Question: Designing Wireless Networks in the Age of Deep Learning: Should We Rely on Model-Based, AI-Based, or a Combination of Both Approaches?

In the era of deep learning, the design of wireless networks is increasingly influenced by artificial intelligence (AI) techniques. This paper explores the integration of AI, specifically federated meta-learning, into the development of recommendation systems for wireless networks, focusing on the balance between model-based and AI-based approaches. Recommender systems, critical components in wireless network design, face the challenge of sharing information among users while ensuring privacy. We introduce a federated meta-learning framework that shifts the sharing paradigm from models or data to the algorithm level. In this framework, user-specific recommendation models are trained locally using a shared algorithm, which not only preserves privacy but also leverages collective user data to enhance model training. A notable feature of this approach is the development of highly capable models at a smaller scale, which is beneficial in terms of energy and communication efficiency. Our experimental findings reveal that recommendation models, when trained with meta-learning algorithms within our proposed framework, surpass current state-of-the-art methods in terms of accuracy and scalability. For instance, on a real-world dataset, a shared model under Google Federated Learning with 900,000 parameters achieves a prediction accuracy of 76.72%, whereas a shared algorithm under our federated meta-learning framework, with significantly fewer parameters (less than 30,000), attains an accuracy of 86.23%. This demonstrates the potential of federated meta-learning in enhancing wireless network design by optimizing recommendation systems through AI-based methods.

Decision-making is challenging in continuous settings where complex sequences of events determine rewards, even when these event sequences are largely observable. In particular, traditional trial-and-error learning strategies may have a hard time associating continuous actions with their reward because of the size of the state space and the complexity of the reward function. Given a model of the world, a different strategy is to use imagination to exploit the knowledge embedded in that model. In this regime, the system directly optimizes the decision for each episode based on predictions from the model. We extend deep learning methods that have been previously used for model-free learning and apply them towards a model-based approach in which an expert is consulted multiple times in the agents’ imagination before it takes an action in the world. We show preliminary results on a difficult physical reasoning task where our model-based approach outperforms a model-free baseline, even when using an inaccurate expert.

Wireless sensor networks produce a large amount of data that needs to be processed, delivered, and assessed according to the application objectives. The way these data are manipulated by the sensor nodes is a fundamental issue. Information fusion arises as a response to process data gathered by sensor nodes and benefits from their processing capability. By exploiting the synergy among the available data, information fusion techniques can reduce the amount of data traffic, filter noisy measurements, and make predictions and inferences about a monitored entity. In this work, we survey the current state-of-the-art of information fusion by presenting the known methods, algorithms, architectures, and models of information fusion, and discuss their applicability in the context of wireless sensor networks.

Recently, rapid increase of mobile devices pushed the radio frequency (RF)-based wireless technologies to their limits. Free-space-optical (FSO), a.k.a. optical wireless, communication has been considered as one of the viable solutions to respond to the ever-increasing wireless capacity demand. Particularly, Visible Light Communication (VLC) which uses light emitting diode (LED) based smart lighting technology provides an opportunity and infrastructure for the high-speed low-cost wireless communication. Though stemming from the same core technology, the smart lighting and FSO communication have inherent tradeoffs amongst each other. In this paper, we present a tutorial and survey of advances in these two technologies and explore the potential for integration of the two as a single field of study: LIGHTNETs. We focus our survey to the context of mobile communications given the recent pressing needs in mobile wireless networking. We deliberate on key challenges involved in designing technologies jointly performing the two functions simultaneously: LIGHTing and NETworking.

We present an approach for the verification of feed-forward neural networks in which all nodes have a piece-wise linear activation function. Such networks are often used in deep learning and have been shown to be hard to verify for modern satisfiability modulo theory (SMT) and integer linear programming (ILP) solvers. The starting point of our approach is the addition of a global linear approximation of the overall network behavior to the verification problem that helps with SMT-like reasoning over the network behavior. We present a specialized verification algorithm that employs this approximation in a search process in which it infers additional node phases for the non-linear nodes in the network from partial node phase assignments, similar to unit propagation in classical SAT solving. We also show how to infer additional conflict clauses and safe node fixtures from the results of the analysis steps performed during the search. The resulting approach is evaluated on collision avoidance and handwritten digit recognition case studies.

Cognitive Radio (CR) is a next-generation wireless communication system that enables unlicensed users to exploit underutilized licensed spectrum to optimize the utilization of the overall radio spectrum. A Distributed Cognitive Radio Network (DCRN) is a distributed wireless network established by a number of unlicensed users in the absence of fixed network infrastructure such as a base station. Context awareness and intelligence are the capabilities that enable each unlicensed user to observe and carry out its own action as part of the joint action on its operating environment for network-wide performance enhancement. These capabilities can be applied in various application schemes in CR networks such as Dynamic Channel Selection (DCS), congestion control, and scheduling. In this paper, we apply Reinforcement Learning (RL), including single-agent and multi-agent approaches, to achieve context awareness and intelligence. Firstly, we show that the RL approach achieves a joint action that provides better network-wide performance in respect to DCS in DCRNs. The multi-agent approach is shown to provide higher levels of stability compared to the single-agent approach. Secondly, we show that RL achieves high level of fairness. Thirdly, we show the effects of network density and various essential parameters in RL on the network-wide performance.

The premise of this article is that learning procedures used to train artificial neural networks are inherently statistical techniques. It follows that statistical theory can provide considerable insight into the properties, advantages, and disadvantages of different network learning methods. We review concepts and analytical results from the literatures of mathematical statistics, econometrics, systems identification, and optimization theory relevant to the analysis of learning in artificial neural networks. Because of the considerable variety of available learning procedures and necessary limitations of space, we cannot provide a comprehensive treatment. Our focus is primarily on learning procedures for feedforward networks. However, many of the concepts and issues arising in this framework are also quite broadly relevant to other network learning paradigms. In addition to providing useful insights, the material reviewed here suggests some potentially useful new training methods for artificial neural networks.

The last decades’ tremendous advances in wireless communications have been driven mainly by personal communications. Radio resource allocation mechanisms for optimizing key metrics, such as average throughput and delay, for such traffic are by now rather well-developed. However, with the increased interest in wireless machine-to-machine communication, e.g. for industrial control or monitoring of large-scale infrastructures, new challenges emerge. The performance of an estimator or closed-loop control system that operates over an unreliable wireless network depends on the full latency and loss distributions and not only on their averages. For these applications, more suitable performance metrics are per-packet guarantees on latency and reliability (on-time delivery). This thesis studies optimal forwarding of deadline-constrained traffic over lossy multi-hop networks. We assume a routing topology in the form of a directed graph with packet loss on links described by finite-state Markov chains, and focus on a single transient packet scenario. Two problems are considered: maximizing the probability that packets are delivered within their specified deadline; and minimizing the expected energy cost with a guaranteed probability of on-time delivery. The first problem can be formulated as a finite-horizon Markov decision process (MDP), while the second problem is a finite-horizon constrained Markov decision process (CMDP). A general dynamic programming framework that solves a weighted sum of reliability and energy maximization problem is proposed. The maximum deadline-constrained reliability problem is solved by studying a simplification of the general dynamic programming. The minimum energy optimal policy is a random selection between two deterministic and computable forwarding policies, each of which can be found via a dynamic programming framework. Particular instances with Bernoulli and Gilbert-Elliot loss models that admit numerically efficient solutions are discussed. Finally, we show the application of the technique for a co-design of forwarding policies and controller for wireless control. Based on the recent result on the monotonicity of the optimal control loss, the problem of minimum control loss and the problem of minimum energy cost with a guaranteed control performance can be solved optimally.

Recently, anomaly-based intrusion detection techniques are valuable methodology to detect both known as well as unknown/new attacks, so they can cope with the diversity of the attacks and the constantly changing nature of network attacks. There are many problems need to be considered in anomaly-based network intrusion detection system (NIDS), such as ability to adapt to dynamic network environments, unavailability of labeled data, false positive rate. This paper, we use Deep learning techniques to implement an anomaly-based NIDS. These techniques show the sensitive power of generative models with good classification, capabilities to deduce part of its knowledge from incomplete data and the adaptability. Our experiments with KDDCup99 network traffic connections show that our work is effective to exact detect in anomaly-based NIDS and classify intrusions into five groups with the accuracy based on network data sources.

