<?xml version="1.0" encoding="UTF-8"?><xml><records><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lada A. Adamic</style></author><author><style face="normal" font="default" size="100%">Lauterbach, Debra</style></author><author><style face="normal" font="default" size="100%">Teng, CY</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Rating Friends Without Making Enemies</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the Fifth International AAAI Conference on Weblogs and Social Media</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">couch surfing</style></keyword><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">friends</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">rating systems</style></keyword><keyword><style  face="normal" font="default" size="100%">trust</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">06/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;As online social networks expand their role beyond maintaining existing relationships, they may look to more faceted ratings to support the formation of new connections between their users. Our study focuses on one community employing faceted ratings, CouchSurfing.org, and combines data analysis of ratings, a large-scale survey, and in-depth interviews. In order to understand the ratings, we revisit the notions of friendship and trust and uncover an asymmetry: close friendship includes trust, but high levels of trust can be achieved without close friendship. To users, providing faceted ratings presents challenges, including differentiating and quantifying inherently subjective feelings such as friendship and trust, concern over a friend’s reaction to a rating, and knowledge of how ratings can affect others’ reputations. One consequence of these issues is the near absence of negative feedback, even though a small portion of actual experiences and privately held ratings are negative. We show how users take this into account when formulating and interpreting ratings, and discuss designs that could encourage more balanced feedback.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Huh, Jina</style></author><author><style face="normal" font="default" size="100%">Mark W. Newman</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Supporting Collaborative Help for Individualized Use</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI’11)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">appropriation</style></keyword><keyword><style  face="normal" font="default" size="100%">collaborative help</style></keyword><keyword><style  face="normal" font="default" size="100%">configuration</style></keyword><keyword><style  face="normal" font="default" size="100%">customization</style></keyword><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">individualized use</style></keyword><keyword><style  face="normal" font="default" size="100%">MythTV</style></keyword><keyword><style  face="normal" font="default" size="100%">pervasive systems</style></keyword><keyword><style  face="normal" font="default" size="100%">Q&amp;A</style></keyword><keyword><style  face="normal" font="default" size="100%">social Q&amp;A</style></keyword><keyword><style  face="normal" font="default" size="100%">tailorability</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2011</style></year><pub-dates><date><style  face="normal" font="default" size="100%">5/2011</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;In this paper, we seek to advance the research around utilizing collaborative help for supporting individualized use of technologies. We do this by shedding light on the ways that users of MythTV, a highly flexible open-source software system for home entertainment enthusiasts, collaboratively help one another in maintaining their individualized MythTV systems. Through an analysis of the MythTV user community’s mailing list archive, documentation, and wiki, along with user interviews, we discuss how the community utilizes configuration artifacts as proxies to easily mobilize and exchange knowledge. While exchanging concrete artifacts such as scripts and configuration files was seen to sometimes increase the efficiency of knowledge transfer, it also presented several challenges. Negotiating the transparency of configuration artifacts, navigating the customization and appropriation gulfs, and aligning usage trajectories all emerged as problematic areas. We discuss design implications that center around addressing these challenges. Our findings provide a a useful new perspective on how to support users in their individualized use of systems.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jiang Yang</style></author><author><style face="normal" font="default" size="100%">Wei, Xiao</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Lada A. Adamic</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Activity lifespan: An analysis of user survival patterns in online knowledge sharing communities</style></title><secondary-title><style face="normal" font="default" size="100%">International Conference on Weblogs and Social Media (ICWSM’10)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">community evolution</style></keyword><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">intercultural</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">Q&amp;A</style></keyword><keyword><style  face="normal" font="default" size="100%">QA communities</style></keyword><keyword><style  face="normal" font="default" size="100%">survival analysis</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2010</style></year><pub-dates><date><style  face="normal" font="default" size="100%">05/2010</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Retaining participation is crucial for information services, online knowledge sharing services among them. We present the first comprehensive analysis of users’ activity lifespan across three predominant online knowledge sharing communities. Extending previous work focusing on initial interactions of new users, we use survival analysis to quantify participation patterns that can be used to predict individual lifespan over the long term. We discuss how cross site differences in user participation and the underlying factors can be related to differences in system design and culture. We conduct a longitudinal comparison of the communities’ evolvement between two distinct stages, the initial days just after the site launch and one year later. We also observe that sub communities corresponding to different topics differ in their ability to sustain users. All results reveal the complexity and diversity in users’ engagement to a site and design implications are discussed.&lt;/p&gt;
