Social status refers to the relative position within the society. It is an important notion in sociology and related research. The problem of measuring social status has been studied for many years. Various indicators are proposed to assess social status of individuals, including educational attainment, occupation, and income wealth. However, these indicators are sometimes difficult to collect or measure. We investigate social networks for alternative measures of social status. Online activities expose certain traits of users in the real world. We are interested in how these activities are related to social status, and how social status can be predicted with social network data. To the best of our knowledge, this is the first study on connecting online activities with social status in reality. In particular, we focus on the network structure of microblogs in this study. A user following another implies some kind of status. We cast the predicted social status of users to the "status" of real-world entities, e.g., universities, occupations, and regions, so that we can compare and validate predicted results with facts in the real world. We propose an efficient algorithm for this task and evaluate it on a dataset consisting of 3.4 million users from Sina Weibo. The result shows that it is possible to predict social status with reasonable accuracy using social network data. We also point out challenges and limitations of this approach, e.g., inconsistence between online popularity and real-world status for certain users. Our findings provide insights on analyzing online social status and future designs of ranking schemes for social networks.
Given that we are processing a network with millions of nodes and hundreds of groups, we need an inference algorithm that is scalable to both the size of network and the number of groups. We notice that little attention has been paid to social tie strength in user profiling. We leverage the techniques developed for supervised random walk @cite_7 @cite_3 to learn the strength. It turns to be reasonably efficient and effective.
@cite_3 @cite_7
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This paper examines social structures underlying economic activity in Second Life (SL), a massively multiplayer virtual world that allows users to create and trade virtual objects and commodities. We find that users conduct many of their transactions both within their social networks and within groups. Using frequency of chat as a proxy of tie strength, we observe that free items are more likely to be exchanged as the strength of the tie increases. Social ties particularly play a significant role in paid transactions for sellers with a moderately sized customer base. We further find that sellers enjoying repeat business are likely to be selling to niche markets, because their customers tend to be contained in a smaller number of groups. But while social structure and interaction can help explain a seller's revenues and repeat business, they provide little information in the forecasting a seller's future performance. Our quantitative analysis is complemented by a novel method of visualizing the transaction activity of a seller, including revenue, customer base growth, and repeat business. Given a large graph with millions of nodes and edges, say a social network where both its nodes and edges have multiple attributes (e.g., job titles, tie strengths), how to quickly find subgraphs of interest (e.g., a ring of businessmen with strong ties)? We present MAGE, a scalable, multicore subgraph matching approach that supports expressive queries over large, richly-attributed graphs. Our major contributions include: (1) MAGE supports graphs with both node and edge attributes (most existing approaches handle either one, but not both); (2) it supports expressive queries, allowing multiple attributes on an edge, wildcards as attribute values (i.e., match any permissible values), and attributes with continuous values; and (3) it is scalable, supporting graphs with several hundred million edges. We demonstrate MAGE's effectiveness and scalability via extensive experiments on large real and synthetic graphs, such as a Google+ social network with 460 million edges.