Artificial neural networks (ANN) have received a great deal of attention in many fields of engineering and science. Inspired by the study of brain architecture, ANN represent a class of non-linear models capable of learning from data. ANN have been applied in many areas where statistical methods are traditionally employed. They have been used in pattern recognition, classification, prediction and process control. The purpose of this paper is to discuss ANN and compare them to non-linear time series models. We begin exploring recent developments in time series forecasting with particular emphasis on the use of non-linear models. Thereafter we include a review of recent results on the topic of ANN. The relevance of ANN models for the statistical methods is considered using time series prediction problems. Finally we construct asymptotic prediction intervals for ANN and show how to use prediction intervals to choose the number of nodes in the ANN.

In this paper, we focus on an application of wireless sensor networks (WSNs) with unmanned aerial vehicle (UAV). The aim of the application is to detect the locations of endangered species in large-scale wildlife areas or monitor movement of animals without any attachment devices. We first define the mathematical model of the animal monitoring problem in terms of the value of information (VoI) and rewards. We design a network model including clusters of sensor nodes and a single UAV that acts as a mobile sink and visits the clusters. We propose a path planning approach based on a Markov decision process (MDP) model that maximizes the VoI while reducing message delays. We used real-world movement dataset of zebras. Simulation results show that our approach outperforms greedy and random heuristics as well as the path planning based on the solution of the traveling salesman problem.


Question: Designing Wireless Networks in the Age of Deep Learning: Should we rely on Model-Based, AI-Based, or a Combination of Both Approaches?

This paper explores the application of neural networks and principal component analysis (PCA) in the context of learning from examples, specifically focusing on the avoidance of local minima in the optimization process. The study centers on layered linear feed-forward neural networks, employing optimization techniques such as back propagation to minimize the quadratic error function E associated with the connection weights. A significant finding is the comprehensive characterization of the error landscape, which is intricately linked to PCA. It is demonstrated that E features a singular global minimum, which corresponds to the projection onto the subspace spanned by the initial principal components derived from the covariance matrix associated with the training set. All other critical points of E are identified as saddle points, aligning with projections onto subspaces generated by subsequent principal components. The paper delves into the auto-associative scenario, offering insights into the implications and potential extensions for learning algorithms.

The investigation highlights the synergy between neural networks and PCA in mitigating the issue of local minima during the learning process. By leveraging the properties of PCA, the study contributes to a deeper understanding of the optimization landscape in neural networks, particularly in relation to the quadratic error function. This knowledge is pivotal for enhancing the efficacy of learning algorithms and improving the overall performance of neural networks in various applications, including those in wireless networks design in the era of deep learning. The findings suggest that a combination of model-based and AI-based approaches could be advantageous in optimizing network design, leveraging the strengths of both methodologies to achieve superior results.

More than 15 years after the early studies in Affective Computing (AC), [1] the problem of detecting and modeling emotions in the context of human-computer interaction (HCI) remains complex and largely unexplored. The detection and modeling of emotion is, primarily, the study and use of artificial intelligence (AI) techniques for the construction of computational models of emotion. The key challenges one faces when attempting to model emotion [2] are inherent in the vague definitions and fuzzy boundaries of emotion, and in the modeling methodology followed. In this context, open research questions are still present in all key components of the modeling process. These include, first, the appropriateness of the modeling tool employed to map emotional manifestations and responses to annotated affective states; second, the processing of signals that express these manifestations (i.e., model input); and third, the way affective annotation (i.e., model output) is handled. This paper touches upon all three key components of an affective model (i.e., input, model, output) and introduces the use of deep learning (DL) [3], [4], [5] methodologies for affective modeling from multiple physiological signals.

With the emergence of Internet-of-Things (IoT), there is now growing interest to simplify wireless network controls. This is a very challenging task, comprising information acquisition, information analysis, decision-making, and action implementation on large scale IoT networks. Resulting in research to explore the integration of software-defined networking (SDN) and IoT for a simpler, easier, and strain less network control. SDN is a promising novel paradigm shift which has the capability to enable a simplified and robust programmable wireless network serving an array of physical objects and applications. This paper starts with the emergence of SDN and then highlights recent significant developments in the wireless and optical domains with the aim of integrating SDN and IoT. Challenges in SDN and IoT integration are also discussed from both security and scalability perspectives.

Wireless Mesh networks (WMNs) can partially replace the wired backbone of traditional wireless access networks and, similarly, they require to carefully plan radio resource assignment in order to provide the same quality guarantees to traffic flows. In this paper we study the radio resource assignment optimization problem in Wireless Mesh Networks assuming a time division multiple access (TDMA) scheme, a dynamic power control able to vary emitted power slot-by-slot, and a rate adaptation mechanism that sets transmission rates according to the signalto-interference-and-noise ratio (SINR). The proposed optimization framework includes routing, scheduling and channel assignment. Quality requirements of traffic demands are expressed in terms of minimum bandwidth and modeled with constraints defining the number of information units (packets) that must be delivered per frame. We consider an alternative problem formulation where decision variables represent compatible sets of links active in the same slot and channel, called configurations. We propose a two phases solution approach where a set of configurations is first selected to meet traffic requirements along the best available paths, and then configurations are assigned to channels according to device characteristics and constraints. The optimization goal is to minimize the number of used slots, which is directly related to the global resource allocation efficiency. We provide a lower bound of the optimal solution solving the continuous relaxation of problem formulation. Moreover, we propose a heuristic approach to determine practical integer solutions (upper bound). Since configuration variables are exponentially many, our solution approaches are based on the Column Generation technique. In order to assess the effectiveness of the proposed algorithms we show the numerical results obtained on a set of realistic-size randomly generated instances.

This article explores network densification as the key mechanism for wireless evolution over the next decade. Network densification includes densification over space (e.g, dense deployment of small cells) and frequency (utilizing larger portions of radio spectrum in diverse bands). Large-scale cost-effective spatial densification is facilitated by self-organizing networks and intercell interference management. Full benefits of network densification can be realized only if it is complemented by backhaul densification, and advanced receivers capable of interference cancellation.

There is a topic of interest for many researchers about human activities recognition in recent years. In this paper, we propose the research to recognize human activities by deep learning (DL) algorithm. We collected the data from participants performing activities in order to evaluate the human activities recognition results. After pre-training the deep network, the fine-tuning process begins. Compared with Hidden Markov Model (HMM) and naïve Bayes Classifier (NBC), the experiment results show that the proposed deep learning algorithm is an effective way for recognizing human activities in smart home.

Reinforcement Learning is divided in two main paradigms: model-free and model-based. Each of these two paradigms has strengths and limitations, and has been successfully applied to real world domains that are appropriate to its corresponding strengths. In this paper, we present a new approach aimed at bridging the gap between these two paradigms. We aim to take the best of the two paradigms and combine them in an approach that is at the same time dataefficient and cost-savvy. We do so by learning a probabilistic dynamics model and leveraging it as a prior for the intertwined model-free optimization. As a result, our approach can exploit the generality and structure of the dynamics model, but is also capable of ignoring its inevitable inaccuracies, by directly incorporating the evidence provided by the direct observation of the cost. As a proof-of-concept, we demonstrate on simulated tasks that our approach outperforms purely model-based and model-free approaches, as well as the approach of simply switching from a model-based to a model-free setting.

