986 resultados para Media sharing
Resumo:
Open Display Networks have the potential to allow many content creators to publish their media to an open-ended set of screen displays. However, this raises the issue of how to match that content to the right displays. In this study, we aim to understand how the perceived utility of particular media sharing scenarios is affected by three independent variables, more specifically: (a) the locativeness of the content being shared; (b) how personal that content is and (c) the scope in which it is being shared. To assess these effects, we composed a set of 24 media sharing scenarios embedded with different treatments of our three independent variables. We then asked 100 participants to express their perception of the relevance of those scenarios. The results suggest a clear preference for scenarios where content is both local and directly related to the person that is publishing it. This is in stark contrast to the types of content that are commonly found in public displays, and confirms the opportunity that open displays networks may represent a new media for self-expression. This novel understanding may inform the design of new publication paradigms that will enable people to share media across the display networks.
Resumo:
Thesis (Master's)--University of Washington, 2016-06
Resumo:
Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.
Resumo:
Current text-to-speech systems are developed using studio-recorded speech in a neutral style or based on acted emotions. However, the proliferation of media sharing sites would allow developing a new generation of speech-based systems which could cope with spontaneous and styled speech. This paper proposes an architecture to deal with realistic recordings and carries out some experiments on unsupervised speaker diarization. In order to maximize the speaker purity of the clusters while keeping a high speaker coverage, the paper evaluates the F-measure of a diarization module, achieving high scores (>85%) especially when the clusters are longer than 30 seconds, even for the more spontaneous and expressive styles (such as talk shows or sports).
Resumo:
Today, global economic performance largely depends on digital ecosystems. E-commerce, cloud, social media, sharing economy are the main products of the modern innovative economic systems which are constantly raising new regulatory questions. Meanwhile the United States has an unimpeachable dominance in innovation and new technologies, as well as a large and open domestic market, the EU is only recently discovering the importance of empowering the European digital economy and aims to break down its highly fragmented cross-border online economic environment. As global economy is rapidly becoming digital, Europe’s effort to create and invest in common digital market is understandable. The comprehensive investigations launched by the European Commission into the role of social network, search engine, or sharing economy internet platforms, which are new generation technologies dominated by American firms; or the recent decision of the Court of Justice of the European Union declaring that the Commission’s US Safe Harbor Decision is invalid1 might be considered as part of an anti-American protectionist policy. However, these measures could rather be seen as part of a broader trend to foster European enterprises in technology developments.
Resumo:
The aim of this paper is to present the findings of a quantitative content analysis of the Polish print media. Sharing the codebook and procedures with an international team, we were able to gain a broad perspective on the media coverage of the first Polish EU presidency. In particular, we focused on: (1) the number of items covering events related to the presidency, (2) the prominence of the topic, (3) genres, (4) main topics, (5) authors of news, (6) authors of opinions, and (7) the way Polish journalists evaluated Poland’s performance during the EU presidency. The findings showed that although Polish print press reported the first Polish EU presidency, the topic’s prominence was not very high. Media organizations rather rarely presented the topic on the front page and they did not change their regular editorial policy. Most of the news items, as well as opinions and comments, were written by staff members. Furthermore, journalists seemed to be more interested in the opinions of national politicians, rather than experts. As a result, the framework of the coverage was predominantly domestic. Journalists working for daily newspapers focused mostly on providing news and their own interpretations of the reported events. On the contrary weekly magazines provided comments and interviews, but again, most of the opinions were expressed by their own journalists and editors.
Resumo:
The effectiveness of overt tobacco advertising and sponsorship bans is well established. The industry has responded to these bans by implementing “buzz” or “viral” marketing techniques, such as nightclub and dance party promotions. This paper analyses possible tobacco industry content on the burgeoning consumer generated media website, YouTube. Tobacco control efforts need to embrace this new medium in order to counter pro-smoking messages and maximize media advocacy opportunities.
Resumo:
Simpósio de Informática (INForum 2015), Covilhã, Portugal. Notes: Best paper award nominee.
