803 resultados para Social network behavior
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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 thesis examines the concept of tie strength and investigates how it can be determined on the fly in the Facebook Social Network Service (SNS) by a system constructed using the standard developer API. We analyze and compare two different models: the first one is an adaptation of previous literature (Gilbert & Karahalios, 2009), the second model is built from scratch and based on a dataset obtained from an online survey. This survey took the form of a Facebook application that collected subjective ratings of the strength of 1642 ties (friendships) from 85 different participants. The new tie strength model was built based on this dataset by using a multiple regression method. We saw that the new model performed slightly better than the original adapted model, plus it had the advantage of being easier to implement. In conclusion, this thesis has shown that tie strength models capable of serving as useful friendship predictors are easily implementable in a Facebook application via standard API calls. In addition to a new tie strength model, the methodology adopted in this work permitted observation of the weights of each predictive variable used in the model, increasing the visibility of the factors that affects peoples’ relationships in online social networks.
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This study aimed to provide an insight on the ecology of the bottlenose dolphin population in Madeira archipelago. To achieve this, population structure; group dynamics, site-fidelity, residency and movement patterns within and out of the study area; survival and abundance estimates and spatial and temporal distribution and habitat preferences related to physiographic parameters using data collected between 2001-2011, were investigated. Photo-identification data analysis revealed strong evidences that bottlenose dolphins seen in the archipelago of Madeira belong to an open population with regular recruitment of new animals to the area. This population exhibited a typical fission-fusion society, in which short-term acquaintances prevail, with only a few long-lasting associations. Photo-identification methods demonstrated that there is a large variability in residency pattern, with resident, transient and migrant individuals. Only a small number of dolphins were found to be resident (4.3%). Social network diagram as well as SLAR analysis supported the existence of a mixed population of residents, migrants and transients. Mark-recapture methods estimated a high survival rate, within the range of other long-lived cetacean species. The resident community is composed of app. 180 individuals. In addition, around 400 dolphins of different residency patterns were found to use the south area of Madeira Island. Spatial distribution indicated that bottlenose dolphins were regularly found in shallow and closer to shore areas, suggesting the existence of biological processes influenced by bathymetry. Moreover, temporal patterns revealed no strong seasonal fluctuation in the presence of bottlenose dolphins in Madeira archipelago waters. Bottlenose dolphins are listed under the Annex II of the EU habitats Directive that requires the designation of Special Areas of Conservation (SACs) for this species; as such, the knowledge gained through this work can be used by governmental authorities to the establishment and management of areas for the conservation of bottlenose dolphin in Madeira archipelago.
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With the current proliferation of sensor equipped mobile devices such as smartphones and tablets, location aware services are expanding beyond the mere efficiency and work related needs of users, evolving in order to incorporate fun, culture and the social life of users. Today people on the move have more and more connectivity and are expected to be able to communicate with their usual and familiar social networks. That means communications not only with their peers and colleagues, friends and family but also with unknown people that might share their interests, curiosities or happen to use the same social network. Through social networks, location aware blogging, cultural mobile applications relevant information is now available at specific geographical locations and open to feedback and conversations among friends as well as strangers. In fact, nowadays smartphone technologies aloud users to post and retrieve content while on the move, often relating to specific physical landmarks or locations, engaging and being engaged in conversations with strangers as much as their own social network. The use of such technologies and applications while on the move can often lead people to serendipitous discoveries and interactions. Throughout our thesis we are engaging on a two folded investigation: how can we foster and support serendipitous discoveries and what are the best interfaces for it? In fact, to read and write content while on the move is a cognitively intensive task. While the map serves the function of orienting the user, it also absorbs most of the user’s concentration. In order to address this kind of cognitive overload issue with Breadcrumbs we propose a 360 degrees interface that enables the user to find content around them by means of scanning the surrounding space with the mobile device. By using a loose metaphor of a periscope, harnessing the power of the smartphone sensors we designed an interactive interface capable of detecting content around the users and display it in the form of 2 dimensional bubbles which diameter depends on their distance from the users. Users will navigate the space in relation to the content that they are curious about, rather than in relation to the traditional geographical map. Through this model we envisage alleviating a certain cognitive overload generated by having to continuously confront a two dimensional map with the real three dimensional space surrounding the user, but also use the content as a navigational filter. Furthermore this alternative mean of navigating space might bring serendipitous discovery about places that user where not aware of or intending to reach. We hence conclude our thesis with the evaluation of the Breadcrumbs application and the comparison of the 360 degrees interface with a traditional 2 dimensional map displayed on the devise screen. Results from the evaluation are compiled in findings and insights for future use in designing and developing context aware mobile applications.
