35 resultados para Myspace
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Poster pokazuje metody komunikacji z czytelnikiem stosowane w Bibliotece Uniwersyteckiej w Poznaniu w technologii mediów cyfrowych. Cyfrowe narzędzia komunikacji stały się bardzo pomocne, niemal niezbędne w pozyskiwaniu nowych czytelników, podtrzymywaniu i rozwijaniu współpracy w społeczności w sieci Web.2.0, zarówno tej globalnej, jak i lokalnej akademickiej. Strona WWW jako statyczna komunikacyjnie jest wspierana przez fora dyskusyjne, chaty, wideokonferencje, warsztaty informacyjne, które są prowadzone w czasie rzeczywistym. Twórczą siłę relacji społecznych z biblioteką rozwinęły interaktywne serwisy społecznościowe (Facebook) oraz komunikatory internetowe integrowane na platformie Ask a Librarian. Biblioteka stała się Biblioteką 2.0 ukierunkowaną na komunikację z czytelnikiem. Aktywne uczestnictwo i udział czytelników przy tworzeniu zasobów naukowych wdrożyliśmy w projekcie instytucjonalnego repozytorium - Adam Mickiewicz Repository (AMUR). Biblioteka zmienia się dla czytelników i z czytelnikami. Wykorzystywane platformy i serwisy społecznościowe dostarczają unikatowych danych o nowych potrzebach informacyjnych i oczekiwaniach docelowego Patrona 2.0, co skutkuje doskonaleniu usług istniejących i tworzeniu nowych. Biblioteka monitoruje usługi i potrzeby czytelników przez prowadzone badania społeczne. Technologie cyfrowe stosowane w komunikacji sprawiają, iż biblioteka staje się bliższa, bardziej dostępna, aby stać się w rezultacie partnerem dla stałych i nowych czytelników. Biblioteka Uniwersytecka w Poznaniu bierze udział w programach europejskich w zakresie katalogowania i digitalizacji zasobu biblioteki cyfrowej WBC, w zakresie wdrożenia nowych technologii i rozwiązań podnoszących jakość usług bibliotecznych, działalności kulturotwórczej (Poznańska Dyskusyjna Akademia Kominksu, deBiUty) i edukacji informacyjnej. Biblioteka Uniwersytecka w Poznaniu jest członkiem organizacji międzynarodowych: LIBER (Liga Europejskich Bibliotek Naukowych), IAML (Stowarzyszenie Bibliotek Muzycznych, Archiwów i Ośrodków Dokumentacji), CERL - Europejskie Konsorcjum Bibliotek Naukowych.
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This presentation is about a song, ”Catford Riddim” by the A-Team, a group of grime artists from South London, specifically about how it came to be played, perhaps a bit too loudly, in the back of the 202 bus one January morning on a teenager’s mobile phone. As an illustration of how social networks and technological networks converge, the ”Catford Riddim,” insisting on the music’s own provenance from the SE6 postcode, shows the formation of a local ethnoscape in the global networks of peer-to-peer file sharing and online DIY distribution sites such as MySpace. Contesting the narrative of online social networks as routes to fame, I suggest that on the contrary they illustrate the emergence of local, even insular, ”scenes” of musicians, events and audiences.
