
Web spam is an unethical tactic used to manipulate search engine rankings by exploiting algorithmic loopholes. Detecting such spam pages remains a significant challenge for search engines aiming to provide relevant and trustworthy results. Centrality measures, derived from graph theory, are commonly used in network analysis to identify the most influential nodes, and several metrics have been proposed for unweighted and undirected networks. In this article, we propose two improved methods based on H-index centrality for weighted web graphs, namely Improved H-index Centrality and Improved Weighted H-index Centrality. These methods incorporate both the strength of neighbouring webpages and the weight of connecting links, thereby evaluating not only the number of connections but also the influence propagated through them. The proposed measures are evaluated on two web graphs and compared with existing centrality measures for spam detection. The performance is analysed using the distinctness metric, which measures their ability to differentiate between spam and trustworthy pages. Additionally, a Gaussian Na & iuml;ve Bayes classifier is employed to assess classification performance, where the proposed measures demonstrate higher accuracy in identifying spam webpages. Experiments conducted on the WEBSPAM-UK2006 dataset show that the proposed methods outperform traditional centrality measures in distinguishing spam from legitimate webpages.
While examining electronic literature as post comparative media, Astrid Ensslin and Samya Brata Roy characterised electronic literature as a "pluralistic, fluid phenomenon that challenges the established norms and analytical frameworks of traditional literary practices". (Ensslin & Brata Roy [2023]. Electronic literatures as post comparative media. Complit Journal of European Literature, Arts and Society, 1(5), 145-171) This perspective underscores the need to examine electronic literature within specific socio-cultural contexts. Therefore, this paper contextualises the Electronic literary praxis within a creative writing workshop conducted with postgraduate English language and literature students at the Department of English, Maharaja Krishnakumarsinhji Bhavnagar University, Gujarat, India; through which the students were introduced to the process of building a hypertext using Twine, a free and open-source tool, to construct interactive narratives, drawing on the learning experiences of the primary author of this manuscript. Following the instruction, students engaged in a creative writing assignment, developing their own hypertextual stories. The paper reviews student feedback received through feedback forms completed by all participants and interviews with those who created hypertexts after the workshop. It argues that electronic literature in pedagogy promotes innovative narrative exploration while developing creativity, critical thinking, reading, and writing skills in digital contexts. Concluding, it recommends a creative writing-based, practice-oriented framework for teaching electronic literature in the Indian academic context.
Digital Humanities (DH) and Electronic Literature (E-Lit) are emerging yet underrepresented fields in Indian higher education. In many minority-world institutional contexts, E-Lit has developed through dedicated labs, courses, publishing platforms and professional networks. In India, it more often develops within DH initiatives shaped by curricular pathways and infrastructure constraints, reflecting a wider academic gap where digital literary studies lack standalone curricular visibility and institutional support. India's National Education Policy (NEP) 2020 highlights the need for digital literacy and interdisciplinary engagement, creating openings for DH and E-Lit in higher education. This study examines their trajectory in India, emphasising interdependence, challenges, and potential. Using Indian Postcolonial Digital Humanities (IPDH) as a framework, it explores how these fields reclaim marginalised narratives and promote culturally embedded digital practices rooted in India's multilingual literary traditions. The concept of techno-indigeneity is introduced to develop globally relevant yet locally grounded methodologies. Aligned with the Digital India Initiative, this study draws on participant data from a Government of India-sponsored Global Initiative of Academic Networks (GIAN) course on DH and E-Lit, identifying gaps and future directions, advocating curriculum innovation, interdisciplinary collaboration and policy interventions to address linguistic diversity, digital infrastructure and India's cultural and literary traditions.
Studies of instructional videos usually focus on the modalities in videos. This study aims to compare the effects of content type on video-watching behaviour, collected scores, and cognitive load levels. The study follows an explanatory mixed design, where 40 volunteer high-school students were assigned to interact with two videos (academic vs. non-academic). System logs, including quiz scores, screen recordings, and interview data, were used as data sources. The results indicated that interacting with non-academic content provided a more convenient learning experience with less frequent navigational elements. Similarly, learners spent a longer time on academic content. Moreover, trying again was the most frequent action, followed by backward, which was preferred to re-watch the related content before/after the quiz interaction. Although having the same design approach apart from the content, the learners found the academic content challenging. On the other hand, the quiz scores for non-academic content were higher than those for academic content. Finally, the reported cognitive load levels were not significantly different from each other. The overall findings point out that interactive videos might not guarantee satisfactory learning experiences because the content of the videos might influence certain patterns of video watching as well as the learning gains.