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This work is a case study based on Belém Jewelry Pole, whose main issue is to understand how the social network (which the Pole is inserted) influences on innovation process on this area. The main objective is to analyze how interorganizational networks impacted/impact on the potential for innovation, creating both limits and opportunities for the companies development. The adopted method analyzed the historical jewelry industry trajectory since the beginning of mineral extraction in the city of Itaituba (in the Pará State) until nowadays. Primary and secondary data were used allowing the view of the dynamics of the network during transformation periods of the main involved actors in the process. The prospect of embeddedness structural as analysis technique allowed verifying the quality of interactors ties, as well as the visualization of their structures. During the jewelry industry trajectory was verified a change in the quality of social relations, modifying the information flow, trust and associations of various links in the production chain. Both direct and indirect ties facilitated the access to remote networks entering new information related to new products, processes and market aspects. This interaction has led to raising the innovation potential causing a qualitative and quantitative improvement in competitiveness of organizations. Some embedded ties allowed the formation of partnerships bringing various economic earnings for those involved in the relationship. Thus, it is understood how aspects related to the position, architecture and quality of ties in a wide social network influenced on the innovation process and eventual jewelry industry trajectory
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In this work we thought about the social use of the domestic space and, specifically, the space destined to the preparation of food. The kitchen is a creative space of social relationships. There the families exchange daily interaction with the neighbors, in a collective of the space reserved to the making of food. Our empiric research was in the Mutamba da Caieira community, located in the county of Assu (RN). The data was collected through the etnographic method aided by the photographic resources. In the discussion, we delimitated at the house three types of kitchens: one reserved to the family, another kitchen in the terrace and yet another kitchen in the yard. They are kitchens that link amongst themselves with activities and differentiated temporalities. In the daily social exchange, the kitchen imposes itself as a social space through the conditions that it offers for the production of the foods, the circulation of domestic objects, the communication of knowledge around the cookery, operating a group of symbolic and ritual actions combined with appropriate techniques for the transformation of the foods. The study reveals that the domestic chores accomplished amon relatives and friends form webs of intracommunitary relationships in the use of the three kitchens, and that the social network is updated in a singular moment that usually happens in the community, the Game of Pacará
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This paper aim to check a hypothesis that assumes several behaviors related to social work norm´s obeying as a phenomenon that can be explained by actor´s social network structure and the rational choice processes related to the social norm inside that network, principally the payoff´s analysis received by the closest actors, or neighbors, at a social situation. Taking the sociological paradigm of rational action theory as a basis, the focus is on a debate about the logic of social norms, from Émile Durkheim´s method to Jon Elster´s theory, but also including social network analysis´s variables according to Robert Hanneman; and also Vilfredo Pareto´s constants related to human sociability, at the aim to detect elements that can help the scholars to develop an agent based model which could explain the sociological problem of deviance by a better way than the common sense´s view about morality and ethics at a social work environment
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In the late 1970s, the semi-arid region of Rio Grande do Norte was the setting of Projeto Baixo-Açu whose highlight was the building of the dam Eng. Armando Ribeiro Gonçalves, designed to collect 2.4 billion cubic meters of water. Presumably, such an initiative would bring economic and social development for thousands of potiguares who suffered the hardships of drought. However, the dam would reach several cities in the region, reaching to cover one of them: São Rafael. As a result, the early years of the 1980s, nearby, a new town was built by DNOCS. This thesis aims to discuss how the population of São Rafael recalls this fact and reconstructs its history by speaking, writing and computing, after three decades. Based on the prospect moriniana method as a strategy, visits were made to the city of São Rafael and open interviews (individual and collective) with two groups of subjects: one composed of those who lived in their ancient homeland, and another, with young people who were born in the new city. Besides the reports of these subjects, they were observed the visual narratives presented by images, mostly photographic, available on a profile created for the city in the orkut social network. As sources for this study, they were also considered the dialogues between rafaelenses accessing the above profile. Having as a central observation by Edgar Morin about what does not regenerate, degenerates . This study is the central argument that the idea of orkut has performed, today, a dual and interdependent role: being a tool that promotes a collective intelligence through cooperation, exchange of ideas and reconstitution of visual and written narratives. Far from a frozen conception in a historical perspective, it has defended the thesis that orkut has regenerated, repaired, reproduced, restored, reorganized and renewed the memory and history of a city that has succumbed to the immensity of the waters of a dam for almost thirty years
