949 resultados para user generated content
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We present a case study of the redesign of the organizational presentation and content of the Virtual Library website at the Universitat Oberta de Catalunya (Open University of Catalonia, UOC), based on a user-centered design strategy. The aim of the redesign was to provide users with more intuitive, usable and understandable content (textual content, resources and services) by implementing criteria of customization, transparency and proximity. The study also presents a selection of best practices for applying these criteria to the design of other library websites.
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Description of student generated content which you can choose to submit
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Copyright infringements on the Internet affect all types of media which can be used online: films, computer games, audio books, music, software, etc. For example, according to German studies, 90% of all copyright violations affecting film works take place on the Internet. This storage space is made available to such infringers, as well as to others whose intentions are legal, by hosting providers. To what extent do hosting providers have a duty of care for their contribution to the copyright infringements of third parties, i.e. their users? What duties of care can be reasonably expected of hosting providers to prevent such infringements? These questions have been heavily debated in Germany, and German courts have developed extensive case law. This article seeks to examine these questions by assessing German jurisprudence against its EU law background.
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User created content (UCC) has often been celebrated as a grassroots cultural revolution that as a genuine expression of creativity, localism and non-commercialism can arguably also cater for a sustainable culturally diverse environment. The present article puts these claims under scrutiny and in a more differentiated manner seeks to identify the value of UCC within digital game environments considering the constraints upon players and upon creative play that these impose. The article subsequently tests whether UCC in its dynamic sense of a creative and communicative process can be seen as a channel for the promotion of cultural diversity and if so, what the State should (and could) do about this.
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Virtual worlds have moved from being a geek topic to one of mainstream academic interest. This transition is contingent not only on the augmented economic, societal and cultural value of these virtual realities and their effect upon real life but also on their convenience as fields for experimentation, for testing models and paradigms. User creation is however not something that has been transplanted from the real to the virtual world but a phenomenon and a dynamic process that happens from within and is defined through complex relationships between commercial and non-commercial, commodified and not commodified, individual and of the community, amateur and professional, art and not art. Accounting for this complex environment, the present paper explores user created content in virtual worlds, its dimensions and value and above all, its constraints by code and law. It puts forward suggestions for better understanding and harnessing this creativity.
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Abstract Web 2.0 applications enabled users to classify information resources using their own vocabularies. The bottom-up nature of these user-generated classification systems have turned them into interesting knowledge sources, since they provide a rich terminology generated by potentially large user communities. Previous research has shown that it is possible to elicit some emergent semantics from the aggregation of individual classifications in these systems. However the generation of ontologies from them is still an open research problem. In this thesis we address the problem of how to tap into user-generated classification systems for building domain ontologies. Our objective is to design a method to develop domain ontologies from user-generated classifications systems. To do so, we rely on ontologies in the Web of Data to formalize the semantics of the knowledge collected from the classification system. Current ontology development methodologies have recognized the importance of reusing knowledge from existing resources. Thus, our work is framed within the NeOn methodology scenario for building ontologies by reusing and reengineering non-ontological resources. The main contributions of this work are: An integrated method to develop ontologies from user-generated classification systems. With this method we extract a domain terminology from the classification system and then we formalize the semantics of this terminology by reusing ontologies in the Web of Data. Identification and adaptation of existing techniques for implementing the activities in the method so that they can fulfill the requirements of each activity. A novel study about emerging semantics in user-generated lists. Resumen La web 2.0 permitió a los usuarios clasificar recursos de información usando su propio vocabulario. Estos sistemas de clasificación generados por usuarios son recursos interesantes para la extracción de conocimiento debido principalmente a que proveen una extensa terminología generada por grandes comunidades de usuarios. Se ha demostrado en investigaciones previas que es posible obtener una semántica emergente de estos sistemas. Sin embargo la generación de ontologías a partir de ellos es todavía un problema de investigación abierto. Esta tesis trata el problema de cómo aprovechar los sistemas de clasificación generados por usuarios en la construcción de ontologías de dominio. Así el objetivo de la tesis es diseñar un método para desarrollar ontologías de dominio a partir de sistemas de clasificación generados por usuarios. El método propuesto reutiliza conceptualizaciones existentes en ontologías publicadas en la Web de Datos para formalizar la semántica del conocimiento que se extrae del sistema de clasificación. Por tanto, este trabajo está enmarcado dentro del escenario para desarrollar ontologías mediante la reutilización y reingeniería de recursos no ontológicos que se ha definido en la Metodología NeOn. Las principales contribuciones de este trabajo son: Un método integrado para desarrollar una ontología de dominio a partir de sistemas de clasificación generados por usuarios. En este método se extrae una terminología de dominio del sistema de clasificación y posteriormente se formaliza su semántica reutilizando ontologías en la Web de Datos. La identificación y adaptación de un conjunto de técnicas para implementar las actividades propuestas en el método de tal manera que puedan cumplir automáticamente los requerimientos de cada actividad. Un novedoso estudio acerca de la semántica emergente en las listas generadas por usuarios en la Web.