Viral marketing is a strategic approach that motivates customers to share product information on social networks, giving companies a cost-effective competitive advantage. However, existing research is fragmented, necessitating a comprehensive review of past and future studies. The main objective of this study is to provide a comprehensive and systematic analysis of the scientific literature on viral marketing in order to identify past research trends, the intellectual structure of the field, and its future directions. This study is a bibliometric analysis using VOSviewer and Gephi software to review 449 selected articles on the Web of Science between 2000 and 2023. The analysis covers key metrics such as the number of articles, citations, bibliographic coupling, co-word analysis, and prestige analysis. Then, co-authorship analysis, co-citation analysis, and dynamic co-citation analysis were used for network analysis. The study identifies five main thematic areas: (1) behavioural aspects and reasons for expanding viral marketing, (2) social network analysis and cascade prediction, (3) influence maximisation and diffusion models, (4) target set selection and least cost influence, and (5) algorithms in viral marketing. The conclusion of the study suggests that clusters 1 and 3 are expected to attract increasing scholarly attention in the coming years.
This paper explores the intersection of trans women's creative works and the emerging field of Indian trans women's electronic literature by addressing four central key research questions. First, it investigates whether the creative outputs of trans women on platforms like YouTube can be considered forms of electronic literature. The study identifies characteristics that justify this classification by analysing their multimodal, interactive, and narrative features. Second, in response to the limited presence of trans women's electronic literature in India, the study undertakes a metadata archiving initiative using the Omeka platform (link: https://5593.omeka.net/). This archiving not only aids scholarly research but also preserves these digital narratives as significant cultural and literary artefacts. Third, the paper examines how documenting these narratives contributes to academic discourse and enhances public understanding of trans life experiences. Finally, it addresses the challenges and opportunities that shape trans women's participation in creating and disseminating electronic literature in India. By amplifying marginalised voices, this study expands the boundaries of Indian electronic literature and underscores the importance of recognising trans women's digital storytelling as a medium for cultural expression and social change.
Literature remains a subjective concept even if definitions keep doing rounds and in recent times, as e-literature becomes an extension of literature, it takes the debate of what is and what is not literature even further. Internal contestations, which e-literature deals with makes it a category worthy of analysis. And as Indian electronic literature, which emerges as a distinct category within the broad umbrella of electronic literature, it navigates a terrain and conception that foregrounds its mainstay within the rubric. As print interactive fiction has influenced hypertext works like Patchwork Girl, what does it mean for the Indian cause where it has been virtually absent? The paper, thus, engages with the current scholarship in Indian electronic literature to schematically trace the origin of the category, as well as look at the lacunas in the history of the form in the Indian context. The paper engages with several works to outline the forms that define the category and further augments it by looking at forms that are intrinsically rooted in digital media like Indian videogames, multimedia hypertext artworks and Indian digital theatre which show promising potential and allow for a reconfiguration of the waves of Indian electronic literature.
This article examines the role of Instagram pages run by two Malayali women, Abreeda Banu (@abreedabanu) and Hanna Mehthar (@hannamehthar), in shaping a fast-evolving Gen Z reading culture. Focusing on their Insta-travel narratives, travel reels, and Bookstagram reviews, the paper explores how their virtual travel texts have significantly influenced the publication of their travelogues in print, thereby highlighting the intersection between digital and print-based literary cultures. Situated within the broader landscape of vernacular digital literary production in India, the paper explores how Malayalam is redefining the boundaries of electronic literature through accessible, affect-driven, and community-oriented storytelling practices emerging from Instagram cultures. Drawing on networks of desire (Kozinets, R., Patterson, A., Ashman, R., Dahl, D., & Thompson, C. 2017. Networks of desire: How technology increases our passion to consume. Journal of Consumer Research, 43(5), 659-682. https://doi.org/10.1093/jcr/ucw061) and literary aspiration within Gen Z literary cultures, the study investigates how these micro-celebrities position themselves as book influencers. At the same time, these seemingly organic and affective digital networks are also embedded within the local book market economy, sustained by amateur publishing houses that primarily cater to Instareaders and followers who shape and consume this emerging literary ecosystem. By situating Malayalam Insta-literature within contemporary publishing cultures and Gen Z literary practices, the paper considers how digitally mediated Indian vernacular writings reconfigure the very idea of "LiteratureS" in the digital age.
