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Abstract— This paper investigates the long-established produce k-scores for use with statistical packages like SPSS [7]
ecological cognition framework and updates it to better account in order to advance computational science and computational
for the advances in computational science computational intelligence. The parametric user model in Equation 1 below
intelligence. To do this, two concepts are explored. The first,
places phantasy construction as an esteem need and fantasy
‘serendipity engineering for seductive hypermedia,’ looks at how
to design information systems to account for the pleasant construction as a deficit need. The equation assumes that
occurrences that happen in offline environments studied by those psychological nutritional intake (n) is half that (0.5) of what is
in sales and marketing where beneficial outcomes often occur by needed for an optimal cognitive state with consonance reflected
chance encounters. The second, ‘user analysis using socialnomics’ as a joinder (j) of 1. Therefore, for an optimal state, where Ob
looks at how a parametric user model based on the ecological is 48 and knol is 1, nutritional intake needs to be multiplied by
framework can be used to understand users of information two to balance the two parts of the equation reflecting interval.
systems from the point of view of supporting a digital economy of Equation 1 therefore shows all aspects of the parametric user
users. A number of additional equations are developed using model as one equation for the calculation of knol (k), which is
socialnomics that can be applied to digital transformation based
the speed of memory access. This it could be argued, along with
on the parametric user model, including to calculate probability of
seduction and probability of serendipity in an information system. the ecological cognition frameworks, is one of the main
The parametric model presented has great applicability for conceptual frameworks contributed by this paper. This can be
information and communications technology solution providers. seen as a progression of the earlier equations, where x1 has been
replaced with 𝑐𝑎𝑒𝑆 , y1 has been replaced with 𝑐𝑏𝑒𝑆 , z ̆ has been
Keywords— Captology, Ecological cognition framework, replaced with 𝑐𝑐𝑒𝑆 and c with 𝑐1𝑒𝑆 .
Seductive hypermedia, Serendipity engineering, Equation 1 provides an easy way to turn questionnaire-
Socialnomics, User analysis. based scales, or observational device-based scales into a
parametric user model for analysing and influencing human
behaviour. The construction of information systems that impact
I. INTRODUCTION on intervention (i), joinder (j) and nutrition (n) so as to influence
An essential premise of ecological cognition is that the world the neurotransmitters resulting behavioural consequences of
which we observe is socially constructed from how we perceive doing so could be an important part of situation ecological
it and we then construct an alternative reality, whether it be cognition in a digital economy. This could happen in online
called our unconscious or sub-conscious, that is more consistent communities, where users’ behaviour can be analysed and
with the reality we would prefer to perceive [1-5]. Through influenced using log data or other ways of attributing the values
using these, how our reality is constructed can be described, of the parametric user model. Equally, it could happen in
including by drawing on the dedicated multimedia studies organic communities, where actors sharing the same physical
literature, such as that recommended elsewhere [6]. The most space could have their different levels of wakefulness
recent ecological cognition framework is presented in Figure 1. accounted for by using physical sensors, including those based
II. DEVISING A FRAMEWORK FOR COMPUTATIONAL on the Internet of Things, to analyse and influence their
SCIENCE AND COMPUTATIONAL INTELLIGENCE behaviour. In order for this to be done, it is necessary to
understand how the parametric user model might operate in
The discipline of ecological cognition (EC) can be applied large-scale virtual environments.
through serendipity engineering for seductive hypermedia and
user analysis using socialnomics (SESH-UAUS). This can be .
