957 resultados para Phonegap, mobile, localizzazione, social
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The year 2011 was memorable for many in India – for those who participated in numerous anti-corruption protests, and for those who witnessed these protests via all pervasive mainstream news media. This paper will use inter-media agenda-setting discourse to explain the Indian media’s coverage of the so-called ‘Anna movement’. It will outline how the use of mobile and social media platforms by the ‘India Against Corruption’ organisers and the educated middle class influenced the mainstream media’s coverage of the protests. The paper will consider the implication of this coverage, in the light of the unique position of power the Indian news media has in this transitioning society.
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La prima parte del documento contiene una breve introduzione al mondo mobile, cloud computing e social network. La seconda parte si concentra sulla progettazione di un'applicazione per i dispositivi mobili usando le tecnologie Facebook e Parse. Infine, viene implementata un'applicazione Android usando le techiche descritte in precedenza.
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Despite growing attention, social values, compared to economic aspects, of information technology (IT) capture substantially less attention in the mainstream IT literature. In the context of mobile technology, social values might be as critical to help justify technology investment as the predominant economics perspective in the existing IT literature. As wireless networks and relevant mobile technologies continue to penetrate the global society and business world, an emerging social phenomenon rapidly reshapes how organizations interact with the technology and reposition themselves in their specific institutional context where organizations often develop networked alliance to compete against one another. This study thus seeks to shed light on how organizations make sense of the social aspects of wireless network implementation. Preliminary understanding derived from two higher education organizations' experiences is summarized. Implications for future research endeavor are suggested.
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At a quite fundamental level, the very way in which Public Service Broadcasting (PSB) may envisage its future usually captured in the semantic shift from PSB to Public Service Media (PSM) is at stake when considering the recent history of public value discourse and the public value test. The core Reithian PSB idea assumed that public value would be created through the application of core principles of universality of availability and appeal, provision for minorities, education of the public, distance from vested interests, quality programming standards, program maker independence, and fostering of national culture and the public sphere. On the other hand, the philosophical import of the public value test is that potentially any excursion into the provision of new media services needs to be justified ex ante. In this era of New Public Management, greater transparency and accountability, and the proposition that resources for public value deliverables be contestable and not sequestered in public sector institutions, what might be the new Archimedean point around which a contemporised normativity for PSM be built? This paper will argue for the innovation imperative as an organising principle for contemporary PSM. This may appear counterintuitive, as it is precisely PSB’s predilection for innovating in new media services (in online, mobile, and social media) that has produced the constraining apparatus of the ex ante/public value/Drei-Stufen-Test in Europe, based on principles of competitive neutrality and transparency in the application of public funds for defined and limited public benefit. However, I argue that a commitment to innovation can define as complementary to, rather than as competitive ‘crowding out’, the new products and services that PSM can, and should, be delivering into a post-scarcity, superabundant all-media marketplace. The evidence presented in this paper for this argument is derived mostly from analysis of PSM in the Australian media ecology. While no PSB outside Europe is subject to a formal public value test, the crowding out arguments are certainly run in Australia, particularly by powerful commercial interests for whom free news is a threat to monetising quality news journalism. Take right wing opinion leader, herself a former ABC Board member, Judith Sloan: ‘… the recent expansive nature of the ABC – all those television stations, radio stations and online offerings – is actually squeezing activity that would otherwise be undertaken by the private sector. From partly correcting market failure, the ABC is now causing it. We are now dealing with a case of unfair competition and wasted taxpayer funds’ (The Drum, 1 August http://www.abc.net.au/unleashed/2818220.html). But I argue that the crowding out argument is difficult to sustain in Australia because of the PSB’s non-dominant position and the fact that much of innovation generated by the two PSBs, the ABC and the SBS, has not been imitated by or competed for by the commercials. The paper will bring cases forward, such as SBS’ Go Back to Where you Came From (2011) as an example of product innovation, and a case study of process and organisational innovation which also has resulted in specific product and service innovation – the ABC’s Innovation Unit. In summary, at least some of the old Reithian dicta, along with spectrum scarcity and market failure arguments, have faded or are fading. Contemporary PSM need to justify their role in the system, and to society, in terms of innovation.