This research examines the multimodal representations of Stoic content within TikTok. The research aimed to explore the multifaceted structure of an emerging digital philosophy discourse and its implications for contemporary socio-cultural dynamics. It explores a fragmented version of Stoicism, focussing on the affordances of algorithm-driven platforms and modularity principles. For multimodal discourse analysis, 20 highly viewed (>300,000) videos under the hashtags of #stoic and #stoicism are selected through purposeful sampling. It identifies the emergence of a fragmented Stoicism, built upon platform affordances and audio-visual modularity. Emerging themes include self-improvement, being dangerous and traditional masculinity remarking a divergence from popular and classical interpretations of Stoicism. Through these key themes, construction of an arbitrary link between hegemonic masculinity, glorified individualism and Stoicism is explored. Employing elements of aggression, self-isolation and self-improvement, TikTok content creates a novel discourse of Stoicism which is elusive, abstract, and reliant on visually driven narratives.
Smartphone usage for communication and content consumption is growing among older adults in India. However, most older adults still hesitate to use smartphone-based healthcare applications. The Indian healthcare sector is undergoing a transformation through various digital initiatives and services. With India's ageing population on the rise, evaluating the usability of healthcare applications for older adults is crucial. This study aims to identify the primary healthcare goals of older adults, evaluate usability issues hindering the accomplishment of their goals within the existing healthcare applications, and provide recommendations for resolving the usability issues. This study was conducted in two phases. In the first phase, a card sorting activity with twenty-five older adults identified four primary user goals. These goals were: booking nearby doctor appointments, consulting doctors online, ordering medicines, and booking health checkups. In the second phase, a user goals-oriented heuristic evaluation of existing healthcare applications was performed by seven expert evaluators using older adult's persona cards. This study highlights key usability issues in existing healthcare applications and provides recommendations to improve their usability for older adults in India. These insights can help guide designers, developers, and researchers to create accessible healthcare applications and promote digital healthcare adoption among older adults.
Influence maximisation in social networks seeks to identify users who can trigger large-scale information cascades. Many seed node selection approaches are limited as they neglect both global and local structural factors. To address this, we propose the Influence Driven Decision (IDD) Score, a novel metric that integrates global criteria (shares, likes, and trending score) with local features (out-degree) to capture user influence more effectively. The model defines edge weights as the average activity of connected nodes and selects seed nodes based on the highest IDD scores. To further enhance propagation, we introduce a new link-generation strategy. Using Tarjan's Algorithm, weak links that constrain diffusion are identified and replaced with stronger neighbours based on preferential attachment, thereby reinforcing network connectivity and improving the spread potential. Experiments on real-world datasets, including Twitter and Facebook, demonstrate that the proposed IDD-ICM model significantly outperforms traditional centrality-based and diffusion models. Results consistently show higher diffusion coverage, with improvements reported in percentage points (pp), confirming the effectiveness of IDD-ICM in influence maximisation. On Twitter, adoption improvements range from +8 pp (over LTM) to +28 pp (over SIR), while on Facebook, improvements range from +5 pp (over LTM) to +24 pp (over SIR).
Traditional Indian literature has often celebrated human-nature relationships, reflecting nature's prominence in Indian culture, yet electronic literature's multimodal storytelling has the potential to foster a deeper ecological consciousness in the readers. This paper seeks to explore Indian eco-electronic literary works by applying an ecophenomenological and ecohermeneutical approach, calibrating Indian digital narratives' potential to foster an empathetic understanding of contemporary Indian environmental concerns. The study involves a critical analysis of three Indian electronic literary works: Simran Bhimjyani's Blue Is My Favourite Colour, Priti Pandurangan's Meghadutam, and Shanmugapriya T's Lost Water! Remainscape? All three works are centred around nature and have been created by women artists. These works depict a shifting perception towards nature, from reverence to commodification and extinction. This study addresses key questions like, "How do Indian eco-electronic literary works raise environmental consciousness?" and "How do eco-electronic literary works create an interactive, immersive environment where the reader/player becomes intertwined with nature?" This study seeks to answer these questions by demonstrating how the integration of kinetic images, visualisation, sound, and haptics provides an immersive experience akin to the Keatsian Negative Capability. This paper also aims to contribute to the discourse on the emerging scholarship on electronic literature in India.
