Churn prediction and social neighbour influences for different types of user groups in virtual worlds

2019 ◽  
Vol 36 (3) ◽  
pp. e12384 ◽  
Author(s):  
Duen‐Ren Liu ◽  
Hsiu‐Yu Liao ◽  
Kuan‐Yu Chen ◽  
Yi‐Ling Chiu
2018 ◽  
Vol 3 (8) ◽  
pp. 32
Author(s):  
Madihah Mat Idris ◽  
Magda Sibley ◽  
Karim Hadjri

This paper examines the behaviour of users of a large central courtyard in a hospital with the aim to develop an understanding of the activities and the space use patterns of patients, staff and visitors. Video-based and direct observation, as well as behaviour mapping, were employed to investigate how different types of users interact with the courtyard garden. This study reveals that significant differences existed in the way different user groups utilised the courtyard garden on a daily basis and this was found to be highly influenced by the physical environment, the hospital opening hours and the courtyard micro-climate.eISSN: 2398-4287 © 2018. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.DOI: https://doi.org/10.21834/e-bpj.v3i8.1413


Author(s):  
Jeffrey M. Morris

Developments in electronic communications are drastically changing what it means to be human and to interact with humans. The value of recent technological developments to artists is more than doing more, faster and better; it is also the ability to highlight and elevate humanness in new ways through art, even by appearing to replace the real with the virtual. New tools don’t simply replace humans, they allow human creators to shift into new realms of creation: creating dynamic systems and worlds instead of static products. This chapter will give consideration to the different types of presence manifest in various communications formats, stage presence in technology-mediated performance, and several artworks that bring new light to the artist’s approach to virtual worlds as a kind of counterpoint with reality.


2021 ◽  
Vol 46 (1) ◽  
pp. 201-210
Author(s):  
Ekaterina Starodvorskaia

The paper deals with the linguistic means that had helped us to adapt to virtual reality and that now seem to us to have existed always. The words and expressions didn’t appear out ofnowhere – they were imported from our everyday language where they had been used for naming objects and processes in the real world. Thus the new realm, such as the physical one, was marked by language signs that determine the nature and the structure of our conception of the Internet which is interpreted generally as a physical space (different types of the latter). These signs are described here in terms of conceptual metaphor theory. Recently we have been dealing with some new, “web-born” expressions. It is shown that such expressions are no more limited to the describing of the Internet and are extended to the real world; it can be said they provide us with new tools to interpret the “old” reality. Thereby we can see the very moment when the source and the target domains (that is real and virtual worlds) are switching their places.


2003 ◽  
Vol 2 (3) ◽  
pp. 182-198 ◽  
Author(s):  
Katy Börner ◽  
Shashikant Penumarthy

This paper presents a visualization tool set that can be used to visualize the evolution of three-dimensional (3D) virtual environments, the distribution of their virtual inhabitants over time and space, the formation and diffusion of groups, the influence of group leaders, and the environmental and social influences on chat and diffusion patterns for small (1 – 100 participants) but also rather large user groups (more than 100 participants). The techniques are applied to analyze and visualize data recorded during events in virtual worlds, as well as simulated data, but are also applicable to real-world data. Resulting visualizations can and have been used to ease social navigation in 3D virtual worlds, help evaluate and optimize the design of virtual worlds, and provide a means to study the communities evolving in virtual worlds. The visualizations are particularly valuable for analyzing events that are spread out in time and/or space or events that involve a very large number of participants. The paper reviews and builds upon research in information visualization, scientific visualization, geography, architecture, and social science. It discusses intended user groups and their tasks and how the proposed techniques support those tasks. Three dimensional virtual world technologies are briefly described before the visualization tool set is explained in detail together with sample applications. The paper concludes with a discussion of results and an outlook for future work.


