Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,s...Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,spatial and social correlation.Recommending friends instantly based on current location of users in the real world has become increasingly popular in LMSN.However,the existing friend recommendation methods based on topological structures of a social network or non-topological information such as similar user profiles cannot well address the instant making friends in the real world.In this article,we analyze users' check-in behavior in a real LMSN site named Gowalla.According to this analysis,we present an approach of recommending friends instantly for LMSN users by considering the real-time physical location proximity,offline behavior similarity and friendship network information in the virtual community simultaneously.This approach effectively bridges the gap between the offline behavior of users in the real world and online friendship network information in the virtual community.Finally,we use the real user check-in dataset of Gowalla to verify the effectiveness of our approach.展开更多
There is a deviation between actual and theoretical perceived positions of virtual object in stereoscop-ic display.Therefore,methods for precise position perception in real world are proposed in this paper.The causes ...There is a deviation between actual and theoretical perceived positions of virtual object in stereoscop-ic display.Therefore,methods for precise position perception in real world are proposed in this paper.The causes for the deviation are analyzed on the basis of geometrical optics .Then deviation correctionsare performed by error compensation with mathematic method and by remodeling virtual viewpoint dynami-cally with the movement of physical viewpoint.Experimental results show that these methods can reducethe position deviation to less than 10 millimeter,meeting the requirements for direct manipulation in mul-ti-sensory virtual environment.展开更多
Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman i...Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture展开更多
The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and...The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.展开更多
The growing importance of the new technologies raises the question of the relationship between the individual and the digital world. One of the main motivations of internet usage is social communication. Among the few...The growing importance of the new technologies raises the question of the relationship between the individual and the digital world. One of the main motivations of internet usage is social communication. Among the few studies concerning internet usage and the attachment, most suggest a predisposition of insecure people to the excessive internet usage. All participants completed two self-administered questionnaires: RSQ (relationship scale questionnaire) and 1AT (internet addiction test). The self-administered questionnaires were put online: The link to the form was distributed by emails and social networks. Our results show a link between attachment anxiety and problematic internet usage. Internet could provide people having an attachment anxiety style a more reassuring environment to interact with others. The attachment preoccupation is a factor related to the problematic Intemet usage. A management that takes into account the motivations related to attachment may reduce recourse to the virtual world.展开更多
Social media users attracted the attention of scholars at home and abroad.This paper conducted a detailed literature review and prposed an analytical framework to define and conceptualize social media users on the "A...Social media users attracted the attention of scholars at home and abroad.This paper conducted a detailed literature review and prposed an analytical framework to define and conceptualize social media users on the "Actual Man" theory of Marxism.Furthermore, the paper generalizes three research levels, including the individual level,the gruop level and the materialism level.This study can improve understanding of the users' behavior in the social media virtue world as well as provide references for advanced researehe~展开更多
The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise aris...The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise arise when recovering a 3D geometry from 2D photographs. The main outcome of our research shows that the proposed methodology can be used to reconstruct ancient monuments for use as proxies for digital effects in applications such as tourism, games, and entertainment, which do not require very accurate modeling. In this article, we consider the reconstruction of ancient Mughal architecture including the Taj Mahal. We propose a modeling pipeline that makes an easy reconstruction possible using a single photograph taken from a single view, without the need to create complex point clouds from multiple images or the use of laser scanners. First, an initial model is automatically reconstructed using locally fitted planar primitives along with their boundary polygons and the adjacency relation among parts of the polygons. This approach is faster and more accurate than creating a model from scratch because the initial reconstruction phase provides a set of structural information together with the adjacency relation, which makes it possible to estimate the approximate depth of the entire structural monument. Next, we use manual extrapolation and editing techniques with modeling software to assemble and adjust different 3D components of the model. Thus, this research opens up the opportunity for the present generation to experience remote sites of architectural and cultural importance through virtual worlds and real-time mobile applications. Variations of a recreated 3D monument to represent an amalgam of various cultures are targeted for future work.展开更多
基金National Key Basic Research Program of China (973 Program) under Grant No.2012CB315802 and No.2013CB329102.National Natural Science Foundation of China under Grant No.61171102 and No.61132001.New generation broadband wireless mobile communication network Key Projects for Science and Technology Development under Grant No.2011ZX03002-002-01,Beijing Nova Program under Grant No.2008B50 and Beijing Higher Education Young Elite Teacher Project under Grant No.YETP0478
文摘Differently from the general online social network(OSN),locationbased mobile social network(LMSN),which seamlessly integrates mobile computing and social computing technologies,has unique characteristics of temporal,spatial and social correlation.Recommending friends instantly based on current location of users in the real world has become increasingly popular in LMSN.However,the existing friend recommendation methods based on topological structures of a social network or non-topological information such as similar user profiles cannot well address the instant making friends in the real world.In this article,we analyze users' check-in behavior in a real LMSN site named Gowalla.According to this analysis,we present an approach of recommending friends instantly for LMSN users by considering the real-time physical location proximity,offline behavior similarity and friendship network information in the virtual community simultaneously.This approach effectively bridges the gap between the offline behavior of users in the real world and online friendship network information in the virtual community.Finally,we use the real user check-in dataset of Gowalla to verify the effectiveness of our approach.
