Searcharxiv⌕ Search

arXiv subjects

Masanori Takano

Publications and source records attributed to Masanori Takano.

14 recordsLinked to original sources

Network-distance decay of perceived online social support

Perceived social support can buffer stress, but how it is associated across online social networks at different graph distances remains unclear. Here we show that inferred perceived online social support in a large avatar communication application decays with network distance in a form better described, over the observed range, by a power-decay model than by a single exponential. We linked two-wave survey data from Pigg Party with behavioral logs, trained a random forest to infer perceived support for active users, and regressed Wave 2 scores on Wave 1 scores for users at hop distance $k$, adjusting for baseline support and covariates. Adjusted associations persisted across hops, consistent with power-law-like decay over the observed range. Individual-based simulations indicated that heterogeneous source-specific exponential decay rates can generate heavy-tailed aggregate decay. These results suggest that network position heterogeneity should be considered when characterizing distance-dependent associations among psychosocial states in online communities.

cs.SI↗

Avatar Communication Provides More Efficient Online Social Support Than Text Communication

Online communication via avatars provides a richer online social experience than text communication. This reinforces the importance of online social support. Online social support is effective for people who lack social resources because of the anonymity of online communities. We aimed to understand online social support via avatars and their social relationships to provide better social support to avatar users. Therefore, we administered a questionnaire to three avatar communication service users (Second Life, ZEPETO, and Pigg Party) and three text communication service users (Facebook, X, and Instagram) (N=8,947). There was no duplication of users for each service. By comparing avatar and text communication users, we examined the amount of online social support, stability of online relationships, and the relationships between online social support and offline social resources (e.g., offline social support). We observed that avatar communication service users received more online social support, had more stable relationships, and had fewer offline social resources than text communication service users. However, the positive association between online and offline social support for avatar communication users was more substantial than for text communication users. These findings highlight the significance of realistic online communication experiences through avatars, including nonverbal and real-time interactions with co-presence. The findings also highlighted avatar communication service users' problems in the physical world, such as the lack of offline social resources. This study suggests that enhancing online social support through avatars can address these issues. This could help resolve social resource problems, both online and offline in future metaverse societies.

cs.SI↗

Reducing Sexual Predation and Victimization Through Warnings and Awareness among High-Risk Users

Online sexual predators target children by building trust, creating dependency, and arranging meetings for sexual purposes. This poses a significant challenge for online communication platforms that strive to monitor and remove such content and terminate predators' accounts. However, these platforms can only take such actions if sexual predators explicitly violate the terms of service, not during the initial stages of relationship-building. This study designed and evaluated a strategy to prevent sexual predation and victimization by delivering warnings and raising awareness among high-risk individuals based on the routine activity theory in criminal psychology. We identified high-risk users as those with a high probability of committing or being subjected to violations, using a machine learning model that analyzed social networks and monitoring data from the platform. We conducted a randomized controlled trial on a Japanese avatar-based communication application, Pigg Party. High-risk players in the intervention group received warnings and awareness-building messages, while those in the control group did not receive the messages, regardless of their risk level. The trial involved 12,842 high-risk players in the intervention group and 12,844 in the control group for 138 days. The intervention successfully reduced violations and being violated among women for 12 weeks, although the impact on men was limited. These findings contribute to efforts to combat online sexual abuse and advance understanding of criminal psychology.

cs.SI↗

Online Harassment of Japanese Celebrities and Influencers

Famous people, such as celebrities and influencers, are harassed online on a daily basis. Online harassment mentally disturbs them and negatively affects society. However, limited studies have been conducted on the online harassment victimization of famous people, and its effects remain unclear. We surveyed Japanese famous people ($N=213$), who were influential people who appeared on television and other traditional media and on social media, regarding online harassment victimization, emotional injury, and action against offenders and revealed that various forms of online harassment are prevalent. Some victims used the anti-harassment functions provided by weblogs and social media systems (e.g., blocking/muting/reporting offender accounts and closing comment forms), talked about their victimization to close people, and contacted relevant authorities to take legal action (talent agencies, legal consultants, and police). By contrast, some victims felt compelled to accept harassment and did not initiate action for offenses. We propose several approaches to support victims, inhibit online harassment, and educate people. Our findings help that platforms establish support systems against online harassment.

cs.SI↗

Synchronization of Online Social Rhythms via Avatar Communications

In this study, we consider users' online communication rhythms (online social rhythms) as coupled oscillators in a complex social network. Users' rhythms may be entrained onto those of their friends, and macro-scale pattern of such rhythms can emerge. We investigated the entrainment in online social rhythms and long-range correlations of the rhythms using an avatar communication dataset. We indicated entrainment in online social rhythms to emerge if the strength of a new connection reaches a threshold. This entrainment spread via densely-connected clusters. Consequently, long-range correlations of online social rhythms extended to about 36% of the network, although offline social life naturally restricts online social rhythms. This research supports an understanding of human social dynamics in terms of systems of coupled oscillators.

