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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Framtidens marknadsföring : En kvalitativ studie om hur B2B-företag definierar och tillämpar content marketing i digital marknadsföring / The marketing of future : A qualitative study on how B2B companies define and apply content marketing in digital marketing

Wester, Petra January 2017 (has links)
This study has been conducted with an aim to examine how employees working at B2B companies in Umeå understand, and describe the ever changing strategy of content marketing whilst at the same time analysing how said companies utilise the strategy on their own websites. Another aim of this study is to determine whether content marketing is used differently depending on the companies size and reach. The study was conducted by means of interviews and content analysis, using semiotics as a method. The result showed that despite each company understanding and using the term content marketing they differed slightly when describing its meaning, and implementation. / Denna studie har genomförts med syfte att undersöka hur anställda på B2B-företag i Umeå uppfattar och beskriver den växande marknadsföringsstrategin content marketing, samt att analysera hur den används på företagens hemsidor. Studien syftar även till att undersöka om begreppet används och uppfattas olika beroende på företagens storlek. Det teoretiska ramverket består av tidigare forskning och teorier som behandlar content marketing som begrepp och strategi. Studien har genomförts med ett kvalitativt förhållningssätt i form av intervjuer samt en innehållsanalys där vi utgår från semiotiken som metod. Resultatet av studien visade att trots att samtliga B2B-företag uppfattat det omtalade begreppet så skiljer det sig i hur de definierar det och dess innebörd samt hur strategin tillämpas i praktiken.
52

數位影音加值效果之研究 –以戲劇類型影音為例

蔡雨軒 Unknown Date (has links)
本研究探討數位影音經過加值動作,是否能夠為消費者和內容生產者創造更高的價值。在媒體數位化的時代,隨著VOD、數位電視、影音分享平台的興起,消費者對於影音內容的互動性、對於觀賞影音內容的主導權要求越來越高。目前線上數位影音服務只能提供消費者觀賞影音的時間彈性,以及多部影音的同時選擇,當使用者點選了某影音內容觀賞時,影音的呈現模式與傳統透過電視觀賞的模式相同,消費者是被動接受該部影音節目的編排和觀賞邏輯,無法自行編碼、重組。換言之,目前的線上影音內容並未經過加值。 本研究藉由實地設計一套影音加值方式,透過線上實驗來暸解:一.觀賞者在加值影音與未加值影音的觀賞行為。二.觀賞者對於經過加值後的影音節目的主觀態度。三. 不同年齡、性別、教育程度、職業的消費者間的觀賞行為比較。四. 不同年齡、性別、教育程度、職業的消費者對於經過加值後的影音節目的主觀態度有何差異性,以獲得數位影音加值的效果。 本研究發現: 一. 相較於未經加值的影音,使用者看完加值影音的意願較高。 二. 從使用者觀賞行為追蹤研究發現,加值的影音給予使用者多樣化的觀賞方式 是具有意義的。 三. 使用者對經過加值的影音,在主觀上的態度呈現正面的現象。六成以上使用者很喜歡加值過的影音、七成以上使用者認為加值後的影音在觀賞上很方便的;不喜歡加值影音和認為加值影音不方便者各低於百分之二。
53