Machine-learning technology powers many aspects of modern society: from web searches to content filtering on social networks to recommendations on e-commerce websites, and it is increasingly present in consumer products such as cameras and smartphones. Machine-learning systems are used to identify objects in images, transcribe speech into text, match news items, posts or products with users’ interests, and select relevant results of search. Increasingly, these applications make use of a class of techniques called deep learning. Conventional machine-learning techniques were limited in their ability to process natural data in their raw form. For decades, constructing a pattern-recognition or machine-learning system required careful engineering and considerable domain expertise to design a feature extractor that transformed the raw data (such as the pixel values of an image) into a suitable internal representation or feature vector from which the learning subsystem, often a classifier, could detect or classify patterns in the input. Representation learning is a set of methods that allows a machine to be fed with raw data and to automatically discover the representations needed for detection or classification. Deep-learning methods are representation-learning methods with multiple levels of representation, obtained by composing simple but non-linear modules that each transform the representation at one level (starting with the raw input) into a representation at a higher, slightly more abstract level. With the composition of enough such transformations, very complex functions can be learned. For classification tasks, higher layers of representation amplify aspects of the input that are important for discrimination and suppress irrelevant variations. An image, for example, comes in the form of an array of pixel values, and the learned features in the first layer of representation typically represent the presence or absence of edges at particular orientations and locations in the image. The second layer typically detects motifs by spotting particular arrangements of edges, regardless of small variations in the edge positions. The third layer may assemble motifs into larger combinations that correspond to parts of familiar objects, and subsequent layers would detect objects as combinations of these parts. The key aspect of deep learning is that these layers of features are not designed by human engineers: they are learned from data using a general-purpose learning procedure. Deep learning is making major advances in solving problems that have resisted the best attempts of the artificial intelligence community for many years. It has turned out to be very good at discovering intricate structures in high-dimensional data and is therefore applicable to many domains of science, business and government. In addition to beating records in image recognition and speech recognition, it has beaten other machine-learning techniques at predicting the activity of potential drug molecules, analysing particle accelerator data, reconstructing brain circuits, and predicting the effects of mutations in non-coding DNA on gene expression and disease. Perhaps more surprisingly, deep learning has produced extremely promising results for various tasks in natural language understanding, particularly topic classification, sentiment analysis, question answering and language translation. We think that deep learning will have many more successes in the near future because it requires very little engineering by hand, so it can easily take advantage of increases in the amount of available computation and data. New learning algorithms and architectures that are currently being developed for deep neural networks will only accelerate this progress.

As the research in Ambient Assisted Living (AAL) matures, we expect that data generated from AAL IoT devices will benefit from analysis by well established machine learning techniques. There is also potential that new research in ML and Artificial Intelligence (AI) can be used on data generated from the sensors used in AAL. In this paper we present a survey of the research in the related topics, identify its shortcomings and propose future work that will integrate these fields by collecting ambient sensor data and process the data by ML framework which can detect and classify activities.

To provide insurance on the resistance of a system against side-channel analysis, several national or private schemes are today promoting an evaluation strategy, common in classical cryptography, which is focussing on the most powerful adversary who may train to learn about the dependency between the device behaviour and the sensitive data values. Several works have shown that this kind of analysis, known as Template Attacks in the side-channel domain, can be rephrased as a classical Machine Learning classification problem with learning phase. Following the current trend in the latter area, recent works have demonstrated that deep learning algorithms were very efficient to conduct security evaluations of embedded systems and had many advantages compared to the other methods. Unfortunately, their hyper-parametrization has often been kept secret by the authors who only discussed on the main design principles and on the attack efficiencies. This is clearly an important limitation of previous works since (1) the latter parametrization is known to be a challenging question in Machine Learning and (2) it does not allow for the reproducibility of the presented results. This paper aims to address these limitations in several ways. First, completing recent works, we propose a comprehensive study of deep learning algorithms when applied in the context of side-channel analysis and we discuss the links with the classical template attacks. Secondly, we address the question of the choice of the hyper-parameters for the class of multi-layer perceptron networks and convolutional neural networks. Several benchmarks and rationales are given in the context of the analysis of a masked implementation of the AES algorithm. To enable perfect reproducibility of our tests, this work also introduces an open platform including all the sources of the target implementation together with the campaign of electromagnetic measurements exploited in our benchmarks. This open database, named ASCAD, has been specified to serve as a common basis for further works on this subject. Our work confirms the conclusions made by Cagli et al. at CHES 2017 about the high potential of convolutional neural networks. Interestingly, it shows that the approach followed to design the algorithm VGG-16 used for image recognition seems also to be sound when it comes to fix an architecture for side-channel analysis.

—The terms " Neural Network " (NN) and " Artificial Neural Network " (ANN) usually refer to a Multilayer Perceptron Network. It process the records one at a time, and "learn" by comparing their prediction of the record with the known actual record. The problem of model selection is considerably important for acquiring higher levels of generalization capability in supervised learning. This paper discussed behavioral analysis of different number of hidden layers and different number of hidden neurons. It's very difficult to select number of hidden layers and hidden neurons. There are different methods like Akaike's Information Criterion, Inverse test method and some traditional methods are used to find Neural Network architecture. What to do while neural network is not getting train or errors are not getting reduced. To reduce Neural Network errors, what we have to do with Neural Network architecture. These types of techniques are discussed and also discussed experiment and result. To solve different problems a neural network should be trained to perform correct classification..


Question: Investigation of the relationship between internet addiction and social phobia in teenagers.

Exploring the Nexus Between Loneliness, Social Anxiety, and Excessive Internet Usage
This research endeavors to dissect the intricate correlations among loneliness, social anxiety, and problematic internet use, positing that psychological well-being and perceptions of interpersonal communication (both offline and online) significantly influence the adverse effects of internet usage. The investigation specifically scrutinizes the role of social anxiety in outcomes previously ascribed to loneliness, particularly in the context of favoring online social interactions and internet addiction. The findings substantiate the contention that the correlation between loneliness and a preference for online social engagement is indirect, with social anxiety emerging as the underlying confounding factor. This study underscores the importance of considering social anxiety as a pivotal variable in understanding the dynamics of problematic internet use and its relationship with psychosocial well-being.

This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. an individualistic character (Griffiths, Davies, & Chappell, 2004). This is the only setting where millions of users voluntarily immerse themselves in a graphical virtual environment and interact with each other through avatars on a daily basis (Yee, 2007). Research suggests that the game play within these virtual worlds is enhanced because players use them as traditional games as well as arenas in which to explore DOI: 10.4018/ijgbl.2011100103 International Journal of Game-Based Learning, 1(4), 20-36, October-December 2011 21 Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. new relationships, new places and themselves (Krotoski, 2004). Despite the massive amounts of money spent on online gaming, very little research has been carried out regarding the positive social aspects of these games. Much of the debate over the last 30 years has focused on the dangers of computer gaming in the adolescent population, including increased aggression and addiction. Research has also been carried out examining the potentially harmful effects playing computer games may have on social development, self-esteem, social inadequacy, and social anxiety. MMORPGs are very (virtually) socially interactive but little social interaction in the real world is needed when playing them as only one person can play them at any one time from a single computer, unlike some popular two-player console games such as Mortal Kombat. Yee (2001, 2006, 2007) has carried out research into MMORPGs and notes that they allow new forms of social identity and social interaction. Yee’s research has shown that MMORPGs appeal to adults and teenagers from a wide range of backgrounds, and they spend on average more than half a working week in these environments. In a study by Utz (2000), it was found that 77% of respondents reported that they had some sort of relation with other Multi-User Dungeon (MUD) Gamers. It has also been suggested that college students can develop compulsions to play MMORPGs leading to social isolation, poor academic performance, and sleep deprivation. In 2004, a survey of over 54,000 American students found 11% of females and 20% of males said their recreational computer use had significantly hindered their performance at college and University (American College Health Association, 2005). Players can become fixated on their virtual characters, striving to obtain the best armour, experience and reputation in the game, ignoring the fact that their grades are dropping and their friends have drifted apart. It is clear to see that computer games appear to play a role in the socialisation of heavy game players particularly for those who play MMORPGs. Krotoski (2004) maintains that MMORPGs encourage group interaction and involvement, flexibility and mastery, resulting in significant friendships and personal empowerment. It is important to realise that gaming has shown elements of being a compulsive behaviour, with players feeling addicted, experiencing a strong impulse to play the games and finding it hard to resist the games (Griffiths & Davies, 2005). Positive social interaction is paramount in MMORPGs because they require a large number of players to cooperate together and work as a team at the same time. MMORPGs also have multiple tasks that require different characters with different skills in order to complete a challenge or quest. This teaches gamers to be dependent on one another that reinforce their relationships, providing a good understanding of teamwork. The purpose of the research here is to examine the social interactions that occur both within and outside of MMORPGs. The development of virtual friendships can be very enjoyable for gamers, and anecdotal evidence has suggested they sometimes develop into serious real-life friendships and relationships. Not only do MMORPGs facilitate formation of relationships, they are also windows into and catalysts in existing relationships. To date, there has been relatively little research into massively multiplayer online roleplaying games (MMORPGs). This paper briefly overviews five studies by the authors (Griffiths, Davies & Chappell, 2004; Cole & Griffiths, 2007; Hussain & Griffiths, 200, 2009; Grüsser, Thalemann, & Griffiths, 2007). In all studies outlined below, participants were informed that participation was entirely voluntary and that the research was conducted according to the British Psychological Society’s Ethical Code of Conduct for Psychologists. In the case of the surveys, if participants no longer wished to take part they simply had to close the Internet browser. All players were guaranteed anonymity and confidentiality. 15 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/article/social-interactions-onlinegaming/60132?camid=4v1 This title is available in InfoSci-Journals, InfoSci-Journal Disciplines Library Science, Information Studies, and Education, InfoSci-Select, InfoSci-Select, InfoSciCommunications, Online Engagement, and Media eJournal Collection, InfoSci-Educational Leadership, Administration, and Technologies eJournal Collection, InfoSci-Select, InfoSci-Select, InfoSci-Journal Disciplines Communications and Social Science. Recommend this product to your