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As redes sociais podem ser entendidas como conexões entre pessoas que se traduzem em interações sociais, que podem envolver trocas de conteúdos ou de negócios. Assim, o nosso estudo teve como objetivos centrais compreender a utilização pessoal e profissional do uso das redes sociais em seis áreas de trabalho específicas (área educacional, empresarial, política, religiosa, da saúde e geral) e efetuar uma comparação entre o nível de utilização das várias redes nessas áreas. Para tal, utilizámos um protocolo contendo um questionário com uma componente demográfica e sobre as oportunidades e desafios das redes sociais. Os resultados mostram que a rede mais utilizada a nível pessoal e profissional foi o Facebook; que os homens fazem maior utilização das redes sociais enquanto as mulheres fazem uma avaliação mais positiva; a nível pessoal, os participantes mais jovens utilizaram mais as redes sociais Facebook e Youtube e os mais velhos o Google+ e o Myspace; a nível profissional os participantes com menos de 30 anos consumiram e sentiram-se mais satisfeitos com as redes sociais. Finalmente, podemos verificar que, dentro das várias áreas de estudo, foi a área de utilização de âmbito geral (sem nenhuma área profissional específica) que mais utilizou estas plataformas; e, que, dentro das áreas profissionais, foi a empresarial a que mais as utilizou
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Relatório de Estágio de Mestrado em Novos Media e Práticas Web
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Abstract This study was undertaken to examine traditional forms of literacy and the newest form of literacy: technology. Students who have trouble reading traditional forms of literacy tend to have lower self-esteem. This research intended to explore if students with reading difficulties and, therefore, lower self-esteem, could use Social Networking Technologies including text messaging, Facebook, email, blogging, MySpace, or Twitter to help improve their self-esteem, in a field where spelling mistakes and grammatical errors are commonplace, if not encouraged. A collective case study was undertaken based on surveys, individual interviews, and gathered documents from 3 students 9-13 years old. The data collected in this study were analyzed and interpreted using qualitative methods. These cases were individually examined for themes, which were then analyzed across the cases to examine points of convergence and divergence in the data. The research found that students with reading difficulties do not necessarily have poor self-esteem, as prior research has suggested (Carr, Borkowski, & Maxwell, 1991; Feiler, & Logan, 2007; Meece, Wigfield, & Eccles, 1990; Pintirch & DeGroot, 1990; Pintrich & Garcia, 1991). All of the participants who had reading difficulties, were found both through interviews and the CFSEI-3 self-esteem test (Battle, 2002) to have average self-esteem, although their parents all stated that their child felt poorly about their academic abilities. The research also found that using Social Networking Technologies helped improve the self-esteem of the majority of the participants both socially and academically.
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À partir d’observations personnelles sur l’importance de la technique et des technologies dans la production musicale, le projet de ce mémoire fut élaboré autour de la sociologie de la musique de Weber. En premier lieu, un questionnement du rapport entre musique, technologie et société permet d’établir de nombreuses voies pour la recherche concernant les médiations techniques de la musique. Ces médiations sont maintenant caractérisées par les changements issus de l’implantation de l’informatique dans de nombreuses sociétés et la modification des rapports de pouvoir et des rapports sociaux par les possibilités nouvelles offertes par le médium numérique. Si Internet semble avoir bouleversé l’industrie de la musique, de nouvelles possibilités de dépasser les limitations des technologies traditionnelles de la musique sont toutefois aussi apparues au sein de ce « système sociotechnique ». Ces modifications prennent la forme de philosophies, mais aussi de pratiques sociales qui se répandent, avant tout, auprès de la jeune génération, ce qu’il est possible d’observer par les changements dans les pratiques musicales. À partir des outils conceptuels de Weber, deux idéaltypes seront créés qui représentent autant de modes de diffusion de musique sur Internet. L’accent est mis sur la différence entre les pratiques sociales et musicales de ces modes de diffusions : l’un est basé sur des pratiques traditionnelles et greffé sur la nouvelle plateforme Internet, l’autre emprunte les caractéristiques de la diffusion de l’information en réseau caractéristique de la culture Internet et se caractérise par des pratiques dites réflexives. Ces idéaltypes, ainsi que les cas qui les constituent et qu’ils mettent en lumière, sont mis à profit pour discuter des motifs de l’action chez différents agents au cœur des pratiques de diffusion et, finalement, des modalités variées que prend la rationalisation de la diffusion de la musique à partir du médium numérique.
