738 resultados para advertising, avoidance, online social networking, perceptions, privacy, teenagers, trust
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La revolución del internet ha llevado a muchos cambios. Con el paso del tiempo, dependemos menos de los papeles y más de los archivos digitales. Los niveles de información han incrementado exponencialmente y la interconectividad que han brindado servicios como redes sociales se encuentra en niveles jamás pensados hace media década. Sin embargo, el mercado laboral tradicional ha visto pocos cambios; a pesar de que han surgido numerosas ocupaciones y desaparecido puestos del mismo modo, la gran mayoría de personas se ven obligadas a buscar el sustento propio y de sus familias dedicándole una cantidad considerable de tiempo a su trabajo y dejando de lado muchos otros asuntos pertinentes al hogar, a los negocios e incluso asuntos personales. El sistema de adquisición de servicios se encuentra completamente estancado. En Colombia, según cifras de 2011 del Departamento Administrativo Nacional de Estadistica (DANE), existen más de 10 millones de viviendas y más de 500.000 establecimientos de comercio, que por lo menos una vez por año tienen un reparo para hacer, por esta razón, se genera una amplia demanda en la prestación de este tipo de servicios. Miles de personas continúan sin encontrar servicios específicos a sus necesidades en el momento adecuado, incluso cuando existe dinero destinado hacia los mismos, en gran parte debido a los esquemas tradicionales y la inhabilidad de conectar necesidades con servicios. Este emprendimiento busca cambiar ese esquema tradicional de las páginas amarillas, los clasificados y otras fuentes que se han quedado en el siglo XX como medio publicitario de trabajos realizados por independientes en temas relacionados con el hogar u oficina y abrir camino hacia una nueva forma de encontrar un apareamiento en tiempo real y enfocado en los consumidores, creando una sitio web y posteriormente aplicaciones móviles, en la que cada cliente puede comparar los precios estandarizados de cada servicio del hogar, pagar electrónicamente lo pactado y dejar calificaciones del servicio posteriormente; cambiando el estilo de negociación de modo más formal y bajo un esquema que logre acuerdos mutuamente beneficiales. En el corto plazo, se busca que las personas puedan considerar alternativas a los esquemas existentes para dar a satisfacer sus necesidades. En el mediano y largo plazo el objetivo del 4 proyecto es romper los paradigmas en los mismos que se han mantenido desde tanto tiempo y revolucionar su funcionamiento conforme a las herramientas existentes en la actualidad. El siguiente proyecto tiene como propuesta proveer una solución completa para los hogares y establecimientos comerciales en términos de adquisición de servicios prestados por personas independientes y con poca o nula regulación en el mercado actual. Es una propuesta que permite cambiar la logística y el modelo de negociación de mediante una herramienta virtual que adicionalmente brinde una respuesta más rápida y facilidad de uso.
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Monográfico: Acción social en la sociedad de la información y el conocimiento: prácticas que generan cambio. Resumen en inglés y catalán
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Reflexión sobre la creatividad y el Networking como una herramienta para ayudar a las personas y como método de innovación social. Networking creativo nace con el objetivo de ayudar a las personas a difundir su creatividad, y es una organización de eventos estructurado en tres partes para que los participantes sean los protagonistas de su experiencia. Tiene lugar en la ciudad de Barcelona. Estos eventos se realizan para desarrollar una comunidad de personas con mente abierta, para innovar, fomentar la creatividad o dar apoyo a emprendedores. Por tanto, Networking es un concepto basado en las personas, las pasiones y la creatividad. Además, se presenta una reflexión que da respuesta a diferentes cuestiones.
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The Data Protection Regulation proposed by the European Commission contains important elements to facilitate and secure personal data flows within the Single Market. A harmonised level of protection of individual data is an important objective and all stakeholders have generally welcomed this basic principle. However, when putting the regulation proposal in the complex context in which it is to be implemented, some important issues are revealed. The proposal dictates how data is to be used, regardless of the operational context. It is generally thought to have been influenced by concerns over social networking. This approach implies protection of data rather than protection of privacy and can hardly lead to more flexible instruments for global data flows.
