983 resultados para computer-mediated


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The Internet has transformed the scope, boundaries and dynamics of social and economic interactions. It is argued to have broadened the notion of the community from physical, colocated groups towards collectives that are able to transcend time and space, i.e. virtual communities. Even if virtual communities have been on the academic agenda for a couple of decades, there is still surprisingly little research on knowledge sharing within them. In addition, prior research has largely neglected the complex dynamics between Internet-based communication channels and the surrounding communities in which they are embedded. This thesis aims at building a better understanding of knowledge sharing supported by conversational technologies in intra-organisational virtual communities and external virtual communities supporting relationships with customers. The focus is thus on knowledge sharing in types of virtual communities that seem to be of relevance to business organisations. The study consists of two parts. The first part introduces the research topic and discusses the overall results. The second part comprises seven research publications. Qualitative research methods are used throughout the study. The results of the study indicate that investigation of the processes of knowledge sharing in virtual communities requires a socio-technical perspective, combining the individual, social and technological levels, and understanding the interplay between them. It is claimed that collective knowledge in virtual communities creates the enabling structure for knowledge sharing, and forms the invisible structure of the community on the basis of which it operates. It consists of a shared context, social capital and a unique community culture. The Internet does not inevitably erode social interaction: it seems that supporting social relationships by means of communication technology is a matter of quantity rather than quality. In order to provide access to external knowledge and expertise, firms need to open themselves up to an array of Internet-based conversations, and to consider the relevance of virtual communities to their businesses.

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This study was a comparative investigation of face-toface (i.e., proximate) and computer-mediated written (i.e., graphic) pre-writing conferences. The participants in this study were advanced English as a second language students. The 2 types of conferences were compared in terms of textual features, participation, and the . degree to which they were on topic. Moreover, drafts written after the 2 types of conferences were compared in terms of textual features, and the degree to which they were related to the conferences. Students produced an equivalent amount of discourse in an equivalent amount of time in the 2 types of conferences. The discourse in graphic conferences displayed greater lexical range, and some evidence suggests that it was less on-topic. Both these results likely occurred because the graphic conferences contained more discourse demonstrating interactive competence. Participation in graphic conferences was found to be as balanced or more balanced among students, and among students and the group leader combined. Overall, the drafts produced after the 2 types of conferences were of equivalent length and topical range, but some evidence suggests that drafts written after proximate conferences were more related to the conferences.

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Although much research has explored computer mediated communication for its application in second language instruction, there still exists a need for empirical results from research to guide practitioners who wish to introduce web-based activities into their instruction. This study was undertaken to explore collaborative online task-based activities for the instruction of ESL academic writing. Nine ESL students in their midtwenties, enrolled at a community college in Ontario, engaged in two separate online prewriting activities in both a synchronous and an asynchronous environment. The students were interviewed in order to explore their perceptions of how the activities affected the generation and organization of ideas for academic essays. These interviews were triangulated with examples of the students' online writing, nonparticipatory observations of the students' interactions, and a discussion with the course instructor. The results of the study reveal that a small majority of students felt that brainstorming in writing with their peers in an asynchronous online discussion created a grammatical and lexical framework that supported idea generation and organization. The students did not feel that the synchronous chat activity was as successful. Although they felt that this activity also contributed to the generation of ideas, synchronous chat introduced a level of difficulty in communication that hindered the students' engagement in the task and failed to assist them with the organization of their ideas. The students also noted positive aspects of the web-based activities that were not related to prewriting tasks, for example, improved typing and word processing skills. Directions for future research could explore whether online prewriting activities can assist students in the creation of essays that are syntactically or lexically complex.

