6 resultados para Social network

em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal


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Social exclusion is a relatively recent term, whose creation is attributed to Ren Lenoir(Lenoir, 1974). Its concept covers a remarkably wide range of social and economic problems, and can be triggered for various reasons: mentally and physically handicapped, abused children, delinquents, multi-problem households, asocial people, and other social misfits (Silver, 1995, pp. 63; Foucault, 1992). With an increasingly multi-cultural population, cultural and social inequalities rapidly ascend, bringing with them the need for educational restructuring. We are living in an evermore diverse world, and children need to be educated to be receptive to the different types of people around them, especially considering social and cultural aspects. It is with these goals that inclusive education has seen an increased trend in todays academic environment, reminding us that even though children may be taught under the same roof, discriminatory practices might still happen. There are, however, a number of developed tools to assess the various dimensions of social networks. These are mostly based on questionnaires and interviews, which tend to be fastidious and dont allow for longitudinal, large scale measurement. This thesis introduces BlueFriends, a Bluetooth-based measurement tool for social inclusion/exclusion on elementary school classes. The main goals behind the development of this tool were a) understanding how exclusion manifests in students behaviors, and b) motivating pro-social behaviors on children through the use of a persuasive technology. BlueFriends is a distributed application, comprised by an application running on several smartphones, a web-hosted database and a computer providing a visual representation of the data collected on a TV screen, attempting to influence children behaviors. The application makes use of the Bluetooth device present on each phone to continuously sample the RSSI (Received Signal Strength Indication) from other phones, storing the data locally on each phone. All of the stored data is collected, processed and then inserted into the database at the end of each day. At the beginning of each recess, children are reminded of how their behaviors affect others with the help of a visual display, which consists of interactions between dogs. This display illustrates every childs best friends, as well as which colleagues they dont interact with as much. Several tips encouraging social interaction and inclusiveness are displayed, inspiring children to change their behaviors towards the colleagues they spend less time with. This thesis documents the process of designing, deploying and analyzing the results of two field studies. On the first study, we assess how the current developed tools are inferior to our measuring tool by deploying a measurement only study, aimed at perceiving how much information can be obtained by the BlueFriends application and attempting to understand how exclusion manifests itself in the school environment. On the second study, we pile on the previous to try and motivate pro-social behaviors on students, with the use of visual cues and recommendations. Ultimately, we confirm that our measurement tools results were satisfying towards measuring and changing childrens behaviors, and conclude with our thoughts on possible future work, suggesting a number of possible extensions and improvements.

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O presente estudo teve como objectivos caracterizar do ponto de vista da sade mental a populao idosa da Regio Autnoma da Madeira (RAM); determinar as prevalncias das situaes de sade mental positiva e negativa e avaliar a influncia positiva (protectora) ou negativa (de risco) de certos factores pessoais e do meio na sade mental. Foi um estudo de natureza psicossocial,transversal, probabilstico, com uma componente descritiva e outra inferencial. A amostra (N=342) representativa das pessoas com 65 e mais anos, residentes na comunidade, foi estratificada por concelhos, por gneros e por classes etrias. A seleco foi feita da base de dados do Carto de Utente do Servio Regional de Sade Empresa Pblica Empresarial. As pessoas idosas foram entrevistadas pelas enfermeiras dos Centros de Sade, que utilizaram para tal um questionrio estruturado. Na avaliao das variveis utilizaram-se diversos instrumentos alguns dos quais amplamente usados em outros estudos com populao idosa. A sade mental foi avaliada utilizando-se o Mental Health Inventory - MHI (Ware & Veit, 1983; Ribeiro, 2000), que contempla uma dimenso mais positiva o bem-estar psicolgico e outra mais negativa o distress psicolgico. Nas variveis independentes (pessoais e do meio ambiente) utilizaram-se: para a classe social a Classificao Social de Graffar (Graffar, 1956); para a rede social a