724 resultados para Social Networking Sites (SNSs)
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Internet évolue avec la société et les nouvelles technologies, mais ses usages restent centrés sur le principe communicationnel de partager ses idées, ses histoires avec d’autres personnes. Comprendre les modes de communication des internautes offre des défis de taille aux chercheurs. Malgré une riche littérature sur les usages d’Internet, peu d’études se sont penchées sur l’analyse en profondeur des habitudes des internautes ordinaires. Cette thèse a pour objet d’étude le partage de contenus en ligne, car il s’agit d’une pratique permettant de réfléchir sur le rapport des usagers à la technologie. En m’inspirant des travaux d’Henri Lefebvre et de Michel de Certeau, je mobilise le concept de la vie quotidienne, concept qui met en lumière les processus à travers laquelle les gens font sens de leur vie. Afin de mieux saisir le quotidien, lequel est mobile, fluide et multiple, des métaphores spatiales tirées d’études des sciences, technologies et société (STS) seront mobilisées. Les concepts d’espace fluide et de feu sont idéaux pour étudier les pratiques de partage de vidéo que l’on peut qualifier de mutables et adaptables. Dans cette thèse, l’accent est mis sur les expériences subjectives des internautes ; ainsi, j’ai adopté une méthodologie qualitative pour recueillir les témoignages d’une dizaine de participants décrivant longuement leurs pratiques. En effet, j’ai rencontré chaque personne à plusieurs reprises et nous avons discuté d’exemples spécifiques. À travers les thèmes récurrents qui ont émergé des verbatims, et dans la tradition de la théorisation ancrée, la première partie de l’analyse fournit une riche description du quotidien des participants. J’explore en particulier la façon dont les internautes adaptent leur partage sur leurs expériences des sites de réseaux sociaux, comment la vidéo est utilisée dans le maintien de leurs relations sociales, et comment le partage des vidéos complémente leurs conversations. Sachant que les pratiques en ligne et hors ligne se fondent l’une dans l’autre, la deuxième partie de l’analyse articule la complexité de la vie quotidienne et la fluidité des pratiques de partage à l’aide du concept de l’objet fluide pour traiter des aspects complexes, dynamiques et souples des pratiques des internautes ordinaires. Cette recherche qualitative fournit un portrait de l’expérience humaine qui est autant détaillé que possible. Elle permet de souligner que c’est dans une variété contextes non remarquables – car faisant partie intégrante de la vie quotidienne – que les Internautes naviguent et que les activités humaines sont sans cesse construites et transformées, ouvrant des possibilités vers de nouvelles façons de faire et de penser. La thèse poursuit un dialogue interdisciplinaire entre la communication (les Internet Studies notamment) et les études des sciences, technologies et société (STS), tout en apportant de nombreuses données empiriques sur les pratiques des internautes « ordinaires ». De plus, la thèse offre des métaphores capables d’ouvrir de nouvelles perspectives pour l’analyse des usages du Web social. Elle apporte également une contribution originale en intégrant des approches théoriques des pratiques quotidiennes avec la théorisation ancrée. Tant les fondements conceptuels et des approches méthodologiques développées ici seront des exemples très utiles pour d’autres chercheurs intéressés à poursuivre la compréhension des pratiques quotidiennes impliquant l’Internet, surtout quand ces derniers impliquent le visuel, l’émotif et le relationnel.
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Una de las nuevas enfermedades es la adicción a las redes sociales en internet. Nala, una joven universitaria padece todos los síntomas de la enfermedad planteados por los especialistas. Posiciones a favor y en contra de esta nueva patología.
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Your Digital Identity is everything you create on the Web, but also what other people might say about you there. Photographs on social networking sites, logs of chatroom conversations, newspaper articles about your role in a play, or your sporting victory. Even if you don't post material to the Web yourself, there is a good chance somebody else does, and we believe it is worth knowing about some of the issues. This workbook is designed to help you raise your level of awareness and to think about some of the ways your DI might be affected. There are two workbooks linked here; one for students generally and one for students studying for the health professions.
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El presente trabajo es una revisión de la literatura de investigación en Ciberpsicología centrada en las categorías de privacidad, intimidad, identidad y vulnerabilidad, y en la forma como estas se desarrollan en las redes sociales virtuales. Los principales hallazgos indicaron que son los jóvenes quienes dedican gran parte de su tiempo a interactuar en dichas redes, y a su vez, dado el manejo que les dan, tienen mayor exposición ante los posibles riesgos de estas, como el matoneo, las conductas auto lesivas, la explotación sexual y los trastornos de la alimentación. Se describen estos riesgos y se proponen posibles soluciones.
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Este artículo se propone analizar la manera en que se reubica la información de los medios en el contexto de los cambios tecnológicos y sociales que se han producido en el ámbito periodístico en Colombia, en general en Bogotá, en particular un caso específico de violencia contra la mujer; el caso escogido para el análisis es el de María Camila Sánchez, víctima de acoso sexual en Transmilenio en Julio de 2014, cuando se dirigía de regreso a su casa. Se espera proporcionar a partir del caso estudiado, nuevas miradas sobre el tema y aportar al conocimiento del periodismo sobre el fenómeno de intersección entre la información que se presenta en las redes sociales y que logra posicionarse en un lugar privilegiado en los medios de comunicación nacional. Facebook y Twitter son algunas las redes sociales en Internet que acaparan el interés de los colombianos como lo demuestra señala la más reciente “Encuesta de Calidad de Vida” del Departamento Administrativo Nacional de Estadística (DANE, 2014) de Colombia, que asegura que el 63,81 por ciento de los usuarios que accedieron a internet y redes sociales, lo hicieron desde cualquier lugar o dispositivo móvil y su aplicación móvil. En este contexto, el caso de María Camila permite analizar la vinculación actual de las redes sociales en la construcción de la agenda mediática, bajo la mirada de la teoría agenda setting, desarrollada por Maxwell McCombs.
