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Twitter users often crave more followers to increase their social popularity. While a variety of factors have been shown to attract the followers, very little work has been done to analyze the mechanism how Twitter users follow or unfollow each other. In this paper, we apply game theory to modeling the follow-unfollow mechanism on Twitter. We first present a two-player game which is based on the Prisoner’s Dilemma, and subsequently evaluate the payoffs when the two players adopt different strategies. To allow two players to play multiple rounds of the game, we propose a multi-stage game model. We design a Twitter bot analyzer which follows or unfollows other Twitter users by adopting the strategies from the multi-stage game. We develop an algorithm which enables the Twitter bot analyzer to automatically collect and analyze the data. The results from analyzing the data collected in our experiment show that the follow-back ratios for both of the Twitter bots are very low, which are 0.76%0.76%0.76\% and 0.86%0.86%0.86\%. This means that most of the Twitter users do not cooperate and only want to be followed instead of following others. Our results also exhibit the effect of different strategies on the follow-back followers and on the non-following followers as well.
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"A comics anthology that illustrates the complicated and multiple experiences of human reproduction and explores comics within the growing field of graphic medicine"--
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This mixed-methods study, including quantitative and qualitative measures, evaluated how a flipped classroom learning environment that included a hands-on experiential skills lab to teach play therapy improved student’s knowledge, attitude, and skills related to play therapy. Participating students (n = 18) completed the Play Therapy Knowledge, Attitudes, and Skills Survey (PTKASS) at the beginning and the end of the course. Students also reflected upon their experience in the skills lab each week in anonymous online feedback journals, which were analyzed at the conclusion of the semester for common themes by multiple coders. Students scores were significantly different on all subscales of the PTKASS: attitude (p = .0012), knowledge (p < .001), with the biggest growth in the skills subscale (p < .001). Through concurrent triangulation, these differences directly correlated to relevant qualitative themes that emerged from student feedback journals. The results of this study indicate strong support for the flipped classroom as an opportunity to develop graduate students’ knowledge, attitudes, and skills in play therapy. (PsycINFO Database Record (c) 2018 APA, all rights reserved)
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The present study employs an audience-centered approach to examine motivations for mobile fitness app use. We explicate and test an Integrated Technology Adoption model, which incorporates perspectives on competition, self-esteem, self-efficacy, and audience uses and gratifications. An online survey of 469 respondents reveals that app adoption intentions were predicted by internal competition orientations and gratifications, exercise self-efficacy, social utility motives, and attitudes toward the app. External competition decreased behavioral intentions related to app use. Study results thus provide support for an integrative model linking social cognitive factors with a new set of mobile app uses and gratifications.
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This textbook covers digital design, fundamentals of computer architecture, and assembly language. The book starts by introducing basic number systems, character coding, basic knowledge in digital design, and components of a computer. The book goes on to discuss information representation in computing; Boolean algebra and logic gates; sequential logic; input/output; and CPU performance. The author also covers ARM architecture, ARM instructions and ARM assembly language which is used in a variety of devices such as cell phones, digital TV, automobiles, routers, and switches. The book contains a set of laboratory experiments related to digital design using Logisim software; in addition, each chapter features objectives, summaries, key terms, review questions and problems. The book is targeted to students majoring Computer Science, Information System and IT and follows the ACM/IEEE 2013 guidelines. • Comprehensive textbook covering digital design, computer architecture, and ARM architecture and assembly • Covers basic number system and coding, basic knowledge in digital design, and components of a computer • Features laboratory exercises in addition to objectives, summaries, key terms, review questions, and problems in each chapter
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The Ferrar Large Igneous Province forms a linear outcrop belt for 3250 km across Antarctica, which then diverges into SE Australia and New Zealand. The province comprises numerous sills, a layered mafic intrusion, remnants of extensive lava fields and minor pyroclastic deposits. High-precision zircon geochronology demonstrates a restricted emplacement duration ( < 0.4 myr) at c. 182.7 Ma, and geochemistry demonstrates marked coherence for most of the Ferrar province. Dyke swarms forming magma feeders have not been recognized, but locally have been inferred geophysically. The emplacement order of the various components of the magmatic system at supracrustal levels has been inferred to be from the top-down lavas first, followed by progressively deeper emplacement of sills. This order was primarily controlled by magma density, and the emptying of large differentiated magma bodies from depth. An alternative proposal is that the magma transport paths were through sills, with magmas moving upwards to eventually reach the surface to be erupted as extrusive rocks. These two hypotheses are evaluated in terms of field relationships and geochemistry in the five regional areas where both lavas and sills crop out. Either scenario is possible in one or more instances, but neither hypothesis applies on a province-wide basis. © 2018 The Author(s).
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