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Description
I compare the effect of anonymous social network ratings (Yelp.com) and peer group recommendations on restaurant demand. I conduct a two-stage choice experiment in which restaurant visits in the first stage are informed by online social network reviews from Yelp.com, and visits in the second stage by peer network reviews.

I compare the effect of anonymous social network ratings (Yelp.com) and peer group recommendations on restaurant demand. I conduct a two-stage choice experiment in which restaurant visits in the first stage are informed by online social network reviews from Yelp.com, and visits in the second stage by peer network reviews. I find that anonymous reviewers have a stronger effect on restaurant preference than peers. I also compare the power of negative reviews with that of positive reviews. I found that negative reviews are more powerful compared to the positive reviews on restaurant preference. More generally, I find that in an environment of high attribute uncertainty, information gained from anonymous experts through social media is likely to be more influential than information obtained from peers.
ContributorsTiwari, Ashutosh (Author) / Richards, Timothy J. (Thesis advisor) / Qiu, Yueming (Committee member) / Grebitus, Carola (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Our research focuses on finding answers through decentralized search, for complex, imprecise queries (such as "Which is the best hair salon nearby?") in situations where there is a spatiotemporal constraint (say answer needs to be found within 15 minutes) associated with the query. In general, human networks are good in

Our research focuses on finding answers through decentralized search, for complex, imprecise queries (such as "Which is the best hair salon nearby?") in situations where there is a spatiotemporal constraint (say answer needs to be found within 15 minutes) associated with the query. In general, human networks are good in answering imprecise queries. We try to use the social network of a person to answer his query. Our research aims at designing a framework that exploits the user's social network in order to maximize the answers for a given query. Exploiting an user's social network has several challenges. The major challenge is that the user's immediate social circle may not possess the answer for the given query, and hence the framework designed needs to carry out the query diffusion process across the network. The next challenge involves in finding the right set of seeds to pass the query to in the user's social circle. One other challenge is to incentivize people in the social network to respond to the query and thereby maximize the quality and quantity of replies. Our proposed framework is a mobile application where an individual can either respond to the query or forward it to his friends. We simulated the query diffusion process in three types of graphs: Small World, Random and Preferential Attachment. Given a type of network and a particular query, we carried out the query diffusion by selecting seeds based on attributes of the seed. The main attributes are Topic relevance, Replying or Forwarding probability and Time to Respond. We found that there is a considerable increase in the number of replies attained, even without saturating the user's network, if we adopt an optimal seed selection process. We found the output of the optimal algorithm to be satisfactory as the number of replies received at the interrogator's end was close to three times the number of neighbors an interrogator has. We addressed the challenge of incentivizing people to respond by associating a particular amount of points for each query asked, and awarding the same to people involved in answering the query. Thus, we aim to design a mobile application based on our proposed framework so that it helps in maximizing the replies for the interrogator's query by diffusing the query across his/her social network.
ContributorsSwaminathan, Neelakantan (Author) / Sundaram, Hari (Thesis advisor) / Davulcu, Hasan (Thesis advisor) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
With the advent of social media (like Twitter, Facebook etc.,) people are easily sharing their opinions, sentiments and enforcing their ideologies on others like never before. Even people who are otherwise socially inactive would like to share their thoughts on current affairs by tweeting and sharing news feeds with their

