| Literature DB >> 29533391 |
Attila Kőrösi1, Attila Csoma1, Gábor Rétvári1, Zalán Heszberger1, József Bíró1, János Tapolcai1, István Pelle1, Dávid Klajbár1, Márton Novák1, Valentina Halasi2, András Gulyás1.
Abstract
Humans are involved in various real-life networked systems. The most obvious examples are social and collaboration networks but the language and the related mental lexicon they use, or the physical map of their territory can also be interpreted as networks. How do they find paths between endpoints in these networks? How do they obtain information about a foreign networked world they find themselves in, how they build mental model for it and how well they succeed in using it? Large, open datasets allowing the exploration of such questions are hard to find. Here we report a dataset collected by a smartphone application, in which players navigate between fixed length source and destination English words step-by-step by changing only one letter at a time. The paths reflect how the players master their navigation skills in such a foreign networked world. The dataset can be used in the study of human mental models for the world around us, or in a broader scope to investigate the navigation strategies in complex networked systems.Entities:
Mesh:
Year: 2018 PMID: 29533391 PMCID: PMC5848790 DOI: 10.1038/sdata.2018.37
Source DB: PubMed Journal: Sci Data ISSN: 2052-4463 Impact factor: 6.444
Figure 1Data gathering process
Figure 2The word morph network.
Panel (a) shows the whole word morph network in a clustered layout. The word morph network is a network of three-letter English words, in which two words are connected by a link if they differ only in a single letter. For example ``FIT'' is linked to ``FAT'' as they differ only in the middle letter, but ``FIT'' and ``CAT'' are not neighbors in this network since more than one letters differs in them. The network has a giant connected component and a small cluster containing only two nodes. Panel (b) shows a word morph game example with source and target words ``YOB'' and ``WAY''. A shortest path solution is displayed in red, while a solution given by a specific player is shown in green. For the sake of clearer context, the plot shows a larger subgraph of the word morph network with nodes and links colored in white and blue respectively.
Data records for the games played.
| (string) Ordered sequence of 3-letter words (strings separated by spaces) given by the player to solve a game. The first word is always the one that is given as the source word, later ones are chosen by the player. If the last word is not the target word the game is unfinished, most likely the player gave it up. | |
| (integer) The number of 3-letter words in the | |
| (string) The date of the game played. | |
| (string) The language of the current game. | |
| (string) The starting 3-letter word dispatched randomly by the application for the current game. It is always the first word in the | |
| (string) The target 3-letter word dispatched randomly by the application for the current game. If it corresponds to the last word in the | |
| (integer) The duration of the game as played by the player in seconds. If the game was successful it indicates the total time taken by the player to find path between the source and target word. If the game was unfinished it indicates the time when it was given up. | |
| (integer) Indicates the length of the words (3 for the three-letter games). |
Data records for the players.
| The gender of the player (string: 'Male' or 'Female') | |
| Nationality of the player (string) e.g. 'English' | |
| Year of birth of the player (four digit integer) |