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Blogging software has popularly been used as a mode of writing about everyday life to interact with others. This thesis examines the political potentials that are opened up by self-reflective blogging. The self-reflective blog is a synergy of self-reflective practices and computer-mediated communication. A genealogy of the history of computer-mediated communication and various public self-reflective practices is conducted to uncover affect as the utility of various economies of subject production. Efforts made to blog-like the efforts made to interact online in other CMCs-are positioned as a kind of affective labor. Adapting Hardt and Negri's (2005) theorization of the multitude, whereby affective labor-the production of social relationshipsis a kind ofbiopolitical production, affect will be determined as a kind ofbiopolitical power that exists in everyday life.

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Ce mémoire examine l'adoption des téléphones mobiles et l'utilisation des messages texte (SMS) par les adolescents chinois, selon la théorie des usages et gratifications et de la recherche sur la communication par ordinateur. Certains champs particuliers de l'utilisation des messages textes par les adolescents chinois, comme le contrôle parental, la circulation des chaînes de messages, la popularité des messages de salutations et l'utilisation répandue des émoticônes ont été étudiés. La fonction sociale des SMS, plus particulièrement des pratiques sociales et des relations émotionnelles des adolescents chinois, a également été explorée. Cette étude est basée sur un sondage réalisé sur le terrain auprès de 100 adolescents chinois. Elle révèle que chez les adolescents chinois, les deux principales raisons pour l'adoption du téléphone mobile sont l'influence parentale et le besoin de communication sociale. Quant à l'utilisation des messages texte, elle répond à sept usages et gratifications : la flexibilité, le coût modique, l’intimité, éviter l'embarras, le divertissement, l'engouement et l'évasion. Il a également été observé que les messages texte jouent un rôle positif dans la construction et l'entretien des relations sociales des adolescents chinois.

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L’un des aspects les plus percutants des avancées de la technologie des quinze dernières années a trait à la communication médiée par ordinateur : clavardage, messagerie instantanée, courrier électronique, forums de discussion, blogues, sites de réseautage social, etc. En plus d’avoir eu un impact significatif sur la société contemporaine, ces outils de communication ont largement modifié les pratiques d’écriture. Notre objet d’étude est le clavardage en groupe qui offre la possibilité aux scripteurs de communiquer simultanément entre eux. Cet outil de communication présente deux caractéristiques importantes aux plans discursif et communicationnel. Premièrement, on admet de façon générale que le clavardage est une forme de communication hybride : le code utilisé est l’écrit, mais les échanges de messages entrent dans une structure de dialogue qui rappelle l’oral. Deuxièmement, le caractère spontané du clavardage impose la rapidité, tant pour l’encodage que pour le décodage des messages. Dans le cadre d’une étude comparative réalisée sur les pratiques scripturales des clavardeurs francophones (Tatossian et Dagenais 2008), nous avons établi quatre catégories générales pour rendre compte de toutes les variantes scripturales de notre corpus : procédés abréviatifs, substitutions de graphèmes, neutralisations en finale absolue et procédés expressifs. Nous voulons maintenant tester la solidité de notre typologie pour des langues dont le degré de correspondance phonético-graphique diffère. En vertu de l’hypothèse de la profondeur de l’orthographe (orthographic depth hypothesis [ODH]; Katz et Frost 1992) selon laquelle un système orthographique transparent (comme l’italien, l’espagnol ou le serbo-croate) transpose les phonèmes directement dans l’orthographe, nous vérifierons si nos résultats pour le français peuvent être généralisés à des langues dont l’orthographe est dite « transparente » (l’espagnol) comparativement à des langues dont l’orthographe est dite « opaque » (le français et l’anglais). Pour chacune des langues, nous avons voulu répondre à deux question, soit : 1. De quelle manière peut-on classifier les usages scripturaux attestés ? 2. Ces usages graphiques sont-ils les mêmes chez les adolescents et les adultes aux plans qualitatif et quantitatif ? Les phénomènes scripturaux du clavardage impliquent également l’identité générationnelle. L’adolescence est une période caractérisée par la quête d’identité. L’étude de Sebba (2003) sur l’anglais démontre qu’il existe un rapport entre le « détournement de l’orthographe » et la construction identitaire chez les adolescents (par ex. les graffitis, la CMO). De plus, dans ces espaces communicationnels, nous assistons à la formation de communautés d’usagers fondée sur des intérêts communs (Crystal 2006), comme l’est la communauté des adolescents. Pour la collecte des corpus, nous recourrons à des échanges effectués au moyen du protocole Internet Relay Chat (IRC). Aux fins de notre étude, nous délimitons dans chacune des langues deux sous-corpus sociolinguistiquement distincts : le premier constitué à partir de forums de clavardage destinés aux adolescents, le second à partir de forums pour adultes. Pour chacune des langues, nous avons analysé 4 520 énoncés extraits de divers canaux IRC pour adolescents et pour adultes. Nous dressons d’abord un inventaire quantifié des différents phénomènes scripturaux recensés et procédons ensuite à la comparaison des résultats.