Lubben Social Network Scale - LSNS (Lubben, 1988); para a autonomia nas actividades instrumentais da vida diria a IADL (Lawton & Brody, 1969; Botelho, 2000); para a capacidade funcional (ABVD) o ndice de Katz (Katz et al., 1963; Cantera, 2000). As restantes variveis, nomeadamente as de caracterizao demogrfica bem como as auto-percepes relativas ao rendimento, habitao, de controlo, a ocupao do tempo, os acontecimentos de vida significativos, a autonomia fsica, a percepo relacionada com a sade, as queixas de sade ou doenas, os apoios de sade e sociais, foram avaliadas atravs de questes formuladas para o efeito. No tratamento de dados, procedeu-se anlise descritiva das diferentes variveis obtendo-se uma primeira caracterizao da sade mental das pessoas inquiridas. A fim de determinar as prevalncias das situaes de sade mental mais positiva e mais negativa, recorreu-se anlise com trs clusters. Para determinar a associao entre as variveis pessoais e do meio e a sade mental, usaram-se dois modelos de regresso logstica (MRL). Num 1 MRL o enfoque colocou-se na relao das capacidades fsicas e na percepo de sade detidas pelas pessoas idosas, na disponibilidade de apoios especficos e a sade mental. O 2 MRL focalizou-se na interaco entre a percepo de controlo detida pelas pessoas idosas, as condies scio-econmicas e a sade mental. Resumem-se os resultados: na amostra identificou-se uma percentagem superior de mulheres (66,4%) face aos homens. A classe etria dos 6574 anos incluiu maior nmero de idosos (64,9%). A maioria de (55,6%) residiam fora do Funchal. Os reformados eram prevalentes (78,1%) bem como os que detinham 1 a 11 anos de escolaridade (58,2%). As mulheres (65,2%) eram mais analfabetas do que os homens (48,7%). Dos idosos 44,4% pertenciam classe social V (muito baixa) sendo a maioria mulheres (53,3%). A idade mnima da amostra foi 65 anos e a mxima 89 anos. A idade X =72,6 anos com umS =5,77. Foram encontrados nveis mais positivos nas diferentes dimenses da sade mental. Prevalncias: sade mental positiva 67,0%, bem-estar psicolgico elevado 24,3%. Apenas 3,2% apresentaram distress psicolgico mais elevado. Com depresso maior identificaram-se 0,3% dos idosos. Num 1 MRL com as possveis variveis explicativas ajustadas, verificou-se que a probabilidade da sade mental ser mais positiva era cerca de 0,3 vezes inferior nas mulheres, nos idosos com redes sociais muito limitadas e nos que percepcionavam a sade prpria como razovel ou pior. Era menor 0,5 vezes quando no sabiam ou percepcionavam a sade como pior comparativamente aos pares, e 0,3 vezes quando referiram o mesmo, comparando-a com h um ano atrs. Era ainda 0,1 vez inferior quando possuam limitaes fsicas para satisfazer as necessidades prprias. A probabilidade de ser mais positiva era 2,5 vezes superior quando as pessoas possuam 1 a 11 anos de escolaridade. A varincia no nvel de sade mental, explicada com base no 1 modelo foi 44,2%, valor estimado atravs do Nagelkerke R Square. Os resultados do 2 MRL com variveis ajustadas, permitem afirmar que a probabilidade da sade mental ser mais positiva era 0,3 vezes menor nas mulheres, 0,1 vez inferior nos idosos que percepcionavam o rendimento auferido como razovel ou fraco e 0,4 vezes menor quando tinham uma rede social muito limitada. Ter limitaes fsicas deslocando-se na rua apenas com apoio diminua 0,3 vezes a probabilidade de sade mental mais positiva, verificando-se o mesmo nos que auferiam apoio dos servios sociais. Uma probabilidade 2,4 vezes superior da sade mental ser mais positiva foi encontrada nos idosos com 1 a 11 anos de escolaridade quando comparada com os analfabetos. O Nagelkerke R Square = 37,3%, foi menor do que o obtido no modelo prvio, pelo que a variao ao nvel da sade mental explicada por este modelo inferior. A evidncia de que as pessoas idosas possuam maioritariamente um nvel superior de sade mental, comprovou que a velhice no sinnimo de doena. Foi tambm superior a percentagem daqueles que possuam redes sociais menos limitadas. O nvel mais elevado de distress psicolgico surgiu com uma prevalncia de 3,2% e apenas 0,3% das pessoas idosas estavam mais deprimidas o que evidenciou a necessidade de serem providenciadas respostas na comunidade para o seu tratamento. Dos inquiridos 8,8% apresentavam um nvel mdio de depresso, sugerindo a pertinncia de serem efectuados s pessoas nessa situao, diagnsticos clnicos mais precisos. As limitaes na capacidade fsica para a satisfao de necessidades dirias e a percepo de sade mais negativa emergiram como factores significativos para a pior sade mental confirmando resultados de pesquisas prvias. No 2 MRL a percepo pelos idosos de que o rendimento mensal auferido era fraco aumentou tambm a probabilidade da sade mental ser pior. Nos dois modelos verificaram-se influncias positivas quando os idosos possuam 1 a 11 anos de escolaridade comparativamente aos analfabetos, o que pode ser considerado um factor protector para a sade