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For several years, online educational tools such as Blackboard have been used by Universities to foster collaborative learning in an online setting. Such tools tend to be implemented in a top-down fashion, with the institution providing the tool to the students and instructing them to use it. Recently, however, a more informal, bottom up approach is increasingly being employed by the students themselves in the form of social networks such as Facebook. With over 9,000 registered Facebook users at the beginning of this study, rising to over 12,000 at the University of Reading alone, Facebook is becoming the de facto social network of choice for higher education students in the UK, and there was increasing anecdotal evidence that students were actively learning via Facebook rather than through BlackBoard. To test the validity of these anecdotes, a questionnaire was sent to students, asking them about their learning experiences via BlackBoard and Facebook. The results show that students are making use of the tools available to them even when there is no formal academic content, and that increased use of a social networking tool is correlated with a reported increase in learning as a result of that use.
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The plethora, and mass take up, of digital communication tech- nologies has resulted in a wealth of interest in social network data collection and analysis in recent years. Within many such networks the interactions are transient: thus those networks evolve over time. In this paper we introduce a class of models for such networks using evolving graphs with memory dependent edges, which may appear and disappear according to their recent history. We consider time discrete and time continuous variants of the model. We consider the long term asymptotic behaviour as a function of parameters controlling the memory dependence. In particular we show that such networks may continue evolving forever, or else may quench and become static (containing immortal and/or extinct edges). This depends on the ex- istence or otherwise of certain infinite products and series involving age dependent model parameters. To test these ideas we show how model parameters may be calibrated based on limited samples of time dependent data, and we apply these concepts to three real networks: summary data on mobile phone use from a developing region; online social-business network data from China; and disaggregated mobile phone communications data from a reality mining experiment in the US. In each case we show that there is evidence for memory dependent dynamics, such as that embodied within the class of models proposed here.
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The chapter reports on the ‘This Is Me’ project, that aimed to help students and the wider public to be aware of the impact that online material, particularly that on the Internet, has on their identity and reputation. The chapter explores practical aspects of Digital Identity, relating to issues such as employability, relationships and even death. For example, understanding the impact a photograph posted on a social networking website might have for different groups of people, ranging from friends or parents to future employers. As part of the ‘This is Me’ project stories were collected from students and others about Digital Identity matters, a grounded methodological approach based on action research was used to establish issues related to Digital Identity particularly relevant to those in academia. Drawing from these issues, resources were developed to help inform and educate people about how they can understand and control their own Digital Identity. A number of these resources are presented here, along with reflections on how they are used and can be adapted.
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The article features a conversation between Rob Cross and Martin Kilduff about organizational network analysis in research and practice. It demonstrates the value of using social network perspectives in HRM. Drawing on the discussion about managing personal networks; managing the networks of others; the impact of social networking sites on perceptions of relationships; and ethical issues in organizational network analysis, we propose specific suggestions to bring social network perspectives closer to HRM researchers and practitioners and rebalance our attention to people and to their relationships.
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Understanding Digital Literacies provides an accessible and timely introduction to new media literacies. It supplies readers with the theoretical and analytical tools with which to explore the linguistic and social impact of a host of new digital literacy practices. Each chapter in the volume covers a different topic, presenting an overview of the major concepts, issues, problems and debates surrounding the topic, while also encouraging students to reflect on and critically evaluate their own language and communication practices. Features include: coverage of a diverse range of digital media texts, tools and practices including blogging, hypertextual organisation, Facebook, Twitter, YouTube, Wikipedia, websites and games an extensive range of examples and case studies to illustrate each topic, such as how blogs have affected our thinking about communication, how the creation and sharing of digital images and video can bring about shifts in social roles, and how the design of multiplayer online games for children can promote different ideologies a variety of discussion questions and mini-ethnographic research projects involving exploration of various patterns of media production and communication between peers, for example in the context of Wikinomics and peer production, social networking and civic participation, and digital literacies at work end of chapter suggestions for further reading and links to key web and video resources a companion website providing supplementary material for each chapter, including summaries of key issues, additional web-based exercises, and links to further resources such as useful websites, articles, videos and blogs.
