798 resultados para User-generated advertising
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Praticas na midia social se refere a vista ou a percepcao de uma marca nao so com base em suas ofertas e servicos, mas tambem sobre seus valores e cultura como percebido principalmente pelos consumidores. As organizacoes podem utilizer a imagem que é interessante e aceitavel para os clients. Nos ultimos anos, uma das formas que as organizacoes de forma consistente comercializar ou publicitar a sua marca envolve midias sociais. O ojetivo deste estudo é explorer quais sao as praticas de midia social no negocio de educacao de viagens. Para obter os dados, a pesquisadora entrevistou pessoas de seis empresas de educacao de viagens e cotejadas informacoes sobre o tema a partir de fonts primarias e secundarias existentes. O pesquisador conduziu a pesquisa para determiner praticas de marketing de midia social em que se aplicam nos sectores do turismo e educacao. Com base nos dados obtidos pelo pesquisador, as praticas de marketing de midia social incluem a utilizacao de plataformas de midia social com um alcance internacional generalizada tipo Facebook, Twitter, Instagram e YouTube. Outra estratégia é para postar constantemente as atualizações que não são apenas interessante, mas também informativo sobre os produtos e serviços oferecidos por uma marca ou organização. As empresas ou organizações devem também interagir com os clientes ou clientes on-line, a fim de manter os interesses deste último em ofertas e serviços da ex. O envolvimento do cliente é uma das razões por que os clientes optam por seguir as empresas on-line através da mídia social. A pesquisa também revela outras vantagens e benefícios da mídia social que constituem as melhores práticas, tais como a conversão de não-clientes para os clientes, o aumento da presença da mídia para aumentar a popularidade, a comunicação eficaz das metas e objetivos organizacionais, bem como a formação de um bom relacionamento com os clientes. As organizações também podem usar turístico criado conteúdo (TCC) e outros tipos de conteúdo para orientar a tomada de decisão no desenvolvimento do produto gerado pelo usuário.
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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La tesi propone un approccio semiotico ai videogiochi e indaga le relazioni tra videogioco, memoria e senso, a partire dall’analisi di un ampio corpus di videogiochi, trasversale rispetto ai generi. Il lavoro intende mostrare la proficuità di un incontro tra semiotica e videogiochi sotto un duplice punto di vista: da un lato i videogiochi, in quanto oggetti “nuovi”, rappresentano un buon banco di prova per la teoria e la metodologia semiotica; dall’altro lato la semiotica permette di comprendere meglio i videogiochi, ricostruendo i meccanismi semiotici che contribuiscono a generare gli effetti di senso tipici di questa forma testuale (es. immersività, interattività, flusso…). Il lavoro si propone quindi il duplice obiettivo di individuare le peculiarità del videogioco in quanto oggetto di analisi semiotica (cap. 1) e i meccanismi che in diversi generi videoludici portano alla creazione di effetti di senso peculiari e alla costruzione di una nuova memoria (capp. 3, 4, 5). Il primo capitolo è dedicato a una riflessione teorica e metodologica che intende preparare il campo per l’analisi, provando a “testare” modelli, concetti e strumenti più o meno assestati con lo scopo di riconoscere lo statuto semiotico dei videogiochi e di individuare il modo migliore per analizzarli semioticamente. Inoltre nel cap. 1 si affrontano, ancora in un’ottica generale, le dinamiche tra memoria del gioco e memoria del giocatore e l’importanza dei processi di apprendimento per l’interpretazione videoludica. Gli ultimi tre capitoli sono invece dedicati ai risultati delle analisi, condotte su un corpus ampio di videogiochi, affiancato da un corpus “di controllo” costituito da video di partite concrete, immagini user-generated, interfacce fisiche di gioco e “discorsi su” i videogiochi inseriti nel corpus principale. Il terzo capitolo individua i meccanismi semiotici che contribuiscono a costruire, de-costruire e ricostruire l’identità del giocatore nel corso della partita. Il quarto capitolo affronta la relazione tra tempo del gioco e tempo del giocatore, concentrandosi sulle modalità di configurazione del tempo in atto nei diversi generi videoludici. L’ultimo capitolo è dedicato all’approfondimento di un aspetto particolare della testualità videoludica: la capacità dei videogiochi di generare esperienze embodied, cioè esperienze ‘incarnate’ e ‘situate’.
