A virtual world is a computer-simulated three-dimensional environment. They are increasingly being used for social and commercial interaction, in addition to their original use for game playing. This paper studies negative behaviour, or 'griefing', inside one virtual world through a series of observations and focus groups with users. Data were collected to identify griefing behaviours and their impact, examine why griefing happens and who the likely targets and perpetrators are, and suggest strategies for coping with it. Findings show that griefing behaviour is common. It is defined as unacceptable, persistent behaviour and is typically targeted at inexperienced residents by those with more knowledge of the virtual world. Community and individual coping strategies are identified and discussed.Keywords: antisocial behaviour, virtual worlds, interpretative phenomenological analysisi sj_330 525..548
We present an agent-based model of the key activities of a troop of chacma baboons (Papio hamadryas ursinus) based on the data collected at De Hoop Nature Reserve in South Africa. We analyse the predictions of the model in terms of how well it is able to duplicate the observed activity patterns of the animals and the relationship between the parameters that control the agent's decision procedure and the model's predictions. At the current stage of model development, we are able to show that across a wide range of decision parameter values, the baboons are able to achieve their energetic and social time requirements. The simulation results also show that decisions concerning movement (group action selection) have the greatest influence on the outcomes. Those cases where the model's predictions fail to agree with the observed activity patterns have highlighted key elements that were missing from the field data, and that would need to be collected in subsequent fieldwork. Based on our experience, we believe group decision making is a fertile field for future research, and agent-based modelling offers considerable scope for understanding group action selection.
Recent work on Alternating-Time Temporal Logic and Coalition Logic has allowed the expression of many interesting properties of coalitions and strategies. However there is no natural way of expressing resource requirements in these logics. This paper presents a Resource-Bounded Coalition Logic (RBCL) which has explicit representation of resource bounds in the language, and gives a complete and sound axiomatisation of RBCL.
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