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The number of elderly people in the world is growing rapidly. For this reason, is necessary more tools for the care, entertainment, and interaction of the elderly. This paper presents an application to foment social interaction among elderly people. This app is part of the SAFER platform, focused on meeting the needs of this part of population. The app stores in a database the profiles of the elderly...
Absence of the user based recommendation system is a prevalent problem in a social network. In this paper, our work tends to model distance based group and probability based group in terms deciding recommendation dynamics. Here, we want to identify the best user who appears to be the innocent audience. In this regard, the effect of network density and preference homogeneity according to the user have...
With the advent of Internet technologies, information privacy has emerged as an important but complicated notion that is difficult to articulate and conceptualize in technological system design. In this study we identify the key baseline factors for designing privacy-enhancing systems from users' perspective. Utilizing Solove's pragmatic approach to investigate global users' conceptualization of information...
This study contributes to our understanding of the social and communication processes that affect students' engagement in design work. We examine ethical considerations in a multidisciplinary design projects as students work through the challenges of team collaboration and struggle to integrate the ethical and technical aspects of engineering work. We use a mixed methods approach to investigate how...
In this participatory culture, technology innovation is increasingly driven by fan-based participation, catalyzed by the rapid growth of social media platforms and networked communication. This paper applies a user localization perspective to look at cases of fan participation from South Korea and China on social media platforms. Regarding those emerging fan practices as an alternative model for innovation,...
With the prevalence of social networks, social recommendation is rapidly gaining popularity. Currently, social information has mainly been utilized for enhancing rating prediction accuracy, which may not be enough to satisfy user needs. Items with high prediction accuracy tend to be the ones that users are familiar with and may not interest them to explore. In this paper, we take a psychologically...
CrossCult (www.crosscult.eu) is a 3-year H2020 research project, which started in March 2016. It involves 11 European institutions and 14 associated partners from the areas of Computer Science, History and Cultural Heritage. The goal is to spur a change in the way European citizens appraise History, fostering the re-interpretation of what they may have learnt in the light of cross-border interconnections...
The online media in a context of proximity has experimented in recent years a series of transformations towards new communicative and business models, due to the economic recession and the crisis of the newspapers' traditional model suffered by the media industry. In a global context of crisis in the traditional local media sector, readers express a growing necessity of information about the geographical...
Social simulation implies two preconditions: determining a population and simulate the information diffusion within it. A population represents a group of interconnected individuals sharing information. In this paper, the population we generate is detailed by socio-cultural features, specifically the way that people tend to link together. To this end, the use of a social network is a little bit restrictive:...
When a piece of information (microblog, photograph, video, link, etc.) starts to spread in a social network, an important question arises: will it spread to "viral" proportions — where "viral" is defined as an order-of-magnitude increase. However, several previous studies have established that cascade size and frequency are related through a power-law — which leads to a severe...
This paper reports the results of the DiGiCult methodology for the generation of tourist's suggestions and cultural destinations basing on users' opinions in a community. Provided that any travel experience usually recalls other travelers experiences, this implies that the individual who is about to visit a desired destination might be more susceptible to suggestions given by a user he trusts, or...
In this paper we propose and develop a "global team boundary complexity" construct based on coordination and complexity theories, to quantify the complexity of the global collaboration environment, from a coordination perspective. The construct contains four formative components: the number of boundary types spanned by the team, the actual number of boundaries spanned, the extent to which...
Effective self-presentation is challenging in the contemporary computer-mediated communication environment due to the abundance of other-provided information. This study compared two approaches, one that focuses on internal factors (the personality approach) and the other environmental factors (the network approach), explaining why individuals engage in strategic self-presentation to manage other-provided...
Online People-to-People (P2P) lending marketplace allows individuals to lend and borrow directly among each other without the mediation of a creditor bank institution. Prior literature has examined how social capital influences P2P loan performance, but has largely been limited to the Western context. This paper thus explores how social capital influences P2P lending in the U.S. and China. Based on...
In the context of socio-economic and cultural diversity of continental proportions lived by Brazilian citizens, the e-Cidadania project aims at the development of systems for the constitution of a digital culture among those that are not familiar with technology. One of the project's main contributions is the Inclusive Social Network (ISN) Vila na Rede, which is being constructed based on methods...
The current state of preservation of the Brazilian indigenous cultural heritage is far from ideal. The cultural and historical collections are scattered across the country and in a bad conservation state. The number of museums in Brazil is not enough to give the indigenous culture all the due importance it should have, and the few existing museums fail to attract people for many reasons. Consequently,...
Reputation mechanisms are essential for online transactions, where the parties have little prior experience with one another. This is especially true when transactions result in offline interactions. There are few situations requiring more trust than letting a stranger sleep in your home, or conversely, staying on someone elsepsilas couch. Couchsurfing.com allows individuals to do just this. The global...
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