With the advent of social media (like Twitter, Facebook etc.,) people are easily sharing their opinions, sentiments and enforcing their ideologies on others like never before. Even people who are otherwise socially inactive would like to share their thoughts on current affairs by tweeting and sharing news feeds with their friends and acquaintances. In this thesis study, we chose Twitter as our main data platform to analyze shifts and movements of 27 political organizations in Indonesia. So far, we have collected over 30 million tweets and 150,000 news articles from RSS feeds of the corresponding organizations for our analysis. For Twitter data extraction, we developed a multi-threaded application which seamlessly extracts, cleans and stores millions of tweets matching our keywords from Twitter Streaming API. For keyword extraction, we used topics and perspectives which were extracted using n-grams techniques and later approved by our social scientists. After the data is extracted, we aggregate the tweet contents that belong to every user on a weekly basis. Finally, we applied linear and logistic regression using SLEP, an open source sparse learning package to compute weekly score for users and mapping them to one of the 27 organizations on a radical or counter radical scale. Since, we are mapping users to organizations on a weekly basis, we are able to track user's behavior and important new events that triggered shifts among users between organizations. This thesis study can further be extended to identify topics and organization specific influential users and new users from various social media platforms like Facebook, YouTube etc. can easily be mapped to existing organizations on a radical or counter-radical scale.
ContributorsPoornachandran, Sathishkumar (Author) / Davulcu, Hasan (Thesis advisor) / Sen, Arunabha (Committee member) / Woodward, Mark (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Over 2 billion people are using online social network services, such as Facebook, Twitter, Google+, LinkedIn, and Pinterest. Users update their status, post their photos, share their information, and chat with others in these social network sites every day; however, not everyone shares the same amount of information. This thesis

Over 2 billion people are using online social network services, such as Facebook, Twitter, Google+, LinkedIn, and Pinterest. Users update their status, post their photos, share their information, and chat with others in these social network sites every day; however, not everyone shares the same amount of information. This thesis explores methods of linking publicly available data sources as a means of extrapolating missing information of Facebook. An application named "Visual Friends Income Map" has been created on Facebook to collect social network data and explore geodemographic properties to link publicly available data, such as the US census data. Multiple predictors are implemented to link data sets and extrapolate missing information from Facebook with accurate predictions. The location based predictor matches Facebook users' locations with census data at the city level for income and demographic predictions. Age and relationship based predictors are created to improve the accuracy of the proposed location based predictor utilizing social network link information. In the case where a user does not share any location information on their Facebook profile, a kernel density estimation location predictor is created. This predictor utilizes publicly available telephone record information of all people with the same surname of this user in the US to create a likelihood distribution of the user's location. This is combined with the user's IP level information in order to narrow the probability estimation down to a local regional constraint.
ContributorsMao, Jingxian (Author) / Maciejewski, Ross (Thesis advisor) / Farin, Gerald (Committee member) / Wang, Yalin (Committee member) / Arizona State University (Publisher)
Created2012
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Description
This research is focused on competitive female video gamers. This study focuses on a specific group of competitive female gamers who participate in an all female online community group or clan known as the PMSclan. The purpose of the study is to analyze the highly competitive female video gaming clan

This research is focused on competitive female video gamers. This study focuses on a specific group of competitive female gamers who participate in an all female online community group or clan known as the PMSclan. The purpose of the study is to analyze the highly competitive female video gaming clan members of the PMSclan in order to understand how resistance is displayed in a female centered video gaming community and how that affects the identity of the individual gamers through Shaw's (2001) theory of resistance. This study employs qualitative research design and uses content analysis of publicly available clan doctrines and member blogs through the PMSclan website. Findings indicate that collective acts of resistance lead to individual acts of resistance which can be seen through self-expression, self-determination, and empowerment. These acts of resistance have a positive impact on female gamers with outcomes of strength and power which can be displayed in a typically masculine society.
ContributorsPeña, Siobhan Jennell (Author) / Rodriguez, Ariel (Thesis advisor) / Knopf, Richard (Committee member) / Hayes, Elisabeth (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Contemporary online social platforms present individuals with social signals in the form of news feed on their peers' activities. On networks such as Facebook, Quora, network operator decides how that information is shown to an individual. Then the user, with her own interests and resource constraints selectively acts on a

