
Social media provides high-volume and real-time data, which has been broadly used in diverse applications in sales, marketing, disaster management, health surveillance, etc. However, distinguishing between noises and reliable information can be challenging, since social media, a user-generated content system, has a great number of users who update massive information every second. The rich information is not only included in the short textual content but also embedded in the images and videos. In this paper, we introduce an effective and efficient framework for event detection with social media data. The framework integrates both textual and imagery content in the hope to fully utilize the information. The approach has been demonstrated to be more accurate than the text-only approach by removing 58 (66.7%) false-positive events. The precision of event detection is improved by 6.5%. Besides, based on our analysis, we also look into the content of these images to further explore the space of social media studies. Finally, the closely related text and image from social media offer us a valuable text-image mapping, which can enable knowledge transfer between two media types.
Game-theoretic models of influence in networks often assume the network structure to be static. In this paper, we allow the network structure to vary according to the underlying behavioral context. This leads to several interesting questions on two fronts. First, how do we identify different contexts and learn the corresponding network structures using real-world data? We focus on the U.S. Senate and apply unsupervised machine learning techniques, such as fuzzy clustering algorithms and generative models, to identify spheres of legislation as context and learn an influence network for each sphere. Second, how do we analyze these networks in order to gain an insight into the role played by the spheres of legislation in various interesting constructs like polarization and most influential nodes? To this end, we apply both game-theoretic and social network analysis techniques. In particular, we show that game-theoretic notion of most influential nodes brings out the strategic aspects of interactions like bipartisan grouping, which structural centrality measures fail to capture.
The Asymmetric Distance-Constrained Vehicle Routing Problem (ADVRP) is NP-hard as it is a natural extension of the NP-hard Vehicle Routing Problem. In ADVRP problem, each customer is visited exactly once by a vehicle; every tour starts and ends at a depot; and the traveled distance by each vehicle is not allowed to exceed a predetermined limit. We propose a hybrid metaheuristic algorithm combining the Randomized Variable Neighborhood Search (RVNS) and the Tabu Search (TS) to solve the problem. The combination of multiple neighborhoods and tabu mechanism is used for their capacity to escape local optima while exploring the solution space. Furthermore, the intensification and diversification phases are also included to deliver optimized and diversified solutions. Extensive numerical experiments and comparisons with all the state-of-the-art algorithms show that the proposed method is highly competitive in terms of solution quality and computation time, providing new best solutions for a number of instances.
Human migration, and urbanization as its direct consequence, are among the crucial topics in regional and national governance. People’s migration and mobility flows make a network structure, with large cities acting as hubs and smaller settlements as spokes. The essential method by which these phenomena can be analyzed comprehensively is network analysis. With this study, we first contribute to capacity building regarding the analysis of internal (national) migration data by providing a set of network indicators, models, and visualizations tested and argued for in terms of applicability and interpretability for analyzing migration. Second, we contribute to the understanding of the shape and scale of the phenomenon of internal migration, particularly toward urbanization and mobility flows between human settlements (i.e., cities, towns, and villages). Third, we demonstrate the utility of our approach on the example of internal migration flows in Austria on the settlement level and provide a longitudinal analysis for the period from 2002 to 2018. To the best of our knowledge, this is the first time that the key traits of a network of internal migration are identified for a European country, which, when accompanied by additional country analyses, has the potential to reveal the migration patterns in the region and beyond.
In social networks, there exist many kinds of groups in which people may have the same interests, hobbies, or political orientation. Sometimes, group decisions are made by simply majority, which means that most of the users in this group reach an agreement, such as US Presidential Elections. A group is called activated if $$\beta$$ β percent of users are influenced in the group. Enterprise will gain income from all influenced groups. Simultaneously, to propagate influence, enterprise needs pay advertisement diffusion cost. Group profit maximization (GPM) problem aims to pick k seeds to maximize the expected profit that considers the benefit of influenced groups with the diffusion cost. GPM is proved to be NP-hard and the objective function is proved to be neither submodular nor supermodular. An upper bound and a lower bound which are difference of two submodular functions are designed. We propose a submodular–modular algorithm (SMA) to solve the difference of two submodular functions and SMA is shown to converge to a local optimal. We present an randomized algorithm based on weighted group coverage maximization for GPM and apply sandwich framework to get theoretical results. Our experiments verify the efficiency of our methods.