互動玩具系統開發與互動行為探討 / System development of interactive toy and study on behavior

孟憲奇, Meng, Shian Chi Unknown Date (has links)
本研究設計了一個結合遊戲性及新型互動體驗的英語學習輔助玩具,目的是將英語學習帶入學齡前兒童的戲水情境之中,兒童可透過與玩具遊戲的過程,達到英語學習歷程的催化。本研究開發之數位互動玩具,可藉由手與尾巴做出不同組合的動作,以及眼睛可以投射出燈光圖案表達不同情緒。並透過語音播放出故事中的單字與句子,再藉由以上的功能會組成不同的回饋。小朋友能用摸與說話的方式,在與玩具之間的遊戲過程中,達到產生興趣的效果。 現階段本研究探討使用者經驗的分析,若要分析小朋友的正式學習歷程,就必須先了解小朋友的動機和使用後的回饋,以讓未來學習歷程中的研究作為基礎。因此,基於認知心理學家的理論討論幼兒學習的歷程,以及為了得知如何設計適合的玩具給小朋友,本研究提出設計時的原則以及使用者經驗與使用性,建構出互動玩具的雛形。實驗評估對象共為8位3~5歲之兒童(第一階段7位,第二階段1位),以觀察的方式紀錄實驗過程,利用開放式問題詢問小朋友的回饋,並以進行整理與分析。總結,研究成果為: 1. 互動學習體驗:將科技結合一般戲水玩具,透過觸摸及語音的互動方式產生動作、燈光圖案、聲音等回饋,從戲水互動過程中給予兒童新的互動學習體驗。 2. 學習與探索的動機:本研究依據Skinner的操作制約概念制定互動流程,玩具經實驗發現透過觸摸及口說的互動,產生了多元回饋刺激,包含故事內容及卡牌的配合,讓小朋友在遊戲過程中能自行探索內容並在過程中學習。 3. 使用者經驗與使用性分析:從使用性五項指標分析情緒起伏歷程紀錄及分析使用者經驗,發現玩具容易讓小朋友操作且記憶玩具提供之內容,整體使用性是高的。但相較於觸摸的互動方式,說話的互動方式會讓小朋友在操作上使用性較低。 互動玩具的設計製作:以UCD的設計思維建構互動玩具外型設計、人機互動方式及內容設計,並再以Arduino為主要載體建構模組化之設計。 / This study designed an English learning toy that combined the game and a new interactive experience. This aim is to integrate English learning into the context of preschoolers playing in water and use the interaction with the toy to promote the English learning process. In this study, the digital interactive toy we made that can make different combinations of action by using its hands and tail, project out the lighting patterns to express various emotions by its eyes, and play out the words and sentences of the story by the voice player. According to the above functions, the toy forms different ways of feedback. It is effective that children can develop an interest in the toy by the ways of touching and saying in the process of game playing. At present, this study explored the analysis of user experience, if we want to analysis the children's formal learning process, we must first understand the child's motivation and feedback after use, so that it can be a foundation of the learning process in the future. Thus, the study is based on the theory of cognitive psychologists that discussed the course of early childhood learning. In order to know how to design a suitable toy for preschoolers, this study built the prototype of the interactive toy through presenting the design principles and user experience and usability. The subjects were 8 preschoolers (3-5 years of age) enrolled in the study (7 subjects in the first stage and 1 subject in the third stage). Researcher recorded the experimental procedure by the way of observing, inquired the research subjects to get their feedback by opened questions, and then digested and analyzed to the conclusion. Summary, the results of this research are in the following: (1) Interactive learning experience: The combination of technology and the general water-playing toys. The digital interactive toy let preschoolers get a new interactive learning experience through the way of touching and speaking to emerge action, light patterns, sound and other feedback. (2) Learning motivation and exploration: Based on Skinner's operational control concept, the research has found that the toy stimulates a variety of feedback through touching and speaking of the interaction, including the story content and cards. The preschoolers in the course of the game can explore the content by themselves and learning during the process. (3) User experience and usability analysis: According to the use of five indicators to analyze the course of emotional change and user experience, the research has found that the toys easily to be operated by children and made them keep memory of the contents the toy provided. The overall use is high, however, compared to the interactive way of touching, the way of speaking is lower in the children’s operation. (4) Interactive toy design: The toy is based on UCD design thinking to construct interactive toy exterior design, human-computer interaction and content design. The main carrier is Arduino to build out the modular design.
54

網際網路對音樂產業智慧財產權的影響 / The Impacts of Internet on Intellectual Property Rights of Music Publication Industry