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No âmbito dos contextos de aprendizagem de projeto em Design, nas instituições de Ensino Superior, é cada vez mais frequente a utilização de plataformas de gestão das aprendizagens on-line (LMS) no suporte às atividades curriculares à distância. Contudo estes sistemas apesar de darem um precioso contributo através da gestão de conteúdos, das funcionalidades ligadas à avaliação dos alunos e da comunicação entre pares, respondem de forma ineficiente a outras necessidades específicas de alunos e professores no desenvolvimento de unidades curriculares de Design ligadas à aprendizagem de projeto. Este fato contribuiu para que recorrêssemos às tecnologias móveis e sociais na procura de uma solução que melhor se ajuste à aplicação das novas metodologias de e-learning adaptadas a este tipo de contextos. Partindo dessa constatação desenvolvemos e testámos um modelo tecnológico que julgamos introduzir vantagens bastante significativas na definição de novas metodologias de suporte on-line a contextos de aprendizagem personalizada (PLE) em disciplinas ligadas à aprendizagem colaborativa de projeto em Design. Através do levantamento de necessidades detetadas no terreno e da análise da oferta tecnológica existente, reunimos um conjunto de requisitos que nos permitiu desenvolver o protótipo de um sistema tecnológico que fundamenta a totalidade do modelo teórico que propomos em resposta aos pressupostos equacionados no início deste relatório.
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Parc marin du Saguenay - Saint-Laurent, Groupe de recherche et d'éducation sur les mammifères marins, GREMM, excursions aux baleines, bélugas, Tadoussac, règlementation, ArcCatalog, ArcMap.
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A social and cultural expectation that Information Communication Technologies (ICT) should be ubiquitous within peoples' daily lives is apparent. Connecting generational groups with a specific set of technological attributes also assumes the ways that particular groups of students should be able/do “naturally” use emergent mobile and social technologies. Moreover, the use of social networking technologies is evident in a number of ways within higher education (HE) pedagogies. As part of the suite of possibilities in Web 2.0, Facebook is used in a number of ways to support communications within and between institutions and their students as well as a mechanism for teaching and learning within specific units of study.
The chapter commences with a broad discussion about social sharing software of Web 2.0, specifically Facebook, as a potential teaching and learning tool in HE contexts. We traverse recent exemplars and discourses surrounding the use of social technologies for the purposes of HE. It is clear from the literature that while there is much excitement at the possibilities that such technologies offer, there are increasing anxieties across institutional and individual practitioners, in regard to possible consequences of their use.
Through autoethnographic methodology, this chapter showcases potentials and challenges of Facebook in HE. Through the use of constructed scenarios, the authors describe occurrences that necessitate increasing professional development and vigilance online. Some of the issues highlighted within this chapter include blurring of professional and personal life world boundaries, issues of identity theft and vandalism, cyberstalking and bullying, working in the public domain, and questions of virtual integrity.
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Recent developments in sensor networks and cloud computing saw the emergence of a new platform called sensor-clouds. While the proposition of such a platform is to virtualise the management of physical sensor devices, we foresee novel applications being created based on a new class of social sensors. Social sensors are effectively a human-device combination that sends torrents of data as a result of social interactions. The data generated appear in different formats such as photographs, videos, or short texts, etc. Unlike other sensor devices, social sensors operate on the control of individuals via their mobile devices like smart phones, tablets or laptops. Further, they do not generate data at a constant rate or format like other sensors do. Instead, data from social sensors are spurious and varied, often in response to social events, or a news announcement of interests to the public. This collective presence of social data creates opportunities for novel applications never experienced before. This paper discusses three such applications utilising social sensors within a sensor-cloud environment. Consequently, the associated research problems are also presented.
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This paper re-examines the terrain of traditional communication time-based studies in the context of a case study of the communication practices of higher education students in both formal and informal contexts through an online survey and semi-structured phenomenologically focussed interviews. While focussing on the nature of students’ listening behaviour for learning and for leisure, the study explores how ideas and information are mediated in contemporary communication environments which encompass mobile devices, social media, etc. In exploring the nexus between the visual and the verbal, the research probes the ways in which contemporary higher education students navigate the increasingly complex communication environment and questions the capacity of current multiliteracies theories, for example, to engage meaningfully with this less charted terrain. The data suggests that the rapid and pervasive changes due to digital affordances have now positioned listening in a pivotal position alongside the explosive visual communication media. The capacity of our current curricula to respond creatively to the increasingly complex mix of new communication paradigms is open to question.
