understanding options. IntisariMenurut teori diskursus Habermas, tindakan komunikatif yang dijustifikasi melalui klaim kesahihan dapat membangun suatu pemahaman bersama dan kerjasama sosial.  Mediasi merupakan salah satu bentuk penyelesaian sengketa melalui proses perundingan untuk memperoleh kesepakatan bersama difasilitasi oleh pihak ketiga netral yang berorientasi pada kepentingan bersama dengan menjaga hubungan baik para pihak di masa mendatang. Teknik komunikasi seperti mendengar aktif, bertanya, dan membingkai ulang pernyataan merupakan keahlian penting yang harus dimiliki oleh mediator. Artikel ini menganalisis interaksi antara teori diskursus Habermas dan penerapannya dalam teknik mediasi. Teori diskursus Habermas dapat menjadi kerangka dasar analisis bagi mediator untuk memprediksi terciptanya konsensus, mengidentifikasi pernyataan-pernyataan berdasarkan klaim kesahihan dan mencari opsi-opsi kesepakatan bersama.


2018 ◽  
Vol 6 (2) ◽  
pp. 176-203 ◽  
Author(s):  
TILEN MARC ◽  
LOVRO ŠUBELJ

AbstractMetric graph properties lie in the heart of the analysis of complex networks, while in this paper we study their convexity through mathematical definition of a convex subgraph. A subgraph is convex if every geodesic path between the nodes of the subgraph lies entirely within the subgraph. According to our perception of convexity, convex network is such in which every connected subset of nodes induces a convex subgraph. We show that convexity is an inherent property of many networks that is not present in a random graph. Most convex are spatial infrastructure networks and social collaboration graphs due to their tree-like or clique-like structure, whereas the food web is the only network studied that is truly non-convex. Core–periphery networks are regionally convex as they can be divided into a non-convex core surrounded by a convex periphery. Random graphs, however, are only locally convex meaning that any connected subgraph of size smaller than the average geodesic distance between the nodes is almost certainly convex. We present different measures of network convexity and discuss its applications in the study of networks.


2018 ◽  
Vol 15 (145) ◽  
pp. 20180422 ◽  
Author(s):  
Lovro Šubelj

A convex network can be defined as a network such that every connected induced subgraph includes all the shortest paths between its nodes. A fully convex network would therefore be a collection of cliques stitched together in a tree. In this paper, we study the largest high-convexity part of empirical networks obtained by removing the least number of edges, which we call a convex skeleton. A convex skeleton is a generalization of a network spanning tree in which each edge can be replaced by a clique of arbitrary size. We present different approaches for extracting convex skeletons and apply them to social collaboration and protein interactions networks, autonomous systems graphs and food webs. We show that the extracted convex skeletons retain the degree distribution, clustering, connectivity, distances, node position and also community structure, while making the shortest paths between the nodes largely unique. Moreover, in the Slovenian computer scientists coauthorship network, a convex skeleton retains the strongest ties between the authors, differently from a spanning tree or high-betweenness backbone and high-salience skeleton. A convex skeleton thus represents a simple definition of a network backbone with applications in coauthorship and other social collaboration networks.


2018 ◽  
pp. 500-524
Author(s):  
Kimmo Oksanen ◽  
Timo Lainema ◽  
Raija Hämäläinen

This chapter focuses on the challenge of evaluating game-based learning. It argues that linking game-based learning with the characteristics of a specific game or game-produced engagement is challenging. It further proposes a framework in which the game-based learning process is approached by considering (business) simulation games as Computer-Supported Collaborative Learning (CSCL) environments and presents an approach on how learning can be approached and evaluated from this perspective. In addition, it highlights how simulation game mechanics appears to be a potential way to promote learners' socio-emotional processes and give rise to social interaction and to structure collaboration among the learners in the game context. The proposed framework of this chapter takes into account both cognitive and socio-emotional perspectives of learning. The results of the chapter will present a contemporary view on the roles of sociability, collaboration and engagement in game-based learning.


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