Stefano De Paoli
Maynooth University
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Publication
Featured researches published by Stefano De Paoli.
The New Review of Hypermedia and Multimedia | 2011
Stefano De Paoli; Cristiano Storni
In 1this paper we investigate produsage using Actor-Network Theory with a focus on (produsage) skills, their development, and transformation. We argue that produsage is not a model that determines a change in the traditional consumption/production paradigm through a series of essential preconditions (such as open participation, peer-sharing, or common ownership). Rather, we explain produsage as the open-ended result of a series of heterogeneous actor-networking strategies. In this view, the so-called preconditions do not explain produsage but have to be explained along with its establishment as an actor-network. Drawing on this approach, we discuss a case study of an open hardware project: the Arduino board, and we develop a perspective that maps the skills of human and non-human entities in produsage actor-networks, showing how skills are symmetrical, relational, and circulating.
Information Systems Frontiers | 2012
G. R. Gangadharan; Vincenzo D'Andrea; Stefano De Paoli; Michael Weiss
License compliance in Free and Open Source Software development is a significant issue today and organizations using free and open source software are predominately focusing on this issue. The non-compliance to licenses in free and open source software development leads to the loss of reputation and the high costs of litigation for organizations. Towards an automated compliance management, we use the Open Digital Rights Language to implement the clauses of open source software licenses in a machine interpretable way and propose a novel algorithm that analyzes compatibility between free and open source software licenses. Also, we describe a framework that inductively manages compliance of license clauses in a free and open source software development. We simulate and evaluate the formalized license compliance management by analyzing a real-time open source software project GRASS.
Ethics and Information Technology | 2012
Stefano De Paoli; Aphra Kerr
This paper focuses on the role of punishment as a critical social mechanism for cheating prevention in MMORPGs. The role of punishment is empirically investigated in a case study of the MMORPG Tibia (Cipsoft 1997–2011) (http://www.tibia.com) and by focusing on the use of bots to cheat. We describe the failure of punishment in Tibia, which is perceived by players as one of the elements facilitating the proliferation of bots. In this process some players act as a moral enterprising group contributing to the reform of the game rules and in particular to the reform of the Tibia punishment system by the game company. In the conclusion we consider the ethical issues raised by our findings and we propose some general reflections on the role of punishment and social mechanisms for the governance of online worlds more generally.
foundations of digital games | 2010
Dmitri Botvich; Jimmy McGibney; Georgy Ostapenko; Stefano De Paoli; Aphra Kerr; Max Keatinge
In this paper, we propose an approach that uses in-game reputation as a solution to the problem of cheating in massively multiplayer online games. What constitutes cheating is however quite context-specific and subjective, and there is no universal view. Thus our approach aims to adjust to the particular forms of cheating to which players object rather than deciding a priori which forms of cheating should be controlled. The main feature of our approach is an architecture and model for maintaining player-based and context-appropriate trust and reputation measures, with the integration of these into the games ranking system. When an avatar loses reputation, our approach intervenes to reduce its ranking. It is envisaged that players will come to attach value to reputation in its own right. We also present the results of relatively large-scale simulations of various scenarios involving sequences of encounters between players, with an initial implementation of our reputation and ranking model in place, to observe the impact on cheaters (and non-cheaters).
International Conference on Internet Science | 2016
Richard Mills; Stefano De Paoli; Sotiris Diplaris; Vasiliki Gkatziaki; Symeon Papadopoulos; Srivigneshwar R. Prasad; Ethan McCutchen; Vishal Kapadia; Philipp Hirche
WikiRate is a Collective Awareness Platform for Sustainability and Social Innovation (CAPS) project with the aim of “crowdsourcing better companies” through analysis of their Environmental Social and Governance (ESG) performance. Research to inform the design of the platform involved surveying the current corporate ESG information landscape, and identifying ways in which an open approach and peer production ethos could be effectively mobilised to improve this landscape’s fertility. The key requirement identified is for an open public repository of data tracking companies’ ESG performance. Corporate Social Responsibility reporting is conducted in public, but there are barriers to accessing the information in a standardised analysable format. Analyses of and ratings built upon this data can exert power over companies’ behaviour in certain circumstances, but the public at large have no access to the data or the most influential ratings that utilise it. WikiRate aims to build an open repository for this data along with tools for analysis, to increase public demand for the data, allow a broader range of stakeholders to participate in its interpretation, and in turn drive companies to behave in a more ethical manner. This paper describes the quantitative Metrics system that has been designed to meet those objectives and some early examples of its use.