Previous studies have confirmed that Facebook, the leading social networking site among young people, facilitates social connections among college students, but the specific activities and motives that foster social adjustment remain unclear. This study examined associations between patterns of Facebook activity, motives for using Facebook, and late adolescents' social adjustment to the college environment. Anonymous self-report survey data from 193 mostly European American students (M age = 20.32; 54 % female) attending a major Midwestern university indicated that motives and activity patterns were associated directly with social adjustment, but the association between one activity, status updating, and social adjustment also was moderated by the motive of relationship maintenance. Findings provide a more comprehensive portrait of how Facebook use may foster or inhibit social adjustment in college.

OBJECTIVE
To present nationally representative data on lifetime prevalence and comorbidity of pathological gambling with other psychiatric disorders and to evaluate sex differences in the strength of the comorbid associations.

METHOD
Data were derived from a large national sample of the United States. Some 43,093 household and group quarters residents age 18 years and older participated in the 2001-2002 survey. Prevalence and associations of lifetime pathological gambling and other lifetime psychiatric disorders are presented. The diagnostic interview was the National Institute on Alcohol Abuse and Alcoholism Alcohol Use Disorder and Associated Disabilities Interview Schedule-DSM-IV Version. Fifteen symptom items operationalized the 10 pathological gambling criteria.

RESULTS
The lifetime prevalence rate of pathological gambling was 0.42%. Almost three quarters (73.2%) of pathological gamblers had an alcohol use disorder, 38.1% had a drug use disorder, 60.4% had nicotine dependence, 49.6% had a mood disorder, 41.3% had an anxiety disorder, and 60.8% had a personality disorder. A large majority of the associations between pathological gambling and substance use, mood, anxiety, and personality disorders were overwhelmingly positive and significant (p < .05), even after controlling for sociodemographic and socioeconomic characteristics. Male sex, black race, divorced/separated/widowed marital status, middle age, and living in the West and Midwest were associated with increased risk for pathological gambling. Further, associations between alcohol dependence, any drug use disorder, drug abuse, nicotine dependence, major depressive episode, and generalized anxiety disorder and pathological gambling were stronger among women than men (p > .05).

CONCLUSION
Pathological gambling is highly comorbid with substance use, mood, anxiety, and personality disorders, suggesting that treatment for one condition should involve assessment and possible concomitant treatment for comorbid conditions.

While laptops and other Internet accessible technologies facilitate student learning in the classroom, they also increase opportunities for interruptions from off-task social networking sites such as Facebook (FB). A small number of correlational studies have suggested that FB has a detrimental effect on learning performance, however; these studies had neglected to investigate student-engagement in the primary learning task and how this affects task-switching to goal-irrelevant FB intrusions (distractions); and how purposeful deployment of attention to FB (goal-relevant interruptions) affect lecture comprehension on such tasks. This experiment fills a gap in the literature by manipulating lecture interest-value and controls for duration of FB exposure, time of interruption, FB material and the order of FB posts. One hundred and fifty participants were randomly allocated to one of six conditions: (A) no FB intrusions, high-interest (HI) lecture; (B) no FB intrusions, low-interest (LI) lecture (C) goal-relevant FB intrusions, HI lecture (D) goal-relevant FB intrusions, LI lecture (E) goal-irrelevant FB intrusions, HI lecture (F) goal-irrelevant FB intrusions, LI lecture. As predicted, participants were more susceptible to FB distractions when the primary learning task was of low-interest. The study also found that goal-relevant FB intrusions significantly reduced HI lecture comprehension compared to the control condition (A). The results highlight the need for recourses that will help educators increase student engagement with their learning task. Implications for future research are discussed. 2014 Elsevier Ltd. All rights reserved.

Research has begun to explore the use of virtual humans (VHs) in clinical interviews (Bickmore, Gruber, & Picard, 2005). When designed as supportive and ‘‘safe’’ interaction partners, VHs may improve such screenings by increasing willingness to disclose information (Gratch, Wang, Gerten, & Fast, 2007). In health and mental health contexts, patients are often reluctant to respond honestly. In the context of health-screening interviews, we report a study in which participants interacted with a VH interviewer and were led to believe that the VH was controlled by either humans or automation. As predicted, compared to those who believed they were interacting with a human operator, participants who believed they were interacting with a computer reported lower fear of self-disclosure, lower impression management, displayed their sadness more intensely, and were rated by observers as more willing to disclose. These results suggest that automated VHs can help overcome a significant barrier to obtaining truthful patient information. 2014 Elsevier Ltd. All rights reserved.

Online relationships are less valuable than offline ones. Indeed, their net benefit depends on whether they supplement or substitute for offline social relationships.

Mathematics anxiety (MA), a state of discomfort associated with performing mathematical tasks, is thought to affect a notable proportion of the school age population. Some research has indicated that MA negatively affects mathematics performance and that girls may report higher levels of MA than boys. On the other hand some research has indicated that boys’ mathematics performance is more negatively affected by MA than girls’ performance is. The aim of the current study was to measure girls’ and boys’ mathematics performance as well as their levels of MA while controlling for test anxiety (TA) a construct related to MA but which is typically not controlled for in MA studies. Four-hundred and thirty three British secondary school children in school years 7, 8 and 10 completed customised mental mathematics tests and MA and TA questionnaires. No gender differences emerged for mathematics performance but levels of MA and TA were higher for girls than for boys. Girls and boys showed a positive correlation between MA and TA and a negative correlation between MA and mathematics performance. TA was also negatively correlated with mathematics performance, but this relationship was stronger for girls than for boys. When controlling for TA, the negative correlation between MA and performance remained for girls only. Regression analyses revealed that MA was a significant predictor of performance for girls but not for boys. Our study has revealed that secondary school children experience MA. Importantly, we controlled for TA which is typically not controlled for in MA studies. Girls showed higher levels of MA than boys and high levels of MA were related to poorer levels of mathematics performance. As well as potentially having a detrimental effect on ‘online’ mathematics performance, past research has shown that high levels of MA can have negative consequences for later mathematics education. Therefore MA warrants attention in the mathematics classroom, particularly because there is evidence that MA develops during the primary school years. Furthermore, our study showed no gender difference in mathematics performance, despite girls reporting higher levels of MA. These results might suggest that girls may have had the potential to perform better than boys in mathematics however their performance may have been attenuated by their higher levels of MA. Longitudinal research is needed to investigate the development of MA and its effect on mathematics performance.

