15 resultados para User generated contents (UGC)

em Deakin Research Online - Australia


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Blogs represent a major development in media consumption and practice.  The Pew Center in the United States reported in mid-2005 that about eight million Americans had created blogs and 32 million read them.  That's equivalent to two-thirds the number of people who read a daily newspaper during a week, a challenging giguew in the context of dwindling circulations.  Blogs represent the start of the 'personal media' revolution, but are only the tip of a range of new media developments.  This paper describes the blog phenomenon and notes its arrival via a series of major new stories.  It suggests we are seeing the emergence of a new news cycle, as blogs and other internet-based media usurp broadcast's role in breaking news.  The paper describes a range of emerging digital journalism forms that make up the 'personal media' revolution.  These include blogs delivered via mobile phones (moblogs); video-based blogs (v-logs); newspapers' use of podcasting to deliver content; and wikis, or peer-generated online content. The media's reaction to this new form of content is described, and the other concludes by looking at the forces driving this new form of journalism.

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Citizen journalism is not stealing much of the audience from traditional journalism. To date, it has failed to find a viable business model in the sense that it does not pay for itself. Yet it threatens traditional journalism because it has the potential to fragment audiences. That means that traditional journalism is going to have to revise its values and practices. The most likely scenario is a coming together of professional journalism and user-generated content and comment. Even so, the same dilemma confronts all forms of journalism: how to access financial support for "quality ".

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Commentators believe that the reporting of the London bombings of July 2005 ushered in a new era of the citizen joumalist. News outlets in Britain were  flooded with emails and mobile phone pictures. But with the sheer quantity of material heading into the editor's inbox, how can we be sure of its veracity? This paper looks at The Herald Sun. The Age, The Sydney Morning Herald, The Daily Telegraph and The Adelaide Advertiser to investigate the current systems in place for checking incoming leads and material. The paper raises questions regarding the reliability of current systems and puts forward the possibility that new approaches and systems may be needed to meet the new challenges. The paper further explores if newspapers are still acting as gatekeepers of the traditional system or if they are letting the gate swing ajar in response to  changed circumstances.

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The functionality of MediaWiki ensures it is a valuable learning repository for sharing and storing information. Constructivist learning can be promoted alongside a wiki repository and various wireless u-learning tools such as mobile phones and digital cameras, to encourage students to gather and share a range of primary and secondary information in a variety of subject areas. This paper outlines one initiative adopted at an Australian University specialising in distance education, which uses a MediaWiki as the primary method for content delivery. Over a period of three-years, the Drugs, Crime and Society wiki has evolved into an organic information repository for storing and accessing current research, press and drug agency material that supplements core themes examined in each topic of the curriculum. A constructivist approach has been employed to encourage students to engage in a range of assessable and non-assessable information sharing activities. The paper also demonstrates how the Drugs, Crime and Society wiki can be accessed through various wireless u-learning technologies, which enables students undertaking field placements to add and share primary information with other students and practitioners working in the drugs field.

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An iconic staple of the First-Person Shooter genre, Team Fortress 2 , is popular for its chaotic action, distinguished by its painterly aesthetics, and made unique by the introduction of hats as rewards for its players. This study investigates the intersection of virtual millinery items, player achievements, user generated content and the implications for online gamer personas as they are connected to the digital distribution platform, Steam. The article examines the iterations of affect involved in the design and play of a game no longer imagined by its publisher, the Valve Corporation, as a distinct commodity but rather a commercial community service.

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The explosion of the Web 2:0 platforms, with massive volume of user generated data, has presented many new opportunities as well as challenges for organizations in understanding consumer's behavior to support for business planning process. Feature based sentiment mining has been an emerging area in providing tools for automated opinion discovery and summarization to help business managers with achieving such goals. However, the current feature based sentiment mining systems were only able to provide some forms of sentiments summary with respect to product features, but impossible to provide insight into the decision making process of consumers. In this paper, we will present a relatively new decision support method based on Choquet Integral aggregation function, Shapley value and Interaction Index which is able to address such requirements of business managers. Using a study case of Hotel industry, we will demonstrate how this technique can be applied to effectively model the user's preference of (hotel) features. The presented method has potential to extend the practical capability of sentiment mining area, while, research findings and analysis are useful in helping business managers to define new target customers and to plan more effective marketing strategies.