鄭立中, Sherlock Lin Cheng Unknown Date (has links)
本論文旨在探討兩種主要的網路資料傳輸技術:主從式傳輸技術與點對點式交換技術對於音樂產業智慧財產權的影響。選定音樂產業作為研究對象,係因音樂產業自從mp3音樂壓縮格式風行以來,其高品質與高壓縮比例的特性,使音樂出版品不斷遭到非法重製,著作權人的權益也因此不斷遭到侵害。檢視此一事件的來龍去脈,並嘗試從中學習教訓,以求一可行的經營模式,是本論文要進一步探討的。   本研究主要研究問題如下:   一、美國法律增修條文、新增法案、與最新判例對於音樂出版產業智慧財產權的保護方向為何?   二、依據網路傳輸技術與電腦軟體之特性,政府部門應如何對智慧財產權加以保護與管理,以鼓勵學術與藝術創新,並兼顧相關產業與技術發展?   三、新創事業應如何規劃與執行其商業模式中的智慧財產權策略,以避免可能的訴訟風險?   四、傳統音樂出版產業面臨新科技與新商業模式的挑戰,應如何達成互利雙贏的局面?   本研究主要分析對象為美國與國內線上音樂服務廠商:MP3.com、Napster、飛行網、與ezPeer等四家公司,就其對於傳統音樂產業體系的衝擊與影響加以探討,並提出具體策略建議。選擇這些公司的主要原因有以下幾點:   一、營模式包含企業對個人(B to C)與個人對個人(C to C)兩種。   二、研究對象都是藉由應用網際網路之科技創新而興起。   三、音樂下載服務仰賴上游供應商程度極深。   四、音樂下載服務對供應商的經營管理造成重大影響。   五、研究對象均可能或已經面臨智慧財產侵權訴訟。   本研究之研究方法以文獻與個案分析為主。資料來源有三:第一為網站直接觀察,第二為電子郵件來往與直接訪談方式,第三則為次級資料蒐集。依研究過程與研究發現。本研究結論如下:   一、政府部門應加緊著作權法修正案立法腳步,以補足目前對輔助侵害與代理侵害規範不足之處。   二、智慧財產權法律知識與法律行動準備方面,國外個案公司較國內個案公司相對充分。   三、音樂產業可行的經營模式之一,是整合豐富內容、互動交流、與加值服務的數位音樂平台,而最有能力整合的,是既有資源豐富的傳統音樂出版(唱片)業者。   本研究以個案探討方式進行,研究方法屬於內容分析。但因為議題新穎、科技演變迅速,探討身賭與廣度難免有所偏頗或不足之處。展望未來,數位內容產業(按經濟部的定義,數位內容產業包含軟體、電子遊戲、媒體、出版、音樂、動畫、網路服務等領域)已成為政府「兩兆雙星」重點發展產業之一,後續研究可廣泛地就數位內容產業智慧財產權保護與管理進一步研究。 / This research is to discover the impacts of the two major internet data communication protocols, which are client-server and peer-to peer technology, on the intellectual property rights (IPR) of the music publication (recording) industry. The purpose of choosing this theme was that the popular audio file compressing technology, ISO-MPEG audio layer-3, mp3, has changed our daily life dramatically. The features of high audio quality and high compressing capability, accompanying with client-server and peer-to-peer technology, are accelerating illegally duplicating of those songs and all the other audio publications, and such abusing of technology has been infringe on copyrighters’ privilege since the debut day of the technology. To review all the related events, to attempt to gather some lessons learned, and to develop a possible business model, are the efforts to which we want to contribute.   There are four major issues of this thesis:   1.What has been exposed beyond the latest related IPR laws, acts, and cases in the States about the protection on copyrights of the music publication industry?   2.Regarding to the characters of internet and information technology, how congress, government, court, and law enforcement agency could do to encourage innovations of technology, industry and economy growth, and protect IPR?   3.How should start-ups plan and execute their business model and IPR associated strategy to avoid the risk of possible IPR related lawsuit?   4.Facing the challenge of new technology and business model, what can recording industry do to construct a win-win situation?   Four online music service providers in the U.S. and Taiwan have been chosen, which are MP3.com, Napster, Fashionow, and ezPeer. We seek to depict the impacts on current recording industry, and attempts to develop a solid strategy. The reasons of choosing these companies are:   1.Their business models consist of two typical categories, which are Business to Customer and Customer to Customer,   2.All these start-ups applied internet and information technology, and   3.They are no doubt a threat to recording and are or are facing going to face IPR lawsuits   The methodology of this research is content analysis, and the materials were gathered form: website evaluating, interview with the users, and secondary data collecting. The conclusions are:   1.(Taiwanese) Government should accelerate the progress of modifying copyright law to regulate contributory and vicarious infringement.   2.The U.S. subjects are better prepared for IPR laws and affairs than Taiwanese ones.   One feasible business model for recording industry is a “Digital Music Platform,” combining with a variety of content, interactive communication, and value-added services. Companies in current recording industry, with profuse resources, are certainly the best candidates.
55

