Information in the social network is diffused in the similar way as infection spread in the epidemic model. Infectious diseases are caused by pathogenic microorganism such as bacteria, viruses, parasites or fungi. The disease can spread directly or indirectly from one person to another. An infectious disease is termed contagious if it is easily transmitted from one person to another.
Among several research initiatives in diffusion process, the benchmark epidemic models are the predominant ones, which includes Bass, SIS, SIR and SIRS models. SIR categorizes the host with in a population as susceptible (if previously exposed to disease), infected (if currently colonized by the pathogen) and recovered (if they had successfully cleared the infection). SIR system is an excellent example of a damped oscillator, which means the inherent dynamics contain a strong oscillatory component, but the amplitude of these fluctuations declines over time as the system equilibrates. Fraction of infectiveness oscillates with decreasing amplitude as it settles toward the equilibrium (Giamberardino et al. 2017). In the Bass model, infection initially grow at a rapid rate, but the rate of growth tapers off and finally declines with time. The channel of communication is mass media or interpersonal communication. This depicts the S-shape curve pattern. Transition is allowed to move from one state to another, without a permissible backward move, termed as one-way transition process. Some instances include movie seen, caught flu, product used, etc. In the SIS model, there are two states susceptible and infected. It allows nodes to change behavior over time, allowing it revert back to its previous state. In this model, the need for steady state arises. It means nodes in the network get infected by some rate, get recovered by some another rate. Steady state becomes essential to get established such that the rate of change in infection remains constant. An individual can be infected multiple times throughout their life with no apparent immunity. Susceptible nodes become infectious immediately when it becomes in contact with an infected node. The recovery from infection is followed by an instant return to the susceptible pool. In the modified SIS model, people having more interactions are exposed to infection rapidly. Hence, the rate of infection (rate of diffusion) largely depends on the degree distribution. SIRS model extends SIR and SIS models as two behavioral extremes where immunity is either lifelong or simply does not occur. An intermediate assumption is that immunity lasts for a limited period before warning such that the individual is once again susceptible.
The authors in Li and Chen (2007) introduced Nash and Pareto rule for nodes or agents that can follow rules for adoption of information or behavior in network. It depends on choice whether they have to change their value or not. The agents collaborate to obtain maximum payoff value which is considered a relevant network outcome. Agents decide to adopt a technology while considering the outcome (or payoff) computed by neighbor agents and finally comparing with its own current value. Nearest neighbors of an agent contribute in deciding whether or not to change the payoff. This process is repeated for all agents in the network. At any time, agents adopt the higher payoff value. Results established the fact that agents using the Pareto rule are more co-operative, but for agents following Nash rule behave in a selfish manner. In Rosa and Giua (2013) authors introduce a scenario where each node in the social network is inclined towards the behavior of its neighbor nodes. By following a threshold mechanism, nodes periodically decide to accept, leave or maintain the innovation. An individual adopts behavior if some neighbors have already been adopted. While in epidemic model, an entity adopts a behavior with some probability if at least one of its neighboring entities has already adopted the same. In linear threshold, model innovation begins with seed (or initial set), i.e., a group of entities spontaneously accepting the innovation. Gradually, nodes representing individual nodes transit between active and non-active states. When active neighbors of node are above than a predefined threshold, then the non-active nodes become active. Active nodes are those nodes which take part in diffusion process. The nodes are allowed to perform transition from inactive state to active, but not vice versa. This leads to adoption of innovation in a permanent mode called progressive model. However, authors are permitted to voluntarily change decision regarding the suitability of progressive model is not suitable who changes their behavior as per time such as habits may change. Periodically, each entity updates its state by considering its neighbors’ state and eventually decides either to become active or inactive. Social cohesion is an important factor to comprehend the collective behavior of socially connected entities (or nodes). The proposed system is subdivided into different categories: during and after the network initiation phase. System behaves as a progressive model in the seeding time period\({T}_{s}\). Every node in the initial state belonging to a seed set is allowed to be active for time period\(t\in\left[0 ,{T}_{s}\right]\), independent of their neighbors. For \(t>{T}_{s}\), a node become active if their outcome value is above than the threshold and its neighbors become middleware in adoption process. During this time period, each node can update their state accordingly. This would result in non-progressive evolution as network transforms dynamically with change in topology or influence weight. Authors concluded that threshold mechanism is most suitable for individual behavior and social influence phenomena while epidemic models are mainly used for mass behavior or community.
