994 resultados para user participation


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As social networking sites (SNSs) become increasingly global, the issues of cultural differences in participation patterns become acute. However, current research offers only limited insights into the role of culture behind SNS usage. Aiming to fill this gap, this study adopts a ‘privacy calculus’ perspective to study the differences between German and American SNS users. Results of structural equation modeling and multi-group analysis reveal distinct variability in the cognitive patterns of American and German subjects. We contribute to the theory by rejecting the universal nature of privacy-calculus processes. From a practical standpoint, our results signal that SNS providers cannot rely on the “proven” means in ensuring user participation when crossing geographic boundaries. When financial means are limited, SNS providers should direct their investments into enhancing platform enjoyment and granting users with more control and, paradoxically, lobbying for more legalistic safeguards of user privacy.

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Unprecedented success of Online Social Networks, such as Facebook, has been recently overshadowed by the privacy risks they imply. Weary of privacy concerns and unable to construct their identity in the desired way, users may restrict or even terminate their platform activities. Even though this means a considerable business risk for these platforms, so far there have been no studies on how to enable social network providers to address these problems. This study fills this gap by adopting a fairness perspective to analyze related measures at the disposal of the provider. In a Structural Equation Model with 237 subjects we find that ensuring interactional and procedural justice are two important strategies to support user participation on the platform.

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Despite their enormous success the motivation behind user participation in Online Social Networks is still little understood. This study explores a variety of possible incentives and provides an empirical evaluation of their subjective relevance. The analysis is based on survey data from 129 test subjects. Using Structural Equation Modeling, we identified that the satisfaction of the needs for belongingness and the esteem needs through self-presentation together with peer pressure are the main drivers of participation. The analysis of a sub-sample of active users pointed out the satisfaction of the cognitive needs as an additional participation determinant. Based on these findings, recommendations for online social network providers are made.

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The unprecedented success of social networking sites (SNSs) has been recently overshadowed by concerns about privacy risks. As SNS users grow weary of privacy breaches and thus develop distrust, they may restrict or even terminate their platform activities. In the long run, these developments endanger SNS platforms’ financial viability and undermine their ability to create individual and social value. By applying a justice perspective, this study aims to understand the means at the disposal of SNS providers to leverage the privacy concerns and trusting beliefs of their users—two important determinants of user participation on SNSs. Considering that SNSs have a global appeal, empirical tests assess the effectiveness of justice measures for three culturally distinct countries: Germany, Russia and Morocco. The results indicate that these measures are particularly suited to address trusting beliefs of SNS audience. Specifically, in all examined countries, procedural justice and the awareness dimension of informational justice improve perceptions of trust in the SNS provider. Privacy concerns, however, are not as easy to manage, because the impact of justice-based measures on privacy concerns is not universal. Beyond theoretical value, this research offers valuable practical insights into the use of justice-based measures to promote trust and mitigate privacy concerns in a cross-cultural setting.