基金supported by the National Natural Science Foundation of China(No.60674052)
文摘There is a deviation between actual and theoretical perceived positions of virtual object in stereoscop-ic display.Therefore,methods for precise position perception in real world are proposed in this paper.The causes for the deviation are analyzed on the basis of geometrical optics .Then deviation correctionsare performed by error compensation with mathematic method and by remodeling virtual viewpoint dynami-cally with the movement of physical viewpoint.Experimental results show that these methods can reducethe position deviation to less than 10 millimeter,meeting the requirements for direct manipulation in mul-ti-sensory virtual environment.
文摘Female character in video games is the one of the most controversial topic in game studies and nowadays women's anthropology. From the beginning of role in games' plot to sexualized graphical representation, woman in virtual world were (and sometimes still are) a point of discussion about characters sexualisation and role of female sex in virtual industry. The main aim of this paper is to present analysis of female representation in video games and how in last 30 years it has changed. In other words, how female characters were ennobled from sex object to main protagonist status. In presented research, there were used mostly the examples of popular video games with extended plot and world which can be explored by protagonists. Video game historiography, textual analysis (which helped to treat video game character as a protagonist), and thematic analysis of video games were used as a main research method. The main conclusion of this paper is that female characters can overcome all gender or sexual stereotypes and even eventually became an icon of popular culture
文摘The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.
文摘The growing importance of the new technologies raises the question of the relationship between the individual and the digital world. One of the main motivations of internet usage is social communication. Among the few studies concerning internet usage and the attachment, most suggest a predisposition of insecure people to the excessive internet usage. All participants completed two self-administered questionnaires: RSQ (relationship scale questionnaire) and 1AT (internet addiction test). The self-administered questionnaires were put online: The link to the form was distributed by emails and social networks. Our results show a link between attachment anxiety and problematic internet usage. Internet could provide people having an attachment anxiety style a more reassuring environment to interact with others. The attachment preoccupation is a factor related to the problematic Intemet usage. A management that takes into account the motivations related to attachment may reduce recourse to the virtual world.
文摘Social media users attracted the attention of scholars at home and abroad.This paper conducted a detailed literature review and prposed an analytical framework to define and conceptualize social media users on the "Actual Man" theory of Marxism.Furthermore, the paper generalizes three research levels, including the individual level,the gruop level and the materialism level.This study can improve understanding of the users' behavior in the social media virtue world as well as provide references for advanced researehe~
基金Project partially supported by the Ministry of Culture,Sports and Tourism and Korea Creative Content Agency in the Culture Technology Research&Development Program 2014(50%)the Next Generation Information Computing Development Program through the National Research Foundation of Korea funded by the Ministry of Science,ICT and Future Planning(No.2012M3C4A7032185)(50%)
文摘The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise arise when recovering a 3D geometry from 2D photographs. The main outcome of our research shows that the proposed methodology can be used to reconstruct ancient monuments for use as proxies for digital effects in applications such as tourism, games, and entertainment, which do not require very accurate modeling. In this article, we consider the reconstruction of ancient Mughal architecture including the Taj Mahal. We propose a modeling pipeline that makes an easy reconstruction possible using a single photograph taken from a single view, without the need to create complex point clouds from multiple images or the use of laser scanners. First, an initial model is automatically reconstructed using locally fitted planar primitives along with their boundary polygons and the adjacency relation among parts of the polygons. This approach is faster and more accurate than creating a model from scratch because the initial reconstruction phase provides a set of structural information together with the adjacency relation, which makes it possible to estimate the approximate depth of the entire structural monument. Next, we use manual extrapolation and editing techniques with modeling software to assemble and adjust different 3D components of the model. Thus, this research opens up the opportunity for the present generation to experience remote sites of architectural and cultural importance through virtual worlds and real-time mobile applications. Variations of a recreated 3D monument to represent an amalgam of various cultures are targeted for future work.