The diffusion of competitive phenomena such as product adoption and political election is through social networking (Broecheler et al. 2010). It is presumed that an individual has to choose one product from a set of competitive products. It uses Weighted Generalized Annotated Programs (WGAPs) and can learn from past historical data together with a set of integrity constraint. It also uses the Most Probable Interpretation (MPI) mechanism. Each node is assigned some value for their occurrence. The MPI has most likely outcome among competitive process and highest probability of correct interpretation. The certainty of spread of information from one vertex to another depends on the knowledge about the vertex itself and type of links between the vertices. The WGAP graph is further partitioned so as to split the problem domain into smaller fragments and solve till convergence. However, this strategy becomes infeasible for large social network. Further, in Doo and Liu (2014) authors introduce uniform distribution of heat diffusion, in which every node gets the same quantity of heat (or influence) from its adjacent nodes. This is followed with propagation of heat intensity equally to each of neighboring nodes with low values. The extent of heat or influence dispersed among its neighbors can be analyzed from the number of out-degree of that node. Authors propose computation of diffusion probability for measuring influence between pair of nodes, which can make a distinction among nodes that possess a higher level of interactivity and help to reveal factors that are responsible for diffusion in a social network. In some cases, higher degree nodes not always interact or spread information to their neighbors. Incentive phenomenon can help to promote new products. Active nodes represent group of people that adopt newly launched products. With limited incentives, the goal is often set to attract large number of people who take part in diffusion. In the cascading viral marketing, subsets of individual were identified who adopts new idea, newly launched product or some novel innovation that eventually triggers more people in future to get influenced.
In Zhang and Moura (2014), authors introduce the Susceptible Infected Susceptible (SIS) framework from epidemic model to analyze the manner in which network connections effect spreading of ideas, opinion, and innovation in the social network media. It follows Markov process and influence as neighbor-to-neighbor infections. For the steady state, the adjacency matrix shows variation at each interval for a fixed time period. The agents have two possible states: as a spreader and as an adopter. In diffusion process, spreaders spontaneously become adopters and vice versa through peer-to-peer influence as that of SIS model so that structure of the network changes. Each agent is allowed to interact directly with every other agent in the network. Agents are susceptible to infection and have the same value for all the agents with or without involvement of peer influence. For the maximization of probability of outcome value, the focus is to minimize the number of infected nodes. Diffusion rate increases as a number of spreaders increase. On the basis of threshold value of an agent, the behavior is decided whether to remain in its previous state or upgrade its state. Another research conducted in Wang et al. (2015) specifies that information or influence among individuals that pass through cascading mechanism maximizes their utility value through uncertainty. Uncertainty generally occurs due to incompleteness in the knowledge. Therefore, change in value of uncertainty in user decision can affect diffusion. Adoption of behavior is directly related to the rate of infection or nature of neighbors. Larger degree nodes act as rapid expediters for spreading news in network topology. The authors aim at discovering nodes that can spread information at a faster rate with lower degree that learn from their informed neighbors and rapidly forward the same piece of information to remaining neighbors. This process continues from large degree nodes (acting as hubs) to other nodes in the network. Uncertainty factor was modeled using the game theory. For each action user, payoff depends on location-specific data in the network, i.e., degree, cost and their preference. In yet another research (Fatima et al. 2013), authors introduce a diffusion model with multiple objectives for nonlinear and complicated activities that support information exchange. In the social network, various information spread at the same time. On the basis of ability to diffuse the information, individuals can be further differentiated. Every piece of information has its own importance, type and associated constraints for gaining objectives for each individual in the network. In the competitive environment, user can choose only one piece of information and can revert back to stick to previous information. In multi-objective environment, few individuals in network always gain more information quickly instead of how diffusion process starts, depending upon its centrality in the network.