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En las últimas dos décadas, se ha puesto de relieve la importancia de los procesos de adquisición y difusión del conocimiento dentro de las empresas, y por consiguiente el estudio de estos procesos y la implementación de tecnologías que los faciliten ha sido un tema que ha despertado un creciente interés en la comunidad científica. Con el fin de facilitar y optimizar la adquisición y la difusión del conocimiento, las organizaciones jerárquicas han evolucionado hacia una configuración más plana, con estructuras en red que resulten más ágiles, disminuyendo la dependencia de una autoridad centralizada, y constituyendo organizaciones orientadas a trabajar en equipo. Al mismo tiempo, se ha producido un rápido desarrollo de las herramientas de colaboración Web 2.0, tales como blogs y wikis. Estas herramientas de colaboración se caracterizan por una importante componente social, y pueden alcanzar todo su potencial cuando se despliegan en las estructuras organizacionales planas. La Web 2.0 aparece como un concepto enfrentado al conjunto de tecnologías que existían a finales de los 90s basadas en sitios web, y se basa en la participación de los propios usuarios. Empresas del Fortune 500 –HP, IBM, Xerox, Cisco– las adoptan de inmediato, aunque no hay unanimidad sobre su utilidad real ni sobre cómo medirla. Esto se debe en parte a que no se entienden bien los factores que llevan a los empleados a adoptarlas, lo que ha llevado a fracasos en la implantación debido a la existencia de algunas barreras. Dada esta situación, y ante las ventajas teóricas que tienen estas herramientas de colaboración Web 2.0 para las empresas, los directivos de éstas y la comunidad científica muestran un interés creciente en conocer la respuesta a la pregunta: ¿cuáles son los factores que contribuyen a que los empleados de las empresas adopten estas herramientas Web 2.0 para colaborar? La respuesta a esta pregunta es compleja ya que se trata de herramientas relativamente nuevas en el contexto empresarial mediante las cuales se puede llevar a cabo la gestión del conocimiento en lugar del manejo de la información. El planteamiento que se ha llevado a cabo en este trabajo para dar respuesta a esta pregunta es la aplicación de los modelos de adopción tecnológica, que se basan en las percepciones de los individuos sobre diferentes aspectos relacionados con el uso de la tecnología. Bajo este enfoque, este trabajo tiene como objetivo principal el estudio de los factores que influyen en la adopción de blogs y wikis en empresas, mediante un modelo predictivo, teórico y unificado, de adopción tecnológica, con un planteamiento holístico a partir de la literatura de los modelos de adopción tecnológica y de las particularidades que presentan las herramientas bajo estudio y en el contexto especifico. Este modelo teórico permitirá determinar aquellos factores que predicen la intención de uso de las herramientas y el uso real de las mismas. El trabajo de investigación científica se estructura en cinco partes: introducción al tema de investigación, desarrollo del marco teórico, diseño del trabajo de investigación, análisis empírico, y elaboración de conclusiones. Desde el punto de vista de la estructura de la memoria de la tesis, las cinco partes mencionadas se desarrollan de forma secuencial a lo largo de siete capítulos, correspondiendo la primera parte al capítulo 1, la segunda a los capítulos 2 y 3, la tercera parte a los capítulos 4 y 5, la cuarta parte al capítulo 6, y la quinta y última parte al capítulo 7. El contenido del capítulo 1 se centra en el planteamiento del problema de investigación así como en los objetivos, principal y secundarios, que se pretenden cumplir a lo largo del trabajo. Así mismo, se expondrá el concepto de colaboración y su encaje con las herramientas colaborativas Web 2.0 que se plantean en la investigación y una introducción a los modelos de adopción tecnológica. A continuación se expone la justificación de la investigación, los objetivos de la misma y el plan de trabajo para su elaboración. Una vez introducido el tema de investigación, en el capítulo 2 se lleva a cabo una revisión de la evolución de los principales modelos de adopción tecnológica existentes (IDT, TRA, SCT, TPB, DTPB, C-TAM-TPB, UTAUT, UTAUT2), dando cuenta de sus fundamentos y factores empleados. Sobre la base de los modelos de adopción tecnológica expuestos en el capítulo 2, en el capítulo 3 se estudian los factores que se han expuesto en el capítulo 2 pero adaptados al contexto de las herramientas colaborativas Web 2.0. Con el fin de facilitar la comprensión del modelo final, los factores se agrupan en cuatro tipos: tecnológicos, de control, socio-normativos y otros específicos de las herramientas colaborativas. En el capítulo 4 se lleva a cabo la relación de los factores que son más apropiados para estudiar la adopción de las herramientas colaborativas y se define un modelo que especifica las relaciones entre los diferentes factores. Estas relaciones finalmente se convertirán en hipótesis de trabajo, y que habrá que contrastar mediante el estudio empírico. A lo largo del capítulo 5 se especifican las características del trabajo empírico que se lleva a cabo para contrastar las hipótesis que se habían enunciado en el capítulo 4. La naturaleza de la investigación es de carácter social, de tipo exploratorio, y se basa en un estudio empírico cuantitativo cuyo análisis se llevará a cabo mediante técnicas de análisis multivariante. En este capítulo se describe la construcción de las escalas del instrumento de medida, la metodología de recogida de datos, y posteriormente se presenta un análisis detallado de la población muestral, así como la comprobación de la existencia o no del sesgo atribuible al método de medida, lo que se denomina sesgo de método común (en inglés, Common Method Bias). El contenido del capítulo 6 corresponde al análisis de resultados, aunque previamente se expone la técnica estadística empleada, PLS-SEM, como herramienta de análisis multivariante con capacidad de análisis predictivo, así como la metodología empleada para validar el modelo de medida y el modelo estructural, los requisitos que debe cumplir la muestra, y los umbrales de los parámetros considerados. En la segunda parte del capítulo 6 se lleva a cabo el análisis empírico de los datos correspondientes a las dos muestras, una para blogs y otra para wikis, con el fin de validar las hipótesis de investigación planteadas en el capítulo 4. Finalmente, en el capítulo 7 se revisa el grado de cumplimiento de los objetivos planteados en el capítulo 1 y se presentan las contribuciones teóricas, metodológicas y prácticas derivadas del trabajo realizado. A continuación se exponen las conclusiones generales y detalladas por cada grupo de factores, así como las recomendaciones