Web-based social networks have become popular as a medium for disseminating information and connecting like-minded people. The public accessibility of such networks with the ability to share opinions, thoughts, information, and experience offers great promise to enterprises and governments. In addition to individuals using such networks to connect to their friends and families, governments and enterprises have started exploiting these platforms for delivering their services to citizens and customers. However, the success of such attempts relies on the level of trust that members have with each other as well as with the service provider. Therefore, trust becomes an essential and important element of a successful social network. In this article, we present the first comprehensive review of social and computer science literature on trust in social networks. We first review the existing definitions of trust and define
social trust
in the context of social networks. We then discuss recent works addressing three aspects of social trust:
trust information collection
,
trust evaluation
, and
trust dissemination
. Finally, we compare and contrast the literature and identify areas for further research in social trust.
Research data on predisposition to mental health problems, and the fluctuations and regulation of emotions, thoughts, and behaviors are traditionally collected through surveys, which cannot provide a real-time insight into the emotional state of individuals or communities. Large datasets such as World Health Organization (WHO) statistics are collected less than once per year, whereas social network platforms, such as Twitter, offer the opportunity for real-time analysis of expressed mood. Such patterns are valuable to the mental health research community, to help understand the periods and locations of greatest demand and unmet need. We describe the "We Feel" system for analyzing global and regional variations in emotional expression, and report the results of validation against known patterns of variation in mood. 2.73 ×10(9) emotional tweets were collected over a 12-week period, and automatically annotated for emotion, geographic location, and gender. Principal component analysis (PCA) of the data illustrated a dominant in-phase pattern across all emotions, modulated by antiphase patterns for "positive" and "negative" emotions. The first three principal components accounted for over 90% of the variation in the data. PCA was also used to remove the dominant diurnal and weekly variations allowing identification of significant events within the data, with z-scores showing expression of emotions over 80 standard deviations from the mean. We also correlate emotional expression with WHO data at a national level and although no correlations were observed for the burden of depression, the burden of anxiety and suicide rates appeared to correlate with expression of particular emotions.
We review data mining and related computer science techniques that have been studied in the area of drug safety to identify signals of adverse drug reactions from different data sources, such as spontaneous reporting databases, electronic health records, and medical literature. Development of such techniques has become more crucial for public heath, especially with the growth of data repositories that include either reports of adverse drug reactions, which require fast processing for discovering signals of adverse reactions, or data sources that may contain such signals but require data or text mining techniques to discover them. In order to highlight the importance of contributions made by computer scientists in this area so far, we categorize and review the existing approaches, and most importantly, we identify areas where more research should be undertaken.
Gamification, the idea of inserting game dynamics into portals or social networks, has recently evolved as an approach to encourage active participation in online communities. For an online community to start and proceed on to a sustainable operation, it is important that members are encouraged to contribute positively and frequently. We decided to introduce gamification in an online community that we designed and developed with the Australian Government's Department of Human Services to support welfare recipients transitioning from one payment to another. We first defined a formal model of gamification and a gamification design process. In instantiating our model to the online community, we realised that our context applied a number of constraints on the gamification elements that could be introduced. In this paper, we outline the design and implementation of a gamification model for online communities and its instantiation into our context, with its specific requirements. While we cannot comment on the success of gamification to drive user engagement in our context (for lack of the possibility of a controlled experiment), we found our implementation of badges-based gamification a helpful way to provide a useful abstraction on the life of the community, providing feedback enabling us to monitor and analyze the community. We thus show how feedback provided by such gamification data has a potential to be useful to community providers to better understand the community needs and addressing them appropriately to maintain a level of engagement in the community.
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