cs.SI↗

Corrective Information Does Not Necessarily Curb Social Disruption

The spread of misinformation can cause social confusion. The authenticity of information on a social networking service (SNS) is unknown, and false information can be easily spread. Consequently, many studies have been conducted on methods to control the spread of misinformation on social networking sites. However, few studies have examined the impact of the spread of misinformation and its corrections on society. This study models the impact of the reduction of misinformation and the diffusion of corrective information on social disruption, and it identifies the features of this impact. In this study, we analyzed misinformation regarding the shortage of toilet paper during the 2020 COVID-19 epidemic, its corrections, and the excessive purchasing caused by this information. First, we analyze the amount of misinformation and corrective information spread on SNS, and we create a regression model to estimate the real-world impact of misinformation and its correction. This model is used to analyze the change in real-world impact corresponding to the change in the diffusion of misinformation and corrective information. Our analysis shows that the corrective information was spread to a much greater extent than the misinformation. In addition, our model reveals that the corrective information was what caused the excessive purchasing behavior. As a result of our further analysis, we found that the amount of diffusion of corrective information required to minimize the impact on the real world depends on the amount of the diffusion of misinformation.

cs.SI↗

Spreading dynamics of infectious diseases on structured society with daily cycles

We are facing a common serious issue, infectious diseases, and trying to suppress the spreading of infection. We need less contact with each other to decrease the chance of infection, but this means loss of economic activity, as well. This tradeoff is inevitable in our society, because we still need direct communication and commuting, so far. The focus of our paper is the structure of society, on which we have direct contacts. We study on spreading process with artificial sosiety model, where each agent has daily cycle and go office and back home, every day. At the same time, infection spreads along SIR model. We show both slow infection and short commuting can be realized with some structures and vice versa. The most effective factor for such features is modularity of society. In highly modular society, agents live around the destined office, but agents commute long way to their office and can be infected fast, in not modular society. The first infection point is one more factor for the features. If the first infection takes place around the office, infection spreads slower. On the contrary, if the first one takes place far away from the office, infection can be fast. We show a design principle, high modularity and sparsely distributed offices, for good society and discuss on possible solutions in real society, where we live in.

physics.soc-ph↗

Analysis of the Influence of Internet TV Station on Wikipedia Page Views

We aim to investigate the influence of television on the web; if the influence is strong, a viral effect may be expected. In this paper, we focus on the Internet TV station and on Wikipedia use as exploratory behavior on the web. We analyzed the influence of Internet TV station on Wikipedia page views. Our aim is to clarify the characteristics of page views as related to Internet TV station in order to index outward impact and develop a prediction model. The results indicate that there is a correlation between TV viewership and page views. Moreover we find that the time lag between TV and web gradually reduce as broadcasts begin after 9:00; after 23:00, page views tend to be maximized during the broadcast itself. We also differentiate between page views on PC and on mobile and find that PC pages tend to be accessed more during the daytime. In addition, we consider the number of broadcasts per program, and observe that viewership tends to stabilize as the number of broadcasts increases but that page views tend to decrease.

cs.CY↗

Influence of Selective Exposure to Viewing Contents Diversity

Personalization, including both self-selected and pre-selected, is inevitable when tremendous amounts of media content are available. Personalization, which is believed to cause people to consume fewer diverse contents, can lead to fragmentation and polarization in society. Therefore, it is important to investigate the diversity of consumed contents over time. In this paper, first, we propose a framework to measure and analyze how the diversity of the consumed contents of users changes over time. In our framework, we introduce a new metric to measure content diversity based on our redefinition of diversity. Then, we investigate the relationship between selective exposure and content diversity changes using our framework and examine what factors encourage people to consume contents that are more diverse. We find that people autonomously consume more diverse contents from a macro-perspective without an external influence, suggesting that people are less likely to be fragmented and polarized, although from a micro-perspective they consume limited contents. We also obtain evidence that users who consume highly ambiguous contents tend to increase the diversity of their consumed contents.

cs.CY↗

Two Types of Social Grooming Methods depending on the Trade-off between the Number and Strength of Social Relationships

