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Mobile technologies and public spacesMani, Sanaz 05 1900 (has links)
Mobile technologies are the latest technologies in the realm of communication media. They have the potential to flatten the world by making it a place where gender, age, class, race and nationality can no longer hold us back from being heard and being informed. We have learned that these technologies can help to liberate and empower us, and they can lead to a collective cognition as much as they can distract us from what we need to know about the world we live in. In Greece thousands of years ago, a selected number of Greeks had a public space called the Agora to discuss the issues that concerned the public, meaning each and every citizen. They were the first to be able to create the space and place were the word “democracy” could be brought into language; the very word that was used to start a new war in the era of a communication revolution in the 2003 invasion of Iraq. There are still issues that concern the public today such as wars, global warming, homelessness or human rights which are all matters of our collective cognition. However, today in an age of information revolution the public life of people and their collective cognition is being exercised mostly in the virtual spaces of the Internet. Simultaneously, some physical spaces are being abandoned by people.
This thesis investigates the possibility of having physical public spaces that are enriched with communication media and not weakened by it. If architects rethink their designs based on a new understanding of the networked society it might be possible to turn this “networked individualism” into a networked collectivism. However, most designed public spaces fail to offer new possibilities that can transform space for the new generation of users. Here, the aim is to understand a new generation of users. Who have they become as a result of new communication media? And how can architects design in a way that responds to this new subject in architecture?
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Estímulos de la red social Facebook y su relación con el proceso de decisión de compra de los clientes de la empresa Mapache Frío – Chiclayo 2019Oyarce Bernabe, Jhanitza Del Carmen January 2021 (has links)
En la presente investigación se buscó estudiar la relación que existe entre los estímulos de la red
social Facebook y el proceso de decisión de compra de los clientes de Mapache Frío. El problema
de la investigación se formuló de la siguiente manera: ¿existe relación entre los estímulos de la red
social Facebook y el proceso de decisión de compra de los clientes de Mapache Frío, Chiclayo
2019? Por tal, como objetivo principal se planteó describir la relación entre los estímulos de la red
social Facebook y el proceso de decisión de compra de los clientes. Para realizar el estudio, la
metodología utilizada se situó dentro de un enfoque mixto, con diseño no experimental
retrospectivo, contando con una población aproximada de 3500 clientes mensualmente, obteniendo
una muestra de 219 clientes dentro de los cuales se seleccionó a mujeres y hombres de 18 a 59 años
debido a que por el rango de edad son las personas que diariamente están en contacto con las redes
sociales, a los cuales se les realizó un cuestionario el cual estuvo compuesto de 25 preguntas de
tipo ordinal. En los resultados obtenidos de la investigación, se encuentra que existe una relación
positiva, significativa (** p<0.01) y moderada entre la variable estímulos de la red social Facebook
y el proceso de decisión de compra. Por lo tanto, se concluye, que el factor comunicación en redes
sociales es quien influye en la decisión de compra final. También, que los estímulos de la red social
Facebook influyen de una forma significativa en la evaluación de alternativas y en la evaluación
post compra del proceso de decisión de los clientes.
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Welcome to facebook changing the boundaries of identity, community and disclosure /Henderson, Janie D.. January 2008 (has links)
Thesis (M.A.)--Miami University, Dept. of Communication, 2008. / Title from first page of PDF document. Includes bibliographical references (p. 56-61).