mental. Sublinhamos como principais concluses deste estudo: O protocolo e os instrumentos de avaliao foram adequados para atingir os objectivos. Da avaliao sade mental concluiu-se que as pessoas idosas possuam situaes mais positivas e favorveis. Dos trs factores utilizadas na estratificao da amostra apenas o gnero feminino estava associado significativamente pior sade mental. Sugere-se a replicao deste estudo para acompanhar a evoluo da sade mental da populao idosa da RAM. Os resultados devero ser divulgados comunidade cientfica e tcnica bem como aos decisores polticos e aos gestores dos servios de sade, sociais, educativos e com aco directa sobre a vida dos idosos a fim de serem extradas ilaes, favorveis adopo de polticas e programas promotores da sade mental que passem pelo aumento da escolaridade e por medidas/aces que reduzam a maior susceptibilidade de sade mental negativa associada ao gnero feminino, promovam o reforo das redes sociais das pessoas idosas, a autonomia fsica necessria satisfao das necessidades prprias bem como as auto - percepes positivas relacionadas com a sade e com os rendimentos auferidos. Devero serlhes facultadas tambm oportunidades de participao activa na comunidade a que pertencem.

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INTRODUCTION With the advent of Web 2.0, social networking websites like Facebook, MySpace and LinkedIn have become hugely popular. According to (Nilsen, 2009), social networking websites have global1 figures of almost 250 millions unique users among the top five2, with the time people spend on those networks increasing 63% between 2007 and 2008. Facebook alone saw a massive growth of 566% in number of minutes in the same period of time. Furthermore their appeal is clear, they enable users to easily form persistent networks of friends with whom they can interact and share content. Users then use those networks to keep in touch with their current friends and to reconnect with old friends. However, online social network services have rapidly evolved into highly complex systems which contain a large amount of personally salient information derived from large networks of friends. Since that information varies from simple links to music, photos and videos, users not only have to deal with the huge amount of data generated by them and their friends but also with the fact that its composed of many different media forms. Users are presented with increasing challenges, especially as the number of friends on Facebook rises. An example of a problem is when a user performs a simple task like finding a specific friend in a group of 100 or more friends. In that case he would most likely have to go through several pages and make several clicks till he finds the one he is looking for. Another example is a user with more than 100 friends in which his friends make a status update or another action per day, resulting in 10 updates per hour to keep up. That is plausible, especially since the change in direction of Facebook to rival with Twitter, by encouraging users to update their status as they do on Twitter. As a result, to better present the web of information connected to a user the use of better visualizations is essential. The visualizations used nowadays on social networking sites havent gone through major changes during their lifetimes. They have added more functionality and gave more tools to their users, but still the core of their visualization hasnt changed. The information is still presented in a flat way in lists/groups of text and images which cant show the extra connections pieces of information. Those extra connections can give new meaning and insights to the user, allowing him to more easily see if that content is important to him and the information related to it. However showing extra connections of information but still allowing the user to easily navigate through it and get the needed information with a quick glance is difficult. The use of color coding, clusters and shapes becomes then essential to attain that objective. But taking into consideration the advances in computer hardware in the last decade and the software platforms available today, there is the opportunity to take advantage of 3D. That opportunity comes in because we are at a phase were the hardware and the software available is ready for the use of 3D in the web. With the use of the extra dimension brought by 3D, visualizations can be constructed to show the content and its related information to the user at the same screen and in a clear way. Also it would allow a great deal of interactivity. Another opportunity to create better informations visualization presents itself in the form of the open APIs, specifically the ones made available by the social networking sites. Those APIs allow any developers to create their own applications or sites taking advantage of the huge amount of information there is on those networks. Specifically to