Planning Intellectual Property for Marketing Strategies in the Digital Content Industry

官欣雨, Kuan, Audrey Unknown Date (has links)
New Technologies and hypercompetitive market environments have motivated industries and innovators to understand the crucial importance of intellectual property rights. The value and quality of intellectual property is achieved through the use of intellectual property combined with marketing strategies on a worldwide scale. Therefore, it is vital that the role of intellectual property in marketing is sufficiently understood. However, most people are still not aware of the relevant problems. One problem is that the subject of planning intellectual property as an effective tool for marketing has been rarely analyzed in previous studies and accordingly has not even been covered in the field’s education system. The other problem is the lack of any intention in industries to use intellectual property systems or intellectual property as one means of innovation. Consequently, the applications of intellectual property and relevant rights certainly are under-valued and under-exploited. In addition, the most influential technology in the 21st century—the Internet—has turned many businesses upside down, especially in the digital content industry. Also, a digital content product shall not be defined as a tangible asset nor an intangible asset because there are rights from the intellectual property system for the origin of the product—“content” and other rights from the Civil Code for the product itself, these rights make a digital content product become a unique asset. Therefore, the digital content industry is the chosen subject for this research. Obviously, there is a need to distinguish between what actions of planning intellectual property for marketing strategies make the company fly up or dive down and what kind of concerns should be checked. Therefore, this research discusses what kind of preparations a digital content company has to make in order to implement strategic intellectual property management; be able to exercise intellectual property for creating profit; and to determine the most effective application of intellectual property for marketing strategies. Accordingly, this research provides a model for planning intellectual property for marketing strategies. Also, this research hypothetically expands the application of the 4C structure, which is used to distinguish where to pay attention while planning intellectual property for marketing strategies, and so provide useful ideas to the rights owner. After all, if a company makes changes to its organizational infrastructure, this could quickly bring substantive benefit to its economic performance. Furthermore, this research takes Google as an example, since its impact can be seen in news and reports almost everyday, to test the hypothesis and model in this research and to demonstrate how a company can have the opportunity and ability to create economic value from its intellectual property. Finally, the preliminary conclusions of this research include: (1) intellectual property concepts should be applied in “marketing” and vice versa; (2) the most primary concept for strategic intellectual property management is an organizational infrastructure integrating the groundwork of IP management; (3) the 4C structure can be used to analyze decisions of planning and exercising intellectual property; and (4) a digital content product can be analyzed through the product life cycle and the 4C structure.
56

我國數位家庭發展策略探討

丁維揚, Ting, Wei-Yang Unknown Date (has links)
從目前數位家庭產業的相關研究與發展中,本研究以廠商業者與消費者的角度探討對數位家庭的看法,整理各先進國家在數位家庭產業的發展,以及各個大廠的數位家庭發展策略。 本研究認為目前數位家庭產業以數位內容業者,數位服務加值廠商,網路與電信業者,以及資通訊與消費性電子產品廠商為核心,仍處於一起始階段,無明顯主導廠商;此外,光纖到府之高普及率、高度整合與互連性的數位設備、豐富且有價值的數位內容以及從消費者為出發點容易使用的數位家庭應用是為數位家庭產業成功關鍵因素。 另一方面,因應數位家庭的趨勢潮流,台灣除了參考美日韓等國的數位家庭相關政策與法令外,在產業策略面,必須利用台灣既有的優勢,除了為國內高科技電子產業找出下一階段的出路,更要積極累積異業整合的經驗,並以全球華人為目標,發展數位內容與服務。 / Involving in recent industry researches of digital home, the study has elaborated the development strategies of digital home industry in some advanced countries and manufacturers. The study tried to clear the digital home’s situation either from manufacturers’ or consumers’ opinions. Digital content providers, value-added service providers, ISP, and 3C manufacturers are seen as core roles in the development of digital home industry. However, who is the leader is not yet clear. In addition, the study showed that the popularization of FTTH, digital equipments with high integration, colorful digital contents, and all kinds of related digital applications should be designed from consumers’ concern are the key success factors in the digital home industry. Under the development trend of digital home industry, besides referencing related country strategies of America, Japan, and Korea, Taiwan government should take advantage of company’s superiorities well to help high-tech electronics companies find out their ways in the future. Furthermore, manufacturers in Taiwan should actively accumulate across-industry integrated experiences, and focus market on the Chinese people to develop all kinds of digital contents and service.
57

