879 resultados para Online community


Relevância:

60.00% 60.00%

Publicador:

Resumo:

Historically, the public service broadcaster (PSB) acted beyond its institutional broadcasting remit by initiating and facilitating activities to support cultural infrastructure and national identity (Wilson, Hutchinson and Shea 2010). The recent focus to develop new content delivery platforms and services (Debrett 2010) signifies a semantic shift from the PSB to the public service media (PSM) organisation. The Australian PSM organisation, the Australian Broadcasting Corporation (ABC) has moved beyond the era of ‘online’ publishing to incorporate Web 2.0 technologies to foster new relationships with the audience (Walker 2009) and engage in production activities with participatory cultures (Jenkins 2006). This shift presents opportunities and challenges to traditional media production, the existing editorial policies and governance models, and raises questions around the value of PSM experimental and innovative activities. Further, the incorporation of information communication technologies and participatory cultures challenge the core values of ‘public service’ within PSM. This paper examines ABC Pool (abc.net.au/pool) as a means of extending the ABC’s public service remit by incorporating participatory cultures into the production and governance models of the corporation and critically analyses the public value of such innovative experiments.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Web 2.0 technologies have mobilised collaborative peer production and participatory cultures for online content creation. However, not all online communities engaging in these activities are independently facilitated and often operate within the auspices of the cultural institutions that develop and resource them. Borrowing from the principles of Wikipedia that supports collaborative online content creation and online community, ABC Pool (abc.net.au/pool) is one such institutional online community operating with the support of the Australian Public Service Broadcaster (PSB), the Australian Broadcasting Corporation (ABC). This paper explores the collaborative, creative, and governance activities of an institutional online community and how the role of the community manager is an intermediary within these arrangements.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

This paper presents research that investigated the role of conflict in the editorial process of the online encyclopedia, Wikipedia. The study used a grounded approach to analyzing 147 conversations about quality from the archived history of the Wikipedia article 'Australia'. It found that conflict in Wikipedia is a generative friction, regulated by references to policy as part of a coordinated effort within the community to improve the quality of articles.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

As media institutions are encouraged to explore new production methodologies in the current economic crisis, they align with Schumpeter’s creative destruction provocation by exhibiting user-led political, organisation and socio-technical innovations. This paper highlights the significance of the cultural intermediary within the innovative, co-creative production arrangements for cultural artefacts by media professionals in institutional online communities. An institutional online community is defined as one that is housed, resourced and governed by commercial or non- commercial institutions and is not independently facilitated. Web 2.0 technologies have mobilised collaborative peer production activities for online content creation and professional media institutions face challenges in engaging participatory audiences in practices that are beneficial for all concerned stakeholders. The interests of those stakeholders often do not align, highlighting the need for an intermediary role that understands and translates the norms, rhetoric tropes and day-to-day activities between the individuals engaging in participatory communication activities for successful negotiation within the production process. This paper specifically explores the participatory relationship between the public service broadcaster (PSB), the Australian Broadcasting Corporation (ABC) and one of its online communities, ABC Pool (www.abc.net.au/pool). ABC Pool is an online platform developed and resourced by the ABC to encourage co-creation between audience members engaging in the production of user-generated content (UGC) and the professional producers housed within the ABC Radio Division. This empirical research emerges from a three-year research project where I employed an ethnographic action research methodology and was embedded at the ABC as the community manager of ABC Pool. In participatory communication environments, users favour meritocratic heterarchical governance over traditional institutional hierarchical systems (Malaby 2009). A reputation environment based on meritocracy requires an intermediary to identify the stakeholders, understand their interests and communicate effectively between them to negotiate successful production outcomes (Bruns 2008; Banks 2009). The community manager generally occupies this role, however it has emerged that other institutional production environments also employ an intermediary role under alternative monikers(Hutchinson 2012). A useful umbrella term to encompass the myriad of roles within this space is the cultural intermediary. The ABC has experimented with three institutional online community governance models that engage in cultural intermediation in differing decentralised capacities. The first and most closed is a single point of contact model where one cultural intermediary controls all of the communication of the participatory project. The second is a model of multiple cultural intermediaries engaging in communication between the institutional online community stakeholders simultaneously. The third is most open yet problematic as it promotes and empowers community participants to the level of cultural intermediaries. This paper uses the ABC Pool case study to highlight the differing levels of openness within cultural intermediation during the co-creative production process of a cultural artifact.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Wikipedia is often held up as an example of the potential of the internet to foster open, free and non-commercial collaboration. However such discourses often conflate these values without recognising how they play out in reality in a peer-production community. As Wikipedia is evolving, it is an ideal time to examine these discourses and the tensions that exist between its initial ideals and the reality of commercial activity in the encyclopaedia. Through an analysis of three failed proposals to ban paid advocacy editing in the English language Wikipedia, this paper highlights the shift in values from the early editorial community that forked encyclopaedic content over the threat of commercialisation, to one that today values the freedom that allows anyone to edit the encyclopaedia.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Digital innovation is transforming the media and entertainment industries. The professionalization of YouTube’s platform is paradigmatic of that change. The 100 original channel initiative launched in late 2011 was designed to transform YouTube’s brand through production of a high volume of quality premium video content that would more deeply engage its audience base and in the process attract big advertisers. An unanticipated by-product has been the rapid growth of a wave of aspiring next-generation digital media companies from within the YouTube ecosystem. Fuelled by early venture capital some have ambitious goals to become global media corporations in the online video space. A number of larger MCNs (Multi-Channel Networks) - BigFrame, Machinima, Fullscreen, AwesomenessTV, Maker Studios , Revision3 and DanceOn - have attracted interest from media incumbents like Warner Brothers, DreamWorks, Discovery, Bertlesmann, Comcast and AMC, and two larger MCNs Alloy and Break Media have merged. This indicates that a shakeout is underway in these new online supply chains, after rapid initial growth. The higher profile MCNs seek to rapidly develop scale economies in online distribution and facilitate audience growth for their member channels, helping channels optimize monetization, develop sustainable business models and to facilitate producer-collaboration within a growing online community of like-minded content creators. Some MCNs already attract far larger online audiences than any national TV network. The speed with which these developments have occurred is reminiscent of the 1910s, when Hollywood studios first emerged and within only a few years replaced the incumbent film studios as the dominant force within the film industry.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

