Network embedding, as an approach to learn low-dimensional representations of vertices, has been proved extremely useful in many applications. Lots of state-of-the-art network embedding methods based on Skip-gram framework are efficient and effective. However, these methods mainly focus on the static network embedding and cannot naturally generalize to the dynamic environment. In this paper, we propose a stable dynamic embedding framework with high efficiency. It is an extension for the Skip-gram based network embedding methods, which can keep the optimality of the objective in the Skip-gram based methods in theory. Our model can not only generalize to the new vertex representation, but also update the most affected original vertex representations during the evolvement of the network. Multi-class classification on three real-world networks demonstrates that, our model can update the vertex representations efficiently and achieve the performance of retraining simultaneously. Besides, the visualization experimental result illustrates that, our model is capable of avoiding the embedding space drifting.
Despite gaining traction in North America, live streaming has not reached the popularity it has in China, where livestreaming has a tremendous impact on the social behaviors of users. To better understand this socio-technological phenomenon, we conducted a mixed methods study of live streaming practices in China. We present the results of an online survey of 527 live streaming users, focusing on their broadcasting or viewing practices and the experiences they find most engaging. We also interviewed 14 active users to explore their motivations and experiences. Our data revealed the different categories of content that was broadcasted and how varying aspects of this content engaged viewers. We also gained insight into the role reward systems and fan group-chat play in engaging users, while also finding evidence that both viewers and streamers desire deeper channels and mechanisms for interaction in addition to the commenting, gifting, and fan groups that are available today.
Network embedding is a method of learning a low-dimensional vector representation of network vertices under the condition of preserving different types of network properties. Previous studies mainly focus on preserving structural information of vertices at a particular scale, like neighbor information or community information, but cannot preserve the hierarchical community structure, which would enable the network to be easily analyzed at various scales. Inspired by the hierarchical structure of galaxies, we propose the Galaxy Network Embedding (GNE) model, which formulates an optimization problem with spherical constraints to describe the hierarchical community structure preserving network embedding. More specifically, we present an approach of embedding communities into a low dimensional spherical surface, the center of which represents the parent community they belong to. Our experiments reveal that the representations from GNE preserve the hierarchical community structure and show advantages in several applications such as vertex multi-class classification and network visualization. The source code of GNE is available online.
The livestreaming industry in China is gaining greater traction than its European and North American counterparts and has a profound impact on the stakeholders' online and offline lives. An emerging genre of livestreaming that has become increasingly popular in China is outdoor livestreaming. With outdoor livestreams, streamers broadcast outdoor activities, travel, or socialize with passersby in outdoor settings, often for 6 or more hours, and viewers watch such streams for hours each day. However, given that professionally produced content about travel and outdoor activities are not very popular, it is currently unknown what makes this category of livestreams so engaging and how these techniques can be applied to other content or genres. Thus, we conducted a mixed methods study consisting of a survey (N=287) and interviews (N = 20) to understand how viewers watch and engage with outdoor livestreams in China. The data revealed that outdoor livestreams encompass many categories of content, environments and passersby behaviors create challenges and uncertainty for viewers and streamers, and viewers watch livestreams for surprising lengths of time (e.g., sometimes more than 5 continuous hours). We also gained insights into how live commenting and virtual gifting encourage engagement. Lastly, we detail how the behaviors of dedicated fans and casual viewers differ and provide implications for the design of livestreaming services that support outdoor activities.
In social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence on this new social media. With their unique disability identity, it is not clear how PWD perceive their avatars and whether and how they prefer to disclose their disability when presenting themselves in social VR. We fill this gap by exploring PWD's avatar perception and disability disclosure preferences in social VR. Our study involved two steps. We first conducted a systematic review of fifteen popular social VR applications to evaluate their avatar diversity and accessibility support. We then conducted an in-depth interview study with 19 participants who had different disabilities to understand their avatar experiences. Our research revealed a number of disability disclosure preferences and strategies adopted by PWD (e.g., reflect selective disabilities, present a capable self). We also identified several challenges faced by PWD during their avatar customization process. We discuss the design implications to promote avatar accessibility and diversity for future social VR platforms.
CCS CONCEPTS• Human-centered computing → Virtual reality; Accessibility technologies.
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