Contemporary online social platforms present individuals with social signals in the form of news feed on their peers' activities. On networks such as Facebook, Quora, network operator decides how that information is shown to an individual. Then the user, with her own interests and resource constraints selectively acts on a subset of items presented to her. The network operator again, shows that activity to a selection of peers, and thus creating a behavioral loop. That mechanism of interaction and information flow raises some very interesting questions such as: can network operator design social signals to promote a particular activity like sustainability, public health care awareness, or to promote a specific product? The focus of my thesis is to answer that question. In this thesis, I develop a framework to personalize social signals for users to guide their activities on an online platform. As the result, we gradually nudge the activity distribution on the platform from the initial distribution p to the target distribution q. My work is particularly applicable to guiding collaborations, guiding collective actions, and online advertising. In particular, I first propose a probabilistic model on how users behave and how information flows on the platform. The main part of this thesis after that discusses the Influence Individuals through Social Signals (IISS) framework. IISS consists of four main components: (1) Learner: it learns users' interests and characteristics from their historical activities using Bayesian model, (2) Calculator: it uses gradient descent method to compute the intermediate activity distributions, (3) Selector: it selects users who can be influenced to adopt or drop specific activities, (4) Designer: it personalizes social signals for each user. I evaluate the performance of IISS framework by simulation on several network topologies such as preferential attachment, small world, and random. I show that the framework gradually nudges users' activities to approach the target distribution. I use both simulation and mathematical method to analyse convergence properties such as how fast and how close we can approach the target distribution. When the number of activities is 3, I show that for about 45% of target distributions, we can achieve KL-divergence as low as 0.05. But for some other distributions KL-divergence can be as large as 0.5.
ContributorsLe, Tien D (Author) / Sundaram, Hari (Thesis advisor) / Davulcu, Hasan (Thesis advisor) / Liu, Huan (Committee member) / Arizona State University (Publisher)
Created2014
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Description
This thesis addresses the ever increasing threat of botnets in the smartphone domain and focuses on the Android platform and the botnets using Online Social Networks (OSNs) as Command and Control (C&C;) medium. With any botnet, C&C; is one of the components on which the survival of botnet depends. Individual

This thesis addresses the ever increasing threat of botnets in the smartphone domain and focuses on the Android platform and the botnets using Online Social Networks (OSNs) as Command and Control (C&C;) medium. With any botnet, C&C; is one of the components on which the survival of botnet depends. Individual bots use the C&C; channel to receive commands and send the data. This thesis develops active host based approach for identifying the presence of bot based on the anomalies in the usage patterns of the user before and after the bot is installed on the user smartphone and alerting the user to the presence of the bot. A profile is constructed for each user based on the regular web usage patterns (achieved by intercepting the http(s) traffic) and implementing machine learning techniques to continuously learn the user's behavior and changes in the behavior and all the while looking for any anomalies in the user behavior above a threshold which will cause the user to be notified of the anomalous traffic. A prototype bot which uses OSN s as C&C; channel is constructed and used for testing. Users are given smartphones(Nexus 4 and Galaxy Nexus) running Application proxy which intercepts http(s) traffic and relay it to a server which uses the traffic and constructs the model for a particular user and look for any signs of anomalies. This approach lays the groundwork for the future host-based counter measures for smartphone botnets using OSN s as C&C; channel.
ContributorsKilari, Vishnu Teja (Author) / Xue, Guoliang (Thesis advisor) / Ahn, Gail-Joon (Committee member) / Dasgupta, Partha (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Efficiency of components is an ever increasing area of importance to portable applications, where a finite battery means finite operating time. Higher efficiency devices need to be designed that don't compromise on the performance that the consumer has come to expect. Class D amplifiers deliver on the goal of increased