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L’avénement des réseaux sociaux, tel que Facebook, MySpace et LinkedIn, a fourni une plateforme permettant aux individus de rester facilement connectés avec leurs amis, leurs familles ou encore leurs collègues tout en les encourageant activement à partager leurs données personnelles à travers le réseau. Avec la richesse des activités disponibles sur un réseau social, la quantité et la variété des informations personnelles partagées sont considérables. De plus, de part leur nature numérique, ces informations peuvent être facilement copiées, modifiées ou divulguées sans le consentement explicite de leur propriétaire. Ainsi, l’information personnelle révélée par les réseaux sociaux peut affecter de manière concrète la vie de leurs utilisateurs avec des risques pour leur vie privée allant d’un simple embarras à la ruine complète de leur réputation, en passant par l’usurpation d’identité. Malheureusement, la plupart des utilisateurs ne sont pas conscients de ces risques et les outils mis en place par les réseaux sociaux actuels ne sont pas suffisants pour protéger efficacement la vie privée de leurs utilisateurs. En outre, même si un utilisateur peut contrôler l’accès à son propre profil, il ne peut pas contrôler ce que les autres révèlent à son sujet. En effet, les “amis” d’un utilisateur sur un réseau social peuvent parfois révéler plus d’information à son propos que celui-ci ne le souhaiterait. Le respect de la vie privée est un droit fondamental pour chaque individu. Nous pré- sentons dans cette thèse une approche qui vise à accroître la prise de conscience des utilisateurs des risques par rapport à leur vie privée et à maintenir la souveraineté sur leurs données lorsqu’ils utilisent un réseau social. La première contribution de cette thèse réside dans la classification des risques multiples ainsi que les atteintes à la vie privée des utilisateurs d’un réseau social. Nous introduisons ensuite un cadre formel pour le respect de la vie privée dans les réseaux sociaux ainsi que le concept de politique de vie privée (UPP). Celle-ci définie par l’utilisateur offre une manière simple et flexible de spécifier et communiquer leur attentes en terme de respect de la vie privée à d’autres utilisateurs, tiers parties ainsi qu’au fournisseur du réseau social. Par ailleurs, nous dé- finissons une taxonomie (possiblement non-exhaustive) des critères qu’un réseau social peut intégrer dans sa conception pour améliorer le respect de la vie privée. En introduisant le concept de réseau social respectueux de la vie privée (PSNS), nous proposons Privacy Watch, un réseau social respectueux de la vie privée qui combine les concepts de provenance et d’imputabilité afin d’aider les utilisateurs à maintenir la souveraineté sur leurs données personnelles. Finalement, nous décrivons et comparons les différentes propositions de réseaux sociaux respectueux de la vie privée qui ont émergé récemment. Nous classifions aussi ces différentes approches au regard des critères de respect de la vie privée introduits dans cette thèse.
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Social Computing Data Repository hosts data from a collection of many different social media sites, most of which have blogging capacity. Some of the prominent social media sites included in this repository are BlogCatalog, Twitter, MyBlogLog, Digg, StumbleUpon, del.icio.us, MySpace, LiveJournal, The Unofficial Apple Weblog (TUAW), Reddit, etc. The repository contains various facets of blog data including blog site metadata like, user defined tags, predefined categories, blog site description; blog post level metadata like, user defined tags, date and time of posting; blog posts; blog post mood (which is defined as the blogger's emotions when (s)he wrote the blog post); blogger name; blog post comments; and blogger social network.
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La multitud como concepto político durante el bogotazo ha sido relegada a una turba o a un pueblo de carácter vengativo. No como la liberación de una conciencia política de un proceso previamente abordado durante la Bogotá de los años 20’s y la República liberal. Este trabajo pretende describir cual fue la conciencia y el cómo existió una multitud como concepto político en la práctica, diferenciándose de una masa o un pueblo conceptos tradicionalmente asociados a este hecho.
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Esta investigación busca demostrar cómo las estrategias comunicativas no verbales, empleadas por Gaitán, influyeron de manera positiva en su discurso político. Así, el dominio consciente e inconsciente de elementos no verbales funciona estratégicamente para complementar su discurso.