Recent research shows an increasing interest in the interplay of social networks and infectious diseases. Many studies either neglect explicit changes in health behavior or consider networks to be static, despite empirical evidence that people seek to distance themselves from diseases in social networks. We propose an adaptable steppingstone model that integrates theories of social network formation from sociology, risk perception from health psychology, and infectious diseases from epidemiology. We argue that networking behavior in the context of infectious diseases can be described as a trade-off between the benefits, efforts, and potential harm a connection creates. Agent-based simulations of a specific model case show that: (i) high (perceived) health risks create strong social distancing, thus resulting in low epidemic sizes; (ii) small changes in health behavior can be decisive for whether the outbreak of a disease turns into an epidemic or not; (iii) high benefits for social connections create more ties per agent, providing large numbers of potential transmission routes and opportunities for the disease to travel faster, and (iv) higher costs of maintaining ties with infected others reduce final size of epidemics only when benefits of indirect ties are relatively low. These findings suggest a complex interplay between social network, health behavior, and infectious disease dynamics. Furthermore, they contribute to solving the issue that neglect of explicit health behavior in models of disease spread may create mismatches between observed transmissibility and epidemic sizes of model predictions.
Socio-technical systems usually consist of many intertwined networks, each connecting different types of objects or actors through a variety of means. As these networks are co-dependent, one can take advantage of this entangled structure to study interaction patterns in a particular network from the information provided by other related networks. A method is, hence, proposed and tested to recover the weights of missing or unobserved links in heterogeneous information networks (HIN)—abstract representations of systems composed of multiple types of entities and their relations. Given a pair of nodes in a HIN, this work aims at recovering the exact weight of the incident link to these two nodes, knowing some other links present in the HIN. To do so, probability distributions resulting from path-constrained random walks, i.e., random walks where the walker is forced to follow only a specific sequence of node types and edge types, capable to capture specific semantics and commonly called a meta-path, are combined in a linearly fashion to approximate the desired result. This method is general enough to compute the link weight between any types of nodes. Experiments on Twitter and bibliographic data show the applicability of the method.
Digital social networks have become an essential source of information because celebrities use them to share their opinions, ideas, thoughts, and feelings. This makes digital social networks one of the preferred means for celebrities to promote themselves and attract new followers. This paper proposes a model of feature selection for the classification of celebrities profiles based on their use of a digital social network Twitter. The model includes the analysis of lexical, syntactic, symbolic, participation, and complementary information features of the posts of celebrities to estimate, based on these, their demographic and influence characteristics. The classification with these new features has an F1-score of 0.65 in Fame, 0.88 in Gender, 0.37 in Birth year, and 0.57 in Occupation. With these new features, the average accuracy improve up to 0.14 more. As a result, extracted features from linguistic cues improved the performance of predictive models of Fame and Gender and facilitate explanations of the model results. Particularly, the use of the third person singular was highly predictive in the model of Fame.
We present methods for analysing hierarchical and overlapping community structure and spreading phenomena on complex networks. Different models can be developed for describing static connectivity or dynamical processes on a network topology. In this study, classical network connectivity and influence spreading models are used as examples for network models. Analysis of results is based on a probability matrix describing interactions between all pairs of nodes in the network. One popular research area has been detecting communities and their structure in complex networks. The community detection method of this study is based on optimising a quality function calculated from the probability matrix. The same method is proposed for detecting underlying groups of nodes that are building blocks of different sub-communities in the network structure. We present different quantitative measures for comparing and ranking solutions of the community detection algorithm. These measures describe properties of sub-communities: strength of a community, probability of formation and robustness of composition. The main contribution of this study is proposing a common methodology for analysing network structure and dynamics on complex networks. We illustrate the community detection methods with two small network topologies. In the case of network spreading models, time development of spreading in the network can be studied. Two different temporal spreading distributions demonstrate the methods with three real-world social networks of different sizes. The Poisson distribution describes a random response time and the e-mail forwarding distribution describes a process of receiving and forwarding messages.
