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Data Mining as a Key Enabler of Computational Social Science

机译:数据挖掘是计算社会科学的关键推动力

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Observation and analysis of a phenomenon at unprecedented levels of granularity not only furthers our understanding of it, but also transforms the way it is studied. For instance, invention of gene-sequencing and computational analysis transformed the life sciences, creating fields of inquiry such as genomics, proteomics, etc.; and the Hubble space telescope has furthered the ability of humanity to look much farther beyond what we could otherwise. With the mass adoption of the Internet in our daily lives, and the ability to capture high resolution data on its use, we are at the threshold of a fundamental shift not only in our understanding of the social and behavioral sciences (i.e. psychology, sociology, and economics), but also the ways in which we study them. Massively Multi-player Online Games (MMOGs) and Virtual Worlds (VWs) have become increasingly popular and have communities comprising tens of millions. They serve as unprecedented tools to theorize and empirically model the social and behavioral dynamics of individuals, groups, and networks within large communities. The preceding observation has led to a number of multi-disciplinary projects, involving teams of behavioral scientists and computational scientists, working together to develop novel methods and tools to explore the current limits of behavioral sciences. This talk consists of four parts. First, we describe findings from the Virtual World Exploratorium; a multi-institutional, multi-disciplinary project which uses data from commercial MMOGs and VWs to study many fields of social science, including sociology, social psychology, organization theory, group dynamics, macro-economics, etc. Results from investigations into various behavioral sciences will be presented. Second, we provide a survey of new approaches for behavioral informatics that are being developed by multi-disciplinary teams, and their successes. We will also introduce novel tools and techniques that are being used and/or developed as part of this research. Third, we will discuss some novel applications that are not yet there, but are just around the corner, and their associated research issues. Finally, we present commercial applications of Game Analytics research, based on our experiences with a startup company that we've created.
机译:以前所未有的粒度对现象进行观察和分析,不仅增进了我们对现象的理解,而且改变了研究方式。例如,基因测序和计算分析的发明改变了生命科学,创造了诸如基因组学,蛋白质组学等研究领域;哈勃太空望远镜提高了人类超越我们原本所能看到的能力。随着互联网在日常生活中的广泛采用以及捕获高分辨率数据的能力,我们不仅在对社会科学和行为科学(即心理学,社会学,和经济学),还有我们研究它们的方式。大型多人在线游戏(MMOG)和虚拟世界(VW)变得越来越流行,社区拥有数千万。它们充当了前所未有的工具,可以对大型社区内的个人,群体和网络的社会和行为动态进行理论化和经验建模。前面的观察导致了许多跨学科的项目,涉及行为科学家和计算科学家的团队,共同致力于开发新颖的方法和工具,以探索行为科学的当前局限性。本演讲分为四个部分。首先,我们描述虚拟世界探索者的发现;一个多机构,多学科的项目,使用来自商业MMOG和大众的数据来研究社会科学的许多领域,包括社会学,社会心理学,组织理论,群体动力学,宏观经济学等。对各种行为科学的调查结果将被介绍。其次,我们对跨学科团队正在开发的行为信息学新方法及其成功进行了调查。我们还将介绍本研究正在使用和/或开发的新颖工具和技术。第三,我们将讨论一些尚不存在但即将来临的新颖应用程序及其相关的研究问题。最后,我们根据在创建的一家初创公司中的经验,介绍Game Analytics研究的商业应用。

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