2020 ◽  
pp. 45-62
Author(s):  
Essi Oikarinen

An increasing amount of sub-Arctic population is living in cities and settlements. Despite the urbanisation, seasonality still affects the rhythm of life and willingness to spend time outside of home, which, in turn, affects health and wellbeing of the population. In addition to built artefacts, the materiality of sub-Arctic urban environment consists largely of changing weather conditions and seasonality, including phenomena such as thawing, freezing, snow, ice and slush, which have diverse effects on humans using the urban spaces, yet are not often part of conceptualisations of urban space that are formed in southern climates. In this paper, the relationship between sub-Arctic urban form, climate and users of the urban realm is critically re-evaluated using the concept of surface. Based on a review of the literature, the proposed approach gives agency not only to the weather, but also to different types of people inhabiting the urban space. This paper argues that the proposed approach takes better into account the varied nature of sub-Arctic urban spaces and their affordances as an entity: from privatised, roofed and weather-neutralised shopping centres and arcades to sledding hills, skating rinks and other winter-related spaces. This kind of conceptualisation could be beneficial when developing soft mobility plans for northern regions. Encouraging physical activity has direct effects on the physiological health of the population, but in addition to that, the approach attempts to acknowledge personal control of different user groups as a central aspect of wellbeing, which makes the viewpoint more holistic.


First Monday ◽  
2021 ◽  
Author(s):  
Eli Skogerbø ◽  
Anders Olof Larsson

While social media have become key in contemporary political campaigns, different platforms feature differing affordances, allowing for varying functionalities. Even more importantly, different platforms are populated by different user groups. As Twitter has received large amounts of scholarly attention, comparisons of how and why different social media platforms are used for political communication are less abundant. This study looks at the differences between Twitter and Instagram as platforms for top politicians, describing and explaining how they allow for interaction with different types of audiences. The study gauges the interaction patterns emerging from activity undertaken by Norwegian party leaders on Twitter and Instagram during the 2017 Norwegian elections and shows how use of these two platforms differ not only in terms of the volume and structure of the activities — but also with regard to what types of other users the party leaders choose to interact with on the studied platforms and why we see differences between them.


2018 ◽  
Vol 52 (1) ◽  
pp. 75-90 ◽  
Author(s):  
Katja Kous ◽  
Maja Pušnik ◽  
Marjan Heričko ◽  
Gregor Polančič

To ensure a certain degree of usability, a library website should be carefully designed, especially since end users constitute a multitude of people with different needs and demands. The focal objective of this research was to investigate how different types of end users (i.e. pupils, students, the working population, seniors and researchers) respond to a library website in terms of its effectiveness, efficiency and satisfaction, which together represent its usability. The answers were obtained by performing formal usability testing, including think-aloud protocol, log analysis and questionnaires. The results of the statistical analysis show that different groups of end users achieve different levels of effectiveness and efficiency, while there is no significant difference between groups in satisfaction level. The results also indicate that participants did not achieve the threshold for a usable website. Based on the identified weaknesses, researchers present recommendations for improving a website’s usefulness, especially for non-experienced users. This research has two main contributions: (1) the connection between the theoretical definition and practical use of ISO 9241-11 attributes and (2) a usability testing procedure with a measurement framework applicable for different types of users in a specific domain, which could be applied to other domains.


Author(s):  
H. Tauscher ◽  
V. T. Le

Abstract. Current attempts to integrate gaming, geospatial and AEC technologies are driven by increased hardware capabilities and target virtual worlds as close to reality as possible. In this paper we pursue a converse destination and populate low-tech virtual worlds from geospatial data, building and city models, specifically for retro gaming engines in spatial chat tools. We consider an island, a building and a city district scenario and populate these scenarios from OSM, IFC, and CityGML data sources. The derived worlds are targeting use cases in business, educational and recreational settings. Based on a prototypical implementation, we study the feasibility and limitations of good quality retro gaming map generation with automatic means from existing data sets, but also the potential of such worlds for Green IT, accessibility and inspiration of new user groups. We describe the algorithms and processes to generate the maps and outline the concept for a user survey. Beyond that, by discussing map generation techniques from classical gaming in context of and comparison with geospatial and AEC practices, this paper contributes a retrospective of early gaming techniques that might be both entertaining and informative for current development practice.


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