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O objetivo desta tese é contribuir com a análise das emoções, a partir dos papéis da valência e da excitação emocional, como influenciadoras do compartilhamento de informação entre consumidores online. Pessoas compartilham onversando ou utilizando ferramentas de compartilhamento de conteúdo na internet, como as redes sociais virtuais. O compartilhamento de conteúdo na internet leva a uma maior difusão, fazendo com que eles se viralizem, ou seja, sejam retransmitidos diversas vezes, atingindo diferentes públicos (HO; DEMPSEY, 2010). Ainda há dúvidas na literatura sobre as causas desta viralização, e o quanto as emoções influenciam o processo, articularmente se as pessoas tendem a compartilhar mais o que lhes é positivo, o que lhes causa mais excitação (BERGER; MILKMAN, 2012) ou se há um perfil específico de consumidor que se engaja mais nessas ações, como os chamados advogados de marca, e como tal perfil se comporta. Para investigar isso, foram conduzidos quatro experimentos: o primeiro comparou a propensão a compartilhar notícias de valências emocionais e excitações diferentes, o segundo relacionou a propensão a compartilhar propagandas e notícias com valências diferentes, o terceiro analisou como advogados de marca declarados agem com relação a conteúdo de diferentes valências e o quarto comparou a propensão a compartilhar de propagandas com diferentes valências e estímulos ao compartilhamento (nenhum, dica de um amigo ou participação em um sorteio). Os conteúdos de valência positiva que geraram maior excitação ou tidos como mais úteis seriam mais compartilhados, enquanto advogados de marca deram ênfase em suas respostas ao conteúdo negativo, negando-o, justificando-o ou se abstendo, e foram mais intensos ao reclamar de problemas que eles próprios sofreram. Os principais achados desta tese são que a) conteúdo online de valência positiva e de alta excitação tem maior probabilidade de ser compartilhado, porém b) conteúdo online de valência negativa é tido como mais útil e gera maior excitação. Além disso, c) se o conteúdo for referente a uma marca com que o consumidor é engajado, ele reagirá com respostas mais circunstanciadas e d) se o conteúdo lhe for indicado por um amigo, ele tem maior chance de compartilhar. A principal contribuição desta tese é auxiliar na compreensão, teórica e gerencial, do compartilhamento entre usuários, avaliando o 9 impacto de conteúdo excitante ou útil, seja de valência positiva ou negativa, permitindo às organizações dimensionar seus esforços de comunicação e de relacionamento com clientes, com vistas a selecionar as abordagens mais adequadas às mensagens
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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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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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The study does a analysis about the social participation of teenagers in the healthy sexual and reproductive Programs in Natal/RN city, in the perspective of Protagonism Juvenile, that presuppose the teenager condition like main actor and subject of the right and obligations. In front of this, the aim this search is to discuss and analyse the juvenile protagonism and theirpolitic , pedagogics and soscial means, to go off on to the participation of teenagers like social subject in the healthy sexual and reproductive Programs in Natal/Rn city. The way to the teoric reflexion this study privileged the approach historic-member, being assisted by quality methodology, to making useful an interview semistructured with teenagers, families and co-ordinators of the Programs. The social participation of the teenagers, in these programs, reaffirm itself like a proposal politic-pedagogical that contribute to the development of competences of the teenagers and improvement of habilities in the treatment of the questions about heathy sexual and reprodutive,valorizing the condition of the social subjects, in the perspective of the protagonism juvenile. The relevance this study to be detached by the contribution in the building and implementation of the programs politic-pedagogical, that affirm to the teenagers the condition of the right and obligations
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In the past few years, vehicular ad hoc networks(VANETs) was studied extensively by researchers. VANETs is a type of P2P network, though it has some distinct characters (fast moving, short lived connection etc.). In this paper, we present several limitations of current trust management schemes in VANETs and propose ways to counter them. We first review several trust management techniques in VANETs and argue that the ephemeral nature of VANETs render them useless in practical situations. We identify that the problem of information cascading and oversampling, which commonly arise in social networks, also adversely affects trust management schemes in VANETs. To the best of our knowledge, we are the first to introduce information cascading and oversampling to VANETs. We show that simple voting for decision making leads to oversampling and gives incorrect results in VANETs. To overcome this problem, we propose a novel voting scheme. In our scheme, each vehicle has different voting weight according to its distance from the event. The vehicle which is more closer to the event possesses higher weight. Simulations show that our proposed algorithm performs better than simple voting, increasing the correctness of voting. © 2012 Springer Science + Business Media, LLC.