The pattern of sharing ideas publicly to socially connected users is highlighted in Bo and Liu (2010). It follows epidemic phenomena for dissipation of information among individuals. In the initial phase, a person does not know about the information (susceptible) and expect to obtain information with some probability when it comes in contact of infected (or diffused) user; or no longer interested in getting information. Author introduced infectiousness as a function of time. As the effect of viral diseases gradually decreases with time, people are no longer concerned of getting new information. In Mahdi et al. (2010), authors introduce the ratio of number of adopters to non-adopters as the rate of diffusion degree. The real social network lies between small word and scale-free network. The ties between nodes are considered highly central in accelerating the diffusion process. Hub nodes attract large number of relations within network. New nodes are added to higher degree nodes according to preferential attachment rule. An innovation is initially adopted by a few individuals, which relatively increases with time and finally attains stability. Diffusion process stops at the level where no more nodes in network interested to adopt the innovation. Similarly, method of reverse diffusion works until all nodes become non-adopters. The spreading of information depends on degree of diffusion parameter. A cascading mechanism was introduced in Niu et al. (2013) on various sub-graphs by partitioning the network for analyzing its characteristics. Authors collected data set from online activities of users over web. A message is sent to all followers, while user is actively involved in some prescribed activities. If a user is influenced by another user to follow him, new connection gets added to the cascading sub-graph, which happens to follow power law distribution. Cascading mechanism with few initiators eventually grow into bigger size with diffusion process. Node popularity and similarity affect information diffusion. The authors also established that the existence of external influence or hidden nodes plays an important role while diffusion. Further, in Jiang et al. (2014) authors introduce the game theoretic approach that focuses on user behavior and compares it with the machine learning-based method. User with new information is called as mutant through their learning, interaction and decision making. Player can reproduce its own strategy under some rule and condition among the population. New information is initiated from a single or small set of users. The process of information diffusion also relies on the manner that other users choose to forward their information. Users relay information with higher probability if their neighbors also forward the same information. They observe strategy to maintain neighbors’ information using payoff matrix. User attraction depends on type of information, i.e., recent topics or advertisement. In complete network, each communicating user is connected to every other user. The authors analyzed the manner in which information transmits to other users in a different group as in Facebook or Google Plus. In yet another research in Zaffar et al. (2014), authors introduced the impact of interrelationship in the social network and the manner it affects the decision making and information diffusion as in propagation of virus, spreading of epidemic diseases, flow of knowledge, etc. Network parameters help in identifying the core node in the diffusion process. The authors of Yagan et al. (2012) introduce information diffusion in various closely interacting networks through web. In physical information network, information spreads among the population via some direct communication media as in SIR (Susceptible Infected Recovered) epidemic model. An entity is either susceptible, i.e., it is not informed, or infectious, i.e., it is aware of information and capability of diffusing it among neighbors. Moreover, the state recovered gives interpretation of the fact that entity is not interested in information. Diffusion in one network may also affect other networks. New information spreads to some fraction of population in a starting phase. Physical and social networks are described by random graph with different topologies. Information spread is studied in case of a large fraction of nodes in a connected network as compared to a disjoint network.
In Hong-wei et al. (2011), information diffusion curve is analyzed that depends on the structure of network. The rate is affected by core elements of the innovation and exchange of knowledge in innovative actors. Weak ties act as intermediation between different set of actors. Transfer of knowledge flow occurs by node interaction. Strong ties found between nodes exhibit similarity in terms of various social network characteristics. In Jiang and Jiang (2015), the diffusion of information is modeled using multi-agents such as actors, communication media and content with information. Diffusion is a collective behavior of social actors for one-to-one and many-to-one interaction. A set of agents involved in closed form of interaction maximizes the influence. Information cascading behavior, highlighted in Kuo et al. (2011), exhibits a higher rate of information diffuse each time a socially connected user interacts. Top influenced users are considered to be more interested in the diffusion process. According to the proposed method, process begins with identifying root users. These users influence other connected users and initiate calculation of influence for each user. This iteratively progresses till influence parameter for all nodes is calculated. Node can become active from inactive state in the first attempt with independent cascade model. In another recent research carried out in Fouad et al. (2012), an approximation algorithm is illustrated that determines the scope of sharing of information. Users share their private or public information with others, keeping in consideration the intensity of risk accompanying with them through web. Users can either accept or reject the information coming from other users in social network. The average number of intermediates between any two randomly selected users is approximately six, as established by six-degree separation phenomenon. While sharing of private information among some intended neighbors, chances for information leakage to unwanted users persist. Furthermore, classification method is used to identifying the trusted and un-trusted set of such users and grant access by predefined utility function.