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Social networking apps, sites and technologies offer a wide range of opportunities for businesses and developers to exploit the vast amount of information and user-generated content produced through social networking. In addition, the notion of second screen TV usage appears more influential than ever, with viewers continuously seeking further information and deeper engagement while watching their favourite movies or TV shows. In this work, the authors present SAM, an innovative platform that combines social media, content syndication and targets second screen usage to enhance media content provisioning, renovate the interaction with end-users and enrich their experience. SAM incorporates modern technologies and novel features in the areas of content management, dynamic social media, social mining, semantic annotation and multi-device representation to facilitate an advanced business environment for broadcasters, content and metadata providers, and editors to better exploit their assets and increase their revenues.
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.
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Dissertação apresentada como requisito parcial para obtenção do grau de Mestre em Estatística e Gestão de Informação
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Learning is changing. A pivotal force in bringing about this change is the use of information and communications technology (ICT) which provides richer, more immediate, world-relevant educational resources and opportunities. When used well, ICT enriches learning and enhances teaching. It invigorates classroom activities and is a powerful motivational tool that encourages learners to progress in more personalised and self-directed ways. Ireland has achieved rapid change and growth in the past decade, but to sustain this we must prepare the next generation for the knowledge society in which they will live. The challenge we face is to ensure that the emphasis on ICT in schools shifts, in the immediate future, from technology provision to a focus on its deliberate use by the learner. Fostering personal creativity has always been a desirable educational value. The pursuit of creativity and inventiveness are now pivotal skills in a knowledge economy and the embedding of ICT in learning can greatly facilitate their development. Web 2.0 will facilitate greater interactivity and enable greater levels of user-generated content. It is crucial that young people acquire the ICT and related skills to support these new opportunities.
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Much of the attention around OERs has been on institutional projects which make explicit learning content available. These can be classified as 'big OER' but another form of OER is that of small scale, individually produced resources using web 2.0 type services, which are classified as 'little OER'. This paper examines some of the differences between the use of these two types of OER to highlight issues in open education. These include attitudes towards reputation, the intentionality of the resource, models of sustainability, the implicit affordances of resources and the context of their hosting sites.
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User generated content shared in online communities is often described using collaborative tagging systems where users assign labels to content resources. As a result, a folksonomy emerges that relates a number of tags with the resources they label and the users that have used them. In this paper we analyze the folksonomy of Freesound, an online audio clip sharing site which contains more than two million users and 150,000 user-contributed sound samplescovering a wide variety of sounds. By following methodologies taken from similar studies, we compute some metrics that characterize the folksonomy both at the globallevel and at the tag level. In this manner, we are able to betterunderstand the behavior of the folksonomy as a whole, and also obtain some indicators that can be used as metadata for describing tags themselves. We expect that such a methodology for characterizing folksonomies can be useful to support processes such as tag recommendation or automatic annotation of online resources.
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El presente proyecto de investigación se presenta como trabajo final del Máster en Estudis Avançats en Comunicació Social y pretende sentar las bases de la futura tesis doctoral. Se plantea una investigación que tiene como objetivo determinar la capacidad que tuvo el uso de las redes digitales de comunicación para modificar la esfera pública durante la primavera árabe en Túnez y el posterior proceso de Transición llevado a cabo. Para ello la investigación se aborda desde tres conceptos clave: el pluralismo mediático, la relevancia mediàtica y los procesos comunicativos. La investigación se abordará triangulando los métodos cuantitativo y cualitativo y se propone como técnica el anàlisis de contenido sobre la nueva legislación tunecina en materia de Políticas de Comunicación, así como del contenido generado por los usuarios en las redes digitales de comunicación y las noticias de medios de referencia online árabes (3) y occidentales (4) en relación con el objeto de estudio.
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Tässä pro gradu -tutkielmassa selvitettiin, miten aikakauslehden eli emobrändin tuttuus vaikuttaa halukkuuteen osallistua verkkopalvelun eli brändilaajennuksen sisällöntuotantoon joukkoistamalla. Kysymys liittyy muuttuneeseen tilanteeseen median kulutuksessa. Teknologia on kehittynyt, paperisten mediatuotteiden kysyntä vähentynyt ja aikakauslehdet kehittävät digitaalisia palvelujaan. Medialla kuitenkaan ole yksinoikeutta sisällöntuotantoon. Kuka tahansa voi tehdä ja julkaista sisältöä. Monet mediat ovat ottaneet lukijat mukaan sisällöntuotantoon. Aiempien tutkimusten perusteella emobrändin tuttuus vaikuttaa myönteisesti asi-akkaiden halukkuuteen käyttää brändilaajennusta. Se vaikuttaa myös ostopäätökseen ja lisää luottamusta verkkopalvelua kohtaan. Tässä tutkimuksessa tuote oli tuttu niille, jotka ovat lehden tilaajia. Lukijalähtöistä sisältöä ovat mm. blogit, verkkokeskustelut, lukijoiden tarinat, runot, kuvat, kilpailut ja kyselyt. Tutkielman aineisto kerättiin verkkokyselyn avulla ja siihen vastasi 437 vastaajaa. Tulosten perusteella emobrändin tuttuus vaikuttaa myönteisesti tilaajien halukkuuteen käyttää aikakauslehden verkkopalvelua. Tilaajat käyvät palvelussa muita käyttäjiä useammin ja osallistuvat tai haluaisivat osallistua ei-tilaajia innokkaammin sisällöntuotantoon. He ovat myös ei-tilaajia kiinnostuneempia lukijalähtöisestä sisällöstä.