868 resultados para advertising, avoidance, online social networking, perceptions, privacy, teenagers, trust


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This paper grew out of the authors’ interest in updating the journalism curriculum at AUT (Aukland University of Technology) to better reflect the impact of online media, including social media, on the work of journalists. The challenge for journalism educators is to remain relevant in rapidly changing news and education environments. Our study suggests that while the vast majority of students have some engagement with social media, particularly social networking, and are aware that it can be a powerful tool for journalists, they are still not entirely comfortable with its techniques and they are not experimenting with social media as a production platform as much as we first thought. In short, it appears that they do not have command of professional fluency with social media tools. In response to these findings we have begun to introduce some social media tools and processes directly into the units we teach, in particular: digital story-telling techniques; the use of Twitter and location-based applications; encouraging the ethical use of Facebook etc. for sourcing stories and talent for interviews; podcasting, soundslides and video for the Web, Dreamweaver, InDesign and PHP-based content management systems. We do not see the work to date as the end-point of the changes that we know are necessary, but we are acutely aware of the limitations (structural, institutional and financial) that suggest we should continue with this small-steps approach for the foreseeable future.

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Online communications, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted to. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in enabling architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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Commonality in etiology and clinical expression plus high comorbidity between pathological gambling and substance use disorders suggest common underlying motives. It is important to understand common motivators and differentiating factors. An overarching framework of addiction was used to examine predictors of problem gambling in current electronic gaming machine (EGM) gamblers. Path analysis was used to examine the relationships between antecedent factors (stressors, coping habits, social support), gambling motivations (avoidance, accessibility, social) and gambling behavior. Three hundred and forty seven (229 females: M = 29.20 years, SD = 14.93; 118 males: M = 29.64 years, SD = 12.49) people participated. Consistent with stress, coping and addiction theory, situational life stressors and general avoidance coping were positively related to avoidance-motivated gambling. In turn, avoidance-motivated gambling was positively related to EGM gambling frequency and problems. Consistent with exposure theory, life stressors were positively related to accessibility-motivated gambling, and accessibility-motivated gambling was positively related to EGM gambling frequency and gambling problems. These findings are consistent with other addiction research and suggest avoidance-motivated gambling is part of a more generalized pattern of avoidance coping with relative accessibility to EGM gambling explaining its choice as a method of avoidance. Findings also showed social support acted as a direct protective factor in relation to gambling frequency and problems and indirectly via avoidance and accessibility gambling motivations. Finally, life stressors were positively related to socially motivated gambling but this motivation was not related to either social support or gambling behavior suggesting it has little direct influence on gambling problems.

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Increasingly social web technologies, such as blogging and micro-blogging, audio and video podcasting, photo/video, social bookmarking, social networking, wiki writing or virtual worlds are being used as forms of authoring or content creation to support students’ learning in higher education. As Web 2.0 teaching practice is characterised by open access to information and collaborative networks there are both familiar and novel challenges for policy-makers in higher education institutions. The Government 2.0 Taskforce heralded legislative and practice changes necessary because of Web 2.0. We reflect on the qualitative feedback received from innovative higher education practitioners using Web 2.0 to assess student work. This indicates a need for information policy review to accommodate the cultural shift towards information exchange and communication across traditional institutional boundaries. Issues involved when implementing Web 2.0 assessments are identified to highlight requisite areas for policy improvement in higher education, in particular for academic integrity, copyright and privacy policies

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This poster presents research-in-progress into the educational affordances of so-called Web 2.0 sites, services, with a particular emphasis on those applications that involve forms of shared human-machine cognition and that promote public knowledge networking. This research involves reviewing many hundreds of Web 2.0 tools and selecting approximately 50 for further analysis and exploration as learning applications. In doing so, the research will generate examples of unusual affordances provided by Web 2.0; it will also present a more structured categorisation of the kinds of uses and benefits of these tools. This approach is valuable because much current research and analysis of the impact of Web 2.0 on education, particularly higher education, has emphasised a relatively limited array of tools – principally blogs, wikis and social networking services – that offer educators and students opportunities for student-led collaborative work. Such opportunities involve strong emphasis on constructivist pedagogy: students’ interactions with each other, mediated via the Internet, are viewed as the positive benefit which networked learning can provide. However, Web 2.0 is far more than just collaboration, and associated shared self-expression. In particular, Web 2.0 includes many examples of services that take one form of input from a user and, rather than just sharing it with others, enable the transformation of that input into different forms, either as visualisations, maps, or other re-representations. Web 2.0 is also starting to see the development of knowledge-work engines that embody the concept of shared cognition, in which the service and the user cooperate in the production of some final knowledge output or which present to users knowledge that has already been processed more extensively than through simple searching. Web 2.0 is also closely associated with the idea that knowledge work is now networked and distributed; it involves users appropriating, creating and sharing knowledge products in a very public way, far beyond the narrow ‘audience’ of a particular course or program of study. The research presented in this poster will provide, firstly, examples of the Web 2.0 tools which emphasise these additional ways of exploiting the Internet for networked learning; secondly, the research will provide a first iteration of the overarching structure of categories and classifications which can be used to assess any proposed Web 2.0 application in terms of its affordances for learning as knowledge networking. By understanding these technologies, truly collaborative networked learning can be developed that blends with the emerging cultures of online behaviour increasingly common to contemporary student populations.

