967 resultados para Online communities


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Social media offers access to marketers, yet an ethical framework for this has yet to be address by the industry or regulators. The rights and responsibilities for both producers and audiences are discussed with reference to existing fan groups and online communities.

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

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Les avancées technologiques liées à l’internet ont permis une démocratisation des outils de communication et une transformation des relations interpersonnelles. L’impact de ces changements s’est ressenti autant dans la sphère légitime que dans les marchés criminels. Ces derniers ont migré, au cours des dernières années, vers des plateformes en ligne qui leur permettent de mieux gérer les risques associés avec leurs activités illégales. Cette thèse s’intéresse à l’impact de l’internet sur la criminalité et sur l’adaptation des criminels à cet environnement virtuel. Ces derniers forment maintenant des communautés en ligne et gardent le contact entre eux à l’aide de salles de clavardage et de forums de discussions. Nous nous intéresserons dans cette thèse à trois formes particulières de crime soit la fraude de propriété intellectuelle (la scène des warez), le piratage d’ordinateurs (les botnets) ainsi que la fraude de données personnelles et financières (le carding). Chacune de ces formes de crime sera analysée à l’aide d’un article publié ou présentement en évaluation. L’article sur la scène des warez décrit l'organisation sociale ainsi que la distribution de la reconnaissance dans la communauté des pirates informatiques. Les systèmes de délinquance (Sutherland, 1947) et l’individualisme réseauté (Boase & Wellman, 2006) sont utilisés pour théoriser l'organisation sociale et la distribution de la reconnaissance dans la scène warez. L’article sur les botnets tente de comprendre la distribution de la réputation dans une communauté de criminels. En utilisant les données d’un forum de discussion où des botmasters louent et achètent des biens et services illégaux, cette recherche modélise les facteurs qui permettent d’augmenter le niveau de réputation de certains acteurs. Finalement l’article sur le carding mesure le lien entre la réputation telle que développée par Glückler & Armbrüster (2003) et la performance criminelle. Notre thèse démontre que l’internet a eu un effet transformateur sur la criminalité à six niveaux : 1) l’augmentation de la facilité à trouver des co-criminels; 2) l’augmentation de la compétition entre les criminels; 3) l’augmentation du nombre de victimes; 4) la diminution des risques d’arrestation; 5) l’augmentation du taux de réussite des criminels et; 6) les changements dans l’équilibre entre criminels, victimes et protecteurs. Elle nous permet également de démontrer l’importance de la réputation, le capital virtuel, dans les marchés criminels en ligne.

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Para maximizar los beneficios, una compañía fundamenta sus acciones en ciertas estrategias que ayudan a cumplir su objetivo de generar utilidades. Entre las diferentes acciones que una organización puede utilizar, están las de responsabilidad social y las de relaciones estratégicas con la comunidad. Partiendo de la definición de comunidad, pasando por una descripción de responsabilidad social y sus diferentes formas de aplicabilidad dentro de una empresa, hasta la definición de relación estratégica con la comunidad; esta investigación dirige sus esfuerzos a determinar el vínculo que existe entre los conceptos de responsabilidad social y relación estratégica comunitaria. Adicionalmente, se plantea que otras estrategias de relacionamiento con clientes, como el mercadeo relacional o el CRM, las cuales enfocan sus esfuerzos en conocer a cada uno de los clientes de una compañía para plantear una oferta acorde a sus necesidades, no son muy efectivas a la hora de crear un vínculo emocional con la comunidad.

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The Internet has an increasing role in facilitating communication between people and groups of people. As access to the Internet and World Wide Web is widely available, collaborative services enabled over the Internet are also burgeoning. In this paper, we present the current issues and our techniques for developing collaborative social software. We discuss online communities in the context of social collaborative systems. We then describe our approach to the development of supporting software for online communities and collaboration.

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WAGGGS, the World Association of Girl Guides and Girl Scouts, is the umbrella organization for Member Organizations from 145 countries around the world. As such one of its remits is to provide programmes that promote leadership development and opportunities for girls and young women to advocate on issues they care about. One of the ways WAGGGS is exploring to do this more widely and efficiently is through the use of digital technologies. This paper presents the results of an audit undertaken of the technologies already used by potential participants in online communities and courses and investigates the challenges faced in using technology to facilitate learning, within this context.

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The influx of Fortune 500 companies like IBM, Toyota and Starwood Hotels into the virtual world of Second Life has generated much publicity in 2006 and 2007. The virtual world landscape has changed substantially since. Many early adopters have abandoned virtual worlds, and the number of security-related incidents in virtual worlds has risen substantially. This paper discusses key security threats in virtual worlds, and highlights the need for users and stakeholders to better understand these threats in order to manage them more effectively. The issue of managing security threats in virtual worlds is especially important in ensuring that virtual worlds remain a friendly environment to thriving online communities and ebusiness; and represent an environment whereby the interests of various stakeholders are protected and upheld. The paper contributes to practice and research by (i) raising security awareness among virtual world users and stakeholders, and (ii) prescribing a systematic approach for analyzing the nature and implication of security threats in virtual worlds.

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Information systems are changing the way artists and consumers create, use and interact with music. Music experience has become richer and more sophisticated than simply buying and listening to music. New links between IS and music are forging unprecedented levels of creative e-collaboration, innovative music technology development, new music commerce and marketing methods, alongside with the emergence of e-music communities nurturing up-and-coming artists careers. Distinct from non-creative industries, the music industry is at the forefront of technological innovation where the ubiquitous adoption of music downloading, widespread use of personal music systems, and value chain disintermediation has shifted the focus of value delivery towards consumer control. This paper provides new insights into the effect of recent technological change on stakeholders within the music industry value chain, and of music information systems upon creative music products. The paper further explores the stakeholder perceptions of the value added or depleted from music by the technology, and examines the future expectations of information systems amidst the volatility and uncertainty of the music industry.

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Reputation systems are very useful in large online communities in which users may frequently have the opportunity to interact with users with whom they have no prior experience. Recently, how to enhance the cooperative behaviors in the reputation system has become to one of the key open issues. Emerging schemes focused on developing efficient reward and punishment mechanisms or capturing the social or economic properties of participants. However, whether this kind of method can work widely or not has been hard to prove until now. Research in evolutionary game theory shows that group selection (or multilevel selection) can favor the cooperative behavior in the finite population. Furthermore, some recent works give fundamental conditions for the evolution of cooperation by group selection. In the paper, we extend the original group selection theory and propose a group-based scheme to enhance cooperation for online reputation systems. Related concepts are defined to capture the social structure and ties among participants in reputation system, e.g., group, assortativity, etc. Also, we use a Fermi distribution function to reflect the bounded rationality of participants and the existence of stochastic factors in evolutionary process. Extended simulations show that our scheme can enhance cooperation and improve the average performance of participants (e.g. payoff) in reputation system.

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Most existing work on learning community structure in social network is graph-based whose links among the members are often represented as an adjacency matrix, encoding direct pairwise associations between members. In this paper, we propose a method to group online communities in blogosphere based on the topics learnt from the content blogged. We then consider a different type of online community formulation - the sentiment-based grouping of online communities. The problem of sentiment-based clustering for community structure discovery is rich with many interesting open aspects to be explored. We propose a novel approach for addressing hyper-community detection based on users' sentiment. We employ a nonparametric clustering to automatically discover hidden hyper-communities and present the results obtained from a large dataset.

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The scale and dynamicity of social media, and interaction between traditional news sources and online communities, has created challenges to information retrieval approaches. Users may have no clear information need or be unable to express it in the appropriate idiom, requiring instead to be oriented in an unfamiliar domain, to explore and learn. We present a novel data-driven visualization, termed Eventscape, that combines time, visual media, mood, and controversy. Formative evaluation highlights the value of emotive facets for rapid evaluation of mixed news and social media topics, and a role for such visualizations as pre-cursors to deeper search. Copyright 2011 ACM.

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The Internet has provided an ever increasingly popular platform for individuals to voice their thoughts, and like-minded people to share stories. This unintentionally leaves characteristics of individuals and communities, which are often difficult to be collected in traditional studies. Individuals with autism are such a case, in which the Internet could facilitate even more communication given its social-spatial distance being a characteristic preference for individuals with autism. Previous studies examined the traces left in the posts of online autism communities (Autism) in comparison with other online communities (Control). This work further investigates these online populations through the contents of not only their posts but also their comments. We first compare the Autism and Control blogs based on three features: topics, language styles and affective information. The autism groups are then further examined, based on the same three features, by looking at their personal (Personal) and community (Community) blogs separately. Machine learning and statistical methods are used to discriminate blog contents in both cases. All three features are found to be significantly different between Autism and Control, and between autism Personal and Community. These features also show good indicative power in prediction of autism blogs in both personal and community settings.

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O crescimento do papel da tecnologia nas interações entre empresa clientes, bem como do número de serviços baseados em tecnologia, vem alterando bruscamente as relações interpessoais e, em algumas instâncias, eliminando-as por completo. Por outro lado, tecnologia vem possibilitando, de forma drástica, aumento no número de encontros entre os consumidores e as empresas, que faz crescer importância do tema. presente trabalho tem como objetivo estudar insatisfação dos consumidores no atendimento, através da decepção sofrida, abordada quando esta ocorre em dois níveis de interação destes com as empresas de serviços, descrevendo comparando estas ocorrências no atendimento pessoal impessoal neste último, através das novas tecnologias disponibilizadas pelas empresas prestadoras de serviços. Os dados analisados foram coletados através de uma netnografia, ou etnografia na internet, adaptada ao estudo de comunidades online, uma nova metodologia em pesquisa qualitativa que tem por finalidade estudar as culturas comunidades que estão surgindo através das comunicações via computador, conforme proposto por Kozinets (2002). Através da análise de conteúdo dos relatos, buscou-se analisar os antecedentes conseqüentes da insatisfação decepção dos consumidores, analisando-os, descrevendo-os comparando-os. Conclui-se que as falhas são maior fonte de insatisfação para ambos os tipos de consumidores, além de outras similaridades observadas; que os consumidores que buscam atendimento pessoal exigem um tratamento mais caloroso; aqueles que buscam atendimento via novas tecnologias são menos tolerantes às falhas; que ambos recorrem meios diferentes daquele que foi fonte da decepção na tentativa de resolver seus problemas.