Redes móveis de produções: os tablets na prática pedagógica

Silva, Ana Elisa Drummond Celestino 25 September 2017 (has links)
Submitted by ANA ELISA SILVA (anaelisaba@gmail.com) on 2017-11-01T11:17:37Z No. of bitstreams: 1 TESE - ANA ELISA DRUMMOND CELESTINO SILVA.pdf: 6274825 bytes, checksum: dba997d12007db3c7488df750d8cf814 (MD5) / Approved for entry into archive by Maria Auxiliadora da Silva Lopes (silopes@ufba.br) on 2017-11-06T11:57:37Z (GMT) No. of bitstreams: 1 TESE - ANA ELISA DRUMMOND CELESTINO SILVA.pdf: 6274825 bytes, checksum: dba997d12007db3c7488df750d8cf814 (MD5) / Made available in DSpace on 2017-11-06T11:57:37Z (GMT). No. of bitstreams: 1 TESE - ANA ELISA DRUMMOND CELESTINO SILVA.pdf: 6274825 bytes, checksum: dba997d12007db3c7488df750d8cf814 (MD5) / As tecnologias móveis digitais estão presentes no ambiente escolar e, cada vez mais, professores e alunos compreendem a importância de integrá-las ao processo de ensino e aprendizagem, percebendo como os usos dos dispositivos móveis podem contribuir para as práticas pedagógicas. A inclusão dos tablets no processo de aprendizagem possibilita transformar as práticas, nas quais professores e alunos podem juntos ensinar, aprender, interagir e construir conhecimentos, pois essa tecnologia torna-se dispositivo de produção e difusão de conteúdos digitais e saberes, proporcionando uma aprendizagem participativa, colaborativa e compartilhada. Nesse contexto, o problema da tese foi norteado a partir da questão “em que medida as atividades de produção de conteúdos digitais, construídos por meio dos tablets, por um grupo de professores e alunos, possibilitam inovações nas práticas pedagógicas, no contexto da cibercultura?”. O objetivo da pesquisa foi analisar os processos e os produtos finais de três conteúdos digitais construídos por meio dos tablets por professores e alunos. De maneira mais específica, avaliar a maneira como esses sujeitos aproveitam e potencializam a mobilidade dos tablets para a construção dos conteúdos digitais, ultrapassando o espaço escolar; examinar as ações pedagógicas desenvolvidas pelos professores para trabalhar na perspectiva da colaboração nas produções dos conteúdos digitais, de modo a promover a interação entre os envolvidos no processo; e discutir a maneira com que os professores e alunos utilizam os tablets para compartilhar informações, inclusive os conteúdos digitais por eles produzidos. A metodologia usada foi a qualitativa, de cunho descritivo e analítico. A pesquisa foi desenvolvida na Escola Municipal Lagoa do Abaeté (Salvador – Bahia) e contou com a participação e colaboração de uma professora de tecnologia, duas professoras regentes e 60 alunos do 4º e 5º anos do Ensino Fundamental I. Para a produção dos dados do campo, foram utilizados os seguintes instrumentos de pesquisa: observação de práticas pedagógicas com os usos dos tablets; questionários para caracterização do locus e dos sujeitos; análise de documentos, dentre eles os conteúdos digitais produzidos pelos professores e alunos; entrevistas individuais com os professores; e grupos focais com os alunos. As análises dos produtos foram feitas considerando seus aspectos pedagógicos, técnicos e estruturais. Os resultados alcançados revelaram que a interação dos alunos com os tablets acontecia de maneira intuitiva, integrando-se às práticas pedagógicas desenvolvidas dentro e fora do espaço escolar. Essas práticas geralmente eram pautadas no trabalho colaborativo, no qual professores e alunos realizavam ações com objetivos de ampliar as trocas na produção de novos conhecimentos e conteúdos digitais. Como meio de valorizar as práticas desenvolvidas, professores e alunos compartilhavam suas atividades através de apresentações para a comunidade escolar e na internet, por meio da página da escola no Facebook. Os resultados obtidos permitem concluir que as atividades de produção de conteúdos digitais construídos por meio dos tablets possibilitam inovações nas práticas pedagógicas, transformando os processos de ensino-aprendizagem. / ABSTRACT Digital mobile technologies are present in the school environment and both teachers and students increasingly understand the importance of integrating them into the teaching and learning process, recognizing how the use of mobile devices may contribute to pedagogical practices. The integration of tablets into the learning process makes it possible to transform practices, in which teachers and students are able to, working together, teach, learn, interact and build expertise, once that technology become device for producing and disseminating digital content and knowledge, providing participatory, collaborative and shared learning. In this context, the problem approached in the thesis was directed from the question "in which way does the production of digital content by a group of teachers and students, through the use of tablets, enable innovation in pedagogical practices, in the context of cyberculture?". The objective of the present research was to analyze the processes and final products of three digital content built by teachers and students, through the use of tablets. More specifically, evaluate the way these subjects take advantage of and potentiate tablet mobility to build digital content, beyond the school environment; examine the pedagogical actions developed by teachers to work in the perspective of collaboration in digital content productions, in order to promote the interaction between those involved in the