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Online interactions, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of a Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and their expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in empowering architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.

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Smartphones have become an integral part of our everyday lives, such as online information accessing, SMS/MMS, social networking, online banking, and other applications. The pervasive usage of smartphones also results them in enticing targets of hackers and malware writers. This is a desperate threat to legitimate users and poses considerable challenges to network security community. In this paper, we model smartphone malware propagation through combining mathematical epidemics and social relationship graph of smartphones. Moreover, we design a strategy to simulate the dynamic of SMS/MMS-based worm propagation process from one node to an entire network. The strategy integrates infection factor that evaluates the propagation degree of infected nodes, and resistance factor that offers resistance evaluation towards susceptible nodes. Extensive simulations have demonstrated that the proposed malware propagation model is effective and efficient.

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In this paper we provide a commentary on Perloff’s theoretical perspectives and agenda for research that examines the effects of social media on young women’s body image concerns. Social media are the main form of mass media being used by the youth of today, and researchers in the U.S. and Australia have commenced studying how these may be affecting body image concerns. However, the processes underlying how social media may influence young people’s body image appear to be no different from underlying other forms of mass media. Research is needed to more fully evaluate youth’s experiences of online appearance culture and how this may foster both negative and positive peer interactions. We also need more studies which compare the influences on social media with other media forms as there is no clear evidence that social networking sites and other forms of social media are more detrimental to one’s body image than other forms of media. We also consider factors that may protect young people from internalizing appearance ideals that are promoted by the mass media. In addition, we consider broader conceptualizations of body image so that a wider range of human experiences can be studied.

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 Combines theory, key issues for debate and an exploration of legacy and digital media industries to provide a holistic approach to communication and media.Activities, study questions and further reading/weblinks at the end of each chapter to help students put theory into context and further their understanding of key concepts.It covers the latest trends emerging from the deregulation of many media industries and then outlines future scenarios for a globally competitive digital media environment.Explores the contemporary intersections between social media, legacy media and communications with other studies in history, statistics, privacy and surveillance, public policy, media law and economics. The nature of media forms and industries is changing rapidly and constantly. As such, Changing Media Landscapes explores the concept of visual networking to describe the ways multiple media devices are used now for a variety of tasks. Visual networking extends the ability to engage in human communication particularly in today's context where most of our daily activities and routines are carried out with the help of various forms of communication technologies. It explores the changing media landscape through contemporary and developing latest trends, issues and developments including multicasting, cloud computing, privacy and social networking. It combines theory, key issues for debate and an exploration of legacy and digital media industries to provide a holistic approach to communication and media.

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By the time you read this column this story may have lost all it relevance but it has made a bit of a dust up lately and so I think it deserves some further treatment. About two weeks ago, the cyberverse was all a twitter about naked selfies, mainly of celebrities, that had been hacked right out of the cloud. Imagine that. What goes online isn’t exactly private. Doh!

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In 2008, academic researchers and public service officials created a university extension studies platform based on online and on-site meetings denominated "Work-Related Accidents Forum: Analysis, Prevention, and Other Relevant Aspects. Its aim was to help public agents and social partners to propagate a systemic approach that would be helpful in the surveillance and prevention of work-related accidents. This article describes and analyses such a platform. Online access is free and structured to: support dissemination of updated concepts; support on-site meetings and capacity to build educational activities; and keep a permanent space for debate among the registered participants. The desired result is the propagation of a social-technical-systemic view of work-related accidents that replaces the current traditional view that emphasizes human error and results in blaming the victims. The Forum uses an educational approach known as permanent health education, which is based on the experience and needs of workers and encourages debate among participants. The forum adopts a problematizing pedagogy that starts from the requirements and experiences of the social actors and stimulates support and discussions among them in line with an ongoing health educational approach. The current challenge is to turn the platform into a social networking website in order to broaden its links with society.

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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC