926 resultados para Communication online
Resumo:
Nos dias de hoje, ferramentas como o Facebook, o Twitter e o YouTube fazem parte do quotidiano. Desde o recente virar do século até ao presente, a sociedade transformou-se. Usamos cada vez mais a Internet. Nela pesquisamos informação e partilhamos conteúdos, sejam eles textos, fotos ou vídeos. As novas ferramentas de comunicação online trouxeram uma maior interatividade entre aquele que emite uma mensagem e aquele que a recebe. Nesta investigação procura-se analisar quais e como é que as novas ferramentas de comunicação online são utilizadas pelas organizações culturais, nomeadamente, pelas companhias de teatro de Lisboa e Vale do Tejo, entre 2000 e 2013. Ao longo do enquadramento teórico são abordadas questões como a comunicação das organizações, a comunicação online das mesmas, a utilização das novas ferramentas online por parte de companhias de teatro e o que são considerados sites, media sociais e redes sociais. Entre várias referências, serão citados Grunig e Hunt (1984) que apresentam o modelo de comunicação de dois sentidos simétricos, assim como Phillips e Young (2009) que abordam as diferentes ferramentas de comunicação online. São ainda apresentados estudos relativos à utilização destas ferramentas por parte das organizações artísticas, elaborados pela MTM London (2009) e pelo Australia Council for the Arts (2011). A presente investigação tem por base a observação e acompanhamento das ferramentas de comunicação online utilizadas pelas companhias de teatro, inquéritos aos produtores dessas companhias e entrevistas a alguns dos seus diretores. Com este trabalho pretende-se verificar que ferramentas estão a ser utilizadas pelas companhias, com que regularidade, quem nas companhias gere essas ferramentas, quais as vantagens percecionadas, entre outros aspetos.
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Relatório de estágio apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.
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A enorme interdependência entre os povos, que caracteriza o mundo contemporâneo, justifica a importância crucial da aquisição de competências de comunicação intercultural, uma vez que poderão ter um efeito catalisador na resolução de grandes questões globais. O desafio que é colocado à Educação, para colaborar na aquisição de tais competências, é de adaptação aos novos meios de comunicação globais e de reinvenção de novas metodologias e abordagens. Destacam-se neste campo a Educação Global, como um campo interdisciplinar que se concretiza num processo de aprendizagem transformativa, focando-se nas questões e desafios globais, e o Ensino Online, possuidor da capacidade de quebrar barreiras físicas e temporais e juntar num mesmo “espaço” pessoas dos mais variados pontos do planeta. Com o objetivo geral de analisar a importância dos contextos de formação online no desenvolvimento de competências interculturais, esta investigação propõe-se mostrar de que forma cursos online, oferecidos em contexto multicultural, na área de Educação Global, promovem o desenvolvimento de competências de comunicação intercultural. De entre os resultados da investigação destaca-se a aquisição moderada de uma maior consciência intercultural e de aptidões de comunicação intercultural, considerando-se como elementos fundamentais para a promoção de diálogos interculturais ao longo do curso o facto de a turma ser multicultural, a colaboração entre pares e algumas das ferramentas de comunicação existentes na plataforma onde decorreu a formação.
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Currently the world swiftly adapts to visual communication. Online services like YouTube and Vine show that video is no longer the domain of broadcast television only. Video is used for different purposes like entertainment, information, education or communication. The rapid growth of today’s video archives with sparsely available editorial data creates a big problem of its retrieval. The humans see a video like a complex interplay of cognitive concepts. As a result there is a need to build a bridge between numeric values and semantic concepts. This establishes a connection that will facilitate videos’ retrieval by humans. The critical aspect of this bridge is video annotation. The process could be done manually or automatically. Manual annotation is very tedious, subjective and expensive. Therefore automatic annotation is being actively studied. In this thesis we focus on the multimedia content automatic annotation. Namely the use of analysis techniques for information retrieval allowing to automatically extract metadata from video in a videomail system. Furthermore the identification of text, people, actions, spaces, objects, including animals and plants. Hence it will be possible to align multimedia content with the text presented in the email message and the creation of applications for semantic video database indexing and retrieving.
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DEA (tesina) que analitza quin és el paper que juguen els blocs dintre de la Web 2.0, articulant-se al voltant de tres eixos: la creació de la identitat virtual, les xarxes socials generades a través de la blocosfera i les implicacions econòmiques i socials que se'n deriven. La pregunta central és de quina manera, si ho fan, els blocs contribueixen a modificar fòrmules de lectura i participació tant d'àmbit personal com públic en les agendes informatives. I si aquesta participació genera canvis significatius a nivell econòmic i psicosocial.
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El planteamiento inicial era proveer al individuo invidente de un sistema autónomo capaz de guiarle según sus preferencias. El resultado obtenido al finalizar este proyecto ha sido un dispositivo autónomo configurable por el usuario mediante una aplicación sw , desarrollada en la plataforma móvil Android capaz de comunicarse con el dispositivo autónomo(móvil personal). La idea de utilizar como plataforma de desarrollo sw Android, se basó fundamentalmente en que es código open source, es gratuito y está presente en el 70 por ciento de los móviles de Europa. La idea inicial era que ambos hubieran sido integrados en un mismo dispositivo, pero una vez comenzado el proyecto y habiendo evaluado los hábitos actuales, decidimos adaptar la idea general del proyecto, a nuestros días. Para ello hicimos uso del dispositivo móvil más usado hoy en día, como es nuestros teléfonos móviles, o más bien los llamado Smartphone, con los cuales podemos desde su aplicación originaria que es llamar, hasta realizar multitud de operaciones al mismo tiempo como puede ser comunicación por internet, posicionamiento via GPS, intercambio de ficheros por bluetooth… tantas como podamos programar. Sobre este último atributo, intercambio de información a través de bluetooth, es la interfaz que vamos a aprovechar para la realización de nuestro proyecto. Hoy en día el 90% de los Smartphone tiene entre sus características de conectividad la posibilidad de intercambiar información vía bluetooth. Una vez se tiene resuelto el interfaz entre el medio y el usuario se debe solucionar la forma de transformar la información para que los dispositivos móviles recojan la información y sepan discernir entre la información importante y la que no lo es. Para ello hemos desarrollado una tarjeta configurable, con un módulo bluetooth comercial para enviar la información. El resultado final de esta tarjeta proporciona una manera fácil de configurar diferentes mensajes que serán utilizados según la situación. ABSTRACT The initial approach consisted of a system that shows the way for blind people to get somewhere or something or provide to them important information, an autonomous system able to guide to their preference. After several analyses the project accomplish is a standalone device configurable by the user via an application sw, developed in Android mobile platform capable of communicating with the standalone device (personal cell phone). The decision of using the sw development platform of Android was due to the open source code concept and the great extent of presence on 70 percent of European mobiles. The first idea was that the sw and the device were integrated into a single device, but once the project had been started and having assessed the current habits, it has changed to be adapted to the present technology to get a better usability on the present-day. To achieve the project goals the most used mobile device today was used, our mobile phones, or rather called Smartphone, which you could use to phone your mother or perform many operations simultaneously such as communication online, positioning via GPS, bluetooth file trading program, etc. On this last attribute, information sharing via bluetooth, is the interface that it has been taken to complete the project. Today 90% of the Smartphone include in its connectivity features the ability to exchange information via bluetooth. Once that it was solved the interface between the environment and the final user, the next step incorporates the transformation of the information that the mobile devices collect from the environment to discern between the information the user configure to be notified or not. The hardware device that makes it possible is a configurable card with a bluetooth module that is able to send the information. The final result of this card provides an easy way to configure different messages, that we could use depending of the situation.
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El objetivo de esta investigación fue estudiar cómo aprenden estudiantes para profesores de educación secundaria a analizar la enseñanza de las matemáticas como un aspecto del desarrollo de su competencia docente. Para ello, analizamos la estructura argumentativa de una discusión en línea entre estudiantes para profesores de enseñanza secundaria cuando están identificando e interpretando aspectos de la comunicación matemática como un rasgo característico de la enseñanza de las matemáticas. Para realizar el análisis, usamos el esquema de un argumento de Toulmin y centramos nuestra atención en cómo los estudiantes para profesor establecían la relación entre las conclusiones y los datos y cómo usaban las garantías. Los resultados muestran tres características de las estructuras argumentativas generadas por los estudiantes para profesor en un debate en línea que determinan oportunidades para el aprendizaje de la competencia docente “mirar con sentido” la enseñanza de las matemáticas: refinar garantías para apoyar una conclusión, discutir sobre cómo se debe establecer una conclusión para que sea admitida, y poner en duda las conclusiones.