An increasing number of organizations have installed enterprise social media (ESM) platforms to allow employees to collaborate, work independently, and to innovate more easily. While research has started to explain how such technologies can lead to improved collaboration and productivity, their role in assisting employees in innovation processes remains unclear. In our research-in-progress we examine the case of a global retail organization that adopted ESM for all employees with the view to foster employee-driven innovation. We report on our on-going data collection and analysis, in which we focus on the salient mechanisms and contingency factors why ESM under some conditions facilitates employee-driven innovation and why under some conditions it does not. We report on on-going data collection, data analysis strategies and emergent findings, and conclude with a brief outlook on our future research strategies.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Advertising is ubiquitous in the online community and more so in the ever-growing and popular online video delivery websites (e. g., YouTube). Video advertising is becoming increasingly popular on these websites. In addition to the existing pre-roll/post-roll advertising and contextual advertising, this paper proposes an in-stream video advertising strategy-Computational Affective Video-in-Video Advertising (CAVVA). Humans being emotional creatures are driven by emotions as well as rational thought. We believe that emotions play a major role in influencing the buying behavior of users and hence propose a video advertising strategy which takes into account the emotional impact of the videos as well as advertisements. Given a video and a set of advertisements, we identify candidate advertisement insertion points (step 1) and also identify the suitable advertisements (step 2) according to theories from marketing and consumer psychology. We formulate this two part problem as a single optimization function in a non-linear 0-1 integer programming framework and provide a genetic algorithm based solution. We evaluate CAVVA using a subjective user-study and eye-tracking experiment. Through these experiments, we demonstrate that CAVVA achieves a good balance between the following seemingly conflicting goals of (a) minimizing the user disturbance because of advertisement insertion while (b) enhancing the user engagement with the advertising content. We compare our method with existing advertising strategies and show that CAVVA can enhance the user's experience and also help increase the monetization potential of the advertising content.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