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Social Networking Sites have recently become a mainstream communications technology for many people around the world. Major IT vendors are releasing social software designed for use in a business/commercial context. These Enterprise 2.0 technologies have impressive collaboration and information sharing functionality, but so far they do not have any organizational network analysis (ONA) features that reveal any patterns of connectivity within business units. This paper shows the impact of organizational network analysis techniques and social networks on organizational performance, we also give an overview on current enterprise social software, and most importantly, we highlight how Enterprise 2.0 can help automate an organizational network analysis.
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The article features a conversation between Rob Cross and Martin Kilduff about organizational network analysis in research and practice. It demonstrates the value of using social network perspectives in HRM. Drawing on the discussion about managing personal networks; managing the networks of others; the impact of social networking sites on perceptions of relationships; and ethical issues in organizational network analysis, we propose specific suggestions to bring social network perspectives closer to HRM researchers and practitioners and rebalance our attention to people and to their relationships.
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O estudo objetivou investigar as motivações do comportamento de comunicação boca a boca positiva sobre produtos e marcas no site de redes sociais Facebook. Para tanto, foram desenvolvidas hipóteses de pesquisa e um modelo teórico para se entender as motivações da comunicação boca a boca positiva neste contexto. Para testar a validade do modelo proposto, um estudo de campo foi conduzido com 468 usuários do Facebook no Brasil. Os dados foram analisados por meio de modelagem de equações estruturais. Os resultados sugerem como motivos a preocupação com outros consumidores e o desejo de interação social, seguidos dos desejos de extravasar emoções positivas e de ajudar a empresa. O teste empírico deu suporte ao papel moderador da força dos laços sociais na relação entre preocupação com outros consumidores e o boca a boca positivo. Ao analisar variações no comportamento de boca a boca positivo em função do perfil demográfico, o estudo sugere que as mulheres são mais engajadas do que os homens e que publicam e compartilham, em média, uma maior variedade de categorias de produtos e marcas. Entretanto, a pesquisa sugere uma associação significativa entre a categoria de produto divulgada e sexo do consumidor. Desta forma, apesar das mulheres divulgarem, em média, uma maior variedade de produtos, os resultados sugerem que homens são mais engajados em algumas categorias específicas, como por exemplo, esporte, carros e motos. Com base nos resultados, são discutidas implicações teóricas e práticas, bem como sugestões para pesquisas futuras.
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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 it‟s 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 haven‟t 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 hasn‟t changed. The information is still presented in a flat way in lists/groups of text and images which can‟t 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 information‟s 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 it‟s 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 Facebook‟s 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 it‟s 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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In The paradoxical happiness , Gilles Lipovetsky elects five major paradigmatic models that command the pleasure and happiness in our societies. Starting with the paradigmatic models of penia (where it is emphasized the existential dissatisfaction supplied by the consumption and where advertising has a special place, bombarding consumers and creating consumer needs, in addition to selling a lifestyle rather than the products themselves), and narcissus (model constructed on the basis of self-exaltation and abdication of the social and political) intends to examine the relationship between the consumption exercised by young people and the advertising displayed on social networking sites, focusing on the social media Facebook, observing the virtual fan pages of the following brands: Coca-Cola; Pepsi; BlackBerry, Nokia, Riachuelo and C&A and their relationships with their consumers
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Considerando a potencialidade apresentada pelas tecnologias de informação e comunicação na atualidade este estudo aponta as formas pelas quais grupos sociais mobilizados em torno de uma vinculação étnica podem se servir do aparato da Internet, em especial do World Wide Web, para divulgar aspectos de sua cultura e modo de vida. Trata-se de grupos dedicados ao ensino, transmissão, preservação e disseminação da tradição gaúcha vinculados aos Centros de Tradições Gaúchas (CTG). Especificamente, este artigo apresenta como os tradicionalistas gaúchos estabelecem suas redes sociais na Internet, constituindo comunidades virtuais em torno do tema cultura e tradição gaúcha, fazendo uso dos serviços da Web 2.0. Abordam-se neste estudo experiências que indicam que o terreno virtual é fértil e possível de transformar e revolucionar o campo das tradições, sua preservação, disseminação e (re)invenção. No contexto de modernidade tardia esse recurso não pode ser descartado. Independente da análise se situar no campo econômico, político ou cultural, entre tantos outros, o fato é que a Internet se constitui num meio eficaz e abrangente de transmitir, ensinar e preservar conteúdos de todos os tipos.
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The widespread availability of wirelessly connected portable computers, smartphones and other mobile devices, and the pervasive presence of computer services in our everyday environment, has brought the prediction of Mark Weiser of future ubiquitous computer systems closer to reality. Some of these - ever-present, anywhere, anytime - ubiquitous computer services mean easier and pleasant lifestyles for many people, but the generalized availability of some classes of these softwares and computer services, known as virtual disguisers and Virtual Robots, can pose new ethical problems in a world of explosive growth of social networking sites. The objective of the present article is to investigate some of these problems, from an interdisciplinary philosophical perspective. Special emphasis shall be given to the potential impact on human conduct caused by disguisers and Virtual Robots. © 2011 IEEE.
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Pós-graduação em Comunicação - FAAC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)