This article analyzes Venba (Visai Games, 2023), a narrative cooking video game, as a significant intervention in decolonial game design and Indian digital literature. Drawing from decolonial theory and game studies, the study introduces the framework of "unwriting" to examine how the game challenges hegemonic representations embedded in global video game production. By centreing Indian Tamil Hindu diasporic experiences, Venba reconfigures food, language, and gendered labour as epistemological tools for cultural preservation and intergenerational pedagogy. The analysis employs a multimodal methodology that integrates close ludonarrative reading, visual semiotics, and paratextual materials to explore how Venba resists cultural commodification and linguistic imperialism while confronting internal caste and gendered hierarchies. Additionally, the article contextualises Venba's production within the asymmetries of global game industries, highlighting the structural challenges faced by non-Western developers. Ultimately, this study argues that Venba exemplifies how video games can function as relational archives and affective pedagogies, advancing decolonial praxis and expanding the epistemic scope of game studies through culturally grounded, regionally specific, and emotionally resonant design strategies.
In today's mobile app-dominated era, understanding user sentiments is vital for developers, marketers and decision-makers. Traditional sentiment analysis techniques often fall short in capturing the complex, time-dependent nature of user reviews. This project investigates user sentiments in the top 20 mobile applications on Google Play using advanced deep learning approaches-Long Short-Term Memory (LSTM) networks and multilingual BERT (mBERT). LSTM excels at modelling sequential data, capturing evolving user opinions over time, while mBERT leverages multilingual contextual embeddings to deliver deeper sentiment insights. We sourced 200,000 reviews from Kaggle and refined the dataset to 145,404 reviews through preprocessing steps such as contraction expansion, stop word removal and tokenisation. The dataset was divided into training, validation and test sets to ensure optimal performance and generalisability. The LSTM model, trained over 20 epochs, achieved an accuracy of 92.01%, while the mBERT model, trained over five epochs, reached 96.20%. Both significantly outperformed traditional models like Random Forest and CNN. Word cloud analysis highlighted recurring themes in user feedback, enabling more focused app improvements. This research advances sentiment analysis by addressing temporal and contextual challenges, providing a practical framework for enhancing user satisfaction and supporting strategic decision-making in the competitive mobile app landscape.
Gamified Adaptive Intelligent Tutoring Systems (GAITS) can have numerous motivational elements. However, determining the effects of these elements and using them appropriately is extremely important. This study examined the effects of the elements of the GAITS called ArtiBos on students' motivation to solve problems in mathematics education. The research was conducted using mixed research method, with 66 students in the two ninth grades of an Anatolian High School equally divided into experimental and control groups and six mathematics teachers working in the same school. Findings showed that ArtiBos positively affected students' course engagement and problem-solving motivation. ArtiBos has increased students' engagement and participation in the course. It has also enhanced their self-efficacy and reduced exam anxiety. The interview results indicate that gamification elements such as badges and points have facilitated the learning process and reduced students' boredom. In addition, the system's instant feedback feature has enhanced student motivation and satisfaction. However, no significant difference was found between intrinsic and extrinsic motivation.
Continuing developments in information and communication technology have reshaped the media ecosystem and new business models such as OTT services have emerged. OTT services have become popular in Egypt, as they have worldwide, enabling one to access entertainment content anywhere, anytime, and on any device, through both national and international providers, i.e. Netflix, Shahid Plus, and WATCH IT. This research investigates the OTT key assessment attributes of customer satisfaction and intention to use in Egypt. The research model includes 10 variables; 324 respondents received. The study followed a quantitative methodology, applying statistical analyses such as correlation, multiple regression, and structural equation modelling (SEM) to examine the research hypotheses. The findings indicated that user experience and system quality had the strongest positive impact on perceived satisfaction. In comparison, price value and social influence had a limited effect. Although content quality and accessibility were relevant in shaping initial expectations, they were not found to be strong predictors of overall user satisfaction.
Multimedia Learning (ML) has been continuously developing in both research and practice. Many researchers have introduced several research dimensions of ML. However, the number of studies that provide a holistic perspective on ML is quite limited. This study aims to identify current issues, gaps, and future research directions in multimedia learning. A bibliometric analysis was used to identify findings in four dimensions. Interest in the subject emerged in the 1990s and has grown, mainly led by US scholars. The academic influence was examined through journal publications, showing wide acceptance in the fields of psychology and educational technology, with experimental designs being more influential. Cognitive learning outcomes dominate the keywords, underscoring their importance, while "emotional design" is gaining attention. Dominant themes include cognitive load and multimedia learning, e-learning and blended learning in medical education, teaching strategies and digital learning environments, eye-tracking, virtual and augmented reality, educational technology and active learning strategies, gender issues, with more research needed on affective and social aspect of ML.