Archive | 2016
Stefano De Paoli
Bots are computer programs that automate activities for the human user. While benign bots are widely diffused over the Internet, Virtual Worlds such as Social Network Sites and Massively Multiplayer Online Games are affected by bots that have malicious intents, causing harms, disruptions and illegal activities. Given the diffusion and problems caused by malicious bots in Virtual Worlds, it becomes relevant: (1) to investigate the phenomenon and develop conceptual tools to capture the problem and (2) to conduct this investigation using a comparative perspective for Social Network Sites and Massively Multiplayer Online Games.
Social media and society | 2017
Stefano De Paoli
This article contributes to the research on bots in Social Media. It takes as its starting point an emerging perspective which proposes that we should abandon the investigation of the Turing Test a...This article contributes to the research on bots in Social Media. It takes as its starting point an emerging perspective which proposes that we should abandon the investigation of the Turing Test and the functional aspects of bots in favor of studying the authentic and cooperative relationship between humans and bots. Contrary to this view, this article argues that Turing Tests are one of the ways in which authentic relationships between humans and bots take place. To understand this, this article introduces the concept of Ordering Turing Tests: these are sort of Turing Tests proposed by social actors for purposes of achieving social order when bots produce deviant behavior. An Ordering Turing Test is method for labeling deviance, whereby social actors can use this test to tell apart rule-abiding humans and rule-breaking bots. Using examples from Massively Multiplayer Online Role-Playing Games, this article illustrates how Ordering Turing Tests are proposed and justified by players and service providers. Data for the research comes from scientific literature on Machine Learning proposed for the identification of bots and from game forums and other player produced paratexts from the case study of the game Runescape.
ICST Transactions on Ambient Systems | 2014
Michela Ferron; Stefano De Paoli; Paolo Massa
Ubiquitous games and gamification have recently become a widely applied approach for promoting well-being and improving health behaviours such as a physically active lifestyle. In this Special Issue of the Journal ICST Transactions on Ambient Systems, we collected a selection of high-quality papers presented at the workshop on “Ubiquitous games and gamification for promoting behaviour change and wellbeing”, held at the 2013 CHItaly Conference. The articles explore different areas where ubiquitous games and gamification can influence the attitudes, health and behaviours of people towards well-being, from the management of diseases to eco-sustainable mobility, from serious moral games to the monitoring of burnout levels and the well-being of small groups during social occasions such as museum visits.
Internet Histories | 2018
Stefano De Paoli
ABSTRACT The Novelty of Cybercrime is a research problem in criminology where scholars are asking whether cybercrime is a wholly new form of crime compared with traditional–terrestrial crimes and whether new criminological theories are needed to understand it. Most criminological theories focus on the human rational aspects and downplay the role of non-humans in explaining what may be novel in cybercrime. This paper shows that a sociotechnical perspective can be developed for understanding the Novelty of Cybercrime using some insights from criminology. Working from the agnosticism principle of Actor-Network Theory and a situated genealogical perspective, it is possible to see that a criminological vocabulary can accommodate both the roles and relations of rational human and non-human actors. This is achieved by proposing the concept of the engineer–criminologist, developed by conducting a study of the development of information security for timesharing systems in the 1960s and 1970s. Timesharing security engineers were facing a completely new form of rule-breaking behaviour, that of unauthorised access and at the same time they were constantly using criminological concepts to shape their design of security and explain this behaviour. The concept of engineer–criminologists affords the use of criminological concepts in the sociotechnical study of the Novelty of Cybercrime.ABSTRACTThe Novelty of Cybercrime is a research problem in criminology where scholars are asking whether cybercrime is a wholly new form of crime compared with traditional–terrestrial crimes and whether new criminological theories are needed to understand it. Most criminological theories focus on the human rational aspects and downplay the role of non-humans in explaining what may be novel in cybercrime. This paper shows that a sociotechnical perspective can be developed for understanding the Novelty of Cybercrime using some insights from criminology. Working from the agnosticism principle of Actor-Network Theory and a situated genealogical perspective, it is possible to see that a criminological vocabulary can accommodate both the roles and relations of rational human and non-human actors. This is achieved by proposing the concept of the engineer–criminologist, developed by conducting a study of the development of information security for timesharing systems in the 1960s and 1970s. Timesharing security e...
ECSCW Exploratory Papers | 2018
A. N. Wilson; Stefano De Paoli
REF Compliant by Deposit in other institutions Repository: EUSSET Digital Library on 30/04/2018: https://hdl.handle.net/20.500.12015/3123
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Institute for Development and Research in Banking Technology
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