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Facebook - En virtuell mötesplats och en skvallergrotta : En kvalitativ studie om Facebooks betydelse för ungdomarHrustic, Edina, Iverbo, Maria January 2010 (has links)
<p><p><strong>Authors: Edina Hrustic & Maria Iverbo Title: Facebook – a virtual meetingplace and a gossipcave Level: BA Thesis in Journalism Location: Linnaeus University Language: Swedish Number of pages: 72 </strong></p><p><strong>Abstract </strong></p><p><strong>The aim of our study was to examine the meaning of the social media Facebook for young people who are in the age of 16 to 25 years. We wanted to gain an understanding in the youths´ thoughts and beliefs of how Facebook exists and plays a role in their lives. As a result from this research, we discussed how social media might affect the future of journalism.</strong></p><p><strong>We formed our thesis based on research of the digital network society, social networks, the youth culture, and how the target group; the young people use and experience social media. We made a questionnaire for 36 high school students, and three of these participated in a focusgroup-discussion. We combined and analyzed the response from the questionnaire and the focus group in our final result, and discussed patterns and relations between the youngsters´ answers.</strong></p><p><strong>Our result shows that Facebook mostly is regarded to be a virtual meetingplace, where these young people can interact and communicate with each other. They mostly communicate with their friends from the real-life, and youths´ use Facebook as a tool when they want to find out what people in their surrounding do. The questionnaire result also shows that Facebook can be seen as an information channel, where the young people can get gossip and offer each other invitations to common events.</strong></p><p><strong>From this study, we can point out that the social network is practically of great importance in young peoples’ lives. The questionnaire of Facebook and how young people´s habits are affected implies that it is important to use the social network discussion while analysing the convergence between so called; "old" and "new media". Young people steer and direct the use of media, and that is the reason why the understanding about their thoughts of social media is significantly important. One could practically say that youngsters can affect the future of journalism, and the design and development of media.</strong></p><strong>Key words: young people, Facebook, social media, virtual communication, the convergence of media, digital network society, journalism</strong><p> </p></p>
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Μελέτη εφαρμογών μεθόδων εξόρυξης γνώσης σε κοινωνικά δίκτυαΧριστακοπούλου, Ευαγγελία 03 October 2011 (has links)
Ένα βασικό ανοιχτό ερώτημα στην ανάλυση των online κοινωνικών δικτύων είναι η κατανόηση του φαινομένου της ομοφιλίας. Οι χρήστες τους είναι όμοιοι με τους φίλους τους, όσον αφορά τα ενδιαφέροντά τους. Στη διπλωματική αυτή εργασία, επιχειρείται η διερεύνηση του φαινομένου της ομοφιλίας στο Facebook και στο Twitter. Τα datasets τα οποία εξορύχθηκαν για αυτήν τη διπλωματική εργασία αφορούν τους Έλληνες χρήστες. Ακόμη, εισάγεται ένα νέο μοντέλο για τη μέτρηση της ομοιότητας μεταξύ των χρηστών , ως προς τα κοινά τους ενδιαφέροντα – το προσαρμοσμένο vector space μοντέλο. Το μοντέλο αυτό συγκρίνεται με τη διαδεδομένη μέθοδο των κοινών γειτόνων. Τέλος, προτείνεται η δημιουργία recommendations βάσει των κοινών ενδιαφερόντων των χρηστών και όχι μόνο βάσει των κοινών φίλων . Μάλιστα, κατασκευάζεται μια web application η οποία δείχνει το πώς μπορεί να πραγματοποιηθεί αυτό, κάνοντας homophily-based recommendations και χρησιμοποιώντας το προσαρμοσμένο vector space μοντέλο. / A fundamental open question in social networking analysis is the research of the phenomenon of homophily. The users of the social networking sites are similar to their friends, regarding their interests, their hobbies and their topics of discussion. In this diploma thesis, the study of the phenomenon of homophily is attempted in two main and popular networking sites- Facebook and Twitter. The datasets that were mined for the purpose of this diploma thesis concern the Greek users of the two above-mentioned social networking sites.Moreover, a new method for measuring similarity between users regarding their common interests is introduced- the so-called “adapted vector-space model”. This model is compared to the popular method of common neighbors. Finally, the creation of recommendations based on the common interests of users (and not only based on the existence of common friends, as is the case with the existing situation) is suggested. What is more, a web application is constructed that shows how this can be implemented. This application makes homophily-based recommendations and it uses the adapted vector-space model.
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Δημιουργία διαδικτυακής εφαρμογής κοινωνικής δικτύωσης από δεδομένα που προέρχονται από τα υπάρχοντα κοινωνικά δίκτυα (Facebook, Twitter, Linkedin, Google Friend Connect)Παπανικολοπούλου, Κωνσταντίνα 21 December 2011 (has links)
Η παρούσα διπλωματική εργασία έχει ως αντικείμενο αφενός την μελέτη και επισκόπηση των υπαρχόντων κοινωνικών δικτύων και την καταγραφή των πληροφοριών που παρέχουν, αφετέρου δε την ανάπτυξη μιας εφαρμογής κοινωνικής δικτύωσης, η οποία θα αποτελείται από δύο μέρη.Το πρώτο μέρος έχει την μορφή ενός tutorila των APIs τεσσάρων μεγάλων κοινωνικών δικτύων: Facebook, Twitter, Linkedin, Google Friend Connect. Το δεύτερο μέρος παρέχει στον χρήστη την δυνατότητα συνάθροισης και προβολής των δεδομένων του που προέρχονται από τα προφίλ του στα προαναφερθέντα κοινωνικά δίκτυα. / The scope of this thesis is firstly to study and review of existing social networks and record the information they provide, and secondly, to develop a social networking application which will consist of two parts. The first part takes the form of an APIs tutorial of four large socila networks: Facebook, Twitter,Linkedin, Google Friend Connect. The second part provides the user the ability to gather and display the data from the profiles of the aforementioned social networks.
