透過網路,一切實體世界的社交或商務活動已慢慢轉移延伸到無垠無界的虛擬網路世界。使得人際間的一切變得不再有距離,取而代之的是更多未知與風險。由於網際網路具跨時空、隱密、及匿名 等特性,使人易脫於現實法律及道德的規範,造成網路亂象與網路活動風險不斷的提高,例如網路詐 欺與金融犯罪等。為解決虛擬網路世界裡層出不窮的安全議題,若能夠利用一個人在網路上虛擬角色 的活動紀錄進行社交運算(social computing),建構一個兼具質與量的網路活動評估模式。例如,藉由 網友相互的評價、虛擬社群發言、部落格的經營、及網路個人形象的營造來進行評估。藉此,使用者 不論進行電子交易、網路交友或社群資訊分享等活動時,安全資訊能夠透過社交服務雲端技術隨處隨 時可得,以提升網路虛擬活動的安全性,降低網路犯罪及風險。因此,本計畫將提出虛擬網路活動安 全的整體解決方案,發展一以多層式的社會網路(multi-layer social network)為基之社交運算服務的機 制,並輔以網路社交服務商務模式的設計,提供網路使用者安全社交服務,並以此為基發展可能的商 業應用。為達上述目標,本研究主要的研究工作有:(1)研究領域與問題分析;(2)研究資料與需求收 集;(3)以社交運算改善虛擬社群交友安全之方法設計;(4)推論網路使用者人格方法設計;(5)潛在顧 客搜索方法設計;及(6)方法實作與測試。 Through the Internet, almost all of real activities, such as friending and shopping, are transferred by degrees into and performed in virtual network worlds. Consequently, more and more unknown, unexpected events, and network risks occur from online social activities that have replaced distances between people has become a major issue. Due to the characteristics of the Internet such as unlimited time and space for online activities, privacy, and anonymity, the chaos and risks associated with the internet have resulted in network fraud and financial crimes. To solve these security issues, this study collects social activities from the Internet and constructs a social computing method that concerns quantifiable and qualitative data that evaluates the trust and reputation of network activities as virtual roles. When the evaluated information about trust and reputation to online virtual roles becomes readily available, the security of online social activities will be enhanced and will reduce network crimes and risks. This study will propose a total solution for virtual network activities including a multi-layer social network-based social computing service mechanism and a business model to offer secure services for network users. To achieve the objectives, this study will include: (1) studying issues related to this research topic; (2) collecting the data and requirements related to virtual network activities; (3) designing an approach based on social computing for improving the safety of making friend in virtual communities; (4) designing an approach for inferring network user’s personality; (5) designing an approach for searching potential customer; and (6) implementing and testing the proposed approaches.