The retweet is a characteristic mechanism of several social network services/social media, such as Facebook, Twitter, and Weibo. By retweeting tweet, users can share an article with their friends and followers. However, it is not clear how retweets affect the dominant behaviors of users. Therefore, this study investigates the impact of retweets on the behavior of social media users from the perspective of networked game theory, and how the existence of the retweet mechanism in social media promotes or reduces the willingness of users to post and comment on articles. To address these issues, we propose the retweet reward game model and quote tweet reward game model by adding the retweet and quote tweet mechanisms to a relatively simple social networking service model known as the reward game. Subsequently, we conduct simulation-based experiments to understand the influence of retweets on the user behavior on various networks. It is demonstrated that users will be more willing to post new articles with a retweet mechanism, and quote retweets are more beneficial to users, as users can expect to spread their information and their own comments on already posted articles.
Recently there has been an increased interest in adopting game-theoretic models to social norms. Most of these approaches are generally lacking a structure linking the local level of the ‘norm’ interaction to its global ‘social’ nature. Although numerous studies examined local-interaction games, where the emphasis is placed on neighborhood relations, regarding social network as a whole unique entity seems to be quite limited. In this paper, we conduct a series of simulation experiments to examine the effects that a network topology could have on the speed of emergence of the social norm. The emphasis is placed on the fairness norm in the ultimatum game context, by considering three network type models (Barabási–Albert, Watts–Strogatz and Erdős–Rényi) and several intrinsic topological properties.
Influence maximization is the problem of trying to maximize the number of influenced nodes by selecting optimal seed nodes, given that influencing these nodes is costly. Due to the probabilistic nature of the problem, existing approaches deal with the concept of the expected number of nodes. In the current research, a scenario-based robust optimization approach is taken to finding the most influential nodes. The proposed robust optimization model maximizes the number of infected nodes in the last step of diffusion while minimizing the number of seed nodes. Nodes, however, are treated as heterogeneous with regard to their propensity to pass messages along; or as having varying activation thresholds. Experiments are performed on a real text-messaging social network. The model developed here significantly outperforms some of the well-known existing heuristic approaches which are proposed in previous works.
Crowdsourcing is an emerging tool for collaboration and innovation platforms. Recently, crowdsourcing platforms have become a vital tool for firms to generate new ideas, especially large firms such as Dell, Microsoft, and Starbucks, Crowdsourcing provides firms with multiple advantages, notably, rapid solutions, cost savings, and a variety of novel ideas that represent the diversity inherent within a crowd. The literature on crowdsourcing is limited to empirical evidence of the advantage of crowdsourcing for businesses as an innovation strategy. In this study, Starbucks’ crowdsourcing platform, Ideas Starbucks, is examined, with three objectives: first, to determine crowdsourcing participants’ perception of the company by crowdsourcing participants when generating ideas on the platform. The second objective is to map users into a community structure to identify those more likely to produce ideas; the most promising users are grouped into the communities more likely to generate the best ideas. The third is to study the relationship between the users’ ideas’ sentiment scores and the frequency of discussions among crowdsourcing users. The results indicate that sentiment and emotion scores can be used to visualize the social interaction narrative over time. They also suggest that the fast greedy algorithm is the one best suited for community structure with a modularity on agreeable ideas of 0.53 and 8 significant communities using sentiment scores as edge weights. For disagreeable ideas, the modularity is 0.47 with 8 significant communities without edge weights. There is also a statistically significant quadratic relationship between the sentiments scores and the number of conversations between users.
Racism spreading can have a vital influence on people's lives, declining adherence, pretending political views, and recruiters' socio-economical crisis. Besides, Web 2.0 technologies have democratized the creation and propagation of racist information, which facilitated the rapid spreading of racist messages. In this research work, the impact of community resilience on the spread dynamics of racism was assessed. To investigate the effect of resilience-building, new SERDC mathematical model was formulated and analyzed. The racism spread is under control where R0<1 , whereas persist in the community whenever R0>1 . Sensitivity analysis of the parameters value of the model are conducted. The rising of transmission and racial extremeness rate provides the prevalence of racism spread. Effective community resilience decline the damages, mitigate, and eradicate racism propagation. Theoretical analysis of the model are backed up by numerical results. Despite the evidence of numerical simulations, reducing the transmission and racial extremeness rate by improving social bonds and solidarity through community resilience could control the spread of racism.