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Συλλογή, αξιοποίηση και επεξεργασία πληροφοριών που παρέχουν τα κοινωνικά δίκτυα για υποστήριξη εφαρμογών που τρέχουν σε περιβάλλοντα κοινωνικών δικτύων (Facebook)Παπανικολοπούλου, Ελένη 21 December 2011 (has links)
Η διπλωματική εργασία πραγματεύεται την διαχείριση των πληροφοριών που παρέχουν τα Κοινωνικά Δίκτυα, έχοντας ως αντικειμενικό σκοπό την εξοικείωση με την δημιουργία εφαρμογής στα πλαίσια μιας συγκεκριμένης υπηρεσίας Κοινωνικής Δικτύωσης, το Facebook. Γίνεται αναφορά γενικών πληροφοριών σχετικά με τα υπάρχοντα Κοινωνικά Δίκτυα και δίνεται ιδιαίτερη έμφαση σε θέματα ιδιωτικότητας και ασφάλειας των προσωπικών δεδομένων των χρηστών. Επιπρόσθετα αναλύεται μια συγκεκριμένη πλατφόρμα του Facebook, το DSL FAITH, που αποτελεί ενδιάμεσο στρώμα μεταξύ των εφαρμογών και του Facebook, και βοηθά τους χρήστες να αυξήσουν την ιδιωτικότητα των δεδομένων τους. Τέλος δημιουργήθηκε μια εφαρμογή στο περιβάλλον του Facebook, η οποία έχει ως αντικείμενο αφενός την βελτίωση των ρυθμίσεων ιδιωτικότητας των χρηστών, αφετέρου την διευκόλυνσή τους σε θέματα εμφάνισης των δεδομένων τους και η οποία ενσωματώθηκε στη πλατφόρμα DSL FAITH. / The diploma thesis deals with administration of social information provided by Social Networks and its objective goal is familiarization with development of an application within a particular Social Network service, Facebook. Reference is made to general Information about existing Social Networks and issues such as privacy and security of users’ personal data are emphasized. Additionally, a specific Facebook platform, DSL FAITH is analyzed. DSI FAITH is a middleware between applications and Facebook and assists users augment their privacy. Finally, a Facebook application called Facebook Privacy Wall is developed and integrated with DSL FAITH platform, which aims at improvement or users’ privacy adjustments and assistance in matters of data appearance.
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Συγκριτική επισκόπηση και σημασιολογική περιγραφή των υπηρεσιών και API των συστημάτων κοινωνικής δικτύωσηςΜαράτου, Κωνσταντίνα 14 February 2012 (has links)
Στην παρούσα μεταπτυχιακή εργασία ειδίκευσης μελετήθηκε το Web 2.0, η σχέση με το Social Web, το Social Semantic Web και έγινε μια σύγκριση της λειτουργικότητας που προσφέρουν οι ακόλουθες πλατφόρμες κοινωνικής δικτύωσης: Facebook, Twitter και Youtube. Mε βάση την προσφερόμενη λειτουργικότητα αυτών των πλατφορμών έγινε μια οντολογική αναπαράσταση της κοινής λειτουργικότητάς τους.