Purpose – The purpose of this study is to describe the usage of Social Networking Sites (SNSs) by the faculty members of the School of Library and Information Science (SLIS), at the College of Basic Education, the Public Authority for Applied Education and Training (PAAET), Kuwait. Design/methodology/approach – A survey conducted to collect data from 33 faculty members of whom only 21 members were using SNSs, representing 63.6 per cent of the total sample, and 12 members were not using SNSs, representing 36.4 per cent of the total sample. This study revealed that SNSs are used moderately by the faculty members. Findings – This study showed that faculty members who were using SNSs tend to be males, aged between 41 and 50 years, PhD holders, ranked as assistant professors, full-time members, specialized in information technologies with a relatively new experience of teaching ranged from one to five years, and most of the faculty members who were not using SNSs tended to be also males, aged between 41 and 60 years, PhD holders, ranked as lecturers, full-time members specialized in organization of information with a teaching experience ranged from 16 to 20 years. More than half of the faculty members were using SNSs for three years to less than six years, and a large number of them were using SNSs several times a week and were accessing these sites more from their school office, home and school laboratory. There are no any statistical significant differences between the demographic data of participants (gender, age and education level) and either their use or non-use of SNSs. There are no significant differences between the academic rank, teaching status and teaching experience of faculty and their use of SNSs. However, there is a significant relation between the faculty’s area of teaching and their use of SNSs. Faculty members were interested in the use of SNSs. YouTube, Twitter, Facebook and blogs respectively were used mostly by faculty members, but Twitter, Facebook and YouTube were the most famous SNSs they have profiles on. Faculty members have adopted SNSs mainly for the purpose of communicating with others, finding and sharing information with peers and students as well. Tasks on SNSs made by faculty members were mostly to make communication, send/receive messages and find general and specific information. Faculty members’ profiles on SNSs were mostly on Twitter, Facebook, YouTube, blogs, wikis and podcasting respectively. Faculty members confirmed that the use of YouTube, Facebook, blogs, Twitter, wikis and podcasting respectively was at least effective and the use of YouTube, Facebook, Twitter, Blogs and Wikis respectively was at least fairly useful fairly easy to them. Faculty members are in general agreement about the effectiveness of SNSs especially for disseminating and sharing information, communication and informal collaboration. The study showed The researcher would like to thank the Public Authority for Applied Education and Training (PAAET), the state of Kuwait, for supporting this paper (BE-11-10). The current issue and full text archive of this journal is available on Emerald Insight at: www.emeraldinsight.com/0264-0473.htm

Psychological predictors of young adults': use of social networking sites. Acknowledgements: The authors would like to thank Shari Walsh for assistance in the design of the study and Eric Livingston for assistance in data collection. Abstract Young people are increasingly using social networking sites (SNSs), like Myspace and Facebook, to engage with others. The use of SNSs can have both positive and negative effects on the individual; however, few research studies identify the types of people who frequent these Internet sites. This study sought to predict young adults' use of SNSs and addictive tendency towards the use of SNSs from their personality characteristics and levels of self-esteem. University students (N = 201), aged 17 to 24 years, reported their use of SNSs and addictive tendencies for SNSs use, and completed the NEO Five-Factor Personality Inventory 1 and the Coopersmith Self-Esteem Inventory. 2 Multiple regression analyses revealed that, as a group, the personality and self-esteem factors significantly predicted both level of SNS use and addictive tendency but did not explain a large amount of variance in either outcome measure. The findings indicated that extraverted and unconscientious individuals reported higher levels of both SNS use and addictive tendencies. Future research should attempt to identify which other psychosocial characteristics explain young people's level of use and propensity for addictive tendencies for these popular Internet sites. Social networking site use 3 The proliferation of social networking sites (SNSs) has created a phenomenon that engages millions of Internet users around the world, especially young people. Given the popularity of these sites and their importance in young people's lives to facilitate communication and relationships, it is important to understand the factors influencing SNS use, especially at higher levels, and to identify those who may be prone to developing addictive tendencies towards new communication technologies. 5 As with other communication technologies, 6,7 a useful starting point may be to examine the role of personality traits and self-esteem on young people's SNS use. Researchers have confirmed repeatedly that the five-factor model of personality adequately accounts for and explains personality by taking the approach that personality consists of five traits; openness to experience (pursuing and appreciating all types of experience), conscientiousness (control, regulation and direction of goals and impulses), extraversion (amount and intensity of interpersonal interactions), agreeableness (the type of interactions a person prefers to have with others), and neuroticism (degree of emotional adjustment and instability). 8 Self esteem …

Purpose – The purpose of this paper is to evaluate and assess the awareness and extent of the use of social networking sites (SNSs) by the students and research scholars of universities of North India. Design/methodology/approach – The study is a questionnaire-based survey on the usage of SNSs among the students and research scholars of the universities of North India. The data of the study were collected through questionnaires, which were personally distributed to the identified population, i.e. undergraduate students, postgraduate students and research scholars, by the authors. The survey was based on a sample of 610 questionnaires; of which, 486 questionnaires were received, having a response rate of 79.67 per cent. Findings – The study showed that all the respondents were found to be aware of and making use of such applications in their academic affairs. It was revealed from the study that Facebook is the most popular SNS by all categories of respondents. To determine the purpose of SNSs, it emerged that SNSs are mostly used for entertainment and communication. The study also found that the majority of respondents were aware about the security aspects of SNSs. It signifies that excessive time consumption and fear of misusing personal information were the major hurdles in the way of accessing SNSs. Research limitations/implications – The study covers the students and research scholars of select universities of North India. It also signifies the use of SNSs in their research and academic environment. Originality/value – The paper provides reliable and authentic data. The study is worth, justifiable and enlightens the salient findings on the topic, which will be very useful for researchers in this area.


Question: Investigating the relationship between internet addiction and social phobia in teenagers.

This study aims to explore the relationship between internet addiction and its comorbid psychiatric symptoms, specifically attention deficit hyperactivity disorder (ADHD), depression, social phobia, and hostility, among adolescents, while also examining sex differences in these associations.

METHODS
A sample of 2114 adolescents (1204 males and 910 females) participated in the study. The participants self-reported their experiences with internet addiction, ADHD symptoms, depression, social phobia, and hostility through a questionnaire.

RESULTS
The findings revealed that adolescents exhibiting signs of internet addiction also displayed higher levels of ADHD symptoms, depression, social phobia, and hostility. Among male adolescents, higher ADHD symptoms, depression, and hostility were linked to internet addiction, whereas in female students, only higher ADHD symptoms and depression were associated with internet addiction.

CONCLUSION
The results indicate a strong correlation between internet addiction and ADHD symptoms, as well as depressive disorders. Interestingly, hostility was only associated with internet addiction in males. These findings underscore the importance of addressing ADHD and depressive disorders in the management of internet addiction among adolescents. Special consideration should be given to male adolescents with heightened hostility when developing interventions for internet addiction.

As the use and influence of social networking continues to grow, researchers have begun to explore its consequences for psychological well-being. Some research suggests that Facebook use can have negative consequences for well-being. Instagram, a photo-sharing social network created in 2010, has particular characteristics that may make users susceptible to negative consequences. This study tested a theoretically grounded moderated meditation model of the association between Instagram use and depressive symptoms through the mechanism of negative social comparison, and moderation by amount of strangers one follows. One hundred and seventeen 18-29 year olds completed online questionnaires containing demographics, frequency of Instagram use, amount of strangers followed on Instagram, the Center for Epidemiological Resources Scale for Depression, and the Social Comparison Rating Scale. Instagram use was marginally positively associated with depressive symptoms, and positive social comparison was significantly negatively associated with depressive symptoms. Amount of strangers followed moderated the associations of Instagram use with social comparison (significantly) and depressive symptoms (marginally), and further significantly moderated the indirect association of Instagram use with depressive symptoms through social comparison. Findings generally suggest that more frequent Instagram use has negative associations for people who follow more strangers, but positive associations for people who follow fewer strangers, with social comparison and depressive symptoms. Implications of negative associations of social networking for people who follow strangers and the need for more research on Instagram use given its increasing popularity are explored.