</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jiang Yang</style></author><author><style face="normal" font="default" size="100%">Lada A. Adamic</style></author><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Competing to Share Expertise: The Taskcn Knowledge Sharing Community.</style></title><secondary-title><style face="normal" font="default" size="100%">ICWSM</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">competitions</style></keyword><keyword><style  face="normal" font="default" size="100%">e-commerce</style></keyword><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">marketplaces</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">participation structures</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2008</style></year><pub-dates><date><style  face="normal" font="default" size="100%">03/2008</style></date></pub-dates></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;&quot;Witkeys&quot; are websites in China that form a rapidly growing web-based knowledge market. A user who posts a task also offers a small fee, and many other users submit their answers to compete. The Witkey sites fall in-between aspects of the now-defunct Google Answers (vetted experts answer questions for a fee) and Yahoo Answers (anyone can answer or ask a question). As such, these sites promise new possibilities for knowledge-sharing online communities, perhaps fostering the freelance marketplace of the future. In this paper, we investigate one of the biggest Witkey websites in China, Taskcn.com. In particular, we apply social network prestige measures to a novel construction of user and task networks based on competitive outcomes to discover the underlying properties of both users and tasks. Our results demonstrate the power of this approach: Our analysis allows us to infer relative expertise of the users and provides an understanding of the participation structure in Taskcn. The results suggest challenges and opportunities for this kind of knowledge sharing medium.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Jack Muramatsu</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social regulation of online multiplayer games</style></title></titles><keywords><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">game communities</style></keyword><keyword><style  face="normal" font="default" size="100%">game worlds</style></keyword><keyword><style  face="normal" font="default" size="100%">MUDs</style></keyword><keyword><style  face="normal" font="default" size="100%">online communities</style></keyword><keyword><style  face="normal" font="default" size="100%">social regulation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2004</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Thesis</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">University of California, Irvine, PhD Thesis</style></publisher><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Social regulation of user behavior is a key aspect of the community maintenance required to ensure the continued success and well-being of virtual worlds as “Third Places” (Oldenburg, 1989). Accordingly, this dissertation focuses on social regulation within two fantasy-based game MUDs (Multi-user Dungeons) which will be referred to as Illusion and Odyssey. Briefly, social regulation can be defined as “social arrangements employed to keep the behavior of some people in line with the expectations of others” (Hewitt and Hewitt, 1996). One key focus of the work is on providing an ethnographic account of the work performed by the games&#039; administrators, immortals, in order to regulate player behavior. Immortals were observed to use both situated and typified reasoning in order to evaluate situations in a tractable and manageable manner. Such evaluation differs between virtual and physical spaces with respect to both the fluidity of identity and the visibility of information cues.&lt;/p&gt;&lt;p&gt;The second key focus of this work is on the role of software code in regulating behavior. On the two studied systems, code is not merely used as a passive tool by the immortals in the form of specialized commands to monitor player behavior and issue punishments but it also plays a much more active, autonomous role. Both systems utilize specialized software routines that automatically enforce restrictions on behavior that were previously enforced by the immortals. Such code serves as the active agent of regulation by continuously monitoring behavior within the game world and taking regulatory action accordingly. The analysis of the use of coded rules for regulation focuses on differences in the ways in which immortals and coded rules perform regulation. These differences rest primarily in the range and type of information cues used; code was observed to use a narrow set of cues, while immortals considered a much wider set of cues including issues of intent and extenuating circumstances.&lt;/p&gt;&lt;p&gt;In summary, this dissertation presents a detailed account of the regulatory work performed directly by system administrators and by autonomous code so that virtual “third places” might continue to thrive and prosper.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Mark S. Ackerman</style></author><author><style face="normal" font="default" size="100%">Palen, Leysia</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Zephyr Help Instance: Promoting Ongoing Activity in a CSCW System</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI&quot;96)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">CMC</style></keyword><keyword><style  face="normal" font="default" size="100%">collaborative help</style></keyword><keyword><style  face="normal" font="default" size="100%">collective help</style></keyword><keyword><style  face="normal" font="default" size="100%">computer-mediated communications</style></keyword><keyword><style  face="normal" font="default" size="100%">e-communities</style></keyword><keyword><style  face="normal" font="default" size="100%">electronic social spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">expertise sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">help</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge sharing</style></keyword><keyword><style  face="normal" font="default" size="100%">media spaces</style></keyword><keyword><style  face="normal" font="default" size="100%">norms</style></keyword><keyword><style  face="normal" font="default" size="100%">organizational interfaces</style></keyword><keyword><style  face="normal" font="default" size="100%">social maintenance</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">1996</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">Complete</style></url></web-urls></urls><pages><style face="normal" font="default" size="100%">268–275</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;If Computer-Supported Cooperative Work (CSCW) systems are to be successful over time, it will be necessary to promote ongoing and continuing activity, not just initial adoption. In this paper, we consider what technical and social affordances are required to encourage the continued use of a CSCW system. To explore these issues, we examine a chat-like system, the Zephyr Help Instance, which is used extensively at MIT. The Help Instance facilitates users asking questions of one another, and is an example of a distributed help and problem-solving system. We provide an overview of the system’s use as well as those mechanisms, both technical and social, that facilitate continuing its use over time.&lt;/p&gt;</style></abstract></record></records></xml>