Abstract: Multi-Agent Systems (MAS) emerged in the pursuit to improve our standard of living, and hence can manifest complex human behaviors such as communication, decision making, negotiation and self-organization. The Social Network Services (SNSs) have attracted millions of users, many of whom have integrated these sites into their daily practices. The domains of MAS and SNS have lots of similarities such as architecture, features and functions. Exploring social network users- behavior through multiagent model is therefore our research focus, in order to generate more accurate and meaningful information to SNS users. An application of MAS is the e-Auction and e-Rental services of the Universiti Cyber AgenT(UniCAT), a Social Network for students in Universiti Tunku Abdul Rahman (UTAR), Kampar, Malaysia, built around the Belief- Desire-Intention (BDI) model. However, in spite of the various advantages of the BDI model, it has also been discovered to have some shortcomings. This paper therefore proposes a multi-agent framework utilizing a modified BDI model- Belief-Desire-Intention in Dynamic and Uncertain Situations (BDIDUS), using UniCAT system as a case study.
Abstract: The number of people using SNS with their mobile devices is soaring. This research focuses on the Twitter service that has the most third-party applications and delved into the fact that there were not sufficient studies on the UX design aspects of Twitter applications. Among social network services which have emerged as a major social topic lately, this research try to analyze the UX design of the Twitter application which is also called micro-blogging service. Therefore this research sets its goal to draw components of the UX design aspect of the Tweeter application on which there are not enough analysis yet. Moreover, this research suggests improvement of mobile application which will assure better users- experience. In order to analyze the UX design aspect of the mobile twitter application, with relevant document and user research, evaluating factors of the UX Design which would affect users- experience were organized. The subjects for cases were selected among six paid and free social networking applications that had been consistently ranked from 1st to 100th in the Korean application store during May, 2012 after closely monitoring the rank. From May 15th to May 11th in 2012, in accordance with the evaluating standard, surveys were conducted in a form of interviews with 20 subjects who have used the Twitter application to find out problems and solutions for the UX design of the mobile Twitter application.
Abstract: As the Social network game(SNG) is rising
dramatically worldwide, an interesting aspect has appeared in the
demographic analysis. That is the ratio of the game users by gender.
Although the ratio of male and female users in online game was
60:40% previously, the ratio of male and female users in SNG stood at
47:53% which shows that the ratio of female users is higher than that
of male users. Here, it should be noted that 35% in those 53% female
users are the first-time users of game. This fact suggests that women
who were not interested in game previously has taken an interest in
SNG. Notwithstanding this issue, there have been little studies on the
female users of SNG although there are many studies that analyzed the
tendency of female users- online game play. This study conducted the
analyzed how the game-playing tendency of SNG gamers was
manifested in the game by gender. For that, this study will identify the
tendency of SNG users by gender based on the preceding studies that
analyzed the online game users by gender. The subject of this study
was confined to the farm and urban construction simulation games
which were offered based on the mobile application platform.
Regarding the methodology of study, the first focus group
interview(FGI) was conducted with the male and female users who
had played games on Social network service(SNS) until recently. Later,
the second one-on-one in-depth interview was conducted to gain an
insight into the psychological state of the subjects.
Abstract: The increasing number of senior population gradually
causes to demand the use of information and communication
technology for their satisfactory lives. This paper presents the
development of an integrated TV based system which offers an
opportunity to provide value added services to a large number of
elderly citizens, and thus helps improve their quality of life. The
design philosophy underlying this paper is to fulfill both technological
and human aspects. The balance between these two dimensions has
been currently stressed as a crucial element for the design of usable
systems in real use, particularly to the elderly who have physical and
mental decline. As the first step to achieve it, we have identified
human and social factors that affect the elder-s quality of life by a
literature review, and based on them, build four fundamental services:
information, healthcare, learning and social network services.
Secondly, the system architecture, employed technologies and the
elderly-friendly system design considerations are presented. This
reflects technological and human perspectives in terms of the system
design. Finally, we describe some scenarios that illustrate the
potentiality of the proposed system to improve elderly people-s quality
of life.
Abstract: This study analyzes on the Social Network Game
(SNG), ANIPANG, in order to discover its unique fun elements, so
that suggest new methodologies for development of SNGs. ANIPANG
is the most popular SNG in the South Korea on 2012. Recently, the
game industry is paying close attention to mobile-based SNGs due to
the rapid prevalence of smart-phones and social network services.
However, SNGs are not online games simply. Although the fun of
most online games is the victory through competition with other
players or the game system, the fun of SNG is the communication
through the collaboration with other players. Thus, features of users
and environments of game should be considered for the game industry
and for the fun of SNG to users.