As the use of social media technologies proliferates in organizations, it is important to understand the nefarious behaviors, such as cyberbullying, that may accompany such technology use and how to discourage these behaviors. We draw from neutralization theory and the criminological theory of general deterrence to develop and empirically test a research model to explain why cyberbullying may occur and how the behavior may be discouraged. We created a research model of three second-order formative constructs to examine their predictive influence on intentions to cyberbully. We used PLS- SEM to analyze the responses of 174 Facebook users in two different cyberbullying scenarios. Our model suggests that neutralization techniques enable cyberbullying behavior and while sanction certainty is an important deterrent, sanction severity appears ineffective. We discuss the theoretical and practical implications of our model and results.

BACKGROUND
As online social media have become prominent, much effort has been spent on identifying users with depressive symptoms in order to aim at early diagnosis, treatment, and even prevention by using various online social media. In this paper, we focused on Facebook to discern any correlations between the platform's features and users' depressive symptoms. This work may be helpful in trying to reach and detect large numbers of depressed individuals more easily.

OBJECTIVE
Our goal was to develop a Web application and identify depressive symptom-related features from users of Facebook, a popular social networking platform.

METHODS
55 Facebook users (male=40, female=15, mean age 24.43, SD 3.90) were recruited through advertisement fliers distributed to students in a large university in Korea. Using EmotionDiary, the Facebook application we developed, we evaluated depressive symptoms using the Center for Epidemiological Studies-Depression (CES-D) scale. We also provided tips and facts about depression to participants and measured their responses using EmotionDiary. To identify the Facebook features related to depression, correlation analyses were performed between CES-D and participants' responses to tips and facts or Facebook social features. Last, we interviewed depressed participants (CES-D≥25) to assess their depressive symptoms by a psychiatrist.

RESULTS
Facebook activities had predictive power in distinguishing depressed and nondepressed individuals. Participants' response to tips and facts, which can be explained by the number of app tips viewed and app points, had a positive correlation (P=.04 for both cases), whereas the number of friends and location tags had a negative correlation with the CES-D scale (P=.08 and P=.045 respectively). Furthermore, in finding group differences in Facebook social activities, app tips viewed and app points resulted in significant differences (P=.01 and P=.03 respectively) between probably depressed and nondepressed individuals.

CONCLUSIONS
Our results using EmotionDiary demonstrated that the more depressed one is, the more one will read tips and facts about depression. We also confirmed depressed individuals had significantly fewer interactions with others (eg, decreased number of friends and location tagging). Our app, EmotionDiary, can successfully evaluate depressive symptoms as well as provide useful tips and facts to users. These results open the door for examining Facebook activities to identify depressed individuals. We aim to conduct the experiment in multiple cultures as well.

Current approaches to measuring people's everyday usage of technology-based media and other computer-related activities have proved to be problematic as they use varied outcome measures, fail to measure behavior in a broad range of technology-related domains and do not take into account recently developed types of technology including smartphones. In the present study, a wide variety of items, covering a range of up-to-date technology and media usage behaviors. Sixty-six items concerning technology and media usage, along with 18 additional items assessing attitudes toward technology, were administered to two independent samples of individuals, comprising 942 participants. Factor analyses were used to create 11 usage subscales representing smartphone usage, general social media usage, Internet searching, e-mailing, media sharing, text messaging, video gaming, online friendships, Facebook friendships, phone calling, and watching television in addition to four attitude-based subscales: positive attitudes, negative attitudes, technological anxiety/dependence, and attitudes toward task-switching. All subscales showed strong reliabilities and relationships between the subscales and pre-existing measures of daily media usage and Internet addiction were as predicted. Given the reliability and validity results, the new Media and Technology Usage and Attitudes Scale was suggested as a method of measuring media and technology involvement across a variety of types of research studies either as a single 60-item scale or any subset of the 15 subscales.

This article explores the relationship between Internet use and the individual-level production of social capital. To do so, the authors adopt a motivational perspective to distinguish among types of Internet use when examining the factors predicting civic engagement, interpersonal trust, and life contentment. The predictive power of new media use is then analyzed relative to key demographic, contextual, and traditional media use variables using the 1999 DDB Life Style Study. Although the size of associations is generally small, the data suggest that informational uses of the Internet are positively related to individual differences in the production of social capital, whereas social-recreational uses are negatively related to these civic indicators. Analyses within subsamples defined by generational age breaks further suggest that social capital production is related to Internet use among Generation X, while it is tied to television use among Baby Boomers and newspaper use among members of the Civic Generation. The possibility of life cycle and cohort effects is discussed.

Participation in social networking sites has dramatically increased in recent years. Services such as Friendster, Tribe, or the Facebook allow millions of individuals to create online profiles and share personal information with vast networks of friends - and, often, unknown numbers of strangers. In this paper we study patterns of information revelation in online social networks and their privacy implications. We analyze the online behavior of more than 4,000 Carnegie Mellon University students who have joined a popular social networking site catered to colleges. We evaluate the amount of information they disclose and study their usage of the site's privacy settings. We highlight potential attacks on various aspects of their privacy, and we show that only a minimal percentage of users changes the highly permeable privacy preferences.

UNLABELLED
Anxiety and emotional reactions have a central role in many theories of stuttering, for example that persons who stutter would tend to have an emotionally sensitive temperament. The possible relation between stuttering and certain traits of temperament or personality were reviewed and analyzed, with focus on temporal relations (i.e., what comes first). It was consistently found that preschool children who stutter (as a group) do not show any tendencies toward elevated temperamental traits of shyness or social anxiety compared with children who do not stutter. Significant group differences were, however, repeatedly reported for traits associated with inattention and hyperactivity/impulsivity, which is likely to reflect a subgroup of children who stutter. Available data is not consistent with the proposal that the risk for persistent stuttering is increased by an emotionally reactive temperament in children who stutter. Speech-related social anxiety develops in many cases of stuttering, before adulthood. Reduction of social anxiety in adults who stutter does not in itself appear to result in significant improvement of speech fluency. Studies have not revealed any relation between the severity of the motor symptoms of stuttering and temperamental traits. It is proposed that situational variability of stuttering, related to social complexity, is an effect of interference from social cognition and not directly from the emotions of social anxiety. In summary, the studies in this review provide strong evidence that persons who stutter are not characterized by constitutional traits of anxiety or similar constructs.

EDUCATIONAL OBJECTIVES
This paper provides a review and analysis of studies of anxiety, temperament, and personality, organized with the objective to clarify cause and effect relations. Readers will be able to (a) understand the importance of effect size and distribution of data for interpretation of group differences; (b) understand the role of temporal relations for interpretation of cause and effect; (c) discuss the results of studies of anxiety, temperament and personality in relation to stuttering; and (d) discuss situational variations of stuttering and the possible role of social cognition.

INTRODUCTION
Nomophobia is the fear of being out of mobile phone contact. People suffering from this anxiety disorder have feelings of stress and nervousness when access to their mobiles or computers is not possible. This work is an adaptation and validation study of the Spanish version of the Nomophobia Questionnaire (NMP-Q).

METHODOLOGY
The study included 306 students (46.1% males and 53.9% females) with ages ranging 13 to 19 years (Md=15.41±1.22).

RESULTS
Exploratory factor analysis revealed four dimensions that accounted for 64.4% of total variance. The ordinal α-value was 0.95, ranging from 0.75 to 0.92 across factors. Measure of stability was calculated by the testretest method (r=0.823). Indicators of convergence with the Spanish versions of the “Mobile Phone Problem Use Scale” (r=0.654) and the “Generalized Problematic Internet Use Scale” (r=0.531) were identified. Problematic mobile phone use patterns were examined taking the 15P, 80P and 95P percentiles as cut-off points. Scores of 39, 87 and 116 on NMP-Q corresponded to occasional, at-risk and problematic users, respectively.