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Questa tesi affronta la tematica della trustworthiness dal punto di vista dell’utente, a partire dalla sua identità virtuale fino a considerare l’analisi dei parametri che un sito Web dovrebbe adottare perchè sia ritenuto affidabile dagli utilizzatori. Si individueranno quindi le criticità che rendono ancora la trustworthiness una variabile poco considerata nella progettazione di siti Web e gli eventuali accorgimenti e punti di forza che caratterizzano un ambiente di lavoro. La tesi presenta diversi casi esemplificativi di utilizzo, ovvero gli ambienti di commercio elettronico, gli ambienti che condizionano l’acquisto di un utente e i sistemi di knowledge sharing; tutte le analisi di affidabilità sono applicate a siti web che adottano modelli di approvvigionamento dati da parte degli utenti stessi, votazioni e giudizi, recensioni su prodotti e servizi, crowdsourcing di informazioni e di esperienze personali e collettive, basate su progetti di indagine commerciale, analisi e opinione di prodotti o servizi o informazioni condivise per lo sviluppo sociale. La tematica viene analizzata da questi tre punti di vista, ciascuno sotto l’ottica identitaria, di reputazione e di affidabilità. La letteratura, come esaminato in questa tesi, propone alcuni modelli che individuano criteri di valutazione dell’affidabilità dei siti web, su algoritmi già esistenti quindi su siti Web che possiedono sistemi di filtraggio del contenuto o sistemi di valutazione della reputazione o meccanismi di raccomandazione per individuare le intenzioni dell’utente; in altri casi vengono implementati modelli sperimentali e teorie basate su dataset esistenti, per ricercare soluzioni tangibili all’autenticazione di affidabilità di un sistema, compensando la carenza di sistemi di giudizio di trustworthiness su siti Web reali. Vengono proposti alcuni casi d’uso, appartenenti alle categorie prese in oggetto, per esaminare nel dettaglio, le caratteristiche di trustworthiness fornite da ognuno di essi, nel loro campo di applicazione. L’obiettivo è tracciare una mappatura dei principali criteri con cui viene valutata trustworthiness dei dati in qualsiasi ambito d’applicazione della rete, ponendo alcuni criteri fondamentali ed avere così una visione approfondita della problematica.
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The three-step test is central to the regulation of copyright limitations at the international level. Delineating the room for exemptions with abstract criteria, the three-step test is by far the most important and comprehensive basis for the introduction of national use privileges. It is an essential, flexible element in the international limitation infrastructure that allows national law makers to satisfy domestic social, cultural, and economic needs. Given the universal field of application that follows from the test’s open-ended wording, the provision creates much more breathing space than the more specific exceptions recognized in international copyright law. EC copyright legislation, however, fails to take advantage of the flexibility inherent in the three-step test. Instead of using the international provision as a means to open up the closed EC catalogue of permissible exceptions, offer sufficient breathing space for social, cultural, and economic needs, and enable EC copyright law to keep pace with the rapid development of the Internet, the Copyright Directive 2001/29/EC encourages the application of the three-step test to further restrict statutory exceptions that are often defined narrowly in national legislation anyway. In the current online environment, however, enhanced flexibility in the field of copyright limitations is indispensable. From a social and cultural perspective, the web 2.0 promotes and enhances freedom of expression and information with its advanced search engine services, interactive platforms, and various forms of user-generated content. From an economic perspective, it creates a parallel universe of traditional content providers relying on copyright protection, and emerging Internet industries whose further development depends on robust copyright limita- tions. In particular, the newcomers in the online market – social networking sites, video forums, and virtual worlds – promise a remarkable potential for economic growth that has already attracted the attention of the OECD. Against this background, the time is ripe to debate the introduction of an EC fair use doctrine on the basis of the three-step test. Otherwise, EC copyright law is likely to frustrate important opportunities for cultural, social, and economic development. To lay groundwork for the debate, the differences between the continental European and the Anglo-American approach to copyright limitations (section 1), and the specific merits of these two distinct approaches (section 2), will be discussed first. An analysis of current problems that have arisen under the present dysfunctional EC system (section 3) will then serve as a starting point for proposing an EC fair use doctrine based on the three-step test (section 4). Drawing conclusions, the international dimension of this fair use proposal will be considered (section 5).