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The thesis investigated how social networks online that allows anonymous postings can be used by teachers and students to promote the meeting between the sexual education and the needs and expectations of young people face a crosscutting theme, remarkably a taboo. It needs teaching strategies more efficient than those traditionally defended. With this experience, found in a short course about sexuality and health, we sought to go beyond the use of social networks for social entertainment, showing they can be an field that favors the process of teaching and learning. The research was based on the convergence of the communication concepts from Paulo Frere and another from Jürgen Habermas, as well as the philosophical concepts of utopia, ideology and dialectic are interrelated not only among themselves, but also inside an education field. Methodologically in this thesis, we adopted the category of qualitative research; the method is a combination of case study with action research. The technique was the use of questionnaires, data collection was in attendance and the types of data were primary. Finally, we present, then, the idea the communication is not in the middle, but in the trusty relationship established between the interlocutors. In this way, we can think when a student has met their need to be able answer his questions about sex with their teacher through an online social network that allows anonymity and through which the student knows who responds is their teacher, but the teacher can not distinguish the identity of his students, this dialogic relationship serves to get claims of the validity that are characterized as potential communicative action
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The following study aims at the main conceptions around the body and the learning through physical education classes at school. Therefore, this research mainly presents a proposal of pedagogical intervention on physical education for Ensino Médio, centered on the knowledge about the body as well as how to evaluate the impacts of such interventions on the students‟ learning process. In order to surround our field of investigation, this work elaborates the following study questions: a) What have students learned about the body in physical education classes in Ensino Médio at IFRN? b) What methodological possibilities can contribute on the experience of meaningful learning processes in physical education in Ensino Médio related to the knowledge of body aspects? Regarding to the methodology used, this ethnographic research used several instruments for data collecting like dairies, diagnostic activities, self-assessment evaluations, portfolio, filming, photographs and posts on the social network facebook. The materialization of the pedagogical intervention and all of its implications allow us to consider that the physical education classes in Ensino Médio at IFRN, campus Parnamirim have supported meaningful experiences of learning. Also they motivate relevant discussions applicable to the students‟ everyday lives once they are supported by discussions related to the influence of media about the body of teenagers, the irregular use of steroids, massaging as a possibility of body relaxation. Also, we point out that the students had the chance to experience body activities which crossed the limits of physical education classes‟ hegemony at school, such as indoor soccer, dodgeball, volleyball, basketball and handball. Thus, the students could experience body activities beyond the limits of most common sports, which started several discussions about the juvenile universe and culture. Beside the professional and personal importance of this work, we list the scientific relevance for the production of knowledge on the educational field once the number of Works about the knowledge of the body are still only a few. This study is mainly about alternative body practices. Therefore, we consider that the knowledge about the body can and must be studied not only through alternative practices, but also in different approaches which can be attributed to body running phenomenon. Finally, we believe that the discussions hereby motivated about the matter are far from being enough, so we deliver our intention in deepening this study on forthcoming researches about the knowledge of the body in the field of physical education in Ensino Médio
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Due to the large amount of television content, which emerged from the Digital TV, viewers are facing a new challenge, how to find interesting content intuitively and efficiently. The Personalized Electronic Programming Guides (pEPG) arise as an answer to this complex challenge. We propose TrendTV a layered architecture that allows the formation of social networks among viewers of Interactive Digital TV based on online microblogging. Associated with a pEPG, this social network allows the viewer to perform content filtering on a particular subject from the indications made by other viewers of his network. Allowing the viewer to create his own indications for a particular content when it is displayed, or to analyze the importance of a particular program online, based on these indications. This allows any user to perform filtering on content and generate or exchange information with other users in a flexible and transparent way, using several different devices (TVs, Smartphones, Tablets or PCs). Moreover, this architecture defines a mechanism to perform the automatic exchange of channels based on the best program that is showing at the moment, suggesting new components to be added to the middleware of the Brazilian Digital TV System (Ginga). The result is a constructed and dynamic database containing the classification of several TV programs as well as an application to automatically switch to the best channel of the moment
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O estudo teve como objetivo avaliar o desenvolvimento de crianças indicadas por suas professoras na Educação Infantil (EI) como apresentando problemas de comportamento (Grupo IPC) ou comportamentos socialmente habilidosos (Grupo ICSH), em dois momentos: quando tinham cinco anos e quando tinham 10 anos. Participaram 48 professoras de 62 crianças de ambos os sexos. Os instrumentos utilizados foram Questionário de Respostas Socialmente Habilidosas para Professores e Escala Comportamental Infantil B. Os resultados indicaram diminuição dos problemas de comportamento e aumento dos comportamentos socialmente adequados no grupo IPC; os grupos eram bastante diferentes na primeira avaliação, quando na EI, mas as mudanças se atenuaram no ensino fundamental. em ambas as avaliações, as crianças do Grupo ICSH foram avaliadas como mais habilidosas.