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We live in a changing world. At an impressive speed, every day new technological resources appear. We increasingly use the Internet to obtain and share information, and new online communication tools are emerging. Each of them encompasses new potential and creates new audiences. In recent years, we witnessed the emergence of Facebook, Twitter, YouTube and other media platforms. They have provided us with an even greater interactivity between sender and receiver, as well as generated a new sense of community. At the same time we also see the availability of content like it never happened before. We are increasingly sharing texts, videos, photos, etc. This poster intends to explore the potential of using these new online communication tools in the cultural sphere to create new audiences, to develop of a new kind of community, to provide information as well as different ways of building organizations’ memory. The transience of performing arts is accompanied by the need to counter that transience by means of documentation. This desire to ‘save’ events reaches its expression with the information archive of the different production moments as well as the opportunity to record the event and present it through, for instance, digital platforms. In this poster we intend to answer the following questions: which online communication tools are being used to engage audiences in the cultural sphere (specifically between theater companies in Lisbon)? Is there a new relationship with the public? Are online communication tools creating a new kind of community? What changes are these tools introducing in the creative process? In what way the availability of content and its archive contribute to the organization memory? Among several references, we will approach the two-way communication model that James E. Grunig & Todd T. Hunt (1984) already presented and the concept of mass self-communication of Manuel Castells (2010). Castells also tells us that we have moved from traditional media to a system of communication networks. For Scott Kirsner (2010), we have entered an era of digital creativity, where artists have the tools to do what they imagined and the public no longer wants to just consume cultural goods, but instead to have a voice and participate. The creativity process is now depending on the public choice as they wander through the screen. It is the receiver who owns an object which can be exchanged. Virtual reality has encouraged the receiver to abandon its position of passive observer and to become a participant agent, which implies a challenge to organizations: inventing new forms of interfaces. Therefore, we intend to find new and effective online tools that can be used by cultural organizations; the best way to manage them; to show how organizations can create a community with the public and how the availability of online content and its archive can contribute to the organizations’ memory.
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
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The business sphere is a multilingual world where foreign language communication skills are crucial in international relations. It makes employers look for business professionals who have a high level of linguistic competences. Language proficiency increases the chances of negotiation among partners. There are mainly two obstacles that make barriers in formal communication in a foreign language: lack of knowledge of specific linguistic structures or terminology and frequent transitions from one language to another. This paper contributes to the quest for quick access to a wide range of English, Spanish and Russian online databases that provide authentic language samples. Their application may improve communication skills and facilitate preparation for business discourse.
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So-called sin industries are often related to harmfulness, unethical business, and unproductiveness. Nowadays, the alcohol, gambling, and tobacco industries are most often considered to be part of sin industries, which is also the context of this study. However, the definition of a sin industry is always related to time and culture. Despite the controversies of sin industries, there are studies that have shown that corporate social responsibility (CSR) engagement is even more important for sin industries than for normal industries and that CSR has a positive effect on firm value in sin industries. With CSR this study refers to an ideology where company takes mostly voluntary actions towards various groups of stakeholders and the environment. In other words, the company goes beyond the legal norms and regulations. In particular, the purpose of this thesis is to find out how companies, operating in the online gambling industry, communicate about their CSR actions to consumers at their web pages. The online environment is essential for this study as online gambling environment is a source of many controversies in comparison to the traditional gambling halls and casinos. These include, for example, greater accessibility, anonymity, and availability of the service. This study uses qualitative textual analysis as its approach, more precisely the discourse analysis. In addition, as this study focuses on large international companies and their actions, also case study approach will be presented. The cases studied are Mybet, Unibet, and Bwin.Party. In order to study the subject, elements from discourse analysis are combined with insights of essential CSR theories, and the specific characteristics of the online gambling industry. As a background for the framework, this study uses the framework of Du & Vieira (2012). After analyzing the discourses of CSR communication and CSR practices, it seems that all of the case companies still do not use all the potential that the online environment provides in terms of CSR or stakeholder communication. There are large differences between different communication tools used at different web pages (gambling pages vs. corporation pages) and between the firms’ CSR profiles. Moreover, there are large differences in the CSR practices used in the web pages of the case companies. The findings of this study are partially alarming as the case companies represent the largest companies in the industry. There are major varieties between the companies’ CSR communication and clear shortcomings in some parts of the online communication. Moreover, the trust of the consumer was broken in some places. If this is the standard that the biggest players in the industry have set with regards to CSR communication, it is probable that the smaller players are performing even worse. Moreover, the regulators are most likely concentrating on the larger companies, so the smaller companies might have fewer incentives and pressure to perform according to the regulations or exceeding the legislation. The conclusions of this thesis provide insights to managers, regulators, and scholars. Suggestions for future studies are provided as well.