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This article reports on part of the author’s PhD action research study. It examines the complexity of features that social media and Web 2.0 offer when combined with face-to-face teaching and learning. Action research was used to help redesign the learning programs of thirteen Middle Years classes over an eighteen month period. These learning programs took advantage of the unique communicative methods offered by social media and provided spaces such as blogs, groups and discussion forums. Students developed their own identity when working online, made online friends, left comments for peers and uploaded content which included publishing, peer reviewing and self assessment. The research highlighted the simplicity in the creation and exchange of user-generated content and interaction while identifying a complex depth behind such interaction. Designing learning programs using social media enabled the students to be active and valued participants in the learning process and a ‘hybrid’ learning environment

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Mojo is a new mobile journalism project in isolated Indigenous communities providing skills and mobile technologies to empower Indigenous people to create locally produced user-generated stories (UGS), from their own perspective. This paper explores the degree to which these practices and technologies can help create a more diverse cultural voice in remote Indigenous environments. Diversity is a central component of the broader principle of a robust marketplace of ideas and a catalyst for greater democratic representation. A lack of diversity of opinion from and about marginalized communities in Indigenous Australia has led to underrepresentation in a highly mediated Indigenous public sphere. In the mid-1980s the deployment of AUSSAT—the Australian communications satellite—led to an influx of Western media into remote communities, creating even greater marginalization of content at the source. This resulted in an under representation of local views and culture and a lack of exposure. This paper describes the empirical study—the technical practices and outcomes of mojos recording, editing and publishing complete UGS directly from their iPhones to the Internet. This practice has the potential to create more diverse media skills, representation and new job opportunities in local media. A making of NT Mojo video can be viewed at the following URL: http://www.youtube.com/watch?v=jRmGACFJd Jo. Mojo stories can be viewed at the following URL: http://ntmojos.indigneous.gov.au

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The emergence of social media has profoundly impacted the delivery and consumption of sport. In the current review we analysed the existing body of knowledge of social media in the field of sport management from a service-dominant logic perspective, with an emphasis on relationship marketing. We reviewed 70 journal articles published in English-language sport management journals, which investigated new media technologies facilitating interactivity and co-creation that allow for the development and sharing of user-generated content among and between brands and individuals (i.e., social media). Three categories of social media research were identified: strategic, operational, and user-focussed. The findings of the review demonstrate that social media research in sport management aligns with service-dominant logic and illustrates the role of social media in cultivating relationships among and between brands and individuals. Interaction and engagement play a crucial role in cultivating these relationships. Discussion of each category, opportunities for future research as well as suggestions for theoretical approaches, research design and context are advanced.

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Social and participatory media offer opportunities to interact and share user-generated content. After some investigation and research, the authors are in their initial stages of using such media to provide a pathway for thinking about learning design in higher education. Using the concept of remixing, the authors aim to creatively blend and manipulate ideas to build a sustainable approach to course/program enhancement. Remixing is touted as one of the most important practices within the field of open educational resources, but it is not mainstream practice in educational thinking or design. This article highlights the authors’ approach and uses their pre-service teacher education program and their previous high school study as an example of remixing. The high school study involved the integration of social and participatory media into the face-to-face classroom; Author 1 was the practitioner researcher in the high school study. This article articulates the use of online social environments at the high school level to highlight concepts of sharing and remixing as a creative and social approach to designing learning in higher education. It also attempts to consider this within a course-wide approach.

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The emergence of social media has profoundly impacted the delivery and consumption of sport. In the current review we analysed the existing body of knowledge of social media in the field of sport management from a service-dominant logic perspective, with an emphasis on relationship marketing. We reviewed 70 journal articles published in English-language sport management journals, which investigated new media technologies facilitating interactivity and co-creation that allow for the development and sharing of user-generated content among and between brands and individuals (i.e., social media). Three categories of social media research were identified: strategic, operational, and user-focussed. The findings of the review demonstrate that social media research in sport management aligns with service-dominant logic and illustrates the role of social media in cultivating relationships among and between brands and individuals. Interaction and engagement play a crucial role in cultivating these relationships. Discussion of each category, opportunities for future research as well as suggestions for theoretical approaches, research design and context are advanced.

