908 resultados para Facebook Developer
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O presente trabalho objetiva investigar a arquitetura jurídico-institucional de um ambiente inovativo denominado parque tecnológico. Este é um arranjo imobiliário que conta com os elementos da chamada tríplice hélice - academia, setor privado e Estado. Almeja a transformação do conhecimento em desenvolvimento, por meio de atividades fundadas em ciência, tecnologia e inovação (C&T&I). A pretensão é contribuir com a premissa de que esses arranjos são frutos da nova lógica econômica baseada no conhecimento e da atual concepção sistêmica de inovação que exige interdependência e interação dos seus agentes. Dentre esses destacamos, o Estado, por ser o ator mais paciente por resultados e o potencial idealizador, fomentador e articulador de processos inovativos sistemicamente pensados. A estratégia Estudo de Caso Único foi eleita para observar, em detalhes, a arquitetura jurídico-institucional do Parque Tecnológico de São José dos Campos, bem como para, a partir de um olhar jurídico-institucional, retirar aprendizados dessa experiência que possam ser aproveitados em novas modelagens de parques tecnológicos e de políticas públicas que focam a estruturação de ambientes inovativos sistêmicos. Foram priorizados exames qualitativos: (i) da sua fisiologia jurídico-institucional; (ii) dos agentes envolvidos e das respectivas amarrações jurídicas estabelecidas; (iii) da influência do Estado e das políticas públicas que o permeiam; (iv) do seu processo de implantação e desenvolvimento; e (v) dos desafios jurídico-formais e jurídico-institucionais que enfrenta. Compreendeu-se que parques tecnológicos são estruturados como arranjos híbridos, segundo a lógica da inovação em sistema, em que os elementos da tríplice hélice atuam em sinergia a partir da ativa atuação do Estado. Sua arquitetura jurídico-institucional decorre da aplicação de tecnologias de contratação e de regulação aplicadas em ambientes alicerçados em fatores institucionais específicos.
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O Flamengo não começou bem o Campeonato Brasileiro e só conseguiu a sua primeira vitória no último final de semana, quando venceu a Chapecoense por 1 a 0. Se na tabela a situação não é das melhores para o clube carioca, nas redes sociais o Fla é líder. O clube é o campeão de menções no Twitter, Instagram e Facebook entre os times que disputam o Brasileirão.
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Se a internet já era uma dor de cabeça para mídias de agências e anunciantes descobrirem onde e quando colocar suas campanhas para atingir o público exato, imagine agora, em que as redes sociais contam com veículos fortes que caminham a passos largos para estar entre as líderes do mercado de mísia brasileiro.
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Um monitoramento feito diariamente há mais de um ano pela Diretoria de Análises de Políticas Públicas (Dapp) da Fundação Getulio Vargas (FGV) mostra que menções relacionadas à segurança pública nas redes sociais – Facebook e Twitter – superam temas como educação e saúde. O estudo foi apresentado hoje (29) no 9º Encontro do Fórum Brasileiro de Segurança Pública, na sede da FGV, no Rio de Janeiro.
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As mídias sociais vêm ganhando grande importância nos últimos anos, e transformando a maneira como as pessoas se articulam, se engajam ou simplesmente trocam informações a respeito de todos os assuntos. A evolução das tecnologias móveis de comunicação, cada vez mais robustas, e a disseminação de smartphones, aparatos modernos e completos para a convergência de voz e imagem, têm cumprido um papel importante no contexto de conexão permanente das pessoas, com tudo e com todos. Essa pesquisa se propõe a debater como campanhas de boca-a-boca (eWOM) no Facebook (a maior mídia social de todas) vêm impactando a gestão de reputação das corporações e de imagem de marcas, a partir de pesquisa de campo que capturou a visão de executivos de agências de mídia digital, complementada por pesquisa secundária para a análise de experiências vividas por algumas empresas de grande visibilidade. Os resultados demonstram que as mídias sociais tornaram mais complexo o processo de gestão de reputação, que está cada vez mais fora do controle absoluto das organizações e mais compartilhado com os seus públicos de interesse. Indicam, ainda, que as mídias sociais podem representar mais oportunidades para as organizações que se prepararem para elas e mais ameaças para as que forem em sentido contrário.
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Este trabalho tem por objetivo compreender como foi a inserção de uma empresa pública do setor financeiro nas redes sociais virtuais, mais especificamente, no Facebook, buscando entender os motivadores do processo, os desafios enfrentados, as oportunidades encontradas e as possibilidades de melhoria na interação virtual. O estudo se voltou para a percepção dos funcionários que atuaram na implantação, acompanhamento e manutenção da página da referida empresa – aqui chamada de Asmaluan - naquela plataforma virtual. A coleta de dados, através de entrevistas em profundidade tratadas sob a análise de conteúdo, identificou regras e procedimentos específicos para a atuação dos funcionários ligadas à cultura organizacional da empresa, sendo percebidos entraves típicos de uma empresa burocrática, em consonância com a literatura de cultura organizacional e cultura no serviço público brasileiro . Apesar destas dificuldades, principalmente ao entender a implantação, planejamento e execução das atividades postas ou “impostas” pelas redes sociais, foi demonstrada, na visão da empresa em adição à bibliografia estudada, a relevância em estar presente em um novo cenário de inovações tecnológicas trazidas pela internet, pelo impacto sobre a forma de interagir entre clientes e organizações.