prácticas que se pueden extraer para orientar la implantación de estas herramientas en situaciones reales. Como parte final del capítulo se incluyen las limitaciones del estudio y se sugiere una serie de posibles líneas de trabajo futuras de interés, junto con los resultados de investigación parciales que se han obtenido durante el tiempo que ha durado la investigación. ABSTRACT In the last two decades, the relevance of knowledge acquisition and dissemination processes has been highlighted and consequently, the study of these processes and the implementation of the technologies that make them possible has generated growing interest in the scientific community. In order to ease and optimize knowledge acquisition and dissemination, hierarchical organizations have evolved to a more horizontal configuration with more agile net structures, decreasing the dependence of a centralized authority, and building team-working oriented organizations. At the same time, Web 2.0 collaboration tools such as blogs and wikis have quickly developed. These collaboration tools are characterized by a strong social component and can reach their full potential when they are deployed in horizontal organization structures. Web 2.0, based on user participation, arises as a concept to challenge the existing technologies of the 90’s which were based on websites. Fortune 500 companies – HP, IBM, Xerox, Cisco- adopted the concept immediately even though there was no unanimity about its real usefulness or how it could be measured. This is partly due to the fact that the factors that make the drivers for employees to adopt these tools are not properly understood, consequently leading to implementation failure due to the existence of certain barriers. Given this situation, and faced with theoretical advantages that these Web 2.0 collaboration tools seem to have for companies, managers and the scientific community are showing an increasing interest in answering the following question: Which factors contribute to the decision of the employees of a company to adopt the Web 2.0 tools for collaborative purposes? The answer is complex since these tools are relatively new in business environments. These tools allow us to move from an information Management approach to Knowledge Management. In order to answer this question, the chosen approach involves the application of technology adoption models, all of them based on the individual’s perception of the different aspects related to technology usage. From this perspective, this thesis’ main objective is to study the factors influencing the adoption of blogs and wikis in a company. This is done by using a unified and theoretical predictive model of technological adoption with a holistic approach that is based on literature of technological adoption models and the particularities that these tools presented under study and in a specific context. This theoretical model will allow us to determine the factors that predict the intended use of these tools and their real usage. The scientific research is structured in five parts: Introduction to the research subject, development of the theoretical framework, research work design, empirical analysis and drawing the final conclusions. This thesis develops the five aforementioned parts sequentially thorough seven chapters; part one (chapter one), part two (chapters two and three), part three (chapters four and five), parte four (chapters six) and finally part five (chapter seven). The first chapter is focused on the research problem statement and the objectives of the thesis, intended to be reached during the project. Likewise, the concept of collaboration and its link with the Web 2.0 collaborative tools is discussed as well as an introduction to the technology adoption models. Finally we explain the planning to carry out the research and get the proposed results. After introducing the research topic, the second chapter carries out a review of the evolution of the main existing technology adoption models (IDT, TRA, SCT, TPB, DTPB, C-TAM-TPB, UTAUT, UTAUT2), highlighting its foundations and factors used. Based on technology adoption models set out in chapter 2, the third chapter deals with the factors which have been discussed previously in chapter 2, but adapted to the context of Web 2.0 collaborative tools under study, blogs and wikis. In order to better understand the final model, the factors are grouped into four types: technological factors, control factors, social-normative factors and other specific factors related to the collaborative tools. The first part of chapter 4 covers the analysis of the factors which are more relevant to study the adoption of collaborative tools, and the second part proceeds with the theoretical model which specifies the relationship between the different factors taken into consideration. These relationships will become specific hypotheses that will be tested by the empirical study. Throughout chapter 5 we cover the characteristics of the empirical study used to test the research hypotheses which were set out in chapter 4. The nature of research is social, exploratory, and it is based on a quantitative empirical study whose analysis is carried out using multivariate analysis techniques. The second part of this chapter includes the description of the scales of the measuring instrument; the methodology for data gathering, the detailed analysis of the sample, and finally the existence of bias attributable to the measurement method, the "Bias Common Method" is checked. The first part of chapter 6 corresponds to the analysis of results. The statistical technique employed (PLS-SEM) is previously explained as a tool of multivariate analysis, capable of carrying out predictive analysis, and as the appropriate methodology used to validate the model in a two-stages analysis, the measurement model and the structural model. Futhermore, it is necessary to check the requirements to be met by the sample and the thresholds of the parameters taken into account. In the second part of chapter 6 an empirical analysis of the data is performed for the two samples, one for blogs and the other for wikis, in order to validate the research hypothesis proposed in chapter 4. Finally, in chapter 7 the fulfillment level of the objectives raised in chapter 1 is reviewed and the theoretical, methodological and practical conclusions derived from the results of the study are presented. Next, we cover the general conclusions, detailing for each group of factors including practical recommendations that can be drawn to guide implementation of these tools in real situations in companies. As a final part of the chapter the limitations of the study are included and a number of potential future researches suggested, along with research partial results which have been obtained thorough the research.

