13 resultados para Social Media Data

em Instituto Politécnico do Porto, Portugal


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Simpósio de Informática (INForum 2015), Covilhã, Portugal. Notes: Best paper award nominee.

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The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.

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With the advent of Web 2.0, new kinds of tools became available, which are not seen as novel anymore but are widely used. For instance, according to Eurostat data, in 2010 32% of individuals aged 16 to 74 used the Internet to post messages to social media sites or instant messaging tools, ranging from 17% in Romania to 46% in Sweden (Eurostat, 2012). Web 2.0 applications have been used in technology-enhanced learning environments. Learning 2.0 is a concept that has been used to describe the use of social media for learning. Many Learning 2.0 initiatives have been launched by educational and training institutions in Europe. Web 2.0 applications have also been used for informal learning. Web 2.0 tools can be used in classrooms, virtual or not, not only to engage students but also to support collaborative activities. Many of these tools allow users to use tags to organize resources and facilitate their retrieval at a later date or time. The aim of this chapter is to describe how tagging has been used in systems that support formal or informal learning and to summarize the functionalities that are common to these systems. In addition, common and unusual tagging applications that have been used in some Learning Objects Repositories are analysed.

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Dissertação de Mestrado apresentada ao Instituto Superior de Contabilidade e Administração do Porto, para obtenção do grau de Mestre em Marketing Digital, sob orientação da Prof. Sandrina Teixeira

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Since the middle of the first decade of this century, several authors have announced the dawn of a new Age, following the Information/ Knowledge Age (1970-2005?). We are certainly living in a Shift Age (Houle, 2007), but no standard designation has been broadly adopted so far, and others, such as Conceptual Age (Pink, 2005) or Social Age (Azua, 2009), are only some of the proposals to name current times. Due to the amount of information available nowadays, meaning making and understanding seem to be common features of this new age of change; change related to (i) how individuals and organizations engage with each other, to (ii) the way we deal with technology, to (iii) how we engage and communicate within communities to create meaning, i.e., also social networking-driven changes. The Web 2.0 and the social networks have strongly altered the way we learn, live, work and, of course, communicate. Within all the possible dimensions we could address this change, we chose to focus on language – a taken-for-granted communication tool, used, translated and recreated in personal and geographical variants, by the many users and authors of the social networks and other online communities and platforms. In this paper, we discuss how the Web 2.0, and specifically social networks, have contributed to changes in the communication process and, in bi- or multilingual environments, to the evolution and freeware use of the so called “international language”: English. Next, we discuss some of the impacts and challenges of this language diversity in international communication in the shift age of understanding and social networking, focusing on specialized networks. Then we point out some skills and strategies to avoid babelization and to build meaningful and effective content in mono or multilingual networks, through the use of common and shared concepts and designations in social network environments. For this purpose, we propose a social and collaborative approach to terminology management, as a shared, strategic and sense making tool for specialized communication in Web 2.0 environments.

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O projeto aqui apresentado consiste no desenvolvimento de um plano estratégico de marketing digital para o projeto Laboratório de Criação Digital (LCDPorto). O LCDPorto tem sete anos de existência, sem nunca ter definido uma estratégia de comunicação. O principal objetivo passa por aprofundar os vários temas que integram Marketing Digital, e desenvolver um plano que permita ao LCDPorto ganhar mais notoriedade pelas atividades que desenvolve e, também, obter mais público para participar nas atividades. Áreas como email marketing, contente marketing, SEO, social media e outras, não são áreas que funcionam de forma independente, mas sim, parte de um plano estratégico. Neste relatório serão apresentados alguns dos passos deste plano, nomeadamente Análise de Concorrência Online, estratégia de SEO, com o objetivo de obter dados prévios essenciais ao desenvolvimento desta estratégia de Marketing Digital.

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Recruitment is based on a conglomerate of techniques and procedures put in place to attract qualified. The recruitment process has suffered changes, becoming even more sophisticated, involving a whole organisation and a whole community. A new source of recruitment has emerged with the use of online social networks using facilitators in its development and usage, allowing the search for candidates to be fast, cheap and "global". In Portugal, the information available and studies conducted into this phenomenon are still irrelevant, with little reported on the importance of online social recruitment. The purpose of this article is to contribute to what is understood by the professional process of recruitment through online social media by recruitment companies in the Northern Region of Portugal, analysing the use of online media by recruitment professionals, facilitator support tools and the associated best practices.

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Dissertação apresentada ao Instituto Superior de Contabilidade e Administração do Porto para obtenção do Grau de Mestre em Gestão das Organizações, Ramo de Gestão de Empresas Orientada por Professor Doutor José Freitas Santos

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Dissertação de Mestrado apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação de Professor Doutor António Correia de Barros

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Dissertação de Mestrado apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação do Prof. Paulo Alexandre Pires

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Que implicações terão os novos media para a geração dos jovens cujos percursos de vida e pertenças culturais são construídos no uso da Internet e dos telemóveis? Que oportunidades e ameaças se adivinham? Que novas literacias estão a despontar? Reflectindo sobre estas questões, procura-se identificar pistas quanto aos saberes indispensáveis à convivência com estas mudanças e com o mundo globalizado onde elas organicamente emergem.

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Este artigo pretende estudar a presença das empresas Portuguesas nas redes sociais mais conhecidas (Facebook, Twitter, YouTube, Pinterest, Instagram e Google+). Para atingir esse objetivo recorreu-se a uma base de dados das “500 Melhores e Maiores” empresas Portuguesas com o objetivo de analisar a sua presença naquelas redes sociais. Para além disso, procurou-se compreender qual o grau de dinamismo e interatividade que as redes sociais mantêm com os consumidores em geral. Os resultados mostram que a maioria das empresas Portuguesas possui um website e que a sua participação nas redes sociais, em especial no Facebook, Twitter e YouTube, está ligeiramente correlacionada com a posse de um website. Quanto ao dinamismo evidenciado pelas empresas nas redes sociais muitas delas estão ativas, mas sem procurarem envolver o consumidor através de atividades de marketing digital.

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Trabalho de natureza profissional para a atribuição do Título de Especialista do Instituto Politécnico do Porto, na área de Hotelaria e Restauração, defendido a 22-04-2016.