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Content marketing refers to marketing format that involves the creation and sharing of media and publishing content in order to acquire customers. It is focused not on selling, but on communicating with customers and prospects. In today world´s, a trend has been seen in brands becoming publishers in order to keep up with their competition and more importantly to keep their base of fans and followers. Content Marketing is making companies to engage consumers by publishing engaging and value-filled content. This study aims to investigate if there is a link between brand engagement and Facebook Content Marketing practices in the e-commerce industry in Brazil. Based on the literature review, this study defines brand engagement on Facebook as the numbers of "likes" "comments" and "shares" that a company receives from its fans. These actions reflect the popularity of the brand post and leads to engagement. The author defines a scale where levels of Content Marketing practices are developed in order to analyze brand posts on Facebook of an ecommerce company in Brazil. The findings reveal that the most important criterion for the company is the one regarding the picture of the post, where it examines whether the photo content is appealing to the audience. Moreover, it was perceived that the higher the level of these criterion in a post, the greater the number of likes, comments and shares the post receives. The time when a post is published does not present a significant role in determining customer engagement and the most important factor within a publication is to reach the maximum level in the Content Marketing Scale.
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Dois arquivos, um no formato PNG e outro em formato SVG. Dimensão de 2287x1095px.
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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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Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.
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Humans can perceive three dimension, our world is three dimensional and it is becoming increasingly digital too. We have the need to capture and preserve our existence in digital means perhaps due to our own mortality. We have also the need to reproduce objects or create small identical objects to prototype, test or study them. Some objects have been lost through time and are only accessible through old photographs. With robust model generation from photographs we can use one of the biggest human data sets and reproduce real world objects digitally and physically with printers. What is the current state of development in three dimensional reconstruction through photographs both in the commercial world and in the open source world? And what tools are available for a developer to build his own reconstruction software? To answer these questions several pieces of software were tested, from full commercial software packages to open source small projects, including libraries aimed at computer vision. To bring to the real world the 3D models a 3D printer was built, tested and analyzed, its problems and weaknesses evaluated. Lastly using a computer vision library a small software with limited capabilities was developed.
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In The paradoxical happiness , Gilles Lipovetsky elects five major paradigmatic models that command the pleasure and happiness in our societies. Starting with the paradigmatic models of penia (where it is emphasized the existential dissatisfaction supplied by the consumption and where advertising has a special place, bombarding consumers and creating consumer needs, in addition to selling a lifestyle rather than the products themselves), and narcissus (model constructed on the basis of self-exaltation and abdication of the social and political) intends to examine the relationship between the consumption exercised by young people and the advertising displayed on social networking sites, focusing on the social media Facebook, observing the virtual fan pages of the following brands: Coca-Cola; Pepsi; BlackBerry, Nokia, Riachuelo and C&A and their relationships with their consumers
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The right to artistic expression, freedom granted in the western democratic constitutionalism, is a fundamental right that cyclically, compared to other cohesive rights of expression, has been forgotten and put in an irrelevant juridical-dogmatic position. The first reason for this behaviour that disesteems artistic freedom is the valorisation of rationalism and scientificism in the modern society, subordinating academic researches to utilitarianism, relegating the purpose of feelings and spirituality on men s elocution, therefore, we investigate, guided by philosophy, the attribution of art on human formation, due to its capacity in harmonising reason and emotion. After that, we affirm the fundamental right to artistic expression s autonomy in the 1988 valid constitutional order, after a comparative explanation of freedom in the Fundamental Laws of United States, Portugal, Spain and Germany; and the construction historic-constitutional of the same right in the Brazilian Constitutions. In this desiderate, the theoric mark chosen is the Liberal Theory of the fundamental rights, guiding the exam through jusfundamental dimensions: juridical-subjective and juridical-objective. Whilst the first, classical function of resistance, delimitates the protection area of the artistic expression right from its specific content, titularity and its constitutional and subconstitutional limits, the other one establishes it as cultural good of the Social Order, defining to the State its rendering duties of protection, formation and cultural promotion. We do not admit artistic communication, granted without legal reserve, to be transposed of restrictions that belong to other fundamental rights and, when its exercise collides with another fundamental right or juridical-constitutional good, the justification to a possible state intervention that tangentiates its protection area goes, necessarily, through the perquisition of the artist s animus, the used method, the many viable interpretations and, at last, the correct application of the proportionality criteria. The cultural public politics analysis, nevertheless, observes the pluralism principle of democratic substratum, developer of the cultural dialogue and opposed to patterns determined by the mass cultural industry. All powers are attached, on the scope of its typical attributions, to materialise public politics that have the cultural artistic good as its aim, due to the constant rule contained in §1, art. 5º of the Federal Constitution. However, the access and the incentive laws to culture must be constantly supervised by the constitutional parameter of fundamental right to equality