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This study aims to assess the usability of Interactive Materials developed for the courses offered by UFRN SEDIS the modality of distance education (DE), using the techniques of focus group cooperative evaluation and assessment of satisfaction. The Interactive Materials are intended to serve as an avenue where the course content reaches the student in an educational, stimulating and self-instructive enough for the student to engage and find no difficulty in using it so. After the survey data in this context were selected four Interactive Materials ("Introduction to Applied Calculus", "Science, Technology and Society", "studies the Semi-Arid" and "Cultural Geography") that adopt the framework established by UFRN for SEDIS be evaluated for their usability. Initially, a preliminary test was conducted from cooperative assessment with a student interacting with the four learning objects in order to reveal and map the major failures of usability, supporting deeper questions later. The recordings of this preliminary test were analyzed by a focus group composed of two graphic designers and two multimedia designers, and developers responsible for these objects, which helped to analyze the gap between "what was designed" and "as was used "structuring and supplementing the roadmap for cooperative evaluation and assessment of subsequent satisfaction. The cooperative evaluation was applied individually to ten students of undergraduate UFRN that tested each of the four materials. At the end, every student completed a questionnaire assessing satisfaction form adapted Wanted (Questionnaire for User Interaction Satisfaction). The analysis of the data collected in this study revealed positive, negative and notes to be considered to guide the future development of Interactive Materials, in the context of UFRN SEDIS, feedback to the process of design and evaluation with user participation