[ES] Las comunidades online se han convertido en un lugar de encuentro muy popular para los consumidores que les permite compartir información. En este artículo se presenta una técnica de información novedosa como la netnografía, y se aplica para determinar cuál es el posicionamiento de las empresas de distribución alimentaria. Tras la recogida y análisis de 506 mensajes válidos de la comunidad online Ciao, se pudo conocer qué atributos se asociaban a seis establecimientos de alimentación analizados. Mercadona se asocia con la calidad de su marca de distribuidor y una escasa variedad de marcas/productos. Las tiendas discount, Lidl y DIA, destacan por la posibilidad de mejora en la limpieza del establecimiento y la localización de los productos. Los hipermercados, Eroski, Alcampo y Carrefour, son destacados por su variedad de marcas/productos, y alejado del domicilio. También se ha identificado a los competidores más directos de cada empresa, encontrándose una competencia entre los formatos de venta del mismo tipo (intratipo). El uso de la netnografia, técnica relativamente reciente, supone la mayor originalidad del trabajo. Además, las conclusiones obtenidas, que son coincidentes con estudios anteriores, muestran que la netnografía puede ser una fuente de información para determinar cuál es la imagen comercial y el posicionamiento de las empresas.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The U&I programme Critical Friends (CFs) are developing guidelines on the role of the Critical Friend and the way in which this links with U&I programme model, projects and outputs. The critical friends are also in the process of building a new online community of shared effective practice for current and future critical friends. The CF Benefits Realisation project aims to synthesise existing CF U&I, JISC Curriculum Design and Delivery, JISC Institutional Innovation and related programmes, activities, methodologies and approaches to produce a range of specialist guidelines and other outputs for effective CF practice, within the context of the aims and objectives of the JISC U&I programme. We aim to disseminate these to a wide range of interests within the JISC HE-FE communities, following consultation.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The EU-based industry for non-leisure games is an emerging business. As such it is still fragmented and needs to achieve critical mass to compete globally. Nevertheless its growth potential is widely recognized. To become competitive the relevant applied gaming communities and SMEs require support by fostering the generation of innovation potential. The European project Realizing an Applied Gaming Ecosystem (RAGE) is aiming at supporting this challenge. RAGE will help by making available an interoperable set of advanced technology assets, tuned to applied gaming, as well as proven practices of using asset-based applied games in various real-world contexts, and finally a centralized access to a wide range of applied gaming software modules, services and related document, media, and educational resources within an online community portal called the RAGE Ecosystem. It is based on an integrational, user-centered approach of Knowledge Management and Innovation Processes in the shape of a service-based implementation.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The present study aims to identify the framework of personal, organizational and technical variables that contribute to the viability and successful of innovative educational practices with video games within the school context to enhance the multiple intelligences. For this purpose, advantage was taken on the information previously collected through a questionnaire about the views, thoughts and experiences of a group of teachers of childhood and primary education (N=25) who voluntarily participated in a blended training activity from Center of Teachers (CEFIRE) of Valencia, around a community of practice aimed at promoting and advising projects for implementing educational video games in the classroom. The mixed methodology adopted has allowed the following: a) describe the relationship between their degree of development and daily use made of ICT in the classroom, their level of familiarity with video games,  their previous experience to integrate them for educational purposes..., and their participation in projects that focus on game-based learning; b) conduct content analysis of the opinions and thoughts expressed in a forum for teachers on innovation on and methodological strategies adopted reflected in a virtual board; and c) develop a SWOT analysis: Strengths, Weaknesses, Opportunities and Threats inherent in the implementation of experience with video games in the classroom. Among the conclusions, it is highlighted that, even though most did not have specific training or enough technological resources and the planning and implementation of innovation required them a great investment of time, their personal interest, the support given by members of the online community of practice, helped to encourage their activity, along with receptivity, positive attitude and high motivation of students with the experience. These aspects have been crucial to promote successful innovative practices with video games.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

The proliferation of media services enabled by digital technologies poses a serious challenge to public service broadcasting rationales based on media scarcity. Looking to the past and future, we articulate an important role that the Australian Broadcasting Corporation (ABC) might play in the digital age. We argue that historically the ABC has acted beyond its institutional broadcasting remit to facilitate cultural development and, drawing on the example of Pool (an online community of creative practitioners established and maintained by the ABC), point to a key role it might play in fostering network innovation in what are now conceptualised as the creative industries.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