this case, they open the door for the creation of new social network visualizations. Nevertheless, the third dimension is by itself not enough to create a better interface for a social networking website, there are some challenges to overcome. One of those challenges is to make the user understand what the system is doing during the interaction with the user. Even though that is important in 2D visualizations, it becomes essential in 3D due to the extra dimension. To overcome that challenge its necessary the use of the principles of animations defined by the artists at Walt Disney Studios (Johnston, et al., 1995). By applying those principles in the development of the interface, the actions of the system in response to the user inputs became clear and understandable. Furthermore, a user study needs to be performed so the users main goals and motivations, while navigating the social network, are revealed. Their goals and motivations are important in the construction of an interface that reflects the user expectations for the interface, but also helps in the development of appropriate metaphors. Those metaphors have an important role in the interface, because if correctly chosen they help the user understand the elements of the interface instead of making him memorize it. The last challenge is the use of 3D visualization on the web, since there have been several attempts to bring 3D into it, mainly with the various versions of VRML which were destined to failure due to the hardware limitations at the time. However, in the last couple of years there has been a movement to make the necessary tools to finally allow developers to use 3D in a useful way, using X3D or OpenGL but especially flash. This thesis argues that there is a need for a better social network visualization that shows all the dimensions of the information connected to the user and that allows him to move through it. But there are several characteristics the new visualization has to possess in order for it to present a real gain in usability to Facebooks users. The first quality is to have the friends at the core of its design, and the second to make use of the metaphor of circles of friends to separate users in groups taking into consideration the order of friendship. To achieve that several methods have to be used, from the use of 3D to get an extra dimension for presenting relevant information, to the use of direct manipulation to make the interface comprehensible, predictable and controllable. Moreover animation has to be use to make all the action on the screen perceptible to the user. Additionally, with the opportunity given by the 3D enabled hardware, the flash platform, through the use of the flash engine Papervision3D and the Facebook platform, all is in place to make the visualization possible. But even though its all in place, there are challenges to overcome like making the system actions in 3D understandable to the user and creating correct metaphors that would allow the user to understand the information and options available to him. This thesis document is divided in six chapters, with Chapter 2 reviewing the literature relevant to the work described in this thesis. In Chapter 3 the design stage that resulted in the application presented in this thesis is described. In Chapter 4, the development stage, describing the architecture and the components that compose the application. In Chapter 5 the usability test process is explained and the results obtained through it are presented and analyzed. To finish, Chapter 6 presents the conclusions that were arrived in this thesis.

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This thesis examines the concept of tie strength and investigates how it can be determined on the fly in the Facebook Social Network Service (SNS) by a system constructed using the standard developer API. We analyze and compare two different models: the first one is an adaptation of previous literature (Gilbert & Karahalios, 2009), the second model is built from scratch and based on a dataset obtained from an online survey. This survey took the form of a Facebook application that collected subjective ratings of the strength of 1642 ties (friendships) from 85 different participants. The new tie strength model was built based on this dataset by using a multiple regression method. We saw that the new model performed slightly better than the original adapted model, plus it had the advantage of being easier to implement. In conclusion, this thesis has shown that tie strength models capable of serving as useful friendship predictors are easily implementable in a Facebook application via standard API calls. In addition to a new tie strength model, the methodology adopted in this work permitted observation of the weights of each predictive variable used in the model, increasing the visibility of the factors that affects peoples relationships in online social networks.

