882 resultados para enterprise social networking
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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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Companies have looked for many new ways to communicate with their customers. In the current scenario, Facebook has proven to be an efficient communication tool between consumers and businesses. This study aims to understand the differences in the complaint messages sent to companies, through an experiment that measured the emotional tone and the lack of formality in each message received by the website and the Facebook page of the company. As expected, people are more informal on Facebook. However, contrary to our intuition, participants tended to display more emotions on the company website. The social norms theory and the impression management contributed to explain the phenomena found.
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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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The present work has as an objective to seize up some particular meanings of the Feast of Sant Ana (The saint which represents the city of Caicó/RN), a central event of the calendar festive-religious of that city, looking for to perceive on how it combines with the symbolic poles sacred: profane through the social bonds that are present there performed and expressed through the social networking and of local belongings. Such bond ties reveal themselves through a very especial manner, through the migration of returning to the feast, when collectively are produced and updated knowledge and codes that reinforce the representation of the local belonging, nominated as being caicoense . We seek on perceiving how the many events of this feast (from a perspective of a religious order as well as laic) acting on a conclusive way to an identity of the re-meaning of that city, especially in its relation with the migrant natives: the sons and daughters that return to the arms of Sant Ana
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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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This research aims to acknowledge the virtual dating phenomenon. The research deals with this phenomenon in Orkut, a social networking website. Thus, it considers debates and forums that were present in a Brazilian Orkut online community called Conheci meu amor pela internet (I met my love through the Internet). As a staring point the research dealt with issues such as: what are the debates about? How can we deal with practices that question their own dating process? According to the initial hypothesis, these debates reveal different contemporary social aspects: 1) they emerge as a response to demands on behalf of a society that is rather reflexive. This reflexive element is fundamental for the constitution of the self 2) these debates work as support elements in social relations that are built upon this sphere. In this context, individuals write about themselves and constitute themselves as real individuals that acquire a sense as subjects; and 3) people discuss online dating as form reconstructing former experiences. Empirical analysis demonstrates that these forums and polls present themselves as a social phenomenon that allows a particular form of self presentation on the internet. In order for these subjects to present themselves they built their own self narratives. What is possible to acknowledge considering these narratives is that there is a predominance of the element of intrigue that is further solved and demonstrate a satisfactory result. These narrators then choose online dating situation that present happy endings and happiness that are associated to romantic ideals that are worthwhile being shown. The contents present in these narratives are dealt with by the research. Thus, this work defends the thesis that the online dating narratives are a mixture of facts and fiction once all experiences deal with romantic imaginary as well as personal dating experience. Thus, the research is an attempt to understand what goes on the forums and debates that deal with the fictionalized and dramatized daily experiences in the performances that are similar to games. This is possible due to the fact that there is use of romantic fables and concrete experiences realized by online dating
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O presente estudo discute a formação de Redes Sociais no cotidiano da Estratégia Saúde da Família, a partir de aportes da teoria sociológica sobre redes, interações, dádiva e reconhecimento. O objetivo geral é analisar as redes sociais locais em saúde a partir da interação de usuários e profissionais da Estratégia Saúde da Família na Unidade de Saúde de Ligéia, em Natal, RN. Seus objetivos específicos são: Mapear as redes sociais locais em saúde existentes no território adscrito; Identificar os tipos de interações cotidianas entre os sujeitos; Compreender a percepção dos sujeitos sobre o processo de formação de redes sociais a partir das interações. Caracteriza-se enquanto pesquisa qualitativa exploratória cujos sujeitos foram profissionais e usuários vinculados à referida unidade de saúde. Para a coleta de dados foram utilizadas entrevistas individuais semiestruturadas e debates em grupos focais, estimulados pela Metodologia de Análise de Redes do Cotidiano (MARES), pertinente para abordar a complexidade das relações sociais e mapear os diferentes conteúdos expressos e as formas de mobilização coletiva. A análise dos dados foi realizada através da Técnica de Análise Temática de Conteúdo, proposta por Minayo. Os resultados foram interpretados à luz das Teorias da Dádiva (Mauss) e do Reconhecimento (Honneth). Os sujeitos visualizaram: Rede Virtual (28,20%); Rede de Atenção à Saúde (25,64%); Redes de Usuários (17,95%); Rede Pessoal (10,26%); Conselho Comunitário (10,26%); Escolas (7,69%). Os participantes não perceberam os arranjos familiares enquanto Redes Sociais. Os tipos de interações sociais identificadas foram: Confrontação/Negociação (41.02%); Harmônicas (25,70%); Correlativas (17,90%); Definidas pela Organização (15,38%). A formação de redes sociais ocorre a partir de interações cotidianas entre pessoas, pela articulação inseparável de conteúdos e formas, catalisadas pelo contexto, experiência e cognição, valorizando a liberdade, a expressividade e a diversidade dos parceiros de significação. Foram encontradas duas categorias, na percepção dos sujeitos, sobre a formação de redes sociais do cotidiano: Diálogo e Encontro. Validamos e recomendamos o uso da metodologia MARES: Na formação, para despertar uma visão mais tolerante e humana de si e do outro; Na avaliação qualitativa dos serviços, por facilitar a reflexão sobre a prática e (re)organização do processo de trabalho; Na comunidade, para estimular movimentos sociais existentes ou emergentes. A aposta no circuito da dádiva e do reconhecimento recíproco, durante o trânsito nas redes sociais em saúde, pode ser capaz de tecer uma práxis transformadora, pela busca e alcance de confiança, respeito e estima, nos espaços de encontro entre usuários e profissionais da Estratégia Saúde da Família
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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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In this paper we propose a nature-inspired approach that can boost the Optimum-Path Forest (OPF) clustering algorithm by optimizing its parameters in a discrete lattice. The experiments in two public datasets have shown that the proposed algorithm can achieve similar parameters' values compared to the exhaustive search. Although, the proposed technique is faster than the traditional one, being interesting for intrusion detection in large scale traffic networks. © 2012 IEEE.
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Pós-graduação em Comunicação - FAAC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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No contexto educacional de ensino e aprendizagem de línguas estrangeiras, seja ele na educação básica ou no nível superior, as atividades de escrita são geralmente negligenciadas em detrimento da grande atenção dada à habilidade de oral. Professores se queixam com frequência dos desafios e dificuldades que enfrentam para despertar em seus alunos o interesse em relação às atividades de escrita. Por outro lado, percebe-se que os alunos também reclamam do tratamento que é dado à escrita em sala de aula, mostrando-se desinteressados e desmotivados quando da produção dessas atividades. Diante disso, este trabalho tem o objetivo de discutir, refletir e analisar como essa habilidade vem sendo tratada ao longo dos anos e propõe a abordagem baseada em gêneros textuais com o intuito de motivar e fomentar a autonomia dos alunos de uma turma de graduação em Letras, habilitação em Língua Inglesa da Universidade Federal do Pará, no campus de Bragança, a partir do uso de gêneros virtuais dispostos no site de relacionamentos Orkut.