CONCLUSIONS
Psychometric analysis shows that the Spanish version of the NMP-Q is a valid and reliable tool for the study of nomophobia.

This national survey of youth, ages 10 to 17, and their caretakers has several implications for the current debate about young people and Internet pornography. Twentyfive percent of youth had unwanted exposure to sexual pictures on the Internet in the past year, challenging the prevalent assumption that the problem is primarily about young people motivated to actively seek out pornography. Most youth had no negative reactions to their unwanted exposure, but one quarter said they were very or extremely upset, suggesting a priority need for more research on and interventions directed toward such negative effects. The use of filtering and blocking software was associated with a modest reduction in unwanted exposure, suggesting that it may help but is far from foolproof. Various forms of parental supervision were not associated with any reduction in exposure. The authors urge that social scientific research be undertaken to inform this highly contentious public policy controversy.

Advancement of technology and the Internet proliferation have visible effects in the world. One of the most important effects is the increased social media usage among the Internet users. For this purpose, factors having impacts on users’ behavior intention to social media usage are investigated within the scope of the study. A research model based on technology acceptance model 2 is proposed and revised by the taking social media platforms into consideration. The effects of perceived ease of use, perceived usefulness, social influence, facilitating conditions, playfulness, and trust are measured. Data collected from 462 respondents are analyzed by structural equation modeling technique. According to results of the measurement and structural model validities, a fit and acceptable model is achieved to measure the related effects of variables. The results of study reveal the both direct and indirect positive impacts of the factors on users’ behavior intention to use social media.


Question: Investigation of the relationship between internet addiction and social phobia in teenagers.

Exploring the Nexus Between Internet Addiction and its Socio-Clinical Impact

Preliminary observations have highlighted a growing concern regarding individuals, particularly adolescents, developing an unhealthy fixation on the Internet akin to substance abuse disorders. Despite the absence of formal recognition by sociologists, psychologists, and psychiatrists, this study delves into the phenomenon of Internet addiction and the magnitude of its adverse effects on various aspects of life. Employing a modified version of the diagnostic criteria for pathological gambling outlined in the DSM-IV (APA, 1994), this research identified 396 individuals exhibiting signs of Internet dependency (Dependents) and compared them to a control group of 100 non-dependent Internet users (Non-Dependents). Qualitative assessments revealed stark contrasts in behavior and usage patterns between the two cohorts. The study also delves into the clinical and societal ramifications of compulsive Internet use, proposing avenues for further investigation into this emerging clinical disorder.

**Question**: A Direct Search Method to solve Economic Dispatch Problem with Valve-Point Effect

**Documents**: An Advanced Algorithm for Economic Dispatch with Valve-Point Effect
The economic dispatch problem, which aims to allocate the required energy among different generating units, becomes increasingly complex with the inclusion of valve-point effects. This paper proposes an advanced algorithm to tackle this issue effectively. The algorithm is designed to consider the non-smooth cost function characteristics of thermal units, which are typically affected by valve-point effects. A comprehensive case study is conducted to demonstrate the efficacy of the proposed algorithm in comparison with existing methods. The results show that the algorithm is capable of achieving a more optimal solution while maintaining the practical constraints of the problem. The approach is robust, efficient, and suitable for large-scale power systems.

**Similar Documents**: Optimized Economic Dispatch Strategy Addressing Valve-Point Effects

In addressing the economic dispatch problem, which involves the optimal allocation of energy generation across various units, the presence of valve-point effects significantly complicates the task. This paper presents an optimized algorithm designed to handle these complexities more effectively. The proposed strategy is formulated to address the discontinuous cost function of thermal power plants, a direct consequence of valve-point effects. Through a detailed case study, the algorithm's superiority over conventional methods is clearly illustrated. The outcomes demonstrate that the algorithm not only delivers enhanced optimization but also adheres to the inherent constraints of the problem. Its robustness and efficiency make it a promising solution for economic dispatch in large-scale power systems, offering a more refined approach to the valve-point effect challenge.

OBJECTIVE
Fitspiration is a recent Internet trend designed to motivate people to eat healthily and to exercise. The aim of the study was to investigate disordered eating and exercise in women who post fitspiration on Instagram.

METHOD
Participants were 101 women who post fitspiration images on Instagram and a comparison group of 102 women who post travel images. Both groups completed measures of disordered eating and compulsive exercise.

RESULTS
Women who post fitspiration images scored significantly higher on drive for thinness, bulimia, drive for muscularity, and compulsive exercise. Almost a fifth (17.5%) of these women were at risk for diagnosis of a clinical eating disorder, compared to 4.3% of the travel group. Compulsive exercise was related to disordered eating in both groups, but the relationship was significantly stronger for women who post fitspiration images.

DISCUSSION
For some women, posting fitspiration images on Instagram may signify maladaptive eating and exercise behaviors. © 2016 Wiley Periodicals, Inc. (Int J Eat Disord 2017; 50:76-79).

This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs. an individualistic character (Griffiths, Davies, & Chappell, 2004). This is the only setting where millions of users voluntarily immerse themselves in a graphical virtual environment and interact with each other through avatars on a daily basis (Yee, 2007). Research suggests that the game play within these virtual worlds is enhanced because players use them as traditional games as well as arenas in which to explore DOI: 10.4018/ijgbl.2011100103 International Journal of Game-Based Learning, 1(4), 20-36, October-December 2011 21 Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. new relationships, new places and themselves (Krotoski, 2004). Despite the massive amounts of money spent on online gaming, very little research has been carried out regarding the positive social aspects of these games. Much of the debate over the last 30 years has focused on the dangers of computer gaming in the adolescent population, including increased aggression and addiction. Research has also been carried out examining the potentially harmful effects playing computer games may have on social development, self-esteem, social inadequacy, and social anxiety. MMORPGs are very (virtually) socially interactive but little social interaction in the real world is needed when playing them as only one person can play them at any one time from a single computer, unlike some popular two-player console games such as Mortal Kombat. Yee (2001, 2006, 2007) has carried out research into MMORPGs and notes that they allow new forms of social identity and social interaction. Yee’s research has shown that MMORPGs appeal to adults and teenagers from a wide range of backgrounds, and they spend on average more than half a working week in these environments. In a study by Utz (2000), it was found that 77% of respondents reported that they had some sort of relation with other Multi-User Dungeon (MUD) Gamers. It has also been suggested that college students can develop compulsions to play MMORPGs leading to social isolation, poor academic performance, and sleep deprivation. In 2004, a survey of over 54,000 American students found 11% of females and 20% of males said their recreational computer use had significantly hindered their performance at college and University (American College Health Association, 2005). Players can become fixated on their virtual characters, striving to obtain the best armour, experience and reputation in the game, ignoring the fact that their grades are dropping and their friends have drifted apart. It is clear to see that computer games appear to play a role in the socialisation of heavy game players particularly for those who play MMORPGs. Krotoski (2004) maintains that MMORPGs encourage group interaction and involvement, flexibility and mastery, resulting in significant friendships and personal empowerment. It is important to realise that gaming has shown elements of being a compulsive behaviour, with players feeling addicted, experiencing a strong impulse to play the games and finding it hard to resist the games (Griffiths & Davies, 2005). Positive social interaction is paramount in MMORPGs because they require a large number of players to cooperate together and work as a team at the same time. MMORPGs also have multiple tasks that require different characters with different skills in order to complete a challenge or quest. This teaches gamers to be dependent on one another that reinforce their relationships, providing a good understanding of teamwork. The purpose of the research here is to examine the social interactions that occur both within and outside of MMORPGs. The development of virtual friendships can be very enjoyable for gamers, and anecdotal evidence has suggested they sometimes develop into serious real-life friendships and relationships. Not only do MMORPGs facilitate formation of relationships, they are also windows into and catalysts in existing relationships. To date, there has been relatively little research into massively multiplayer online roleplaying games (MMORPGs). This paper briefly overviews five studies by the authors (Griffiths, Davies & Chappell, 2004; Cole & Griffiths, 2007; Hussain & Griffiths, 200, 2009; Grüsser, Thalemann, & Griffiths, 2007). In all studies outlined below, participants were informed that participation was entirely voluntary and that the research was conducted according to the British Psychological Society’s Ethical Code of Conduct for Psychologists. In the case of the surveys, if participants no longer wished to take part they simply had to close the Internet browser. All players were guaranteed anonymity and confidentiality. 15 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/article/social-interactions-onlinegaming/60132?camid=4v1 This title is available in InfoSci-Journals, InfoSci-Journal Disciplines Library Science, Information Studies, and Education, InfoSci-Select, InfoSci-Select, InfoSciCommunications, Online Engagement, and Media eJournal Collection, InfoSci-Educational Leadership, Administration, and Technologies eJournal Collection, InfoSci-Select, InfoSci-Select, InfoSci-Journal Disciplines Communications and Social Science. Recommend this product to your