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Ce mémoire présente les recherches et réflexions entourant la conception d’une application à base d’ontologie dédiée au e-recrutement dans le domaine des services de dotation de personnel en technologies de l’information à l’ère du Web Social. Cette application, nommée Combine, vise essentiellement à optimiser et enrichir la Communication Médiée par Ordinateur (CMO) des acteurs du domaine et utilise des concepts issus du paradigme technologique émergent qu’est le Web sémantique. Encore très peu discuté dans une perspective CMO, le présent mémoire se propose donc d’examiner les enjeux communicationnels relatifs à ce nouveau paradigme. Il présente ses principaux concepts, dont la notion d’ontologie qui implique la modélisation formelle de connaissances, et expose le cas de développement de Combine. Il décrit comment cette application fut développée, de l’analyse des besoins à l’évaluation du prototype par les utilisateurs ciblés, tout en révélant les préoccupations, les contraintes et les opportunités rencontrées en cours de route. Au terme de cet examen, le mémoire tend à évaluer de manière critique le potentiel de Combine à optimiser la CMO du domaine d’activité ciblé. Le mémoire dresse au final un portrait plutôt favorable quant à la perception positive des acteurs du domaine d’utiliser un tel type d’application, et aussi quant aux nets bénéfices en frais d’Interactions Humain-Ordinateur (IHO) qu’elle fait miroiter. Il avertit toutefois d’une certaine exacerbation du problème dit « d’engagement ontologique » à considérer lors de la construction d’ontologies modélisant des objets sociaux tels que ceux dont le monde du recrutement est peuplé.

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This article reviews current technological developments, particularly Peer-to-Peer technologies and Distributed Data Systems, and their value to community memory projects, particularly those concerned with the preservation of the cultural, literary and administrative data of cultures which have suffered genocide or are at risk of genocide. It draws attention to the comparatively good representation online of genocide denial groups and changes in the technological strategies of holocaust denial and other far-right groups. It draws on the author's work in providing IT support for a UK-based Non-Governmental Organization providing support for survivors of genocide in Rwanda.

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This paper approaches the subject of brand equity measurement on and offline. The existing body of research knowledge on brand equity measurement has derived from classical contexts; however, the majority of today's brands prosper simultaneously online and offline. Since branding on the Web needs to address the unique characteristics of computer-mediated environments, it was posited that classical measures of brand equity were inadequate for this category of brands. Aaker's guidelines for building a brand equity measurement system were thus followed and his brand equity ten was employed as a point of departure. The main challenge was complementing traditional measures of brand equity with new measures pertinent to the Web. Following 16 semi-structured interviews with experts, ten additional measures were identified.