In literature, the machine learning-based studies of sentiment analysis are usually supervised learning which must have pre-labeled datasets to be large enough in certain domains. Obviously, this task is tedious, expensive and time-consuming to build, and hard to handle unseen data. This paper has approached semi-supervised learning for Vietnamese sentiment analysis which has limited datasets. We have summarized many preprocessing techniques which were performed to clean and normalize data, negation handling, intensification handling to improve the performances. Moreover, data augmentation techniques, which generate new data from the original data to enrich training data without user intervention, have also been presented. In experiments, we have performed various aspects and obtained competitive results which may motivate the next propositions.
Using the headers of scientific papers, we have built multilayer networks of entities involved in research namely: authors, laboratories, and institutions. We have analyzed some properties of such networks built from data extracted from the HAL archives and found that the network at each layer is a small-world network with power law distribution. In order to simulate such co-publication network, we propose a multilayer network generation model based on the formation of cliques at each layer and the affiliation of each new node to the higher layers. The clique is built from new and existing nodes selected using preferential attachment. We also show that, the degree distribution of generated layers follows a power law. From the simulations of our model, we show that the generated multilayer networks reproduce the studied properties of co-publication networks.
Social networking services (SNSs) are constantly used by a large number of people with various motivations and intentions depending on their social relationships and purposes, and thus, resulting in diverse strategies of posting/consuming content on SNSs. Therefore, it is important to understand the differences of the individual strategies depending on their network locations and surroundings. For this purpose, by using a game-theoretical model of users called agents and proposing a co-evolutionary algorithm called multiple-world genetic algorithm to evolve diverse strategy for each user, we investigated the differences in individual strategies and compared the results in artificial networks and those of the Facebook ego network. From our experiments, we found that agents did not select the free rider strategy, which means that just reading the articles and comments posted by other users, in the Facebook network, although this strategy is usually cost-effective and usually appeared in the artificial networks. We also found that the agents who mainly comment on posted articles/comments and rarely post their own articles appear in the Facebook network but do not appear in the connecting nearest-neighbor networks, although we think that this kind of user actually exists in real-world SNSs. Our experimental simulation also revealed that the number of friends was a crucial factor to identify users’ strategies on SNSs through the analysis of the impact of the differences in the reward for a comment on various ego networks.
Social media networks have been playing an increasingly more important role for both socialization and information diffusion. Political campaign can gain more supporters by attracting more mass attention and influencing them directly, while commercial campaigns can increase their companies’ profits by expanding social media connection with new users. To build the optimal network structure to influence the whole, this paper studies mathematical models to simulate the users’ behaviours interacting with others in the information provider’s network. The behaviours of concerns include information re-posting and following/unfollowing other users. Linear threshold propagation model is used to determine the re-posting actions, Boundedly Rational User Equilibrium (BRUE) models are used to determine the following or unfollowing actions. Hence, the topology of the network changes and depends on the information provider’s plan to post various kinds of information. A three-level optimization model is proposed to maximize total number of connections, the goal of the top level. The second level simulates user behaviours under BRUE. The third level maximizes the each user’s utility defined in the second level. This paper solves this problem using exact algorithms for a small-scale synthetic network. For a large-scale problem, this paper uses heuristic algorithms based on large neighbourhood search. This paper also discusses possible reasons why the BRUE model may be a more accurate simulation of users’ actions compared to game theory. Comparisons from the BRUE model to game theoretical model show that the BRUE model performs significantly better than game theoretical model.
The k-clique problem is identifying the largest complete subgraph of size k on a network, and it has many applications in Social Network Analysis (SNA), coding theory, geometry, etc. Due to the NP-Complete nature of the problem, the meta-heuristic approaches have raised the interest of the researchers and some algorithms are developed. In this paper, a new algorithm based on the Bat optimization approach is developed for finding the maximum k-clique on a social network to increase the convergence speed and evaluation criteria such as Precision, Recall, and F1-score. The proposed algorithm is simulated in Matlab® software over Dolphin social network and DIMACS dataset for k = 3, 4, 5. The computational results show that the convergence speed on the former dataset is increased in comparison with the Genetic Algorithm (GA) and Ant Colony Optimization (ACO) approaches. Besides, the evaluation criteria are also modified on the latter dataset and the F1-score is obtained as 100% for k = 5.