The spread of misinformation and associated impact of mis-campaign is highlighted in Krishna Kumar and Geethakumari (2013), especially for networks using evolutionary game theory for large information-bearing nodes in the dynamic environment. The online social network provides a platform for real-time news spread by sharing. Misinformation is defined as unintentionally spread of false or inaccurate information. The authors derive a threshold value that determines whether a node adopts information or transmits to other neighbors who have not adopted the same information. The decision capability of the people changes time to time. Strategy with higher payoff (cost and benefit ratio) would spread among population by learning or infection. The number of infected population increases and rate of spread become exponential. Once information is accepted by certain number of users, it becomes available to all users, and thus, adoption mechanism persists. It is primarily used in analysis, future prediction, preplanning strategies due to semantic cyber-attacks. In Wang et al. (2013), authors described novel ways of predicting the popularity of news. The authors analyzed the source set to estimate the influenced number of users. The users in same group (having similar properties) possess higher probability to make direct friends, hence sharing strong influence like spreading of disease within a community by some infectious agent, etc. The study established the fact that rate of spreading information depends on distance and the number of users. The users with less distance value are considered to be the super spreaders that represent the peak growth rate. In Sato et al. (2012), authors describe information spread within community that allows each node to receive content from all other nodes in the network. It is also assumed that a person can simultaneously belong to more than community and communicate between different communities through direct communication channel. Nodes that are close to each other share similar information in network. This established the fact that social-centric networking maximizes the efficiency of information diffusion from different communities. The hub nodes, in each community, act as sources for rapid diffusion leading to maximum communication, thereby enhancing the spread of information.
In Kumar and Sinha (2016), authors illustrate real-time information propagation in Twitter social network on the basis of network parameters such as degree, centrality, clustering coefficient, density, diameter, average path length. Real-time diffusion in the emergency communication system is for broadcasting and multi-casting news. On the basis of tweet messages, authors find out most occurring domain, recurring word pairs, top word occurrences in a particular community for a graph so that we have the idea about the most popular events in the network. In Aditya Prakash et al. (2014), authors emphasize over large-scale social graph, wherein finding infectious nodes is a typical problem without knowing the source nodes. The authors applied novel immunization mechanism so as that infection can be controlled and tracked down. In yet another research in Kempe and Tardos (2003), authors describe the propagation of ideas, information and influence in the social network as word of mouth phenomena. By giving free samples, rewards, discount more number of peoples, were discovered to be attached for the marketing of new product. In research conducted in Cho et al. (2011), the authors have illustrated the significance of location-based online social networks in providing data for understanding the pattern of mobility in human behavior. The experimental outcome showed decrease in degree of friendship as distance in the network increases. The authors in Cheng et al. (1805) modeled the sharing of information through cascading phenomena in online social network. The results highlighted that information depicting the user behavior is adopted quickly as compared to broadcast method. In another innovative work conducted in Lamprier et al. (2016), the authors described information diffusion among users in the network as an iterative process. It finds the impact of content and most influential nodes in network. The authors in Yadav et al. (2019) describe behavior of people having more than one social media profile. They share similar information on different social networks to gain popularity. It is available to all users in their list in a very less time. In the epidemic model, disease can also spread from one person to another in different community domains.
Bass model describes how the infection spread in community. Prediction and forecasting are very important. Forecasting and prediction are necessary and important for handling critical situation such as disease incurred through mass infection and flood. Our proposed model helps in finding the stage where the effect of infection is maximum. By knowing this, we apply recovery media to reduce the effect of infection. From the past data, we are able to get total recovery time, rate of spread, fraction of susceptible and infected population in the community. Early finding of results in epidemic model is similar to finding popularity in social media. Transmission of disease gradually attains peak point. To find out potential customers who adopt the information in social media is similar to find out total infected population in community. The epidemic model follows social network pattern to forecast the evolution of disease such as measles, mumps, typhoid fever, smallpox, common cold, chicken pox, diphtheria, influenza, the Severe Acute Respiratory Syndrome (SARS), dengue fever, repeated infection diseases and effect of computer virus in the field of network and internet technology. Our proposed model follows principles of epidemic models. Information propagation in online social network and real-world network is similar as disease spread in epidemic model. Our objective is to develop a novel diffusion model and apply it over real-world data set to elaborate its impact on the basis of different parameters. The proposed diffusion model would be capable of analyzing the rate of information or communication spread in generated network structure and predicting the outcome of the network after some time.