996 resultados para Virtual Identity


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Personal technologies and social media use have changed the socialization experience of our 21st century learners. As learners have a new, embodied, virtual identity that is an omnipresent force within their social interactions, this study sought to examine how virtual identity influences student relationships both within and outside of a school context. This study also explored how personal technologies and social media use have influenced learners’ perceptions of their own 21st century learning. Using a qualitative inquiry, purposeful sampling was employed to recruit 6 participants between the ages of 15 to 19 to examine their social networking site use and education experience. Data were collected from single, one-on-one semi-structured interviews in which participants discussed their experiences using social media. Data were also collected from the teens’ personal Instagram accounts, and a personal reflexive researcher’s journal was kept for triangulation of data. Open and axial coding strategies alongside constant comparative methods were used to analyze data. Participants shared how they and their peers use social media, the pressures and expectations from other users, social media’s influence on peer relationships, and how social media influences their choices in the physical realm. All 6 participants explained that their teachers do not talk to them about their social media use, and even offered critiques of the school system itself and its inability to prepare students for the new realities of a digital world. This study concludes that while social media is very influential on students’ socialization, educators should be more concerned about the lack of guidance and support that students receive in school in terms of appropriate social media use and the navigation of virtual identity.

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A virtuális szociális világok, úgy mint a Second Life, egyre nagyobb népszerűségre téve szert, hamar az üzleti érdeklődés középpontjában találták magukat. A szerző célja, hogy feltérképezze a virtuális identitás és a fogyasztói magatartás közötti kapcsolat mibenlétét a Second Life világában. Ezért először bemutatja, hogy miként működik a Second Life és milyen jellemzőkkel rendelkezik. Másodszor ismerteti, hogy az on-line identitásalkotás miként befolyásolja üzleti szempontból az individuális viselkedést. A Second Life vizsgálata során a virtuális identitás fogalmát használja föl, mely összevethető az egyén valódi életbeli identitásával. Harmadszor: rátér a kutatási részre, amely során a Second Life világában kialakított identitás jellemzőit vizsgálta. Négy virtuális identitástípust azonosított, melyeknek más és más kapcsolata van a virtuális fogyasztás jelenségével. Végezetül: kiemeli azokat az eredményeket és megállapításokat, melyeket a vállalatoknak különösképpen figyelembe kell venniük a pszichológiai nézőpont szempontjából ahhoz, hogy eredményesen szerepeljenek a virtuális világokban. ________ Given their increasing popularity, virtual worlds, such as Second Life, attracted the attention of the business media. The aim of the present article is to explore the relationship between virtual identity and consumer behaviour in Second Life. First, the author reviews Second Life functions and particular characteristics. Second, he illustrates how online identity construction affects one’s behaviour in such environments from a business perspective. Third, the author demonstrates his findings associated with identity construction in Second Life. More specifically, four different types of virtual identities can be identified, each with slightly different implications toward virtual consumption. Finally, he highlights the major points to which companies should pay particular attention in their virtual social world activities, focusing on the psychological mechanisms that influence people’s online behaviour and thinking.

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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 presente trabajo es una revisión de la literatura de investigación en Ciberpsicología centrada en las categorías de privacidad, intimidad, identidad y vulnerabilidad, y en la forma como estas se desarrollan en las redes sociales virtuales. Los principales hallazgos indicaron que son los jóvenes quienes dedican gran parte de su tiempo a interactuar en dichas redes, y a su vez, dado el manejo que les dan, tienen mayor exposición ante los posibles riesgos de estas, como el matoneo, las conductas auto lesivas, la explotación sexual y los trastornos de la alimentación. Se describen estos riesgos y se proponen posibles soluciones.