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[EN]Enabling natural human-robot interaction using computer vision based applications requires fast and accurate hand detection. However, previous works in this field assume different constraints, like a limitation in the number of detected gestures, because hands are highly complex objects difficult to locate. This paper presents an approach which integrates temporal coherence cues and hand detection based on wrists using a cascade classifier. With this approach, we introduce three main contributions: (1) a transparent initialization mechanism without user participation for segmenting hands independently of their gesture, (2) a larger number of detected gestures as well as a faster training phase than previous cascade classifier based methods and (3) near real-time performance for hand pose detection in video streams.

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A partir da web 2.0, com a maior participação do usuário, destaca-se a mudança nas mídias tradicionais, como rádio e televisão, que ganharam caráter social, permitindo a participação do público com algo mais além de só ouvir e ver, mas contribuir das mais diversas maneiras, dente elas está a folksonomia. Este trabalho teve como objetivo analisar as tags no site Last.fm por meio do modelo proposto por Sen et al. (2006) que as identifica em três categorias: fatuais, subjetivas e pessoais. Acredita-se que este estudo é importante para compreender como se dá a representação da informação em linguagem livre pelo usuário, assim como considera-se relevante a folksonomia como prática social, democrática e inclusiva que aproxima o usuário da informação. Como hipótese, considerou-se o predomínio de tags subjetivas. A pesquisa teve caráter descritivo-exploratória, e uma abordagem qualiquantitativa. A partir de uma pesquisa do IBOPE (2013), foram escolhidas 12 artistas e 12 músicas como amostra da pesquisa. Analisou-se 1109 tags, com os resultados: 759 (68%) fatuais; 232 (21%) subjetivas; 85 (8%) pessoais e 33 (3%) com tipologia não-identificada, desta maneira a hipótese de predomínio de tags subjetivas foi refutada. Como um desdobramento do modelo de Sen et al. (2006), distribuiu-se as tags em categorias descritivas, adaptadas do modelo de Laplante (2015), que mostraram que os gêneros/estilos musicais são predominantes da descrição dos itens. Conclui-se que mesmo com o predomínio de tags fatuais e de gêneros/estilos musicais, nem sempre a representação contida nessas etiquetas é fidedigna à realidade descritiva do item, contudo a folksonomia tem a contribuir com novos pontos de vista e de pensar uma informação.

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In recent decades, the national and international media contexts, in particular television, media significantly changed. Although they were not created for the purpose, the role that social networks, in particular Facebook, have taken as a content diffusion platform is unquestionable. Nowadays, traditional media (radio, newspaper, television) use the Web’s potential to distribute news content (Canelas, 2011). Currently, all TV news channels in Portugal have a website or a page on social networks. TV stations have increased communication channels with the public on digital platforms and study strategies that promote the participation and interaction with the news content (Cazajeira, 2015). The TV / Internet convergence will not only reach the content, but also the consumer, who becomes an interactive and participative audience. This reality imposes on journalism a continuous and updated news production system, dependent on a user being permanently connected to the Internet (Cazajeira, 2015). In fact, an ERC report (2015) confirms the relevance that social media has assumed in the publication and consumption of news. Social networks are recognised as one of the most important means for news media consultation, right after television, and the practice of sharing news is very common among consumers of online news in Portugal. Furthermore, when compared to other countries analysed by Reuters Institute (Newman, Levy, & Nielsen, 2015), Portuguese consumers are those who make the most comments to online news, preferring social networks to news sites. Considering the importance of new online platforms for journalism, this study aims to present a quantitative analysis of user participation on the Facebook pages of the three Portuguese TV news channels, specifically RTP3, SIC Notícias and TVI24, between 8 and 14 February 2016. To track this participation, the following parameters were used: the "like" button as a way to study the demonstration of publication interest; "sharing" of a particular element, be it a photo, a video or a text, on their own Timeline, the Timeline of a friend or by private message. This monitoring is important to understand the dissemination of news content; and the comments area. The number of comments will help understand the dynamics and the discussion that the publication has on the public. The results of 1063 posts indicate that of the analysed parameters - "Like", "Comment", and "Share" – the one with the greatest power of participation among the users of the pages of the three Portuguese TV news channels is the "Like" system, followed by "Share" and then "Comment". Analysing the thematic that create the most user participation with "Likes" and “Comments” parameters are "Science and Technology". “Education” and “Humorous/Satirical/Unusual Finally, the publications available end of the night (10pm-1am) has better participation rates.