done by making use of the parametric user model, including to
𝑀𝐶𝑘
Ŝ𝑘 =
0.98
Equation 3 Probability of Serendipity (Ŝk) based on Mean knol for
group (k=MCk) and serendipity threshold (k=0.98)
( )
Table 1 Compound identity – Converting goals and other cognitions Signifi Redu Signifi Redu Signifi Redu Shift Transf
into phantasies er cer cation cer ed cer er ormer
Repre Intern Extern
sentati al al
Signi Re Signifi Red Signified Reduc Shifter Transf
on Repres Repres
fier du cation ucer External er ormer
entatio entatio
Repr cer Interna Represe
n n
esent l ntation
x / 𝑥4𝑆 x1 / y / 𝑦2𝑎 y1 / z / 𝑧3𝑆 z2 / z̆/ c/
atSio Repres ̆ ̆ ̆ ̆
𝐶𝑎𝑒𝑆 𝐶𝑏 𝑒𝑆 𝐶𝑏 𝑑𝑆 𝐶𝑐𝑒𝑆 𝑐1𝑒𝑆 /
n entatio
2𝑐1𝑑𝑆
n
Value 0 Goal 0 Strate 0 18.5 3.5
x/ x1 y / 𝑦2𝑎 y1 / z / 𝑧3𝑆 z2 / z̆/ c/ gy
𝑥4𝑆 / ̆
𝐶𝑏𝑒𝑆
̆
𝐶𝑏 𝑑𝑆
̆
𝐶𝑐𝑒𝑆 𝑐1𝑒𝑆 /
̆
𝐶𝑎 𝑒𝑆 2𝑐1𝑑𝑆 Value 0 Plan 3 Metho 3 10.5 1.9
Goal 0 Goal 0 Strateg 0 41 8 d
y
Goal 0 Plan 3 Method 3 23 4.4
Value 0 Value 0 Rule 0 8.5 1.5 Table 5 is for converting interests and other cognitions into
phantasies and fantasies. Interests run from 1 to 10, phantasies
Value 0 Belief 4 Meme 4 14.5 2.7 from -5 to +5 and fantasies from -2.5 to 2.5, meaning the
conversion variable for a phantasy is half that for a fantasy. An
interest that is perceived as external to an actor is called an
Value 0 Interes 0 Amity 0 20.5 3.9 amity.
t
Value 0 Detac 1 Enmit 1 14.5 2.7 Table 5 Compound identity – Converting interests and other
hment y cognitions into phantasies
Value 0 Faith 1 Illusio 1 4.5 0.7
Signi Redu Signific Red Signifi Red Shifte Transf
n
fier cer ation ucer ed ucer r ormer
Repre Internal Extern
Value 0 Ardou 2 Delusi 2 4.5 0.7
sentat Represe al
r on
ion ntation Repres
entatio
n
Table 4 is for converting beliefs and other cognitions into x/ x1 / y / 𝑦2𝑎 y1 / z / 𝑧3𝑆 z2 / z̆/ c / 𝑐1𝑒𝑆
phantasies and fantasies. Beliefs run from -3 to +3, phantasies 𝑥4𝑆 ̆
𝐶𝑎 𝑒𝑆
̆
𝐶𝑏 𝑒𝑆
̆
𝐶𝑏𝑑𝑆
̆
𝐶𝑐𝑒𝑆 / 2𝑐1𝑑𝑆
from -5 to +5 and fantasies from -2.5 to 2.5, meaning the
conversion variable for a phantasy is half that for a fantasy. A Intere 0 Goal 0 Strateg 0 45.5 8.9
st y
belief that is perceived as external to an actor is called a meme.
Intere 0 Plan 3 Metho 3 25.5 4.9
Table 4 Compound identity – Converting beliefs and other cognitions st d
into phantasies
Intere 0 Value 0 Rule 0 20.5 3.9
st
Signif Red Signifi Redu Signifi Redu Shift Transf Intere 0 Belief 4 Meme 4 35.5 6.
ier ucer cation cer ed cer er ormer st
Repre Interna Extern
sentat l al Intere 0 Interest 0 Amity 0 50.5 9.9
ion Repres Repres st
entatio entatio Intere 0 Detach 1 Enmity 1 35.5 6.9
n n st ment
x/ x1 / y / 𝑦2𝑎 y1 / z / 𝑧3𝑆 z2 / z̆/ c / 𝑐1𝑒𝑆 Intere 0 Faith 1 Illusio 1 10.5 1.9
𝑥4𝑆 ̆
𝐶𝑎 𝑒𝑆
̆
𝐶𝑏 𝑒𝑆
̆
𝐶𝑏 𝑑𝑆
̆
𝐶𝑐𝑒𝑆 / 2𝑐1𝑑𝑆 st n
Intere 0 Ardour 2 Delusi 2 10.5 1.9
st on
Belief 4 Goal 0 Strateg 0 32 6.2 Table 6 is for converting detachments and other cognitions into
y phantasies and fantasies. Detachments run from 0 to 6,
phantasies from -5 to +5 and fantasies from -2.5 to 2.5, meaning
Belief 4 Plan 3 Metho 3 18 3.4 the conversion variable for a phantasy is half that for a fantasy.
d
A detachment that is perceived as external to an actor is called
Belief 4 Value 0 Rule 0 14.5 2.7 a enmity.