Αρχικά, έγινε μελέτη πάνω στις λειτουργίες και στις Προγραμματιστικές Διεπαφές Εφαρμογών (APIs) των Facebook, Twitter και Youtube. Η χρήση των APIs επιτρέπει στους προγραμματιστές την ανάπτυξη αξιόπιστων και υψηλής ποιότητας εφαρμογών, οι οποίες είναι προσαρμοσμένες στις ανάγκες και προτιμήσεις των χρηστών. Τα APIs αποτελούν μέρος του Web 2.0, μια ‘νέα έκδοση’ του Web. Η συνεργασία ανάμεσα στο Web 2.0 και στους χρήστες, πιο συγκεκριμένα, το σύνολο των Web αλληλεπιδράσεων που σχετίζονται με την κοινωνικότητα χαρακτηρίζει τον όρο Κοινωνικό Δίκτυο (Social Web). Η εφαρμογή του Σημασιολογικού Ιστού (Semantic Web) στο Κοινωνικό Δίκτυο οδηγεί στο Κοινωνικό Σημασιολογικό Ιστό (Social Semantic Web). Η αναζήτηση πληροφοριών-μεταδεδομένων από το Web στηρίζεται σε συσχετιζόμενα λεξιλόγια και οντολογίες. Σε αυτό το κομμάτι έχει αναλυθεί η έννοια της οντολογίας και των μεταδεδομέων, οι γλώσσες που υποστηρίζουν μια οντολογία και ο τρόπος αναπαράστασης αυτής. Στα επόμενα κεφάλαια έχει γίνει περιγραφή της λειτουργικότητας των Youtube, Twitter και Facebook καθώς και μία κατηγοριοποίηση της κοινής λειτουργικότητας αυτών με βάση την πιστοποίηση αυθεντικότητας, τη δημοσίευση περιεχομένου και την ανάκτηση περιεχομένου. Τέλος, με τη χρήση του λογισμικού πακέτου Protégé δημιουργήσαμε την οντολογική αναπαράσταση της κοινής λειτουργικότητας των Facebook, Twitter και Youtube. / It this thesis, we studied the Web 2.0 and its relationship with the Social Web and the Social Semantic Web. Furthermore, we studied and compared the functionality provided by the following social networking platforms: Facebook, Twitter and Youtube. Based on the provided functionality of these platforms an ontological representation of their common functionality takes place.
Initially, we examined the functions and the Application Programming Interfaces (APIs) of Youtube, Twitter and Facebook. The use of APIs allows developers to develop reliable and high quality applicatons that are customized to the user’s needs and preferences. The APIs are part of the Web 2.0, which is a “new edition” of the Web. The interaction between Web 2.o and its usres characterizes the term of the Social Web. The integration of the Semantic Web with the Social Network leads to the Social Semantic Web. The search of information-metadata from the Web is based on associated vocabularies and ontologies. In this par, we have analyzed the concept of ontology and metadata, thae languages that support an ontology and the way that it can be represented. In the following chapters the functionality of Youtube, Twitter and Facebook is presented and also a categorization of their common funcrionality is given. This categorization is based on the functionality of authentication, the functionality of the publishing content and the functionality of the retrieving content. Finally, we built an ontological representation of the common functionality of Youtube, Twitter and Facebook making use of the Protégé software toolkit.
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En undersökning av Norwegians kriskommunikation under flygstrejken 2015. : En textanalys av Facebookinlägg och pressmeddelanden.Emma, Mickelsson January 2016 (has links)
Numera lever vi i ett krissamhälle där vi nästan varje dag nås av budskap från olika typer av kriser. När en organisation drabbas av en kris är det viktigt att tänka på vilken kommunikation man använder för att nå ut med sitt budskap. Uppsatsens syfte var att undersöka hur en organisation använder sig av olika försvarsstrategier och retoriska appeller i sin kriskommunikation. Organisationen som valdes ut var flygbolaget Norwegian och deras hantering av den 11 dagar långa flygstrejken under mars 2015. Eftersom att sociala medier numera blivit en viktig del av kriskommunikation har jag valt att använda mig av Facebookinlägg för att jämföra med pressmeddelanden. Uppsatsens hade tre frågeställningar: Kan Norwegians kriskommunikation kopplas till ”Image repair theory” ? Hur använder Norwegian sig av ethos, pathos och logos i sin kriskommunikation? Hur skiljer sig detta på Facebook och i pressmeddelanden? Resultaten visade att Norwegian använde sig av flera strategier från Image repair theory. Detta gjorde bland annat genom att minska händelsens anstötlighet, bortförklaringar, förnekande och projicering. Den strategi som användes mest var att minska händelsens anstötlighet och den som användes minst var bortförklaring. Resultaten visade också att Norwegian på olika sätt använde sig av retorikens ethos, pathos och logos i sin kriskommunikation. Norwegian försökte bland annat att stärka sitt ethos genom att använda en god ton, visa välvilja samt använda sig av goda handlingar. De försökte också många gånger att väcka känslor genom att visa medlidande och empati. Detta visade sig vara ett sätt för Norwegian att använda sig av pathos i texterna. Norwegian använde sig också av logos där man ofta använde sig av fakta och argument som handlade om strejken. Mängden text varierade på de båda medierna. Facebookinläggen var ofta en kort del från pressmeddelanden och innehöll inte lika mycket information.