Resumo:
The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.
Resumo:
Dissertação para obtenção do Grau de Mestre em Engenharia Informática
Resumo:
Relatório de estágio de mestrado em Ciências da Comunicação (área de especialização Publicidade e Relações Públicas)
Resumo:
In light of the fact that several studies indicate that students can benefit from deeper understandings of the processes by which historical accounts are constructed, history educators have increasingly been focused on finding ways to teach students how to read and reason about events in the same manner as professional historians (Wineburg, 2001; Spoehr & Spoehr, 1994; Hynd, Holschuh, & Hubbard, 2004; Wiley & Voss, 1996). One possible resource for supporting this development may come out of emerging web-based technologies. New technologies and increased access to historical records and artifacts posted the Internet may be precisely the tools that can help students (Bass, Rosenzweig, & Mason, 1999). Given the right context, we believe it is possible to combine such resources and tools to create an environment for students that could strengthen their abilities to read and reason about historical events. Moreover, we believe that social media, specifically, microblogging (Nardi, Schiano, Gumbrecht, & Swartz, 2004) could play a key role.
Resumo:
Two important challenges that teachers are currently facing are the sharing and the collaborative authoring of their learning design solutions, such as didactical units and learning materials. On the one hand, there are tools that can be used for the creation of design solutions and only some of them facilitate the co-edition. However, they do not incorporate mechanisms that support the sharing of the designs between teachers. On the other hand, there are tools that serve as repositories of educational resources but they do not enable the authoring of the designs. In this paper we present LdShake, a web tool whose novelty is focused on the combined support for the social sharing and co-edition of learning design solutions within communities of teachers. Teachers can create and share learning designs with other teachers using different access rights so that they can read, comment or co-edit the designs. Therefore, each design solution is associated to a group of teachers able to work on its definition, and another group that can only see the design. The tool is generic in that it allows the creation of designs based on any pedagogical approach. However, it can be particularized in instances providing pre-formatted designs structured according to a specific didactic method (such as Problem-Based Learning, PBL). A particularized LdShake instance has been used in the context of Human Biology studies where teams of teachers are required to work together in the design of PBL solutions. A controlled user study, that compares the use of a generic LdShake and a Moodle system, configured to enable the creation and sharing of designs, has been also carried out. The combined results of the real and controlled studies show that the social structure, and the commenting, co-edition and publishing features of LdShake provide a useful, effective and usable approach for facilitating teachers' teamwork.
Resumo:
Error-correcting codes and matroids have been widely used in the study of ordinary secret sharing schemes. In this paper, the connections between codes, matroids, and a special class of secret sharing schemes, namely, multiplicative linear secret sharing schemes (LSSSs), are studied. Such schemes are known to enable multiparty computation protocols secure against general (nonthreshold) adversaries.Two open problems related to the complexity of multiplicative LSSSs are considered in this paper. The first one deals with strongly multiplicative LSSSs. As opposed to the case of multiplicative LSSSs, it is not known whether there is an efficient method to transform an LSSS into a strongly multiplicative LSSS for the same access structure with a polynomial increase of the complexity. A property of strongly multiplicative LSSSs that could be useful in solving this problem is proved. Namely, using a suitable generalization of the well-known Berlekamp–Welch decoder, it is shown that all strongly multiplicative LSSSs enable efficient reconstruction of a shared secret in the presence of malicious faults. The second one is to characterize the access structures of ideal multiplicative LSSSs. Specifically, the considered open problem is to determine whether all self-dual vector space access structures are in this situation. By the aforementioned connection, this in fact constitutes an open problem about matroid theory, since it can be restated in terms of representability of identically self-dual matroids by self-dual codes. A new concept is introduced, the flat-partition, that provides a useful classification of identically self-dual matroids. Uniform identically self-dual matroids, which are known to be representable by self-dual codes, form one of the classes. It is proved that this property also holds for the family of matroids that, in a natural way, is the next class in the above classification: the identically self-dual bipartite matroids.