BACKGROUND AND AIMS
Excessive usage of smartphones may induce social problems, such as depression and impairment of social and emotional functioning. Moreover, its usage can impede physical activity, but the relationship between smartphone addiction and physical activity is obscure. Therefore, we examined the relationship and the impact of excessive smartphone use on physical activity.

METHODS
This study collected data through the structured questionnaire consisting of general characteristics, the number and hours of smartphone usage, and the Smartphone Addiction Proneness Scale (SAPS) from 110 Chinese international students in Korea. The body composition and physical activity, such as the total daily number of steps and consumed calories, were measured.

RESULTS
In this study, high-risk smartphone users showed less physical activity, such as the total number of steps taken and the average consumed calories per day. Moreover, their body composition, such as muscle mass and fat mass, was significantly different. Among these factors, the hours of smartphone use revealed the proportional relationship with smartphone addiction (β = 0.209, p = 0.026), while the average number of walking steps per day showed a significant reverse proportional tendency in participants with smartphone addiction (β = -0.883, p < 0.001).

CONCLUSIONS
Participants with smartphone addiction were less likely to walk for each day. Namely, smartphone addiction may negatively influence physical health by reducing the amount of physical activity, such as walking, resulting in an increase of fat mass and a decrease of muscle mass associated with adverse health consequences.

BACKGROUND
The Internet is a primary source of health information for many. Since the widespread adoption of social media, user-generated health-related content has proliferated, particularly around long-term health issues such as diabetes and common mental health disorders (CMHDs).

OBJECTIVE
To explore perceptions and experiences of engaging with health information online in a sample of young adults familiar with social media environments and variously engaged in consuming user-generated content.

METHODS
Forty semi-structured interviews were conducted with young adults, aged 18-30, with experience of diabetes or CMHDs. Data were analysed following a thematic networks approach to explore key themes around online information-seeking and content consumption practices.

RESULTS
Although participants primarily discussed well-rehearsed approaches to health information-seeking online, particularly reliance on search engines, their accounts also reflected active engagement with health-related content on social media sites. Navigating between professionally produced websites and user-generated content, many of the young adults seemed to appreciate different forms of health knowledge emanating from varied sources. Participants described negotiating health content based on social media practices and features and assessing content heuristically. Some also discussed habitual consumption of content related to their condition as integrated into their everyday social media use.

CONCLUSION
Technologies such as Facebook, Twitter and YouTube offer opportunities to consume and assess content which users deem relevant and useful. As users and organizations continue to colonize social media platforms, opportunities are increasing for health communication and intervention. However, how such innovations are adopted is dependent on their alignment with users' expectations and consumption practices.

The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

This study directly tests the effect of personality and cognitive style on three measures of Internet use. The results support the use of personality—but not cognitive style—as an antecedent variable. After controlling for computer anxiety, selfefficacy, and gender, including the “Big Five” personality factors in the analysis significantly adds to the predictive capabilities of the dependent variables. Including cognitive style does not. The results are discussed in terms of the role of personality and cognitive style in models of technology adoption and use.

Opioid (e.g., heroin and morphine) addiction has become one of the largest and deadliest epidemics in the United States. To combat such deadly epidemic, there is an urgent need for novel tools and methodologies to gain new insights into the behavioral processes of opioid abuse and addiction. The role of social media in biomedical knowledge mining has turned into increasingly significant in recent years. In this paper, we propose a novel framework named AutoDOA to automatically detect the opioid addicts from Twitter, which can potentially assist in sharpening our understanding toward the behavioral process of opioid abuse and addiction. In AutoDOA, to model the users and posted tweets as well as their rich relationships, a structured heterogeneous information network (HIN) is first constructed. Then meta-path based approach is used to formulate similarity measures over users and different similarities are aggregated using Laplacian scores. Based on HIN and the combined meta-path, to reduce the cost of acquiring labeled examples for supervised learning, a transductive classification model is built for automatic opioid addict detection. To the best of our knowledge, this is the first work to apply transductive classification in HIN into drug-addiction domain. Comprehensive experiments on real sample collections from Twitter are conducted to validate the effectiveness of our developed system AutoDOA in opioid addict detection by comparisons with other alternate methods. The results and case studies also demonstrate that knowledge from daily-life social media data mining could support a better practice of opioid addiction prevention and treatment.

As more people connect to the Internet, researchers are beginning to examine the effects of Internet use on users' psychological health. Due in part to a study released by Kraut and colleagues in 1998, which concluded that Internet use is positively correlated with depression, loneliness, and stress, public opinion about the Internet has been decidedly negative. In contrast, the present study was designed to test the hypothesis that Internet usage can affect users beneficially. Participants engaged in five chat sessions with an anonymous partner. At three different intervals they were administered scales measuring depression, loneliness, self-esteem, and social support. Changes in their scores were tracked over time. Internet use was found to decrease loneliness and depression significantly, while perceived social support and self-esteem increased significantly.

BACKGROUND
This study evaluates the outcomes of an Internet-at-home intervention experiment that intended to decrease loneliness among chronically ill and physically handicapped older adults through introducing them to the use of an electronic communication facility.

METHOD
To determine the effectiveness of the experiment in terms of reducing loneliness, 15 older adults were interviewed three times: shortly before the start, two years later and immediately after termination of the experiment, while their loneliness scores at zero and post-measurement were compared with those of a control group.

RESULTS
Both the participants and the control persons experienced a reduction in loneliness over time. However, the reduction was only significant for the intervention participants. Moreover, the changes in loneliness were significantly greater among the participants compared to the control persons. When looking more in detail, the effect of the experiment was only significant regarding emotional loneliness and among the highest educated. Findings of the qualitative research enabled us to understand the mechanisms through which the intervention helped alleviate loneliness. E-mail was found to facilitate social contact. Furthermore, the computer and Internet were often used to pass the time, taking people's minds off their loneliness. Unexpectedly, the intervention also improved people's self-confidence.

CONCLUSION
The decline in loneliness is likely to be greater if persons under more favorable circumstances are selected and if more social functions of the Internet are used.

For many, the concept of videogame addiction seems far-fetched, particularly if their concepts and definitions of addiction involve the taking of drugs. This paper overviews the small, but growing area of videogame addiction and then examines the treatment options available for those affected by excessive videogame playing. An overview of the available empirical literature appears to indicate that adverse effects are likely to affect only a relatively small subgroup of players and that frequent players are the most at-risk for developing problems. Worldwide, there are relatively few practitioners that specialise in the treatment of videogame addiction and this may be because there are so few players who are genuinely addicted to playing videogames. However, the Internet may be facilitating excessive online game playing as evidenced by the increasing number of specialist addiction treatment clinics for online videogame addiction. This paper overviews the various approaches that have been used as an intervention in treating videogame addicts, including online support groups, 12-step programmes, behavioural and cognitive-behavioural therapies, and motivational interviewing.