We study dynamic phenomena in a large social network of nearly 3x10;{4} individuals who interact in the large virtual world of a massive multiplayer online role playing game. On the basis of a database received from the online game server, we examine the structure of the friendship network and human dynamics. To investigate the relation between networks of acquaintances in virtual and real worlds, we carried out a survey among the players. We show that, even though the virtual network did not develop as a growing graph of an underlying network of social acquaintances in the real world, it influences it. Furthermore we find very interesting scaling laws concerning human dynamics. Our research shows how long people are interested in a single task and how much time they devote to it. Surprisingly, exponent values in both cases are close to -1 . We calculate the activity of individuals, i.e., the relative time daily devoted to interactions with others in the artificial society. Our research shows that the distribution of activity is not uniform and is highly correlated with the degree of the node, and that such human activity has a significant influence on dynamic phenomena, e.g., epidemic spreading and rumor propagation, in complex networks. We find that spreading is accelerated (an epidemic) or decelerated (a rumor) as a result of superspreaders' various behavior.
A superdiffusive random-walk action in the depletion zone around a growing protein crystal is considered. It stands for a dynamic boundary condition of the growth process and competes steadily with a quasistatic, curvature-involving (thermodynamic) free boundary condition, both of them contributing to interpret the (mainly late-stage) growth process in terms of a prototype ion-channeling effect. An overall diffusion function contains quantitative signatures of both boundary conditions mentioned and indicates whether the new phase grows as an orderly phase or a converse scenario occurs. This situation can be treated in a quite versatile way both numerically and analytically, within a generalized Smoluchowski framework. This study can help in (1) elucidating some dynamic puzzles of a complex crystal formation vs biomolecular aggregation, also those concerning ion-channel formation, and (2) seeing how ion-channel-type dynamics of non-Markovian nature may set properly the pace of model (dis)ordered protein aggregation.
We study a large social network consisting of 3 × 10 4 individuals, who interact in a large virtual world of Massive Multiplayer Online Role Playing Games (MMORPGs). On the basis of the players' list of friends and the playing time received from the on-line game server, we investigate the structure of the network and human dynamics. We try to show that the structure of this friendship network is very similar to the structure of different social networks. In order to investigate the relation between networks of acquaintances in virtual and real worlds, we carried out a survey among the players. We found very interesting scaling laws concerning human dynamics. Our research has shown how long people are interested in a single task, and how much time they devote to it. It is surprising that exponent values in both cases are close to minus one.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.