Lurking is a complex user-behavioral phenomenon that occurs in all large-scale online communities and social networks. It generally refers to the behavior characterizing users that benefit from the information produced by others in the community without actively contributing back to the production of social content. The amount and evolution of lurkers may strongly affect an online social environment, therefore understanding the lurking dynamics and identifying strategies to curb this trend are relevant problems. In this regard, we introduce the Lurker Game, i.e., a model for analyzing the transitions from a lurking to a non-lurking (i.e., active) user role, and vice versa, in terms of evolutionary game theory. We evaluate the proposed Lurker Game by arranging agents on complex networks and analyzing the system evolution, seeking relations between the network topology and the final equilibrium of the game. Results suggest that the Lurker Game is suitable to model the lurking dynamics, showing how the adoption of rewarding mechanisms combined with the modeling of hypothetical heterogeneity of users' interests may lead users in an online community towards a cooperative behavior.
The same authors also posed a first step toward the definition of delurking strategies in @cite_2 , by proposing a targeted influence maximization problem under the linear-threshold diffusion model. In this context, a set of previously identified lurkers is taken as target set of an influence maximization problem, whose objective function is defined upon the concept of , i.e., the social capital gained by activating lurkers in an online community.
@cite_2
2291420660 2108278206 1944269837 2009305899
Lurkers are silent members of a social network (SN) who gain benefit from others' information without significantly giving back to the community. The study of lurking behaviors in SNs is nonetheless important, since these users acquire knowledge from the community, and as such they are social capital holders. Within this view, a major goal is to delurk such users, i.e., to encourage them to more actively be involved in the SN. Despite delurking strategies have been conceptualized in social science and human-computer interaction research, no computational approach has been so far defined to turn lurkers into active participants in the SN. In this work we fill this gap by presenting a delurking-oriented targeted influence maximization problem under the linear threshold (LT) model. We define a novel objective function, in terms of the lurking scores associated with the nodes in the final active set, and we show it is monotone and submodular. We provide an approximate solution by developing a greedy algorithm, named DEvOTION, which computes a k- node set that maximizes the value of the delurking-capital-based objective function, for a given minimum lurking score threshold. Results on SN datasets of different sizes have demonstrated the significance of our delurking approach via LT-based targeted influence maximization. Influence maximization is the problem of finding a small set of most influential nodes in a social network so that their aggregated influence in the network is maximized. In this paper, we study influence maximization in the linear threshold model, one of the important models formalizing the behavior of influence propagation in social networks. We first show that computing exact influence in general networks in the linear threshold model is #P-hard, which closes an open problem left in the seminal work on influence maximization by Kempe, Kleinberg, and Tardos, 2003. As a contrast, we show that computing influence in directed a cyclic graphs (DAGs) can be done in time linear to the size of the graphs. Based on the fast computation in DAGs, we propose the first scalable influence maximization algorithm tailored for the linear threshold model. We conduct extensive simulations to show that our algorithm is scalable to networks with millions of nodes and edges, is orders of magnitude faster than the greedy approximation algorithm proposed by and its optimized versions, and performs consistently among the best algorithms while other heuristic algorithms not design specifically for the linear threshold model have unstable performances on different real-world networks. We propose a new influence model for allocating budgets to advertising channels. Our model captures customer's sensitivity to advertisements as a threshold behavior; a customer is expected to be influenced if the influence he receives exceeds his threshold. Over the threshold model, we discuss two optimization problems. The first one is the budget-constrained influence maximization. We propose two greedy algorithms based on different strategies, and analyze the performance when the influence is submodular. We then introduce a new characteristic to measure the cost-effectiveness of a marketing campaign, that is, the proportion of the resulting influence to the cost spent. We design an almost linear-time approximation algorithm to maximize the cost-effectiveness. Furthermore, we design a better-approximation algorithm based on linear programming for a special case. We conduct thorough experiments to confirm that our algorithms outperform baseline algorithms. Influence maximization is a fundamental research problem in social networks. Viral marketing, one of its applications, is to get a small number of users to adopt a product, which subsequently triggers a large cascade of further adoptions by utilizing """"Word-of-Mouth"""" effect in social networks. Influence maximization problem has been extensively studied recently. However, none of the previous work considers the time constraint in the influence maximization problem. In this paper, we propose the time constrained influence maximization problem. We show that the problem is NP-hard, and prove the monotonicity and submodularity of the time constrained influence spread function. Based on this, we develop a greedy algorithm with performance guarantees. To improve the algorithm scalability, we propose two Influence Spreading Path based methods. Extensive experiments conducted over four public available datasets demonstrate the efficiency and effectiveness of the Influence Spreading Path based methods.