O surgimento da Web 2.0 imprimiu uma mudança na postura dos utilizadores da Web que passaram a poder não apenas ler e pesquisar, como também colaborar e produzir e publicar informação, adotando uma postura ativa. As redes sociais são uma poderosa ferramenta à qual recorrem movimentos sociais e políticos, o mundo da publicidade e do marketing, com evidentes efeitos nos indivíduos e na sociedade. Por seu lado, o desenvolvimento profissional de professores é um processo permanente, pelo que é reconhecida a importância da aprendizagem ao longo da vida em ambientes formais, não-formais e informais. Neste contexto, as redes sociais surgem como potenciais instrumentos de comunicação, interação, partilha e trabalho colaborativo, determinantes para o crescimento profissional dos docentes que almejam uma contínua aprendizagem. Este estudo de caso, que se centra na Interactic 2.0, uma rede social profissional essencialmente dirigida a educadores e criada numa aplicação Web 2.0 (Ning), teve como principal objetivo verificar em que medida esta rede social, ao possibilitar a formação e o desenvolvimento de uma comunidade de prática online, contribui para o desenvolvimento profissional dos docentes do ensino não superior. Os dados obtidos através da aplicação de inquéritos por questionário aos membros da Interactic 2.0, de entrevistas aos administradores da rede e da análise de interações num grupo específico da rede, revelam que os docentes do ensino não superior utilizam as ferramentas Web 2.0 para fins profissionais, nomeadamente as redes sociais, as aplicações de escritório online e os blogues. Conscientes dos riscos associados às redes sociais, mas também da necessidade de um constante enriquecimento profissional, os professores do ensino não superior reconhecem o interesse das redes sociais em geral, e da Interactic 2.0 em particular, como privilegiados instrumentos de partilha que contribuem para a sua atualização sobre aspetos curriculares e pedagógicos. Muito embora apenas concorram para o fomento do trabalho colaborativo entre professores, a Interactic 2.0 contribui para o aumento das competências digitais dos seus membros e para uma melhor integração das TIC em contexto educativo. A Interactic 2.0 é, portanto, uma comunidade de prática, constituída por um vasto número de pessoas com um interesse comum, que partilham e constroem conhecimento em torno de um domínio, criando um espaço partilhado de reflexão crítica sobre os temas em torno da educação.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

As competências em Tecnologia da Informação e Comunicação (TIC) e o Pensamento Crítico (PC) são duas das linhas orientadoras da Aprendizagem ao Longo da Vida (ALV) que reconhecendo que todos os contextos (informais, não-formais e formais) podem ser de aprendizagem, assumiram no quadro da Educação e Formação de Adultos (EFA), em Portugal, uma expressividade plasmada no Referencial de Competências-Chave de Educação e Formação de Adultos, nível secundário (EFA-NS). Contudo a orientação PC/TIC não tem sido explicitamente conciliada nas práticas de educação e formação de adultos. Neste contexto desenvolveu-se uma Oficina de Formação para professores/formadores de cursos EFA-NS, na qual se trabalhou a integração de ferramentas da Web 2.0 com a infusão de PC em materiais/atividades para cursos EFA-NS. No desenvolvimento da Oficina foram consideradas três vertentes. Primeira, conceções dos professores sobre EFA/TIC e EFA/PC. Segunda, a formação sobre PC/TIC. Terceira, produção e implementação de materiais/atividades com orientação PC/TIC. A componente de trabalho autónomo da Oficina passou essencialmente pela dinâmica de uma comunidade online de nome EF@. O grupo de formação era constituído por 17 professores do ensino secundário, e pela investigadora/formadora, autora deste estudo. Acrescente-se que no conjunto das 10 sessões de trabalho presencial a investigadora/formadora foi coadjuvada por mais três formadores. Estudar os impactes da Oficina no desenvolvimento profissional dos professores, conjuntamente com a avaliação da influência dos materiais/atividades produzidos (na Oficina) no nível de PC dos alunos, assumiram-se como as duas questões de investigação a que este estudo pretendeu dar resposta. Neste sentido estudámos o grupo de professores em formação – estudo de caso – e o grupo de alunos – plano quasi experimental do tipo grupo de controlo/experimental, pré/pós-teste, pelo que o enquadramento da metodologia num estudo misto, predominantemente de natureza qualitativa, foi a adotada. A recolha e o tratamento de dados foram feitos mediante várias técnicas – observação, inquérito, análise e testagem – associadas a diferentes instrumentos: dois questionários, diário de investigador e Teste de Pensamento Crítico – Cornell (Nível X). A análise dos dados recolhidos possibilitou a compreensão de como a Oficina contribui para a reflexão: (i) nas práticas anteriores dos professores; (ii) nas competências adquiridas na Oficina e (iii) nas práticas implementadas. Ao nível do PC dos alunos, podemos dizer que os materiais/atividades produzidos na Oficina influenciaram o nível de PC dos alunos, já que os resultados da média do PC do pós-teste foram estatisticamente significativos para o grupo experimental, quando comparado com a média do PC no grupo de controlo.