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This study aimed to provide an insight on the ecology of the bottlenose dolphin population in Madeira archipelago. To achieve this, population structure; group dynamics, site-fidelity, residency and movement patterns within and out of the study area; survival and abundance estimates and spatial and temporal distribution and habitat preferences related to physiographic parameters using data collected between 2001-2011, were investigated. Photo-identification data analysis revealed strong evidences that bottlenose dolphins seen in the archipelago of Madeira belong to an open population with regular recruitment of new animals to the area. This population exhibited a typical fission-fusion society, in which short-term acquaintances prevail, with only a few long-lasting associations. Photo-identification methods demonstrated that there is a large variability in residency pattern, with resident, transient and migrant individuals. Only a small number of dolphins were found to be resident (4.3%). Social network diagram as well as SLAR analysis supported the existence of a mixed population of residents, migrants and transients. Mark-recapture methods estimated a high survival rate, within the range of other long-lived cetacean species. The resident community is composed of app. 180 individuals. In addition, around 400 dolphins of different residency patterns were found to use the south area of Madeira Island. Spatial distribution indicated that bottlenose dolphins were regularly found in shallow and closer to shore areas, suggesting the existence of biological processes influenced by bathymetry. Moreover, temporal patterns revealed no strong seasonal fluctuation in the presence of bottlenose dolphins in Madeira archipelago waters. Bottlenose dolphins are listed under the Annex II of the EU habitats Directive that requires the designation of Special Areas of Conservation (SACs) for this species; as such, the knowledge gained through this work can be used by governmental authorities to the establishment and management of areas for the conservation of bottlenose dolphin in Madeira archipelago.

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With the current proliferation of sensor equipped mobile devices such as smartphones and tablets, location aware services are expanding beyond the mere efficiency and work related needs of users, evolving in order to incorporate fun, culture and the social life of users. Today people on the move have more and more connectivity and are expected to be able to communicate with their usual and familiar social networks. That means communications not only with their peers and colleagues, friends and family but also with unknown people that might share their interests, curiosities or happen to use the same social network. Through social networks, location aware blogging, cultural mobile applications relevant information is now available at specific geographical locations and open to feedback and conversations among friends as well as strangers. In fact, nowadays smartphone technologies aloud users to post and retrieve content while on the move, often relating to specific physical landmarks or locations, engaging and being engaged in conversations with strangers as much as their own social network. The use of such technologies and applications while on the move can often lead people to serendipitous discoveries and interactions. Throughout our thesis we are engaging on a two folded investigation: how can we foster and support serendipitous discoveries and what are the best interfaces for it? In fact, to read and write content while on the move is a cognitively intensive task. While the map serves the function of orienting the user, it also absorbs most of the users concentration. In order to address this kind of cognitive overload issue with Breadcrumbs we propose a 360 degrees interface that enables the user to find content around them by means of scanning the surrounding space with the mobile device. By using a loose metaphor of a periscope, harnessing the power of the smartphone sensors we designed an interactive interface capable of detecting content around the users and display it in the form of 2 dimensional bubbles which diameter depends on their distance from the users. Users will navigate the space in relation to the content that they are curious about, rather than in relation to the traditional geographical map. Through this model we envisage alleviating a certain cognitive overload generated by having to continuously confront a two dimensional map with the real three dimensional space surrounding the user, but also use the content as a navigational filter. Furthermore this alternative mean of navigating space might bring serendipitous discovery about places that user where not aware of or intending to reach. We hence conclude our thesis with the evaluation of the Breadcrumbs application and the comparison of the 360 degrees interface with a traditional 2 dimensional map displayed on the devise screen. Results from the evaluation are compiled in findings and insights for future use in designing and developing context aware mobile applications.