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Com o crescente número de fabricantes de produtos, serviços e soluções de TI, direcionando boa parte de sua produção ao indivíduo, desenvolvendo dispositivos pessoais móveis, redes sociais, armazenamento remoto de arquivos, aplicativos grátis ou a custos acessíveis a boa parte dos profissionais do mercado de trabalho atual, os indivíduos estão, cada vez mais, se munindo de dispositivos e aplicações para organizar suas vidas, se relacionar com pessoas e grupos sociais e para se entreterem, entre outras coisas. Consequentemente, muitos levam estas tecnologias pessoais para dentro do ambiente corporativo e as utilizam para auxiliar em suas tarefas profissionais. Este fenômeno tem sido chamado, pelos estudos não-científicos sobre o tema, de Consumerização de TI ou BYOD (Bring Your Own Device). O objetivo deste estudo é identificar o conjunto de fatores críticos que as organizações devem levar em consideração no momento em que criam ou aprimoram sua política de utilização de tecnologias pessoais para a condução de atividades corporativas. Para identificar este conjunto de fatores críticos são utilizadas técnicas de análise de conteúdo, para analisar o material coletado, que são estudos não-científicos, tais como: pesquisas de empresas de consultoria na área de administração de TI, estudos de instituições de diferentes indústrias e entrevistas com pesquisadores e profissionais da área de TI e de outras áreas do Brasil e dos Estados Unidos da América. São identificados sete fatores, dos quais, três são críticos à política de utilização de tecnologias pessoais no ambiente corporativo, dois são impulsionadores do fenômeno e dois são fatores beneficiados pelo fenômeno.
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This paper outlines results from the long-term deployment of a system for mobile group socialization which utilizes a variety of mundane technologies to support cross-media notifications and messaging. We focus here on the results as they pertain to usage of mundane technologies, particularly the use of such technologies within the context of a cross-media system. We introduce “Rhub”, our prototype, which was designed to support coordination, communication and sharing amongst informal social groups. We also describe and discuss the usage of the “console,” a text-based syntax to enable consistent use across text messaging, instant messaging, email and the web. The prototype has been in active use for over 18 months by over 170 participants, who have used it on an everyday basis for their own socializing requirements.
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Growing participation is a key challenge for the viability of sustainability initiatives, many of which require enactment at a local community level in order to be effective. This paper undertakes a review of technology assisted carpooling in order to understand the challenge of designing participation and consider how mobile social software and interface design can be brought to bear. It was found that while persuasive technology and social networking approaches have roles to play, critical factors in the design of carpooling are convenience, ease of use and fit with contingent circumstances, all of which require a use-centred approach to designing a technological system and building participation. Moreover, the reach of technology platform-based global approaches may be limited if they do not cater to local needs. An approach that focuses on iteratively designing technology to support and grow mobile social ridesharing networks in particular locales is proposed. The paper contributes an understanding of HCI approaches in the context of other designing participation approaches.
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Web applications such as blogs, wikis, video and photo sharing sites, and social networking systems have been termed ‘Web 2.0’ to highlight an arguably more open, collaborative, personalisable, and therefore more participatory internet experience than what had previously been possible. Giving rise to a culture of participation, an increasing number of these social applications are now available on mobile phones where they take advantage of device-specific features such as sensors, location and context awareness. This international volume of book chapters will make a contribution towards exploring and better understanding the opportunities and challenges provided by tools, interfaces, methods and practices of social and mobile technology that enable participation and engagement. It brings together an international group of academics and practitioners from a diverse range of disciplines such as computing and engineering, social sciences, digital media and human-computer interaction to critically examine a range of applications of social and mobile technology, such as social networking, mobile interaction, wikis, twitter, blogging, virtual worlds, shared displays and urban sceens, and their impact to foster community activism, civic engagement and cultural citizenship.
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Agile ridesharing aims to utilise the capability of social networks and mobile phones to facilitate people to share vehicles and travel in real time. However the application of social networking technologies in local communities to address issues of personal transport faces significant design challenges. In this paper we describe an iterative design-based approach to exploring this problem and discuss findings from the use of an early prototype. The findings focus upon interaction, privacy and profiling. Our early results suggest that explicitly entering information such as ride data and personal profile data into formal fields for explicit computation of matches, as is done in many systems, may not be the best strategy. It might be preferable to support informal communication and negotiation with text search techniques.
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Healthy and sustainable food is gaining more attention from consumers, industry, and researchers. Yet many approaches to date are limited to information dissemination, advertisement or education. We have embarked on a three year collaborative research project (2011 – 2013) to explore urban food practices – eating, cooking, growing food – to support the well-being of people and the environment. Our overall goal is to employ a user-centred interaction design research approach to inform the development of entertaining, real-time, mobile and networked applications, engaging playful feedback to build motivation. Our aspiration for this study is to deliver usable and useful mobile and situated interaction prototypes that employ individual and group strategies to foster food cultures that provide new pathways to produce, share and enjoy food that is green, healthy, and fun.