process; discuss the way both teachers and students use the tablets to share information, including the digital content they produced. The qualitative methodology was applied, in its descriptive and analytical basis. The research was developed at the Escola Municipal Lagoa do Abaeté (Salvador - Bahia) with the active participation and collaboration of a technology teacher, two teachers and 60 students of the 4th and 5th years of Elementary School. The field data were produced through the use of the following research instruments: observing pedagogical practices with the use of tablets; applying questionnaires so as to characterize both locus and subjects; analyzing documents, including digital content produced by teachers and students; conducting individual interviews with teachers and focal groups with the students. The product analysis considered its pedagogical, technical and structural aspects. The results achieved revealed that the interaction of students with tablets occurred intuitively, integrating with the pedagogical practices developed in and out of the school environment. These practices were mostly guided by collaborative work, in which teachers and students performed actions so as to enhance the exchanges while producing knowledge and digital content. As a means of treasuring the practices developed, teachers and students shared their activities through presentations to the school community and on the Internet, through the school page on Facebook. The results achieved lead to the conclusion that the activities of producing digital content through the use of tablets enable innovation in pedagogical practices, hence transforming teaching and learning processes. / RESUMEN Las tecnologías digitales móviles están presentes en el ambiente escolar y, cada vez más profesores y alunmos comprenden la importancia de intregarlas al proceso de enseñanza - aprendizaje, percibiendo como los usos de los dispositivos móviles pueden contribuir en las prácticas pedagógicas. La inclusión de las tablets en el proceso de aprendizaje posibilita transformar las prácticas, en las cuales profesores y alumnos pueden juntos enseñar, aprender e interactuar y construir conocimientos, pues esa tecnología se tornan dispositivo de producciony difusión de contenidos digitales y saberes, proporcionando un aprendizaje participativo, colaborativo y compartido. En ese contexto, el problema de la tesis fue guiado a partir de la pregunta: "¿En qué medida las actividades de producción de contenidos digitales, contruidos por medio de tablets, por un grupo de profesores y alumnos, posibilitan inovaciones en las prácticas pedagógicas, en el contexto de la cibercultura?". El objetivo de la investigación fue analizar los procesos y los productos finales de tres contenidos digitales construidos por medio de tablets por profesores y alumnos. De manera más específica, evaluar las formas de como esos sujetos aprovechan y potencializan la movilidad de las tablets para las construcción de contenidos digitales, sobrepasando el espacio escolar; examinar también las acciones pedagógicas desarrolladas por los profesores para trabajar desde la perspectiva de la colaboración en la producción de contenidos digitales, promoviendo la interacción de los actores envueltos en el proceso; discutir las formas en que los profesores y alumnos usan las tablets para compartir información, incluyendo los contenidos digitales que ellos producen. La metodología usada fue de tipo cualitativa, de tipo descriptivo y analítico. La investogación fue desarrollada en la Escuela Municipal Lagoa de Abaeté (Salvador - Bahia) e contó con la participación y colaboración de una profesora de tecnología, dos profesoras regentes y 60 alumnos de 4to y 5to años de Educación Básica I. Para la producción de los datos de campo, fueron utilizados los siguientes instrumentos de investigación: observación de prácticas pedagógicas con los usos de las tablets; cuestionarios para la caracterización del locus y de los sujetos; analisis documental, incluyéndose los contenidos digitales producidos por los profesores y alumnos; entrevistas individuales con los profesores; y grupos focales con los alumnos.Los análisis de los productos fueron hechos considerando sus aspectos pedagógicos, técnicos y estructurales. Los resultados alcanzados revelaron que la interacción de los alumnos con las tablets ocurre de manera intuitiva, integrándose a las prácticas pedagógicas dentro y fuera del espacio escolar. Esas prácticas, generalmente estaban enmarcadas en el trabajo colaborativo, en el cual los profesores y alumnos realizaban acciones con el objeto de ampliar el intercambio en la producción de nuevos conocimientos e contenidos digitales. Como forma de dar valo a las prácticas desarrolladas, profesores y alumnos compartían sus actividades a través de presentaciones para la comunidad escolar y en la internet, a través de la página escolar de Facebook. Los resultados obtenidos permiten concluir que las actividades de producción de contenidos digitales construídos por medio de tablets posibilitan innovaciones en las prácticas pedagógicas, transformando los procesos de enseñanza-aprendizaje.
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La téléphonie mobile. Regards croisés entre la France et le Brésil sur la diffusion de contenus à propos du développement durable / The mobile telephone as seen from France and Brazil. The circulation of sustainable development content on phone applications