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This paper discusses the concepts of remixing and morphing in learning design. In particular, it focuses on how the authors used approaches and findings from a high school action research study to inform their work in higher education. This was done in an attempt to build authentic and active student learning experiences that align with the needs of the 21st Century, and they argue that remixing offers a creative and social approach to the designing of learning. The high school study embedded social and participatory media into the face-to-face classroom. This opened up opportunities for students to interact and share user-generated content. The authors discuss how they have used the approaches and findings from this high school study in their work in teacher education and pre-service teacher education, as well in as learning design in the Business and Law Faculty. The authors' university has a strategic plan that identifies the world as globally connected, with new ideas available at the touch of a button and innovation 'anywhere' and at 'any time' and this paper supports that agenda. Using the concept of remixing the authors build on their previous work in learning design and make explicit the sharing nature within a remix approach. The use of the concept of remix is demonstrated within a bigger picture of what is sometimes called 'course-wide' thinking. The authors argue that this work contributes evidence and analysis that can inform course designers, practitioner-researchers and the work of academics, from across disciplines, to design courses that recognise and support active student learning.

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The approaches proposed in the past for discovering sequential patterns mainly focused on single sequential data. In the real world, however, some sequential patterns hide their essences among multi-sequential event data. It has been noted that knowledge discovery with either user-specified constraints, or templates, or skeletons is receiving wide attention because it is more efficient and avoids the tedious selection of useful patterns from the mass-produced results. In this paper, a novel pattern in multi-sequential event data that are correlated and its mining approach are presented. We call this pattern sequential causal pattern. A group of skeletons of sequential causal patterns, which may be specified by the user or generated by the program, are verified or mined by embedding them into the mining engine. Experiments show that this method, when applied to discovering the occurring regularities of a crop pest in a region, is successful in mining sequential causal patterns with user-specified skeletons in multi-sequential event data.

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This paper describes a method using attenuated total reflectance infra-red spectroscopy to determine the surface concentration of calcium carbonate in paper samples, by applying the linear relationship between the relative infra-red absorption integrals and the concentration. The method was able to detect micro-variations in the surface concentration and could also distinguish between different sheets as well as between the top and bottom side of one sheet. The samples were also split and the calcium carbonate concentration was determined within and compared to bulk calcium carbonate concentration determined from ash testing. The surface results were also compared with analysed scanning electron microscopy images generated from back-scattering electrons. The comparison shows that both sets of results are in excellent agreement. Depending on the sample, large errors (95% confidence) were observed. These, however, are caused by micro-variations of the surface concentration, rather than by inaccuracies of the technique, which is estimated to be less than 1%. Furthermore, measurements of various sample orientations suggest that anisotropic polarisation effects can be neglected. The method can be applied to paper and cellulose matrices having calcium carbonate filler contents of less than 50%. Due to spectral overlaps it is not suitable to determine kaolin filler contents.

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This study focuses on soft boot snowboard bindings by looking at how users interact with their binding and proposes a possible solution to overcome such issues. Snowboarding is a multibillion-dollar sport that has only reached mainstream in the last 30 years its levels of progression in technology have evolved in that time. However, snowboard bindings for the most part still consist of the same basic architecture in the last 20 years. This study was aimed at taking a user centric point of view and using additive manufacturing technologies to be able to generate a new snowboard binding that is completely adaptable to the user. The initial part of the study was a survey of 280 snowboarders focussing on preferences, style and habits. This survey was generated from over 15 nations with the vast majority of boarders on the snow for five to fifty days a year. Significant emphasis was placed on the relationship between boarder binding set-up and occurrence of pain and/or injury. From the detailed survey it was found that boarder's experienced pain in the front foot/toe area as a result from the toe strap being too tight. However boarders wanted tighter bindings to increase responsiveness. Survey data was compared to ankle and foot biomechanics to build a relationship to assess the problem of pain versus responsiveness. The design stage of the study was to develop a binding that overcame the over-tightening of the binding but still maintain equivalent or better responsiveness compared to traditional bindings. The resulting design integrated the snowboard boot much more into the design, by using the sole as a "semi-rigid" platform and locking it in laterally between the heel cup and the new toe strap arrangement. The new design developed using additive manufacturing techniques was tested via qualitative and quantitative measures in the snow and in the lab. It was found that using the new arrangement in a system resulted in no loss of performance or responsiveness to the user. Due to the design and manufacturing approach users have the ability to customise the design to their specific needs.