Humans use various social bonding methods known as social grooming, e.g. face to face communication, greetings, phone, and social networking sites (SNS). SNS have drastically decreased time and distance constraints of social grooming. In this paper, I show that two types of social grooming (elaborate social grooming and lightweight social grooming) were discovered in a model constructed by thirteen communication data-sets including face to face, SNS, and Chacma baboons. The separation of social grooming methods is caused by a difference in the trade-off between the number and strength of social relationships. The trade-off of elaborate social grooming is weaker than the trade-off of lightweight social grooming. On the other hand, the time and effort of elaborate methods are higher than lightweight methods. Additionally, my model connects social grooming behaviour and social relationship forms with these trade-offs. By analyzing the model, I show that individuals tend to use elaborate social grooming to reinforce a few close relationships (e.g. face to face and Chacma baboons). In contrast, people tend to use lightweight social grooming to maintain many weak relationships (e.g. SNS). Humans with lightweight methods who live in significantly complex societies use various social grooming to effectively construct social relationships.

cs.SI↗

Evolution of Human-like Social Grooming Strategies regarding Richness and Group Size

Human beings tend to cooperate with close friends, therefore they have to construct strong social relationships to recieve cooperation from others. Therefore they should have acquired their strategies of social relationship construction through an evolutionary process. The behavior of social relationship construction is know as "social grooming." In this paper, we show that there are four classes including a human-like strategy in evolutionary dynamics of social grooming strategies based on an evolutionary game simulation. Social relationship strengths (as measured by frequency of social grooming) often show a much skewed distribution (a power law distribution). It may be due to time costs constraints on social grooming, because the costs are too large to ignore for having many strong social relationships. Evolution of humans' strategies of construction of social relationships may explain the origin of human intelligence based on a social brain hypothesis. We constructed an individual-based model to explore the evolutionary dynamics of social grooming strategies. The model is based on behavior to win over others by strengthening social relationships with cooperators. The results of evolutionary simulations show the four classes of evolutionary dynamics. The results depend on total resources and the ratio of each cooperator's resource to the number of cooperators. One of the four classes is similar to a human strategy, i.e. the strategies based on the Yule--Simon process of power law.

cs.SI↗

Limitations of Time Resources in Human Relationships Determine Social Structures

A single human can be involved in a limited number of social relationships, and the distribution of strengths of such relationships shows significant skew. This skewness suggests that the costs and benefits of the social interactions required to bond with others (social grooming) depend on the social relationship strength: if they involved uniform costs and benefits, the distribution would not be skew. Here, we show that the cost of social grooming increases with the social relationship strength, and its gradient determines the structures of these relationships in society as evident from an analysis of data from six communication systems. This may be due to an increase in communication volumes, such as number of characters and duration of calls, along with an increase in the social relationship strength. We tested this hypothesis using an individual-based simulation where social grooming costs were assumed to increase linearly with the social relationship strength; this is the simplest assumption. The results indicated that this model fitted all data sets, i.e., it showed an explanation capacity for the phenomenon. Additionally, an analysis of this simulation suggested that the gradient of social grooming costs increases the width and shallowness of social relationships in its communication system.

cs.SI↗

Reciprocal Altruism-based Cooperation in a Social Network Game

Cooperative behaviors are common in humans and are fundamental to our society. Theoretical and experimental studies have modeled environments in which the behaviors of humans, or agents, have been restricted to analyze their social behavior. However, it is important that such studies are generalized to less restrictive environments to understand human society. Social network games (SNGs) provide a particularly powerful tool for the quantitative study of human behavior. In SNGs, numerous players can behave more freely than in the environments used in previous studies; moreover, their relationships include apparent conflicts of interest and every action can be recorded. We focused on reciprocal altruism, one of the mechanisms that generate cooperative behavior. This study aims to investigate cooperative behavior based on reciprocal altruism in a less restrictive environment. For this purpose, we analyzed the social behavior underlying such cooperative behavior in an SNG. We focused on a game scenario in which the relationship between the players was similar to that in the Leader game. We defined cooperative behaviors by constructing a payoff matrix in the scenario. The results showed that players maintained cooperative behavior based on reciprocal altruism, and cooperators received more advantages than noncooperators. We found that players constructed reciprocal relationships based on two types of interactions, cooperative behavior and unproductive communication.

cs.SI↗

Lightweight Interactions for Reciprocal Cooperation in a Social Network Game

The construction of reciprocal relationships requires cooperative interactions during the initial meetings. However, cooperative behavior with strangers is risky because the strangers may be exploiters. In this study, we show that people increase the likelihood of cooperativeness of strangers by using lightweight non-risky interactions in risky situations based on the analysis of a social network game (SNG). They can construct reciprocal relationships in this manner. The interactions involve low-cost signaling because they are not generated at any cost to the senders and recipients. Theoretical studies show that low-cost signals are not guaranteed to be reliable because the low-cost signals from senders can lie at any time. However, people used low-cost signals to construct reciprocal relationships in an SNG, which suggests the existence of mechanisms for generating reliable, low-cost signals in human evolution.

physics.soc-ph↗