Barros, Regiany De Almeida 17 January 2013 (has links)
Cette thèse étudie la relation entre production médiatique et pratique citoyenne dans l’industrie des applications mobiles (et notamment dans celles portant sur le développement durable) développées en France, au Brésil, et parallèlement aux États-Unis entre 2009 et 2011. Elle cherche à cerner les contributions « réelles ou potentielles » du téléphone mobile, objet technique intégré dans l’espace public et désormais mis au service de l’intérêt général. Dans ce cadre, le thème du développement durable a été sélectionné en tant qu’espace de discussion, dans la mesure où il illustre la notion de bien commun. Et c’est à travers une étude de la construction de l’innovation technique et de la production des contenus qui y circulent, en l’occurrence les applications mobiles dédiées au développement durable, que nous essayons de répondre à ce questionnement. Nous faisons apparaître les intérêts véritables des acteurs engagés. La notion d’intérêt, fil conducteur de notre étude, nous a conduit à privilégier différentes typologies qui président à la production, typologies que nous avons appelées ici les logiques d’intérêt. Ressort de cette analyse le rôle important des professionnels de la production, intermédiaires spécialisés, assurant l’interaction entre les intérêts en présence et précisant la visée (intérêt général, citoyenneté) des contenus proposés. Peut-on y voir, d’une certaine manière, une implication citoyenne plus au moins volontaire de ces professionnels qui hésitent encore à mettre en adéquation leurs compétences techniques et créatives et leur responsabilité sociale? C’est le questionnement sous-jacent de cette thèse. / This thesis studies the relationship between media production and citizen practice in the mobile applications industry concerning sustainable development contents in France, Brazil, and - to a lesser degree - in the United States between 2009 and 2011. Within this framework, sustainable development was chosen as a basis for discussion as it illustrates the notion of the common good. We study the construction of technical innovation and digital content production. We highlight the interests of the relevant players - operators and stakeholders. The notion of the various interests involved is the central theme of our study. We focus on the role of professionals as specialized intermediaries, who ensure the interaction between the interests involved. Do we detect a civic involvement of these professionals torn between their technical and creative qualifications and societal responsibilities? This is the underlying theme of this thesis.
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The role of creative communities and entrepreneurs in producing digital content without formal intellectual property : the case of alternative pornography / Le rôle des communautés et des entrepreneurs créatifs dans la production de contenu numérique sans propriété intellectuelle formelle : le cas de la pornographie alternative