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This themed issue of Social Inclusion provides a timely opportunity to reflect on how contemporary research is addressing the multi-dimensional issue of homelessness around the world. The papers presented here provide a wide range of new evidence on homelessness including theoretical, methodological and empirical contributions. They draw on a range of national experiences in Europe and beyond, and addressing the issue of social inclusion and social exclusion of homeless or previously homeless people from a range of perspectives and approaches. It is hoped that the contributions to this themed issue will prove influential in terms of both scholarship and potential to enhance policy making and service delivery to some of our most excluded citizens.

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This article reports an initiative to improve students' insight into service user and carer experience of endoscopy, particularly those with severe disability, such as spinal cord injury. This insight has the potential to improve the information provided and level of person-centred care in an endoscopy service. It was evident in the feedback from the classroom encounter that the teaching and learning strategy had a positive outcome, which will allow us to integrate the approach into future curriculum development and delivery, bringing the lived experience from the service user and carer perspective into the classroom. Students engaged in discussion and used their reflective skills to develop sensitivity to those with physical disability and complex needs requiring endoscopy procedures.

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The research explored how community services organisations could enhance service user agency through a participatory approach to service development. It demonstrates, theoretically and empirically, how participation can offer individual empowerment and wellbeing benefits to service users, and deliver insights for organisations and government into how they could improve their services.

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In this paper we explore what is required of a User Interface (UI) design in order to encourage participation around playing and creating Location-Based Games (LBGs). To base our research in practice, we present Cipher Cities, a web based system. Through the design of this system, we investigate how UI design can provide tools for complex content creation to compliment and encourage the use of mobile phones for designing, distributing, and playing LBGs. Furthermore we discuss how UI design can promote and support socialisation around LBGs through the design of functional interface components and services such as groups, user profiles, and player status listings.

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Alvin Toffler’s image of the prosumer (1970, 1980, 1990) continues to influence in a significant way our understanding of the user-led, collaborative processes of content creation which are today labelled “social media” or “Web 2.0”. A closer look at Toffler’s own description of his prosumer model reveals, however, that it remains firmly grounded in the mass media age: the prosumer is clearly not the self-motivated creative originator and developer of new content which can today be observed in projects ranging from open source software through Wikipedia to Second Life, but simply a particularly well-informed, and therefore both particularly critical and particularly active, consumer. The highly specialised, high end consumers which exist in areas such as hi-fi or car culture are far more representative of the ideal prosumer than the participants in non-commercial (or as yet non-commercial) collaborative projects. And to expect Toffler’s 1970s model of the prosumer to describe these 21st-century phenomena was always an unrealistic expectation, of course. To describe the creative and collaborative participation which today characterises user-led projects such as Wikipedia, terms such as ‘production’ and ‘consumption’ are no longer particularly useful – even in laboured constructions such as ‘commons-based peer-production’ (Benkler 2006) or ‘p2p production’ (Bauwens 2005). In the user communities participating in such forms of content creation, roles as consumers and users have long begun to be inextricably interwoven with those as producer and creator: users are always already also able to be producers of the shared information collection, regardless of whether they are aware of that fact – they have taken on a new, hybrid role which may be best described as that of a produser (Bruns 2008). Projects which build on such produsage can be found in areas from open source software development through citizen journalism to Wikipedia, and beyond this also in multi-user online computer games, filesharing, and even in communities collaborating on the design of material goods. While addressing a range of different challenges, they nonetheless build on a small number of universal key principles. This paper documents these principles and indicates the possible implications of this transition from production and prosumption to produsage.