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The proliferation of harmful content on online social media platforms has necessitated empirical understandings of experiences of harm online and the development of practices for harm mitigation. Both understandings of harm and approaches to mitigating that harm, often through content moderation, have implicitly embedded frameworks of prioritization - what forms of harm should be researched, how policy on harmful content should be implemented, and how harmful content should be moderated. To aid efforts of better understanding the variety of online harms, how they relate to one another, and how to prioritize harms relevant to research, policy, and practice, we present a theoretical framework of severity for harmful online content. By employing a grounded theory approach, we developed a framework of severity based on interviews and card-sorting activities conducted with 52 participants over the course of ten months. Through our analysis, we identified four Types of Harm (physical, emotional, relational, and financial) and eight Dimensions along which the severity of harm can be understood (perspectives, intent, agency, experience, scale, urgency, vulnerability, sphere). We describe how our framework can be applied to both research and policy settings towards deeper understandings of specific forms of harm (e.g., harassment) and prioritization frameworks when implementing policies encompassing many forms of harm.
This White Paper summarizes the authors discussion regarding objectionable content for the University of Houston (UH) Research Team to outline a strategy for building an extensive repository of online videos to support research into automated multimo
Online experimentation platforms abstract away many of the details of experimental design, ensuring experimenters do not have to worry about sampling, randomisation, subject tracking, data collection, metric definition and interpretation of results.
Internet memes have become powerful means to transmit political, psychological, and socio-cultural ideas. Although memes are typically humorous, recent days have witnessed an escalation of harmful memes used for trolling, cyberbullying, and abusing s
In this paper we propose applying the crowdsourcing approach to a software platform that uses a modern and state-of-the-art 3D game engine. This platform could facilitate the generation and manipulation of interactive 3D environments by a community o
This paper reviews the causes of discomfort in viewing stereoscopic content. These include objective factors, such as misaligned images, as well as subjective factors, such as excessive disparity. Different approaches to the measurement of visual dis