Le, Kim-Marlène 12 September 2018 (has links)
Le rôle des communautés a été intentionnellement négligé dans l’analyse les modèles d'affaires de la pornographie mainstream (Darling, 2014), nous soutenons cependant qu’il est essentiel à la production de pornographie alternative. Le but de cette thèse consiste alors à comprendre le rôle des communautés et des entrepreneurs dans la production de pornographie sex-positive dans un contexte où le régime de propriété intellectuelle est faible. Nous utilisons une méthodologie qualitative pour aborder cette question, afin de documenter l'activité communautaire et entrepreneuriale de cette niche. Nous concluons que le contenu pornographique sex-pos est exploité principalement par des moyens informels, fondés sur des motivations intrinsèques et des mécanismes de réputation. Plus précisément, ces communautés jouent un rôle central dans la création de contenu protégé par le droit d'auteur, car ils agissent comme des instruments d'exploitation et d'appropriation de la propriété intellectuelle. / Business models for mainstream porn were extensively explained by Darling (2014).While the role of communities was intentionally overlooked for this segment of the industry, I argue that it is central to the production of alternative pornographies. The research question, then, consists in investigating the role of creative communities and entrepreneurs in producing digital sex-positive pornography in a context of a weak intellectual property regime. I used a qualitative method to tackle this question,in order to document community and entrepreneurial activity in the sex-positive niche. As a conclusion, I find that sex-pos pornographic content is specifically exploited mostly through informal means, based on intrinsic motivation and reputational mechanisms. More specifically, these communities and entrepreneurs are central to the creation of copyrighted content, as they act as informal instruments of intellectual property exploitation and appropriation.
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Regleringen av digitala avtalsobjekt i konsumentköplagen : Med fokus på tillhandahållanden av digitalt innehåll och digitala tjänster

Martinsson, Ejah January 2023 (has links)
This thesis describes the new regulation of digital products in the Consumer Services Act (2022:260). The essay focuses specifically on the supply of digital content and digital services which derive from an EU-directive 2019/770 (henceforth The Digital Content Directive). “Digital products” is a made-up concept in this thesis for the following objects: digital content and digital services, digital content and digital services supplied on tangible medium and goods with digital elements. Only the last-mentioned object is regulated in a separate EU-directive 2019/771 (henceforth The Sales of Goods Directive), due to its classification as “goods”. For a long period of time, Sweden and other member states of the EU have lacked uniform rules regarding digital products. The Commission acknowledged this absence and launched “The EU’s new digital single market strategy” (henceforth the DSM-strategy), with several targeted actions such as improving access for consumers to digital products and services within the EU as well as maximizing the growth potential of their digital economy. The DSM-strategy has then resulted in The Digital Content Directive and The Sales of Goods Directive which are the two EU-directives that have been implemented in the new Consumer Services Act in Sweden. The Digital Content Directive was implemented in a separate 9th chapter with numerous cross references to other chapters in the law as well as containing both unclear and inexplicit diction. In order to grasp the new regulation of digital products in Sweden, the different provisions applicable to each and every digital product, however with the main focus on digital content and digital services, are displayed and explained alongside an objectively questioning analysis throughout the essay. The conclusion of this juridical exposition is that although consumers have received satisfactory consumer protection throughout the EU, the Consumer Services Act should have been drafted differently. Furthermore, uncertainties regarding the possible “payments” with data are discovered. Especially concerning is the lack of definitive regulation and contractual remedies for consumers to initiate when paying with their data. Whether the aim of established consumer-friendly rules was achieved or not, viewed from a legislative drafting point of view, is also discussed in the final chapters of this paper. This particular question is likewise analyzed through a small-scale comparative analysis with Nordic countries. A proposal for the legislator is thereby presented; adopt the Finnish way of implementing these two EU-directives into the Consumer Services Act.

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