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O estudo teve por objetivos, a partir dos relatos de 20 mães de crianças com problemas de comportamento (Grupo clínico) e de 20 mães de crianças sem problemas de comportamento (Grupo não clínico): a) comparar as freqüências das habilidades sociais e dos problemas de comportamento das crianças; b) descrever as situações em que as crianças apresentavam os comportamentos problema e socialmente habilidosos; c) descrever os comportamentos das mães diante dos comportamentos dos filhos; d) descrever os comportamentos dos filhos diante dos comportamentos maternos. Pré-escolares foram selecionados por professoras que responderam a uma escala e os dados foram coletados através de entrevista e de escala com as mães. Os resultados indicaram que as crianças do Grupo não clínico apresentaram mais habilidades sociais e menos problemas de comportamento externalizantes que as crianças do Grupo clínico. As mães do Grupo não clínico relataram mais Habilidades Sociais Educativas Parentais de expressão de sentimentos e enfrentamento, e Comunicação e menos práticas negativas, que as mães do Grupo clínico.
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Famílias que estimulam comportamentos socialmente habilidosos parecem favorecer o desenvolvimento social de seus filhos. Assim, intervir no relacionamento dos pais parece ser uma saída para minimizar indicativos de problemas de comportamento. Para uma efetiva intervenção é recomendado especificar as demandas das pessoas que procuram por atendimento, seja através da caracterização do repertório de pais e cuidadores, seja da caracterização das dificuldades e/ou habilidades das crianças e/ou adolescentes. O objetivo da pesquisa foi o de caracterizar, através de uma Entrevista Clínica Semiestruturada, queixas e dificuldades de 59 pais/cuidadores que buscaram atendimento psicológico em um Centro de Psicologia Aplicada. Os resultados principais são: a) queixas de problemas externalizantes, tais como agressividade, desobediência e birras; b) dificuldades dos pais/cuidadores quanto às habilidades envolvidas no estabelecer limites (bater e não ter consistência) e na comunicação. Discute-se a interdependência entre os comportamentos dos adultos e crianças/adolescentes e repercussões para futuras intervenções.
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This study is about the users' experiences of the services offered by League Against Câncer that are in treatment of breast cancer, focusing on how the health/illness process develops. It is distinguished, in this context, the National Politics of Health, approaching the sprouting, implantation and consolidation process of the Unified Health System and its shocks on the installment of health services to the low-income population as a legit right from Citizen Constitution. It has as an objective to analyze how the social-economic extract of these women intervenes with such process, the aspects who involve the cancer while a pathology, approaching the signals, symptoms, forms of prevention, diagnosis, among other aspects that configure themselves as important points to the understanding of these experiences, since the diagnosis, treatment and control phases. The research was carried out with 25 women, between the months of January and February of year of 2005. The used technique was the scriptstructured interview, whose universe was defined through intentional sample. The following distinguishes as a result of the research: The majority of the women has its origins on the interior of the state, possesses a familiar income from one to three minimum wages and didn't make any kind of prevention before diagnosis, currently make treatment, beyond other aspects. It becomes necessary posterior studies on this social problematic, with respect to the personal, professional, familiar and social daily behavior of these women. It is worth mentioning that the role of the social assistant in the developed work with these women, understanding all the impediments associated with such experiences, as well as giving information about the rights of the patients with cancer, conquered through the years