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Questa tesi affronta la tematica della trustworthiness dal punto di vista dell’utente, a partire dalla sua identità virtuale fino a considerare l’analisi dei parametri che un sito Web dovrebbe adottare perchè sia ritenuto affidabile dagli utilizzatori. Si individueranno quindi le criticità che rendono ancora la trustworthiness una variabile poco considerata nella progettazione di siti Web e gli eventuali accorgimenti e punti di forza che caratterizzano un ambiente di lavoro. La tesi presenta diversi casi esemplificativi di utilizzo, ovvero gli ambienti di commercio elettronico, gli ambienti che condizionano l’acquisto di un utente e i sistemi di knowledge sharing; tutte le analisi di affidabilità sono applicate a siti web che adottano modelli di approvvigionamento dati da parte degli utenti stessi, votazioni e giudizi, recensioni su prodotti e servizi, crowdsourcing di informazioni e di esperienze personali e collettive, basate su progetti di indagine commerciale, analisi e opinione di prodotti o servizi o informazioni condivise per lo sviluppo sociale. La tematica viene analizzata da questi tre punti di vista, ciascuno sotto l’ottica identitaria, di reputazione e di affidabilità. La letteratura, come esaminato in questa tesi, propone alcuni modelli che individuano criteri di valutazione dell’affidabilità dei siti web, su algoritmi già esistenti quindi su siti Web che possiedono sistemi di filtraggio del contenuto o sistemi di valutazione della reputazione o meccanismi di raccomandazione per individuare le intenzioni dell’utente; in altri casi vengono implementati modelli sperimentali e teorie basate su dataset esistenti, per ricercare soluzioni tangibili all’autenticazione di affidabilità di un sistema, compensando la carenza di sistemi di giudizio di trustworthiness su siti Web reali. Vengono proposti alcuni casi d’uso, appartenenti alle categorie prese in oggetto, per esaminare nel dettaglio, le caratteristiche di trustworthiness fornite da ognuno di essi, nel loro campo di applicazione. L’obiettivo è tracciare una mappatura dei principali criteri con cui viene valutata trustworthiness dei dati in qualsiasi ambito d’applicazione della rete, ponendo alcuni criteri fondamentali ed avere così una visione approfondita della problematica.

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We propose a theory of trust in interorganizational virtual organizations that focuses on how trustworthiness can be communicated and trust built in this environment. The theory highlights three issues that must be dealt with if the potential obstacles to the development of trust in the virtual context are to be overcome. These are communication of trustworthiness facilitated by reliable Information and Communication Technology (ICT), establishment of a common business understanding, and strong business ethics. We propose four specific propositions relating to these issues, and suggest topics to be explored in future research. (C) 2001 Elsevier Science Inc. All rights reserved.

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AbstractDigitalization gives to the Internet the power by allowing several virtual representations of reality, including that of identity. We leave an increasingly digital footprint in cyberspace and this situation puts our identity at high risks. Privacy is a right and fundamental social value that could play a key role as a medium to secure digital identities. Identity functionality is increasingly delivered as sets of services, rather than monolithic applications. So, an identity layer in which identity and privacy management services are loosely coupled, publicly hosted and available to on-demand calls could be more realistic and an acceptable situation. Identity and privacy should be interoperable and distributed through the adoption of service-orientation and implementation based on open standards (technical interoperability). Ihe objective of this project is to provide a way to implement interoperable user-centric digital identity-related privacy to respond to the need of distributed nature of federated identity systems. It is recognized that technical initiatives, emerging standards and protocols are not enough to guarantee resolution for the concerns surrounding a multi-facets and complex issue of identity and privacy. For this reason they should be apprehended within a global perspective through an integrated and a multidisciplinary approach. The approach dictates that privacy law, policies, regulations and technologies are to be crafted together from the start, rather than attaching it to digital identity after the fact. Thus, we draw Digital Identity-Related Privacy (DigldeRP) requirements from global, domestic and business-specific privacy policies. The requirements take shape of business interoperability. We suggest a layered implementation framework (DigldeRP framework) in accordance to model-driven architecture (MDA) approach that would help organizations' security team to turn business interoperability into technical interoperability in the form of a set of services that could accommodate Service-Oriented Architecture (SOA): Privacy-as-a-set-of- services (PaaSS) system. DigldeRP Framework will serve as a basis for vital understanding between business management and technical managers on digital identity related privacy initiatives. The layered DigldeRP framework presents five practical layers as an ordered sequence as a basis of DigldeRP project roadmap, however, in practice, there is an iterative process to assure that each layer supports effectively and enforces requirements of the adjacent ones. Each layer is composed by a set of blocks, which determine a roadmap that security team could follow to successfully implement PaaSS. Several blocks' descriptions are based on OMG SoaML modeling language and BPMN processes description. We identified, designed and implemented seven services that form PaaSS and described their consumption. PaaSS Java QEE project), WSDL, and XSD codes are given and explained.