Efficiency of components is an ever increasing area of importance to portable applications, where a finite battery means finite operating time. Higher efficiency devices need to be designed that don't compromise on the performance that the consumer has come to expect. Class D amplifiers deliver on the goal of increased efficiency, but at the cost of distortion. Class AB amplifiers have low efficiency, but high linearity. By modulating the supply voltage of a Class AB amplifier to make a Class H amplifier, the efficiency can increase while still maintaining the Class AB level of linearity. A 92dB Power Supply Rejection Ratio (PSRR) Class AB amplifier and a Class H amplifier were designed in a 0.24um process for portable audio applications. Using a multiphase buck converter increased the efficiency of the Class H amplifier while still maintaining a fast response time to respond to audio frequencies. The Class H amplifier had an efficiency above the Class AB amplifier by 5-7% from 5-30mW of output power without affecting the total harmonic distortion (THD) at the design specifications. The Class H amplifier design met all design specifications and showed performance comparable to the designed Class AB amplifier across 1kHz-20kHz and 0.01mW-30mW. The Class H design was able to output 30mW into 16Ohms without any increase in THD. This design shows that Class H amplifiers merit more research into their potential for increasing efficiency of audio amplifiers and that even simple designs can give significant increases in efficiency without compromising linearity.
ContributorsPeterson, Cory (Author) / Bakkaloglu, Bertan (Thesis advisor) / Barnaby, Hugh (Committee member) / Kiaei, Sayfe (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Sarcasm is a nuanced form of language where usually, the speaker explicitly states the opposite of what is implied. Imbued with intentional ambiguity and subtlety, detecting sarcasm is a difficult task, even for humans. Current works approach this challenging problem primarily from a linguistic perspective, focusing on the lexical and

Sarcasm is a nuanced form of language where usually, the speaker explicitly states the opposite of what is implied. Imbued with intentional ambiguity and subtlety, detecting sarcasm is a difficult task, even for humans. Current works approach this challenging problem primarily from a linguistic perspective, focusing on the lexical and syntactic aspects of sarcasm. In this thesis, I explore the possibility of using behavior traits intrinsic to users of sarcasm to detect sarcastic tweets. First, I theorize the core forms of sarcasm using findings from the psychological and behavioral sciences, and some observations on Twitter users. Then, I develop computational features to model the manifestations of these forms of sarcasm using the user's profile information and tweets. Finally, I combine these features to train a supervised learning model to detect sarcastic tweets. I perform experiments to extensively evaluate the proposed behavior modeling approach and compare with the state-of-the-art.
ContributorsRajadesingan, Ashwin (Author) / Liu, Huan (Thesis advisor) / Kambhampati, Subbarao (Committee member) / Pon-Barry, Heather (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Strong communities are important for society. One of the most important community builders, making friends, is poorly supported online. Dating sites support it but in romantic contexts. Other major social networks seem not to encourage it because either their purpose isn't compatible with introducing strangers or the prevalent methods of

Strong communities are important for society. One of the most important community builders, making friends, is poorly supported online. Dating sites support it but in romantic contexts. Other major social networks seem not to encourage it because either their purpose isn't compatible with introducing strangers or the prevalent methods of introduction aren't effective enough to merit use over real word alternatives. This paper presents a novel digital social network emphasizing creating friendships. Research has shown video chat communication can reach in-person levels of trust; coupled with a game environment to ease the discomfort people often have interacting with strangers and a recommendation engine, Zazzer, the presented system, allows people to meet and get to know each other in a manner much more true to real life than traditional methods. Its network also allows players to continue to communicate afterwards. The evaluation looks at real world use, measuring the frequency with which players choose the video chat game versus alternative, more traditional methods of online introduction. It also looks at interactions after the initial meeting to discover how effective video chat games are in creating sticky social connections. After initial use it became apparent a critical mass of users would be necessary to draw strong conclusions, however the collected data seemed to give preliminary support to the idea that video chat games are more effective than traditional ways of meeting online in creating new relationships.
ContributorsSorensen, Asael (Author) / VanLehn, Kurt (Thesis advisor) / Liu, Huan (Committee member) / Burleson, Winslow (Committee member) / Arizona State University (Publisher)
Created2011