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Studies of code-switching in writing are very limited in comparison with the numerous investigations of this phenomenon in oral communication. Recent research has revealed that in text-based computer-mediated communication internet users bring into play the various languages available in their linguistic repertoire and, consequently, switch between them. In this case study, I investigate digital code-switching between Cypriot and Standard Greek, the two varieties of Greek spoken on the island of Cyprus. Following Auer’s conversation analytic approach and Gafaranga’s view that conversational structure coexists with social structure, I investigate code-switching in online interactions. The data to be analysed here, unlike those considered in most studies of code-switching, are written data, obtained from channel #Cyprus of Internet Relay Chat. The results suggest that code-switching in writing is influenced not only by macro-sociolinguistic factors, but they are also shaped by the medium- and social-specific characteristics of Internet Relay Chat. This, in turn, allows internet users to gain access to different roles and perform various identities within this online context.

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Cypriot Greek, a variety of Greek spoken in the island of Cyprus, is relatively distinct from Standard Greek in all linguistic domains. The regional variety does not have a standard, official orthography and it is rarely used for everyday written purposes. Following technological development and the emergence of Computer-mediated Communication, a Romanized version of written CG is now widely used in online text-based communication, among teenagers and young adults (Themistocleous, C. (2008), The use of Cypriot-Greek in synchronous computer-mediated communication (PhD thesis), University of Manchester). In this study, I present the innovative ways that Greek-Cypriots use Roman characters in an effort to represent features of their spoken language in their online writings. By analysing data obtained from channel #Cyprus of Internet Relay Chat, I demonstrate how the choice of writing in CG affects the ways that Roman characters are used. I argue that this practice is not just a response to technological constrains but it actually has a wider social significance.

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This paper explores the linguistic practice of digital code plays in an online discussion forum, used by the community of English-speaking Germans living in Britain. By adopting a qualitative approach of Computer-Mediated Discourse Analysis, the article examines the ways in which these bilinguals deploy linguistic and other semiotic resources on the forum to co-construct humorous code plays. These performances occur in the context of negotiating language norms and are based on conscious manipulations of both codes, English and German. They involve play with codes at three levels: play with forms, meanings, and frames. Although, at first sight, such alternations appear to be used mainly for a comic effect, there is more to this than just humour. By mixing both codes at all levels, the participants deliberately produce aberrant German ‘polluted’ with English and, in so doing, dismantle the ideology of language purity upheld by the purist movement. The deliberate character of this type of code alternation demonstrates heightened metalinguistic awareness as well as creativity and criticality. By exploring the practice of digital code plays, the current study contributes to the growing body of research on networked multilingualism as well as to practices associated with translanguaging, poly- and metrolingualism.

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Two varieties of Greek are spoken on the island of Cyprus: the local dialect, namely the Greek-Cypriot Dialect (GCD), and Standard Modern Greek (SMG). English is also influential, as Cyprus was an English colony until 1960. The dialect is rarely employed for everyday written purposes; however, it is now evident in computer-mediated communication (CMC). As a contribution to the field of code-switching in writing, this study examines how Greek-Cypriot internet users employ GCD, SMG, and English in their Facebook interactions. In particular, we investigate how identities (discursive and social) are performed and indexed through the linguistic choices of Greek-Cypriot internet users. The findings indicate that switches to GCD add a humorous tone and express solidarity and informality. SMG is mostly used for ‘official’ statements, and it is preferred by mature internet users, while English is used with expressions of affect and evaluative comments.

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The representation in online environments of non-Roman-based script languages has proved problematic. During the initial years of Computer-mediated Communication, the American Standard Code for Information Interchange character set only supported Roman-alphabeted languages. The solution for speakers of languages written in non-Roman scripts was to employ unconventional writing systems, in an effort to represent their native language in online discourse. The first aim of this chapter is to present the different ways that internet users choose to transliterate or even transcribe their native languages online, using Roman characters. With technological development, and consequently the availability of various writing scripts online, internet users now have the option to either use Roman characters or their native script. If the latter is chosen, internet users still seem to deviate from conventional ways of writing, in this case, however, with regards to spelling. The second aim, therefore, is to bring into light recent developments, by looking at the ways that internet users manipulate orthography, to achieve their communicative purposes.