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Se analizan las características del lector joven universitario de Estados Unidos. Para ello se utiliza el término de nativo digital, un tipo de lector que llega a las universidades americanas ligado al desarrollo de las tecnologías de la información y la comunicación. En general, el hecho de estar vinculados a la era digital motiva que los jóvenes lean cada vez menos y peor. Se examina la coyuntura del lector universitario actual en relación con la situación social y cultural del momento, donde los medios electrónicos se han introducido con fuerza entre los jóvenes. En este sentido se analiza la llamada cultura participativa, en la que están presentes herramientas como la Web 2.0, páginas como MySpace, la Wikipedia, etc. Otros aspectos tratados son qué leen los jóvenes y cómo lo hacen, el comportamiento del cerebro en relación con la lectura, y la vinculación entre educación y nuevas tecnologías, situación que origina el llamado estudiante multitarea. Finalmente, se repasa el papel de las bibliotecas en cuanto a su relación con el usuario nativo digital.
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There is a growing need for massive computational resources for the analysis of new astronomical datasets. To tackle this problem, we present here our first steps towards marrying two new and emerging technologies; the Virtual Observatory (e.g, AstroGrid) and the computa- tional grid (e.g. TeraGrid, COSMOS etc.). We discuss the construction of VOTechBroker, which is a modular software tool designed to abstract the tasks of submission and management of a large number of compu- tational jobs to a distributed computer system. The broker will also interact with the AstroGrid workflow and MySpace environments. We discuss our planned usages of the VOTechBroker in computing a huge number of n–point correlation functions from the SDSS data and mas- sive model-fitting of millions of CMBfast models to WMAP data. We also discuss other applications including the determination of the XMM Cluster Survey selection function and the construction of new WMAP maps.
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We outline our first steps towards marrying two new and emerging technologies; the Virtual Observatory (e.g, Astro- Grid) and the computational grid. We discuss the construction of VOTechBroker, which is a modular software tool designed to abstract the tasks of submission and management of a large number of computational jobs to a distributed computer system. The broker will also interact with the AstroGrid workflow and MySpace environments. We present our planned usage of the VOTechBroker in computing a huge number of n–point correlation functions from the SDSS, as well as fitting over a million CMBfast models to the WMAP data.
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Jag har jämfört hur unga människor lyssnade på inspelad musik på 1970-talet med hur unga lyssnar idag. Jag har gjort en enkätundersökning där två grupper, en som är ung idag och en som var ung på 1970-talet, fått svara på frågor om sitt musiklyssnande. Enkäten har jag kompletterat med fyra intervjuer. Den stora skillnaden när det gäller förutsättningarna för lyssnandet, är övergången från analog till digital teknik. Idag lyssnar vi mer vid datorn eller i portabla medier som mp3-spelare eller mobiltelefoner. På 1970-talet var man mer bunden till stationära anläggningar som stereoanläggningen eller radion. Teknikskiftet har också påverkat hur man lyssnar. Förr lyssnade man oftare tillsammans. Idag har det fysiska lyssnandet individualiserats. Den sociala interaktionen har i hög grad flyttat ut i cyberrymden: Man byter spotifylistor, man tipsar om klipp på youtube, man delar med sig av sin egenproducerade musik på myspace osv. Lars Lilliestam använder begreppet musikantropologi för att beskriva studiet av musik som en social aktivitet. Möjligheten att välja ur ett enormt utbud och sätta ihop sina egna spellistor har gett lyssnaren större kontroll över sitt lyssnande. De portabla medierna innebär också en möjlighet till effektivt tidsutnyttjande; man tar med sig musiken samtidigt som man gör något annat. Marie Strand Skånland har undersökt hur mp3-spelare används i vardagen och kommit fram till att musik används som en resurs. Lyssnande på personligt utvald musik, i form av spellistor, kan ge en känsla av kontroll över sig själv, omgivningen och över andra. Man stänger in sig i sin egen ljudbubbla.Lyssnarna anser att ljudkvaliteten har stor betydelse för musikupplevelsen. Men åsikterna går isär, både om vad som är bra ljudkvalitet och om vad som är en bra musikupplevelse.
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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.