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Analytic approach of understanding crowd phenomena on the internet : 온라인 게임과 컨텐트 공유 네트워크 분석을 통한 온라인 군집 현상의 이해

DC Field Value Language
dc.contributor.advisor권태경-
dc.contributor.author정태중-
dc.date.accessioned2017-07-13T07:07:47Z-
dc.date.available2017-07-13T07:07:47Z-
dc.date.issued2015-02-
dc.identifier.other000000025368-
dc.identifier.urihttps://hdl.handle.net/10371/119063-
dc.description학위논문 (박사)-- 서울대학교 대학원 : 전기·컴퓨터공학부, 2015. 2. 권태경.-
dc.description.abstractQuantification of collective human behavior and understanding the group characteristics
in the Internet is important in user behavior studies since people tend to
gather together and form groups due to their inherent nature. On the Internet, people
are also often forming a group for a specific purpose such as i) an online group in
games (e.g., MMORPGs) to experience various social interactions with other players
or accomplish a difficult quest with teammates or ii) a swarm in peer-to-peer network
to share a content to utilize a higher download rate with an availability. To this end,
we studied the two most well-known major applications in the Internet that people
are actively using with different purposes
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dc.description.abstracti) MMORPGs and ii) BitTorrent.
In this dissertation, we analyze the i) group activities of users in Aion, one of
the largest MMORPGs, based on the records of the activities of 94,497 users and ii)
crowd phenomena of BitTorrent. First, in a case study of Aion, we focus on (i) how
social interactions within a group differ from the ones across groups, (ii) what makes
a group rise, sustain, or fall, (iii) how group members join and leave a group, and (iv)
what makes a group end. We first find that structural patterns of social interactions
within a group are more likely to be close-knit and reciprocative than the ones across
groups.We also observe that members in a rising group (i.e., the number of members
increases) are more cohesive, and communicate with more evenly within the group
than the ones in other groups. Our analysis further reveals that if a group is not cohesive,
not actively communicating, or not evenly communicating among members,
members of the group tend to leave.
Second, we investigate what kinds of crowd phenomena of content exist and why
different patterns of crowd phenomena appears and how we can exploit content crowd
phenomena considering the content category, publisher, and population of content in
BitTorrent. To this end,We conduct comprehensive measurements on content locality
in one of the largest BitTorrent portals: The Pirate Bay. In particular, we focus on (i)
how content is consumed from spatial and temporal perspectives, (ii) what makes
content be consumed with disparity in spatial and temporal domains, and (iii) how
we can exploit the content locality. We find that content consumption in real swarms
is 4.56 times and 1.46 times skewed in spatial (country) and temporal (time) domains,
respectively. We observe that a cultural factor (e.g., language) mainly affects spatial
locality of content. Not only the time-sensitivity of content but also the publishing
purpose affects temporal locality of content.We reveal that spatial locality of content
iii
rarely changes on a daily basis (microscopic level), but there is notably spatial spread
of content consumption over the years (macroscopic level). Based on the observation,
we conduct simulations to show that bundling and caching can exploit the content
locality.
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dc.description.tableofcontentsAbstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii
I. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Crowd Phenomena in Massively Multi-player Online Role-Playing
Games (MMORPGs) . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2 Crowd Phenomena in BitTorrent . . . . . . . . . . . . . . . . . . . 3
II. RelatedWork . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.1 Crowd Phenomena in MMORPGs . . . . . . . . . . . . . . . . . . 6
2.1.1 Social Interactions in MMORPGs . . . . . . . . . . . . . . 6
2.1.2 Group Activities in MMORPGs . . . . . . . . . . . . . . . 7
2.1.3 Group Activities in Other Online Services . . . . . . . . . . 7
2.2 Crowd Phenomena (Locality) in BitTorrent . . . . . . . . . . . . . 8
2.2.1 Peer Localization . . . . . . . . . . . . . . . . . . . . . . . 8
2.2.2 Crowd Phenomena in BitTorrent . . . . . . . . . . . . . . . 9
2.2.3 Locality in Other Domains . . . . . . . . . . . . . . . . . . 10
III. Group Activities in Online Social Game . . . . . . . . . . . . . . . . 11
3.1 Aion overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.1.1 Game Features . . . . . . . . . . . . . . . . . . . . . . . . 11
3.1.2 Datasets . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.2 Group Affiliation . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
v
3.2.1 How prevalent are group activities in Aion? . . . . . . . . . 14
3.2.2 Effect of Joining a Group . . . . . . . . . . . . . . . . . . . 16
3.2.3 Social Interactions Within a Group . . . . . . . . . . . . . . 16
3.3 Group Dynamics . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.3.1 Group Cohesion . . . . . . . . . . . . . . . . . . . . . . . 20
3.3.2 Group Diversity . . . . . . . . . . . . . . . . . . . . . . . . 24
3.3.3 Group Locality . . . . . . . . . . . . . . . . . . . . . . . . 28
3.3.4 Survival Rate . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.3.5 Dichotomy in Stable Groups . . . . . . . . . . . . . . . . . 32
3.4 Group Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.4.1 Properties of the Group Network . . . . . . . . . . . . . . . 36
3.4.2 Structural Holes . . . . . . . . . . . . . . . . . . . . . . . 38
3.5 Implications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
3.5.1 Why people leave groups? . . . . . . . . . . . . . . . . . . 40
3.5.2 Why a group ends? . . . . . . . . . . . . . . . . . . . . . . 42
IV. Crowd phenomena of BitTorrent in Spatial and Temporal Perspective 46
4.1 Methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
4.1.1 Discovering Swarm Topology . . . . . . . . . . . . . . . . 46
4.1.2 Dataset . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
4.1.3 Representativeness . . . . . . . . . . . . . . . . . . . . . . 49
4.2 Spatial Locality . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.2.1 Locality Metrics . . . . . . . . . . . . . . . . . . . . . . . 51
4.2.2 Swarm, Community, and Neighbor . . . . . . . . . . . . . 53
vi
4.2.3 Content Categories, Publishers, and Popularity . . . . . . . 55
4.2.4 Spatial Locality Over Time . . . . . . . . . . . . . . . . . . 58
4.3 Temporal Locality . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
4.3.1 Existence of Temporal Locality . . . . . . . . . . . . . . . 61
4.3.2 Categories, Publishers, and Popularity . . . . . . . . . . . . 63
4.3.3 Temporal Usage Trends . . . . . . . . . . . . . . . . . . . 68
4.4 How to Exploit Locality . . . . . . . . . . . . . . . . . . . . . . . 70
V. Summary & Future Work . . . . . . . . . . . . . . . . . . . . . . . . 74
Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
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dc.formatapplication/pdf-
dc.format.extent6772873 bytes-
dc.format.mediumapplication/pdf-
dc.language.isoen-
dc.publisher서울대학교 대학원-
dc.subjectBitTorrent-
dc.subjectMMORPG-
dc.subjectCrowd Phenomena-
dc.subjectInternet-
dc.subject.ddc621-
dc.titleAnalytic approach of understanding crowd phenomena on the internet-
dc.title.alternative온라인 게임과 컨텐트 공유 네트워크 분석을 통한 온라인 군집 현상의 이해-
dc.typeThesis-
dc.contributor.AlternativeAuthorTaejoong Chung-
dc.description.degreeDoctor-
dc.citation.pages83-
dc.contributor.affiliation공과대학 전기·컴퓨터공학부-
dc.date.awarded2015-02-
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