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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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NBC Universal’s decision to use Creative Commons-licensed photographs in an Olympic broadcast is an example of how media conglomerates are experimenting with collaboration with amateurs, but it also reveals potential problems of letting non-lawyers negotiate copyright licensing agreements. In the process, NBC’s producers nearly opened the door for a multimillion-dollar infringement law suit. To avoid such pitfalls, media companies need to adopt policies and best practices for using amateur licensed works. These guidelines should instruct how a production can attribute collaborating authors and how the Open Content licensing terms affect the licensing of the productions. The guidelines should also instruct how producers can seek alternative licensing arrangements with amateurs and contribute back to the Open Content community.
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The next generation of learners expect more informality in learning. Formal learning systems such as traditional LMS systems no longer meet the needs of a generation of learners used to Twitter and Facebook, social networking and user-generated content. Regardless of this, however, formal content and learning models are still important and play a major role in educating learners, particularly in enterprise. The eLite project at DERI addressed this emerging dichotomy of learning styles, reconciling the traditional with the avant garde by using innovative technology to add informal learning capabilities to formal learning architectures.
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New tools for editing of digital images, music and films have opened up new possibilities to enable wider circles of society to engage in ’artistic’ activities of different qualities. User-generated content has produced a plethora of new forms of artistic expression. One type of user-generated content is the mashup. Mashups are compositions that combine existing works (often) protected by copyright and transform them into new original creations. The European legislative framework has not yet reacted to the copyright problems provoked by mashups. Neither under the US fair use doctrine, nor under the strict corset of limitations and exceptions in Art 5 (2)-(3) of the Copyright Directive (2001/29/EC) have mashups found room to develop in a safe legal environment. The contribution analyzes the current European legal framework and identifies its insufficiencies with regard to enabling a legal mashup culture. By comparison with the US fair use approach, in particular the parody defense, a recent CJEU judgment serves as a comparative example. Finally, an attempt is made to suggest solutions for the European legislator, based on the policy proposals of the EU Commission’s “Digital Agenda” and more recent policy documents (e.g. “On Content in the Digital Market”, “Licenses for Europe”). In this context, a distinction is made between non-commercial mashup artists and the emerging commercial mashup scene.
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In Europe, roughly three regimes apply to the liability of Internet intermediaries for privacy violations conducted by users through their network. These are: the e-Commerce Directive, which, under certain conditions, excludes them from liability; the Data Protection Directive, which imposes a number of duties and responsibilities on providers processing personal data; and the freedom of expression, contained inter alia in the ECHR, which, under certain conditions, grants Internet providers several privileges and freedoms. Each doctrine has its own field of application, but they also have partial overlap. In practice, this creates legal inequality and uncertainty, especially with regard to providers that host online platforms and process User Generated Content.
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Current advanced cloud infrastructure management solutions allow scheduling actions for dynamically changing the number of running virtual machines (VMs). This approach, however, does not guarantee that the scheduled number of VMs will properly handle the actual user generated workload, especially if the user utilization patterns will change. We propose using a dynamically generated scaling model for the VMs containing the services of the distributed applications, which is able to react to the variations in the number of application users. We answer the following question: How to dynamically decide how many services of each type are needed in order to handle a larger workload within the same time constraints? We describe a mechanism for dynamically composing the SLAs for controlling the scaling of distributed services by combining data analysis mechanisms with application benchmarking using multiple VM configurations. Based on processing of multiple application benchmarks generated data sets we discover a set of service monitoring metrics able to predict critical Service Level Agreement (SLA) parameters. By combining this set of predictor metrics with a heuristic for selecting the appropriate scaling-out paths for the services of distributed applications, we show how SLA scaling rules can be inferred and then used for controlling the runtime scale-in and scale-out of distributed services. We validate our architecture and models by performing scaling experiments with a distributed application representative for the enterprise class of information systems. We show how dynamically generated SLAs can be successfully used for controlling the management of distributed services scaling.