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Os sistemas de recompensa nas interfaces contemporâneas de comunicação / The reward systems on contemporary interfaces of communicationDiogo Lean Veiga 06 May 2015 (has links)
Conselho Nacional de Desenvolvimento Científico e Tecnológico / Na atualidade observa-se vastos estudos sobre os processos na área do Design acerca de como projetar experiências e prototipar interações entre pessoas e sistemas, e mesmo entre pessoas por intermédio de sistemas. Enquanto todo tipo de produto produz uma experiência de uso, com a evolução da interatividade as relações estabelecidas entre os usuários e os produtos tornaram-se mais complexas e modificaram-se ao longo dos anos. A abordagem teórica destinada a tratar essas questões também expandiu e diversificou-se simultaneamente.
A partir de um estudo sobre os processos interativos e o campo teórico relacionado, foi possível identificar um fenômeno relativamente recente em interfaces nas quais pode ser verificado um alto nível de interação, a saber: os sistemas de recompensa. Cabe salientar que este termo foi emprestado da Neurociência, aonde é utilizado para descrever o circuito responsável pelo gerenciamento do comportamento através da indução de prazer e dor. Portanto, o autor desta dissertação propõe uma acepção do termo no âmbito do design de componentes interativos para designar o artifício, que muitas interfaces atuais incorporaram, de conceder aos usuários a possibilidade de apreciarem, ou não, determinado conteúdo em rede. Assim, pode-se compreender que o emprego do termo aqui é metafórico.
Neste processo os usuários podem fornecer outros tipos de feedback ao sistema, como por exemplo um comentário, ou compartilhamento, estimulando assim uma série de desdobramentos interativos e repercussões para a experiência de uso do produto.
Este trabalho propõe uma investigação qualitativa sobre as interações concernentes aos sistemas de recompensa, abordando tanto questões objetivas funcionais dos sistemas, quanto questões referentes ao feedback dos usuários. O Facebook será amplamente analisado, por ter sido uma interface pioneira na manipulação dos sistemas de recompensa, na qual estes componentes alcançaram um alto nível de desenvolvimento até este momento.
A justificativa para esta pesquisa se deve a dois fatores particularmente relevantes: primeiro, a ausência de conteúdo significativo na literatura relacionada atual. Em segundo lugar, a notável expansão dos sistemas criados com esta finalidade, conforme será demonstrado no estudo.
O objetivo deste projeto é compreender de que forma o design dos sistemas de recompensa influenciam o fluxo de interações e o comportamento dos usuários atualmente. Para tanto, esta
pesquisa procura verificar como determinados aspectos teóricos do design - dedicados à compreensão da dinâmica de processos interativos - se aplicam a experiências reais de interação no mundo contemporâneo. Por exemplo, diversos modelos e frameworks nas áreas de HCI (Interação Humano-Computador), UX (experiência do usuário), e design de experiências destacam conceitos condizentes com aspectos identificados nos sistemas de recompensa que por sua vez encontram-se em processo de desenvolvimento, guiados por tendências comerciais de uma forma quase que intuitiva, no sentido de que pouca atenção tem sido dada na literatura sobre as bases neuronais que fazem este processo funcionar.
Desta forma, pretende-se fornecer subsídios para uma melhor compreensão do impacto que os sistemas de recompensa analisados nesta dissertação desempenham sobre a experiência de uso entre consumidores e produtos delineados dentro deste paradigma. / This is a research about the design of reward systems on interactive contemporary interfaces of communication. After a research made on User Experience (UX) and Human-Computer Interaction (HCI) theory fields, it was possible to identify some particular kind of interface component which was, according to this study, capable of accomplishing several UX and HCI objectives related to affection and complex interaction relations on the generation of a valuable experience.
This particular kind of component is the primal object of this study, which was designated by the author as Reward Systems, in a metaphorical meaning, besides the original conception of reward systems in neuroscience.
These are components that allows user to appreciate some kind of content retrieving status to it. Facebook is widely discussed, because it was a pioneer in handling the interface of reward systems, where these components have reached a high level of development so far.
This research is particularly relevant due to two factors: first, the lack of meaningful content in the current related literature. Secondly, the remarkable expansion of systems designed for this purpose, as will be demonstrated in the study.
The project goal is to understand how the design of reward systems influence the flow of interactions and behavior of users today.
In order to accomplish this, the research seeks to ascertain how certain theoretical aspects of design - dedicated to understanding the dynamics of interactive processes - apply to real interaction experiences in the contemporary world. For example, several models and frameworks in areas of HCI (Human Computer Interaction) and UX (user experience) highlight concepts consistent with those identified in reward systems which are in process of constant development, guided by commercial tendencies almost in a intuitive manner. Little attention has been paid in literature on neuroscience bases which make this process work.
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