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The Andalusian Public Health System Virtual Library (Biblioteca Virtual del Sistema Sanitario Público de Andalucía, BV-SSPA) provides access to health information resources and services to healthcare professionals through its Website. This virtual environment demands higher users’ knowledge in order to satisfy of the need of information of our users, as digital natives as digital immigrants, improving at the same time the communication with all of them. 1. To collect clients' views and expectations according to their nature of digital natives and immigrants. 2. To know our online reputation. A Collecting User Expectation Questionnaire will be built, taking into account the segmentation of the BV-SSPA users’ professional groups of the Andalusian Public Health System. A pilot test will be run to check the survey dimensions and items about practices, attitudes and knowledge of our users. Two Quality Function Deployment (QFD) matrices will enable the BV-SSPA services to be targeted to our digital natives or digital immigrants, according to their nature, finding the best way to satisfy their information needs. We provide feedback on BV-SSPA: users can have the opportunity to post feedback about the site via the 'Contact us' section and comment about their experience. And Web 2.0 is a shop window, providing the opportunity to show the comments; and through time, our online reputation will be built, but the BV-SSPA must manage its own personal branding. Web 2.0 tools are a driver of improvement, because they provide a key source of insight into people's attitudes. Besides, the BV-SSPA digital identity will be analyzed through indicators like major search engine referrals breakdown, top referring sites (non search engines), or top search engine referral phrases, among others. Definition of digital native and digital immigrant profiles of the BV-SSPA, and their difference, will be explained by their expectations. The design of the two QFD matrices will illustrate in just one graph the requirements of both groups for tackling digital abilities and inequalities. The BV-SSPA could deliver information and services through alternative channels. On the other hand, we are developing a strategy to identify, to measure and to manage a digital identity through communication with the user and to find out our online reputation. With the use of different tools from quantitative and qualitative methodology, and the opportunities offered by Web 2.0 tools, the BV-SSPA will know the expectations of their users as a first step to satisfy their necessities. Personalization is pivotal to the success of the Site, delivering tailored content to individuals based on their recorded preferences. The valuable user research can be used during new product development and redesign. Besides positive interaction let us build trust, show authenticity, and foster loyalty: we improve with effort, communication and show.

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Under what conditions will a bystander intervene to try to stop a violent attack by one person on another? It is generally believed that the greater the size of the crowd of bystanders, the less the chance that any of them will intervene. A complementary model is that social identity is critical as an explanatory variable. For example, when the bystander shares common social identity with the victim the probability of intervention is enhanced, other things being equal. However, it is generally not possible to study such hypotheses experimentally for practical and ethical reasons. Here we show that an experiment that depicts a violent incident at life-size in immersive virtual reality lends support to the social identity explanation. 40 male supporters of Arsenal Football Club in England were recruited for a two-factor between-groups experiment: the victim was either an Arsenal supporter or not (in-group/out-group), and looked towards the participant for help or not during the confrontation. The response variables were the numbers of verbal and physical interventions by the participant during the violent argument. The number of physical interventions had a significantly greater mean in the ingroup condition compared to the out-group. The more that participants perceived that the Victim was looking to them for help the greater the number of interventions in the in-group but not in the out-group. These results are supported by standard statistical analysis of variance, with more detailed findings obtained by a symbolic regression procedure based on genetic programming. Verbal interventions made during their experience, and analysis of post-experiment interview data suggest that in-group members were more prone to confrontational intervention compared to the out-group who were more prone to make statements to try to diffuse the situation.

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The main theme of the ICTOP'94 Lisbon meeting is museum personnel training for the universal museum. At the very beginning it is important to identify what the notion universal museum can cover. It is necessary to underline the ambiguity of the term. On the one hand, the word 'universal' can be taken to refer to the variety of collected museum materials or museum collections, on the other hand it could refer to the efforts of the museum to be active outside the museum walls in order to achieve the integration of the heritage of a certain territory into a museological system. 'Universal' could also refer to the "new dimensions of reality: the fantastic reality of the virtual images, only existing in the human brain" (Scheiner 1994:7), which is very close to M. McLuhan's view of the world as a 'global village'. Thus, what is universal could be taken as being common and available to all the people of the world. 'Universal' can imply also the radical broadening of the concept of object: "mountain, silex, frog, waterfonts, stars, the moon ... everything is an object, with due fluctuations" (Hainard in Scheiner 1994: 7), which will cause the total involvement of the human being into his/her physical and spiritual environment. In the process of universalization, links between cultural and natural heritage and their links with human beings become more solid, helping to create a strong mutual interdependence.

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This thesis focuses upon a series of empirical studies which examine communication and learning in online glocal communities within higher education in Sweden. A recurring theme in the theoretical framework deals with issues of languaging in virtual multimodal environments as well as the making of identity and negotiation of meaning in these settings; analyzing the activity, what people do, in contraposition to the study of how people talk about their activity. The studies arise from netnographic work during two online Italian for Beginners courses offered by a Swedish university. Microanalyses of the interactions occurring through multimodal video-conferencing software are amplified by the study of the courses’ organisation of space and time and have allowed for the identification of communicative strategies and interactional patterns in virtual learning sites when participants communicate in a language variety with which they have a limited experience. The findings from the four studies included in the thesis indicate that students who are part of institutional virtual higher educational settings make use of several resources in order to perform their identity positions inside the group as a way to enrich and nurture the process of communication and learning in this online glocal community. The sociocultural dialogical analyses also shed light on the ways in which participants gathering in discursive technological spaces benefit from the opportunity to go to class without commuting to the physical building of the institution providing the course. This identity position is, thus, both experienced by participants in interaction, and also afforded by the ‘spaceless’ nature of the online environment.