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Social Networking Sites (SNSs) have become extremely popular around the world. They rely on user-generated content to offer engaging experience to its members. Cultural differences may influence the motivation of users to create and share content on SNS. This study adopts the privacy calculus perspective to examine the role of culture in individual self-disclosure decisions. The authors use structural equation modeling and multi-group analysis to investigate this dynamics. The findings reveal the importance of cultural dimensions of individualism and uncertainty avoidance in the cognitive processes of SNS users.
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The private-collective innovation model proposes incentives for individuals and firms to privately invest resources to create public goods innovations. Such innovations are characterized by non-rivalry and non-exclusivity in consumption. Examples include open source software, user-generated media products, drug formulas, and sport equipment designs. There is still limited empirical research on private-collective innovation. We present a case study to (1) provide empirical evidence of a case of private-collective innovation, showing specific benefits, and (2) to extend the private-collective innovation model by analyzing the hidden costs for the company involved. We examine the development of the Nokia Internet Tablet, which builds on both proprietary and open source software development, and that involves both Nokia developers and volunteers who are not employed by the company. Seven benefits for Nokia are identified, as are five hidden costs: difficulty to differentiate, guarding business secrets, reducing community entry barriers, giving up control, and organizational inertia. We examine the actions taken by the management to mitigate these costs throughout the development period.
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Microblogging is one of the most popular user-generated media, hence its accessibility has a large impact for users. However, the accessibility of this medium is poor in practice, due to the combination of bad practices by different agents ranging from the providers that host microblogging services to prosumers that post contents to them. Here we present an accessibility-oriented model of microblogging services, analyze the impact of its components, and propose guidelines for each of them to meet accessibility requirements. In particular, we base on an study we have performed on Twitter, one of the most-relevant microblogging platform, to identify good and bad practices in microblogging content generation regarding accessibility in microblogging content generation.
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El presente trabajo se enmarca en el ámbito de la eficiencia energética y contempla la gestión del consumo eléctrico en hogares. Concretamente, para este proyecto fin de grado se propone el desarrollo de un sistema informático que permita el análisis y monitorización del consumo eléctrico y optimización en la contratación del suministro eléctrico en el hogar. El sistema desarrollado permite la monitorización del consumo eléctrico, expresado en kilovatios-hora (kWh), y la monitorización del coste real de dicho consumo, expresado en euros, en función del tipo de tarifa que se tenga contratada en la modalidad del PVPC1 (Precio Voluntario para el Pequeño Consumidor). También se ha desarrollado una interfaz web a través de la cual el usuario tiene acceso a la información y datos del sistema. En dicha web se muestran gráficas de consumo, potencia, voltaje, corriente y coste de la energía por días. Además, se ha dotado al sistema de un generador de alertas que notifica al usuario, vía web y vía correo electrónico, cuando el consumo sobrepasa los límites fijados por él mismo. El usuario, por tanto, podrá definir los valores de alerta de sobreconsumo y visualizar tanto un histórico de las alertas generadas en el pasado como las alertas activas en ese momento. Las alertas se muestran en la gráfica correspondiente dentro de la aplicación web. Por último, se dispone de la opción de exportar las gráficas que son visualizadas en la aplicación web en formato PNG, JPEG, PDF y SVG, además de la posibilidad de imprimirla.---ABSTRACT---This project belongs to the Energy Efficiency field and is aimed at home energy management. Specifically, for this thesis the development of a computer system that allows monitoring and analysis of energy consumption and contracted power optimization is proposed. The developed system allows energy consumption management within households (expressed in kilowatts per hour, kWh) and real cost monitoring (in euros) according to the contract tariff. A web interface has been developed in order to provide the user with power consumption information and control energy tools. In this web application, electric consumption, power, voltage, current and energy cost by day are shown. Besides, an alert generation system has been implemented so that the user can define maximum power consumption values and be informed through email or web when these values are exceeded. The user will be able to check older power alerts as well as the currently active ones. These alerts are shown in a specific graph within the web application. Finally, the user generated graphs can be exported from the web using PNG, JPEG, PDF or SVG image formats as well as be printed from the web.